This paper investigates the relationship between prior gaming experience and performance of first-person shooter (FPS) in audio-reliant tasks within sound-only environments. We conducted a study with 22 participants (18 male, 3 female, 1 non-binary; age range = 18-35 years) using a modified audio-enhanced version of ViZDoom, testing two scenarios (”basic” and”deadly corridor”) under vision and non-vision conditions. Participants were categorized into three familiarity groups based on self-reported FPS experience. Results indicate that higher familiarity correlated with faster task completion and improved target engagement in both visual and non-visual modes, with performance gaps widening in the more complex non-vision scenario. While limited by sample size, these findings suggest that prior gaming skills may reduce disorientation and enhance spatial audio recognition, particularly in challenging sound-only environments.

Familiarity Vs Performance: the Link Between Gaming Experience and Audio Recognition / Khan, Ibrahim; Gursesli, Mustafa Can; Thawonmas, Ruck; Lanata, Antonio. - ELETTRONICO. - (2025), pp. 1076-1080. ( 14th IEEE Global Conference on Consumer Electronics, GCCE 2025 Osaka International Convention Center, jpn 2025) [10.1109/gcce65946.2025.11275562].

Familiarity Vs Performance: the Link Between Gaming Experience and Audio Recognition

Gursesli, Mustafa Can;Lanata, Antonio
2025

Abstract

This paper investigates the relationship between prior gaming experience and performance of first-person shooter (FPS) in audio-reliant tasks within sound-only environments. We conducted a study with 22 participants (18 male, 3 female, 1 non-binary; age range = 18-35 years) using a modified audio-enhanced version of ViZDoom, testing two scenarios (”basic” and”deadly corridor”) under vision and non-vision conditions. Participants were categorized into three familiarity groups based on self-reported FPS experience. Results indicate that higher familiarity correlated with faster task completion and improved target engagement in both visual and non-visual modes, with performance gaps widening in the more complex non-vision scenario. While limited by sample size, these findings suggest that prior gaming skills may reduce disorientation and enhance spatial audio recognition, particularly in challenging sound-only environments.
2025
GCCE 2025 - 2025 IEEE 14th Global Conference on Consumer Electronics
14th IEEE Global Conference on Consumer Electronics, GCCE 2025
Osaka International Convention Center, jpn
2025
Khan, Ibrahim; Gursesli, Mustafa Can; Thawonmas, Ruck; Lanata, Antonio
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Utilizza questo identificatore per citare o creare un link a questa risorsa: https://hdl.handle.net/2158/1459476
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