The Future of Interactivity in Console Gaming

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The Future of Interactivity in Console Gaming

Anders Cheung email

Thesis Statement


Interaction between player and console games has recently evolved from using physical controllers to using natural user interfaces. To what extent has this evolution improved interactivity and what does this change imply for the future of console gaming?


games, theory, user experience, video-games, affective computing, applications, design, emotion recognition, emotions, human-computer interaction, sensing, theories


E.H.C.Gamez, P.Cairns, A.L.Cox, "From the gaming experience to the wider user experience", 2009

C.Peter, E.Crane, M.Fabri, H.Agius, L.Axelrod, "Emotion in HCI: designing for people”, 2008

J.Canny, “The Future of Human-Computer Interaction”, 2006

F. Kaplan, "Are gesture-based interfaces the future of human computer interaction?", 2009

IO2Technology, heliodisplay,

The Video Game Console Library, "History of the Game Controller", 2008,

B. Sinclair, "Kinect has problems recognizing dark-skinned users?", 2010,

K. Allen, "Xbox 360 Kinect Interview", 2010,

Research Notes


Early Controllers

Atari 2600 Joysticks

Bally Astrocade

80's & 90's Controllers

Nintendo D-pad + Joypads

Sega Genesis + Saturn

Sony Playstation

Nintendo N64

Sony Dual Shock

2000 Controllers

Sega Dreamcast

Sony Playstation 2

Microsoft Xbox

Nintendo Gamecube

Wireless Gameplay

Sony EyeToy

Microsoft Xbox 360

Sony Playstation 3

Nintendo Wiimote + Nunchuk

Microsoft Kinect

Sony Playstation Move

Recorded Details

The History of Console Gaming

Big players in the gaming industry

- Atari

- Nintendo + Sega

- Sony + Microsoft


1. The evolution of interaction for each company using specific console systems and showing how they’ve changed over the years to improve interactivity.

2. The features improving health and safety for video games.

The Video Game Console Library

"The pad allowed for 8 directional movements, and featured 2 action buttons. Two smaller buttons were incorporated to start, pause, and select game play options. The pads were designed to be small enough to easily fit in a child's hands."


"While testing out the Kinect, two dark-skinned GameSpot employees experienced problems with the system's facial recognition abilities. The system recognized one employee inconsistently, while it was never able to properly identify the other despite repeated calibration attempts." B Sinclair, 2010