Push. Play: An Examination of the Gameplay Button

Authors

  • Stephen N. Griffin

Keywords:

interface design, input design, game hardware, game controller, affordances

Abstract

At the center of the video game experience is the interface. Before a player grabs the first power- up or meets the first obstacle, the would-be-adventurer must accept the limitations of the encounter. Only the controller can lead to action in the game space. A life in motion must be reduced to input. Modern games have developed a great deal since their early days as quarter- seeking cabinets. However, despite their graphical, dramatical, and technical development, one of the defining features of the video game basically remains unchanged. This essay reveals the importance of the ever-present button while examining the limitations of its current embodiment.

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Published

2005-01-01

Bibtex

@Conference{digra215, title ="Push. Play: An Examination of the Gameplay Button", year = "2005", author = "Griffin, Stephen N.", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/215}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}