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The average age of the population that plays games is increasing and are very likely to become important.
The elderly's reaction time and short term memory decline so tasks should avoid these things.
Instructions should be supportive rather than challenging for older players.
Concepts will need to be explained to older users careful so they understand how to complete them.

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Occasional users play the game without becoming an expert in the use of the game.

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Making a game that is accessible to both novices and experts cause features that help novices can slow down the expert users.

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Expert users are very familiar with the game and they use it extensively. Speed and efficiency are the main requirements.
Designing interfaces for expert users requires you to determine what actions they will perform the most frequently and provide a shortcut.

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These users have never used the game or they have only briefly used it, they may have used similar games. Novices need to be able to perform necessary tasks as quickly as possible.
Novices benefit from menus because it is easier for a command to be selected in a menu ratehr than a shortcut command.

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Users are categorized in broad groups:
Novice
Expert
Occasional
The "older" user
Users with special needas

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Audio feedback gives information to the playing using sounds or music. Intense music activating when a chase is happening and a beeping sound when you are low on health are both forms of audio feedback.

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Visual feedback are visual elements of a game that portrays some information to the player. Progress bars, maps and health bars are all forms of visual feedback.

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Haptic feedback is physical information that is given to the player. A controller vibrating is a form of haptic feedback.

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Feedback is the information that the player is given by the game. These can be

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The principles of user interface design are intended to improve the quality of user interface. This also ties into human factors because you want the UI to be accessible for all players. The main point for UI design principle is to make a simple and clear user UI that any player can enjoy.
Some of the principles are:

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User requirements are what the player needs within the game to be able to enjoy it fully. Some gamers suffer with difficulties which can prevent them interacting with a game properly. A good user interface design looks at the different requirements of the gaming population and then give them options that will help them fully enjoy the game to it fullest.
Some things that would need special options:
Vision impaired, hearing impaired, physically impaired, learning difficulties.

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This term is for user experience links with their experiences playing games. Depending on the experience of the user will depend on how the interface will look. Manipulation of the UI is very important. One of the user interface design is simplicity.

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Human Factors in Human-Computer Interfaces

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Human Factors in Human-Computer Interfaces

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Human factors within games are slightly different, games are supposed to be accessible for everyone but human factors can sometimes prevent people from playing or enjoying the experience. An interface should be accessible to everyone and well made UIs do this. The UI should also be able to be manipulated to suit the player's need.

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Meta elements don't fit within the geometry of the game world but they can still fit into the game's narrative however they sit on a 2D hub plane. Blood splatters are a common uses for this type of UI.

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Diegetic elements exist within the game world with both the fiction and the geometry. The player and avatar can interact with them through visual, audible and haptic(physical) means.  If the UI elements are done well then it can improve the narrative experience for the player, this can also make the game a more immersive and integrated experience. An example of this is the Metro series, the avatar interacts with the interface within the game.

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Spatial elements are used when more information is needed to be given to the player. It sits within the geometry of the games environment so it helps to prevent them from breaking the user experience. An example of this is from Splinter Cell.

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Non-Diegectic elements are able to be completely removed from the game's fiction and geometry. Their design is usually influenced by the game's art direction however they can have a different visual to them.  Good examples of this type of interface are most MMOs. This type of interface exists in the game world but has no impact on the story or the geometry.

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UI in games differs from other UI design because it involves fiction. The fiction involves an avatar of the player, the player becomes a key element within the story itself and the game fiction can be linked directly to the UI, partly linked or not linked at all. Erik Fagerholt and Magnus Lorentzon introduced terms for different types of interfaces depending on how linked they are to the narrative and game geometry.

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The Steel Battalion controller was designed to be used with the Steel Battalion game for the original Xbox. The game is a mech combat game where you pilot it. The controller is designed after the cockpit of the mech you pilot in the game and contained over 40 buttons including pedals and levers.

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Due to the GameBoy screen not having a back lit screen means that you can't play the game in a dark area which is where these third party peripherals came in. They clipped onto the GameBoy and lit the front of the screen which had a similar effect to a back lit screen so you were able to see the screen in dark areas.
The light addon was also including in some sets of addons to make the GameBoy on par with a console by making the screen bigger and making the sound stereo instead of mono, unfortunately these made the GameBoy big and bulky and either required their own batteries or linked to the GameBoy batteries which made the battery life last less time.
One of the most famous peripherals for the GameBoy was the GameBoy camera. This allowed a GameBoy to take pictures although the picture were black and white and were usually grainy.

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There are some technology that are designed to fill a certain need or novelty. Some Examples of these:
Gameboy light addon, dreamcast fishing controller, steel battalion controller.

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Examples of technology within game:
Keyboards, touch screens, mouse, motion detectors, headsets, joysticks, controllers, gamepads, steering wheels and pointing devices.

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Technology within games refers to the way the user interacts with a game.
The technology used has changed over years and has altered the way we play games. It is not only allows the user to interact with the game but it also allows feedback to be given to the user.

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The UI of a car is it's steering wheel, it's pedals the dials and the controls.
UX of the car is the brake pedal being responsive, the engine smoothly accelerating when you step on the gas.

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UX or user experience is how enjoyable and easy those interactions are.

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UI or user interface and refers to the way a player/user interacts with the game.