Margaree's research focused on how to communicate critical status information, such as health and ammunition, to players in First Person Shooters (FPSs). She ran four empirical studies to evaluate different display indicators using game elements she developed in Unity3D.

An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representations

We present four experiments comparing player performance between several information displays used in first-person shooter (FPS) games. Broadly, these information displays included heads-up displays (HUDs), and alternatives such as spatial representations, and diegetic (in-game) indicators. Each experiment isolated a specific task common to FPS games: (1) monitoring ammunition, (2) monitoring health, (3) matching the weapon to the situation, and (4)...

Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games

We present an experiment comparing five ammunition display methods in first-person shooter (FPS) games. These included both diegetic (in-game) and heads-up display (HUD) options. HUD displays included a bar, icons, and a counter. Diegetic displays were displayed in-game beside the player’s weapon. Two diegetic displays were evaluated: a number and bullets. We compared the performance offered by each ammunition display...

Effectively Communicating Critical Status Information in First-Person Shooter Games

First-person shooter video games are wildly popular, with developers recently trying to make their games more “immersive” by communicating feedback within the game rather than on the heads-up display (HUD). This makes this genre of games an interesting platform for research into the effectiveness of different methods of communicating critical game information. This thesis presents four user studies. Each experiment...

[Extended Abstract and Poster] Diagetic vs. non-diagetic game displays

The method used to display game information, either overlay or in-game, in first-person shooters, likely has a measurable impact on player performance. Quantitative research is needed in this area, as game designers are pushing for heads-up displays to be as minimal as possible. This is especially important for the smaller screens (such as tablets and even cellular devices), which are...