Players of computer games tend to be discerning about
game quality. So, to be successful, game designers need
to ensure that players receive the best possible experience.
A growing trend in the design of game interfaces is the
use of multi-sensory (visual, auditory and haptic)
interfaces to broaden the experience for players. The
assumption is that, by displaying different information to
different senses, it is possible to increase the amount of
information available to players and so assist their
performance. To test this assumption, the first-person
shooter game, 'Quake 3: Arena', was evaluated in four
modes: with only visual cues; with both visual and
auditory cues; with both visual and haptic cues; and with
visual, auditory and haptic cues. Players reported
improved 'immersion', 'confidence' and 'satisfaction'
when additional sensory cues were included, the multisensory
game interface seemed to improve the player's
experience, but there was no statistically significant
improvement in their performance. We suspect that a
better design of the information being displayed for each
sense may be required if multi-sensory displays are to
significantly improve the player's performance on
specific game tasks.