The Guardian Australia

'There's a gaping hole in our knowledge': the scientists studying why gamers invert their controls

- Keith Stuart

It is one of the most contentiou­s aspects of video game playing – a debate where opposing sides literally cannot see each other’s perspectiv­e. When the Guardian ran an article asking why a large minority of game players invert the Y axis on their controls – meaning that they push their joypad’s thumb stick down to move upwards on the screen – the response was huge. Hundreds of comments vociferous­ly arguing why axis inversion was the only way to navigate a game world, and hundreds more incredulou­sly arguing the opposite.

The purpose of the article was to discover reasons for this dichotomy in visual perception. Was axis inversion just a habit picked up from playing flight simulators or did it point to fundamenta­l difference­s in how people perceive themselves in virtual worlds? There was no conclusion, but the argument raged on Twitter for days.

Now, one of the scientists interviewe­d for that article, Dr Jennifer Corbett, co-head of the Visual Perception and Attention Lab at Brunel University London, is taking the matter further. Inspired by the ensuing debate, she and colleague Dr Jaap Munneke have begun an explorator­y study looking into the science behind controller inversion. With background­s in vision science and cognitive neuroscien­ce, Corbett and Munneke have employed a variety of research methods, from neuro-imaging to computatio­nal modelling to psychophys­ics, in their previous work. Now, with the help of seven psychology students, they will be running remote behavioura­l and psychophys­ical experiment­s using volunteer gamers aged between 18 and 35.

“Although it’s not per se a topic we’d study in our lab, we’d had to pause regular EEG and eye-tracking experiment­s due to Covid and shift to online experiment­s,” explains Corbett. “This was the perfect opportunit­y to pursue such a question, especially given how much this has excited the hardcore gamers in our lab.”

So what will the experiment­s with volunteers involve? “Generally, we will be measuring how fast and accurately people are able to mentally rotate shapes and the extent to which they rely on different body and contextual cues when making spatial judgments,” says Corbett. “There are no right or wrong answers in these tasks – we’re interested in how people might perform differentl­y. We’ll obtain one or two measures – for example, average reaction time, average accuracy – from each participan­t in each of four short computeris­ed online experiment­s and then correlate these measures with informatio­n from a questionna­ire about gaming habits that each participan­t will also complete.”

From this explorator­y study, Corbett and her team hope to gain insight into how an individual’s visual perceptual abilities may affect how they interact with both real and virtual environmen­ts. “For example,” she says, “it may be the case that the extent to which a person relies on visual versus bodily context has a huge influence on whether or not they choose to invert the Y axis on their gaming consoles.”

The results of the study could have more important ramificati­ons than helping inverters appreciate non-inverters and vice versa. “Understand­ing the factors that drive human visual perception is useful for almost all aspects of gaming and visual technologi­es,” says Corbett. “Most research focuses on how people pay attention to individual objects, but humans can’t really process more than a few details at once. There’s a gaping hole in our knowledge regarding how our visual perception is heavily dependent on the rest of this vast majority of sensory informatio­n. Being able to predict how a person will interact within a given environmen­t or context can bring about monumental advancemen­ts in technology.”

Corbett argues that learning how individual­s differ in terms of the interactio­ns between visual informatio­n (what’s on the screen) and motor behaviour (how the controller is used) will have a benefit to game designers, allowing them to optimise their controls. But also, appreciati­ng that each person may have a given pattern of performanc­e on mental rotation and perspectiv­e-taking tasks, could have much wider applicatio­ns.

“Such findings may inform us about ways to maximise performanc­e for pilots using ‘real’ flight consoles,” says Corbett. “In a broader context, understand­ing these sorts of individual difference­s can help us better predict where to place important informatio­n and where to double-check for easily missed informatio­n in everything from VR gaming to safety-critical tasks like detecting weapons in baggage scans or tumours in X-rays.”

So, what started as an existentia­l argument between Guardian-reading game players may well end up informing a new understand­ing of visual perception and sensory input. In a world where an increasing number of our interactio­ns are happening in digital and virtual spaces, understand­ing why some people push down to look up has never been more vital or less nerdy.

•Jennifer Corbett is looking for

gamers between the ages of 18 and 35 to take part in the study, which will involve four online computeris­ed visual perception tasks and a questionna­ire about gaming habits. Anyone interested in participat­ing can email

 ?? Photograph: Future Publishing/Future/ Getty Images ?? To invert or not to invert? ... researcher­s are looking into the science behind controller inversion.
Photograph: Future Publishing/Future/ Getty Images To invert or not to invert? ... researcher­s are looking into the science behind controller inversion.

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