The effects of age group, interface type, and key area of mobile phones on game playing performance, usability, and visual fatigue: A case study of a rhythm game
This study investigated the effects of age group, interface type, and key area on accuracy, usability, the change of critical fusion frequency, and subjective visual fatigue in Taiko no Tatsujin game playing. Four groups divided by age (young adult, adult, middle‐aged adult, and senior citizen), two...
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Veröffentlicht in: | Human factors and ergonomics in manufacturing & service industries 2019-05, Vol.29 (3), p.275-282 |
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Sprache: | eng |
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