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Nintendo Wii: Boxing Nintendo Wii: Boxing The Analysis of The Analysis of Player Experience and Player Experience and Usability Usability Raisa Omaheimo & Raisa Omaheimo & Mike Pohjola Mike Pohjola Games and Storytelling Games and Storytelling 26.4.2007 26.4.2007

Raisa's and Mike's Wii Boxing game test presentation

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An analysis of Wii Boxing

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Page 1: Raisa's and Mike's Wii Boxing game test presentation

Nintendo Wii: BoxingNintendo Wii: Boxing

The Analysis of The Analysis of Player Experience and Player Experience and UsabilityUsability

Raisa Omaheimo &Raisa Omaheimo &Mike PohjolaMike Pohjola

Games and StorytellingGames and Storytelling26.4.200726.4.2007

Page 2: Raisa's and Mike's Wii Boxing game test presentation

Wii Interface

Based on two remotes and the screen

The Wii Remote can be used like a regular remote controller, but also as a virtual glove that detects motion

Wii Remote

Nunchuk

Page 3: Raisa's and Mike's Wii Boxing game test presentation

Wii Boxing Interface

The remotes are used to detect motion aiming to create the illusion that the player is actually boxing

Page 4: Raisa's and Mike's Wii Boxing game test presentation

Observations of the Usability

Player had difficulties with aiming the punches: some kind of cursor could have helped

It was unclear when the player was hit

Remote and Nunchuk played togeher well

Page 5: Raisa's and Mike's Wii Boxing game test presentation

Observations of the Player Experience

It was frustrating not be able to move in the space (Wii Remote only reacted to the movement of the hands)

Feeling that the game did not register all the punches

Some kind of tactile response would have been good

The actual game play session wasn't enjoyable

Monotonous

Rewards of the game didn't encourage to carry on playing

Visual style seemed badly defined: not realistic, comic book like characterisation didn't offer anything interesting to the game theme

Page 6: Raisa's and Mike's Wii Boxing game test presentation

Official Promo Picture for Wii Sports