Articlei-Perception
What role does touch play in active entertainment? A narrative review of tactile feedback in gaming.
Article in i-Perception. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
1 citing paper in PubMed.
- Article
Corrections and comments
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Authors and funding
2 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
This narrative literature review explores the role of tactile stimulation within interactive gaming and storytelling. Focusing on active entertainment experiences-where the audience/player has some control over what happens, unlike passive media such as film. The review traces tactile/haptic feedback from the 18th century electric-shock amusements to contemporary vibrotactile controllers and interactive cinema. The review also highlights touch's potential to enhance interactivity across active entertainments. Key themes include the role of touch in active versus passive forms of entertainment. In the context of active entertainment, audience participation influences the gameplay/plot, while in passive entertainment, the audience simply observes without being able to alter the outcome. The review also contrasts first- and third-person viewer perspectives and the viewpoint specificity of much tactile/haptic stimulation, particularly concerning these perspectives. Additionally, the review discusses the technical challenges associated with much of the wearable haptic technology that has been introduced to date, and consumer preferences and willingness to pay for haptic devices and enhanced haptic (broadly referring to any kind of tactile) experiences. The review concludes by emphasizing the multifaceted roles of haptic feedback in gameplay, narrative enhancement, and emotional engagement. It also suggests directions for future research to expand the potential of touch within multisensory entertainment.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.