ergonomic applications to video game development

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  • 7/29/2019 Ergonomic Applications to Video Game Development

    1/5

    Alex Gregorie

    ITGM 241 MW

    1/30/2013

    The human body is an amazing machine. Since the first primitive man stood upright and

    proclaimed his dominance over the Earth this fact has been apparent. What have aided the human-

    machine are the tools that man has created. In fact, it is the use of tools that sets the divide for when

    man became more than just a remarkably intelligent ape and is set forth as Homo Hablis, the first man.

    As man has come up through the ages he has created tools to aid him in his work and to increase his

    productivity. As he sought to improve his comfort and efficiency through leather wrapped handles, or

    any number of other implementations, he stumbled upon the first ergonomics.

    The term ergonomics, according to the website of the Japanese Ergonomics Society, is credited

    to the polish scholar Wojciech Jastrzbowski. The word ergonomics is a combination of two Greek

    words, ergo and nomos. Ergo is the word for work or labor and nomos is the word for natural laws

    therefore ergonomics are the ways to work according to the natural laws. Ergonomics is a way of

    optimizing the design of an object so that it conforms and accents the way the body naturally functions

    with the purpose of decreasing fatigue and increasing efficiency. As the study of ergonomics has become

    more and more defined and studied it has found its way into the input devices of video games and

    computer peripherals. While many gamers do not think of the design of their controllers, keyboards and

    computer mice in terms of ergonomics it is most assuredly a defining principle of design that permeates

    every level of gaming hardware from the tip of the Dualshock 2s joystick to the bottom of the most elite

    gaming chair.

    As discussed ergonomics is the study of decreasing fatigue and increasing efficiency. This is done

    through knowledge of how the human body functions. This knowledge allows designers to create

    devices according to the way the body naturally wants to operate and this in turn decreases injuries and

    increases the effectiveness of the device. What principles are essential to the design of game input

    devices though? On his website, Dan MacLeod, an independent ergonomics consultant, discusses ten of

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    Alex Gregorie

    ITGM 241 MW

    1/30/2013

    the basic principles of ergonomics and their applications. Two of these principles that have made

    prevalent contributions to video game hardware design are the concepts of neutral positions and the

    reduction of static load.

    The first of these principles is that the body is less fatigued in neutral positions. Neutral

    positions are the positions that the body naturally lies in. An example of one to these neutral positions

    that appears in gaming is how an object relates to the hand. If studied on an open hand, the center of

    the palm is not truly perpendicular to the forearm instead it forms an arc that wraps around the muscles

    of the thumb. Therefore, for any item to naturally fit into the hand and keep the wrist neutral it must

    utilize and account for this angle. Game controllers are no exception.

    The second principle that has influenced the design of video game hardware is the idea of static

    load. Static load, according to MacLeod, is the stress of holding and object in the same position for an

    extended period of time. If a player is expected to interface with a system for any amount of time the

    input devices must be designed with this idea of static load taken into account.

    These two principles of ergonomic design, neutrality and static load, both serve the purpose

    of increasing the comfort of the user as well as the efficiency with which they can use the devices.

    The question then arises as to why these principles are important in the development of game

    hardware devices specifically. The first reason ergonomics matter to gaming specifically is that it

    minimizes physical fatigue to the body. It may seem strange to have a discussion of physical fatigue

    and how it relates games especially due to the fact that society at large sees games as a sedentary

    and low impact activity. In gaming however actions can be repetitive, quick and forceful. The fatigue

    that is placed on the body by poor ergonomics can cause what are called, Repetitive Strain Injuries

    according to an article by Christian Nordqvist published on Medical News Today. These injuries are

    caused not by a sudden tearing or popping as with more common injuries but through the strain

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    Alex Gregorie

    ITGM 241 MW

    1/30/2013

    caused by repetitive motions over time which act in much the same way as erosion slowly tearing

    down the body. This is very important in gaming where at a professional level players repeat motions

    rapidly and quickly. In Korea where games like Starcraft elevate gamers to a similar status to that of

    rockstars players can perform upwards of 300-400 actions per minute over the course of matches

    that can last for anywhere between thirty minutes and an hour. These repetitive actions build up the

    static load on the hands and without proper ergonomics cause injuries that can spell out the end of a

    season or even a career for a professional gamer.

    The second reason that ergonomics matter is that without ergonomics being integrated into

    the input devices of games the growth of the industry would have been stunted. If one takes a look

    at the evolution of games and the controllers they developed on there is a pattern that develops. For

    example, the original Super Mario Bros was released for the Nintendo Entertainment system in 1985

    and according to howlongtobeat.com, a website that lists average completion times for games, the

    game could be beaten in only an hour or an hour and a half. The controller of the NES was not

    ergonomic in the least with its rectangular shape and hard buttons, because static load was less of

    an issue because the games even when played to completion were short. If you fast forward just ten

    years though it can be seen that Super Mario 64 for the Nintendo 64 took nearly twenty hours to

    complete and the controller also responded to this increase in game size by replacing the hard

    directional pad with a more ergonomic joystick and revolutionizing the shape of the controller by

    using the natural contours of the hand to make it a more comfortable controller and decreasing the

    static load on the hand meaning that players could play longer and consume more content. This

    length of gameplay would not have been nearly as enjoyable without the integration of ergonomic

    principles.

    Lastly ergonomics have shaped gaming by allowing players to enhance their already keen

    abilities further. This necessary integration was brought on through the advent of more competitive

    games. As players began to have their skills tested and sought to test the skills of their peers they

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    Alex Gregorie

    ITGM 241 MW

    1/30/2013

    naturally sought advantages. In many of the fast paced multiplayer games users had only split

    seconds to enact their plans and execute commands. Ergonomics has enhanced these qualities by

    streamlining the efficiencies of game input devices. Entire companies now specialize or have

    specialized departments just for gaming peripherals. One of the largest of these companies,

    Logitech, reported a profit of $532 million dollars in the 2012 fiscal year. Other companies such as

    Razer have developed entire lines of products with the sole purpose being to increase the abilities of

    professional players through ergonomic design and integration. The ergonomic evolution of the

    mouse shows this off very well. When the original computer mouse was first invented in 1964 by

    Douglas Engelbart it was, nothing more than , according to The Centre of Computing History, a

    wooden shell, circuit board and two metal wheels that came into contact with the surface it was

    being used on. As user interfaces and computers began to advance users needed more and more

    precision from their devices developing the Ball mouse and then the optic mouse that is now the

    standard. Now gaming peripherals have become synonymous with precision and efficiency. By

    knowing and utilizing ergonomics in their products companies, like Razer and Logitech, have

    integrated buttons with adjustable speed, customizable layouts and additional buttons that naturally

    lie in the neutral position of the hand and in so doing have been able to boost the performance of

    their clientele and advance input technology to places that were thought unreachable even just a few

    years ago.

    From the beginning of tool making and ergonomics man has sought his own comfort and

    productivity. In recent years the study of ergonomics has changed the way we approach problems of

    efficiency and comfort. Especially in games it is easy to see the benefits that ergonomic integration has

    had on our health, our industry and our natural abilities allowing us to surpass the abilities that we

    viewed as pinnacle in much the same way that our ancient ancestors stepped forward to carve a new

    path in history with tools that bolster the greatest machines on Earth. Ourselves.

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    Alex Gregorie

    ITGM 241 MW

    1/30/2013

    Works Cited

    "10 Principles of Ergonomics." 10 Principles of Ergonomics. N.p., n.d. Web. 29 Jan. 2013.

    "The History of the Computer Mouse - Computing History." The History of the Computer Mouse

    - Computing History. N.p., n.d. Web. 30 Jan. 2013.

    "HLTB - How Long Is Super Mario 64?" HLTB - How Long Is Super Mario 64?

    Howlongtobeat.com, 2012. Web. 30 Jan. 2013.

    "HLTB - How Long Is Super Mario Bros.?" HLTB - How Long Is Super Mario Bros.?

    Howlongtobeat.com, 2012. Web. 30 Jan. 2013.

    "Japan Ergonomics Society." History of Ergonomics. N.p., n.d. Web. 29 Jan. 2013.

    Logitech. Logitech - Logitech Announces Fourth Quarter and Full-Year Financial Results for FY

    2012. Logitech - Logitech Announces Fourth Quarter and Full-Year Financial Results for

    FY 2012. Logitech, 25 Apr. 2012. Web. 30 Jan. 2013.

    Nordqvist, Christian. "What Is Repetitive Strain Injury (RSI)? What Causes Repetitive Strain

    Injury?" Medical News Today. MediLexicon International, 19 Jan. 2010. Web. 30 Jan.

    2013.