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NUI Galway – UL Alliance First Annual ENGINEERING AND - ARAN ...

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Ergonomic Evaluation of the Xbox 360 Wireless Video-Game Controller<br />

Matjaž Galičič 1 ,Thomas Waldmann 2<br />

1 Centre for Occupational Health & Safety Engineering and Ergonomics, Industrial<br />

Engineering, College of Engineering and Informatics, National University of Ireland <strong>Galway</strong>,<br />

University Road, <strong>Galway</strong>, Ireland<br />

m.galicic1@nuigalway.ie<br />

2 Ergonomics Research Centre, Department of Manufacturing and Operations Engineering,<br />

Faculty for Science and Engineering, University of Limerick, Castletroy, Limerick, Ireland<br />

thomas.waldmann@ul.ie<br />

Abstract<br />

The objective of the project was to evaluate the<br />

Microsoft’s Xbox 360 wireless video-game controller<br />

from the ergonomics point of view. A gender balanced<br />

group involved 10 adult participants playing two<br />

different video-games. Questionnaire was used to<br />

collect user’s data. Anthropometric data of hand sizes<br />

was also collected and included in the analysis. Besides<br />

the hypotheses tested, the physical characteristics of the<br />

video-game controller were also evaluated.<br />

1. Introduction<br />

All game consoles provide only 1 size of the<br />

controllers, although different manufacturers offer<br />

different types of controllers for different games, for<br />

e.g. Nintendo Wii offers nun-chucks, guitar, steering<br />

wheel, Microsoft offers steering wheel, guitar,<br />

turntable, etc., assuming that they fit everyone’s hands.<br />

The games available on the market vary from 3+ years<br />

to 18+ years of age, and are in Europe classified by The<br />

Pan-European Game Information (PEGI) age rating<br />

system.<br />

The problems with the game controllers can occur<br />

with the holding, gripping, use of excessive force for<br />

pressing the buttons, high repetition of finger<br />

movements related to certain types of games while<br />

using the game controller, and the overall time of<br />

playing video games. Games are no longer designed to<br />

be played for a couple of hours. On the contrary, they<br />

are designed to be played for hours and even days. The<br />

excessive playing can lead to the development of<br />

musculoskeletal disorders, such as the “trigger finger”,<br />

or “numb thumb” problems and other problems such as<br />

an addiction to certain video games.<br />

2. Methods<br />

Several factors were taken into consideration for the<br />

ergonomic evaluation: size, weight, surface, edges, grip<br />

(force), layout of the controller, the amount of work<br />

done by each and both hands, the amount of work done<br />

by each finger, the repetitiveness of finger movements,<br />

body posture, etc. The experimental group consisted of<br />

5 male and 5 female video-game players, playing Forza<br />

Motrosport III, a car racing game, and Call of Duty <strong>–</strong><br />

2<br />

Modern Warfare 2, a first-person shooter game, for the<br />

duration of at least 20 minutes, and up to 90 minutes<br />

per video-game. The participants filled out a<br />

specifically designed questionnaire at different stages.<br />

Anthropometric data of hand sizes was also collected<br />

and included in the analysis. Seven different hypotheses<br />

were tested in relation to the video-game controller<br />

using the PASW program. Besides the hypotheses<br />

tested, the physical characteristics of the video-game<br />

controller were also evaluated.<br />

3. Results<br />

The results confirmed that the controller was not<br />

suitable for the average hand size, that the<br />

musculoskeletal discomfort did appear while playing<br />

video-games, that both hands did not do the same<br />

amount of work, that some fingers did more work than<br />

others, that a lot of force was not exerted on pushing<br />

the buttons, that the grip of the controller was not the<br />

same during the game, that the finger repetition was<br />

different in both games.<br />

Some of the participants reported that the weight of<br />

the controller was “just right”, that the surface felt<br />

“smooth” and the edges felt “rounded”. However, only<br />

half of the participants liked the vibration feedback<br />

while playing the video-games.<br />

The controls were quite easy to learn for the male<br />

participants, and quite difficult to learn for the female<br />

participants. The experience of learning to play the<br />

video-game using the controller was quite easy for all<br />

participants. It was easier to play the video-games for<br />

the male than for the female participants. It was also<br />

easier for the male participants to advance during the<br />

video-game than for the female participants. Both, male<br />

and female participants enjoyed playing the video-game<br />

quite a lot.<br />

4. Conclusion<br />

The results confirmed the controller was not suitable<br />

for the average hand size, and that further ergonomics<br />

research on the design of the controller should be taken<br />

into consideration.

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