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This delay can degrade both player performance (e.g., reduced game score) and quality of experience (e.g., the game is less fun). While previous work has studied the effects of delay on commercial games and individual game actions, a more detailed understanding is needed of the effects of delay on moving target selection with realistic target motion, a common scenario in many games. This paper presents an in-depth study of the effects of delay on the fundamental game action of selecting a moving target with a mouse while varying two parameters for the target motion \u2013 turn frequency and turn angle. We design and implement a custom game where players select moving targets using a mouse, while the game controls both the target motion and input delay. Analysis of data gathered in a 56-person user study shows both target selection time and accuracy degrade with delay. However, both selection time and accuracy increase with the frequency and angle of changes in the target\u2019s movement, because turning slows targets down even while making them less predictable. We set these results in the context of other studies of delay and target selection by comparing our findings to those in seven other previously published papers that investigated the effects of delay on target selection.<\/jats:p>","DOI":"10.1145\/3390464","type":"journal-article","created":{"date-parts":[[2020,6,22]],"date-time":"2020-06-22T02:49:20Z","timestamp":1592794160000},"page":"1-24","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":12,"title":["The Impact of Motion and Delay on Selecting Game Targets with a Mouse"],"prefix":"10.1145","volume":"16","author":[{"given":"Mark","family":"Claypool","sequence":"first","affiliation":[{"name":"Worcester Polytechnic Institute, Worcester, Massachusetts, USA"}]},{"given":"Andy","family":"Cockburn","sequence":"additional","affiliation":[{"name":"University of Canterbury, Christchurch, New Zealand"}]},{"given":"Carl","family":"Gutwin","sequence":"additional","affiliation":[{"name":"University of Saskatchewan, Saskatoon, Saskatchewan, Canada"}]}],"member":"320","published-online":{"date-parts":[[2020,6,21]]},"reference":[{"key":"e_1_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1145\/258549.258760"},{"key":"e_1_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-642-39265-8_11"},{"key":"e_1_2_1_3_1","unstructured":"Justin Andress. [n.d.]. Why \u2019Super Smash Bros. Melee\u2019 Pros Play on Ancient TVs. https:\/\/tinyurl.com\/twhkkdb.  Justin Andress. [n.d.]. Why \u2019Super Smash Bros. Melee\u2019 Pros Play on Ancient TVs. https:\/\/tinyurl.com\/twhkkdb."},{"key":"e_1_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/1016540.1016556"},{"key":"e_1_2_1_5_1","volume-title":"Proceedings of the Game Developers Conference","author":"Bernier Yahn W.","year":"2001","unstructured":"Yahn W. Bernier . 2001 . Latency compensating methods in client\/server in-game protocol design and optimization . In Proceedings of the Game Developers Conference . San Francisco, CA, USA. Yahn W. Bernier. 2001. Latency compensating methods in client\/server in-game protocol design and optimization. In Proceedings of the Game Developers Conference. San Francisco, CA, USA."},{"key":"e_1_2_1_6_1","unstructured":"M. Buckland. 2010. Programming Game AI by Example. Jones 8 Bartlett.  M. Buckland. 2010. Programming Game AI by Example. 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