Evaluating User Experience in Games - Concepts and Methods

Evaluating User Experience in Games - Concepts and Methods

von: Regina Bernhaupt

Springer-Verlag, 2010

ISBN: 9781848829633 , 274 Seiten

Format: PDF, OL

Kopierschutz: Wasserzeichen

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Mehr zum Inhalt

Evaluating User Experience in Games - Concepts and Methods


 

Foreword

8

Discussion

8

Contents

14

Contributors

16

About the Authors

20

Part I Introduction to Evaluation of UX

30

1 User Experience Evaluation in Entertainment

31

1.1 Introduction

31

1.2 Defining User Experience

32

1.3 Methods to Evaluate UX in Games

33

References

35

Part II Frameworks and Methods

36

2 Enabling Social Play: A Framework for Design and Evaluation

37

2.1 Introduction

37

2.1.1 Brief Overview of Related Work

37

2.1.2 Defining Social Play

38

2.1.3 Why Focus on Social Play

39

2.1.4 A Framework for Understanding Social Play

40

2.1.4.1 Contextual Factors

40

2.1.4.2 Motivational Factors

41

2.1.4.3 Conceptual and Theoretical Grounding

42

2.1.5 Evaluation Tactics

44

2.1.6 Challenges and Future Directions

46

References

46

3 Presence, Involvement, and Flow in Digital Games

49

3.1 Introduction

49

3.1.1 Games and Playing

50

3.1.2 Psychology of User Experience

51

3.1.3 User Experience in Games

53

3.1.4 Presence-Involvement-Flow Framework (PIFF)

56

3.1.4.1 Presence and Involvement

56

3.1.4.2 Flow

57

3.2 PIFF: Methodological Background

58

3.2.1 Presence and Involvement

60

3.2.2 Flow

61

3.3 PIFF 2 in Practice

61

3.3.1 Between Groups: PIFF 2 in Two Different Games

62

3.3.2 Between Users: Competence and Challenge in the First Hour

65

3.4 Contributions and Future Challenges

68

3.5 Appendix 1: The Final PFA of the Presence and Involvement Measurement Model

69

3.5 Appendix 2: The Final PFA of the Flow Measurement Model

69

References

70

4 Assessing the Core Elements of the Gaming Experience

73

4.1 The Experience of Playing Video-games

73

4.1.1 Introduction to Video-games

74

4.1.2 Introduction to User Experience

74

4.1.3 Overview of the Chapter

75

4.2 The Concept of User Experience

75

4.2.1 Understanding Experience

75

4.2.2 Definition of User Experience

76

4.3 The Experience of Playing Video-games

77

4.3.1 Optimal and Sub-optimal Experience in Video-games

78

4.3.2 The Need for a New Approach to Understand Experience in Video-games

79

4.4 Defining the Gaming Experience

79

4.4.1 A Grounded Theory Approach

80

4.4.2 Defining the Core Elements

81

4.4.2.1 About the Video-game

82

4.4.2.2 About Puppetry

83

4.4.3 About the Theory

88

4.5 Operationalising the Theory

89

4.5.1 The CEGE Model

89

4.5.2 A Questionnaire for the Gaming Experience

91

4.6 An Example of Using the Questionnaire

91

4.6.1 Method

91

4.6.1.1 Design

91

4.6.1.2 Participants

92

4.6.1.3 Apparatus and Materials

92

4.6.1.4 Procedure

92

4.6.2 Results

93

4.6.3 Discussion

93

4.7 Summary

94

Appendix

94

Core Elements of the Gaming Experience Questionnaire (CEGEQ)

95

Appendix

95

References

96

5 The Life and Tools of a Games Designer

98

5.1 Introduction

98

5.2 The Industry and the People

99

5.2.1 Industry

99

5.2.1.1 Platforms

99

5.2.1.2 Genres

100

5.2.1.3 Delivery

100

5.2.2 The People

100

5.2.3 How We Work Together

101

5.3 Development

101

5.3.1 Concept

101

5.3.1.1 Paper Prototyping

102

5.3.1.2 The Tech Demo

103

5.3.2 Pre-production

105

5.3.2.1 Heuristics

105

5.3.2.2 Personas

106

5.3.3 Production

106

5.3.3.1 User Testing

107

5.3.4 Post Launch

108

5.3.4.1 Reviews

109

5.3.4.2 Online Forums

109

5.4 The Future

110

5.5 Conclusion

111

References

111

6 Investigating Experiences and Attitudes Toward Videogames Using a Semantic Differential Methodology

113

6.1 Introduction

113

6.2 Experiences and Attitudes

115

6.2.1 Experiences, the Core Concept of Gaming

115

6.2.2 Why Attitudes Matter in Leisure Activities Such as Videogames

116

6.3 Case Study

117

6.3.1 Research Objectives

117

6.3.2 Methodological Procedures

118

6.3.3 Choice of Concepts and Adjectives

118

6.3.4 The Differential Semantic Questions

119

6.3.5 Description of Participants (Descriptive Analyses)

120

6.3.6 Multidimensional Analyses of Attitudes Toward Leisure and Games

120

6.3.7 Comparisons Between Subgroups

122

6.4 Discussion

126

6.4.1 Discussion of the Results

126

6.4.2 Discussion of the Semantic Differential Methodology

127

6.5 Conclusion

127

References

128

7 Video Game Development and User Experience

130

7.1 Introduction

130

7.2 Previous Work

131

7.2.1 Traditional HCI Approaches

131

7.2.2 Refining Traditional Methods

132

7.2.3 Heuristics

132

7.2.4 User Experience

132

7.2.5 Game Development

133

7.3 Introduction to the Game Development Life Cycle

133

7.3.1 Concept

133

7.3.2 Prototyping

134

7.3.3 Pre-production

134

7.3.4 Production

134

7.3.5 Alpha -- Beta -- Gold

135

7.4 Case Studies

135

7.4.1 Case Study 1 -- Black Rock Studio

136

7.4.1.1 Game Development at Black Rock Studio

136

7.4.1.2 Prototyping

136

7.4.1.3 Pre-production

136

7.4.1.4 Alpha to Release

137

7.4.1.5 Post-launch

137

7.4.1.6 Understanding the User

138

7.4.1.7 Pure Development Summary

140

7.4.2 Case Study 2 ë Zoë Mode

140

7.4.2.1 Understanding the User

140

7.4.2.2 Game Language

141

7.4.2.3 Game Complexity and Accessibility

143

7.4.2.4 Usability Tests

143

7.4.2.5 Changing Demographic

144

7.4.2.6 Studio-Wide Quality Review

144

7.4.2.7 Postmortem

144

7.4.2.8 Summary

145

7.4.3 Case Study 3 -- Relentless Software

145

7.4.3.1 Internal Testing

146

7.4.3.2 Understanding Users

146

7.4.3.3 Post-Launch

147

7.4.3.4 Relentless Software Typical Development Summary

148

7.5 Discussion

148

7.6 Future Challenges

149

References

150

Part III User Experience Decomposed

152

8 User Experience Design for Inexperienced Gamers:GAP -- Game Approachability Principles

153

8.1 Introduction

153

8.2 Game Approachability

155

8.2.1 Learning as a Means to Approachability

156

8.3 Design of the Study: Comparison of Empirical Usability Evaluation and Heuristic Evaluation by GAP

156

8.3.1 The Games

157

8.3.2 Heuristic Evaluation Based on GAP

157

8.3.2.1 The GAP List

158

8.3.3 Empirical Usability Evaluation

159

8.3.4 Comparison of Results

159

8.4 Results of the Heuristic Evaluation by GAP Heuristic Counts

160

8.4.1 Examples of Approachability Found in Data

160

8.4.1.1 GAP as Heuristic Evaluation Not Found in Usability Testing

160

8.4.1.2 GAP Found in Usability Testing Not Found in GAP Heuristic Evaluation

163

8.4.1.3 GAP Found in Both Usability Testing and Heuristic Evaluation

166

8.4.2 Level of Detail

166

8.5 Conclusion

167

8.6 Future Work

168

References

168

9 Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences

170

9.1 Introduction

170

9.2 The Conceptualization of Postgame Experiences

171

9.2.1 Postgame Experiences Related to Game Enjoyment

172

9.2.2 Postgame Experiences Related to Game Immersion

172

9.2.3 Postgame Experiences Related to Game Flow

173

9.2.4 Postgame Experiences Related to Social Gaming

173

9.2.5 Postgame Experiences Related to Embodied Gaming

174

9.2.6 Postgame Experiences After Repeated Exposure to a Game Environment

174

9.3 Focus Group Explorations

175

9.3.1 Exploring Short-Term Postgame Experiences

175

9.3.1.1 Participants and Procedure

176

9.3.1.2 Results

176

9.3.2 Exploring Long-Term Postgame Experiences

179

9.3.2.1 Participants and Procedure

179

9.3.2.2 Results

180

9.4 Discussion and Conclusion

182

References

183

10 Evaluating User Experience Factors Using Experiments: Expressive Artificial Faces Embedded in Contexts

185

10.1 Introduction

185

10.2 Related Work

186

10.2.1 General Description on Emotion

187

10.2.2 Games and User Experience

188

10.2.3 Embodied Conversational Agents

188

10.2.4 Facial Expressions Performed by Embodied Conversational Agents

189

10.3 Evaluation

191

10.3.1 Methodological Considerations

191

10.3.2 Prestudy 1: Evaluation of Emotion-Eliciting Situations

192

10.3.3 Prestudy 2: Evaluation of Artificial Facial Expressions

193

10.3.4 Prestudy 3: Evaluation of Settings and Text Fragments

195

10.3.5 Experiment: Facial Expression and User Experience

196

10.4 Results

199

10.5 Conclusions and Future Work

200

References

201

Part IV User Experience Evaluating Special Aspects of Games

204

11 Evaluating Exertion Games

205

11.1 Introduction

205

11.2 Approach

207

11.3 Evaluating User Experience Post-playing

208

11.3.1 Interviews

209

11.3.2 Prisoner's Dilemma Task

211

11.3.3 Questionnaire

213

11.4 Evaluating User Experience In-Place

214

11.4.1 Coding Body Movement

215

11.4.2 Automatically Coding Body Movement

216

11.5 Other Approaches of Evaluating Exertion Games

218

11.5.1 Physiological Measurements

219

11.5.2 Borg's Perceived Exertion Scale

219

11.5.3 Evaluating Exertion Games Based on User Groups

220

11.5.4 Evaluating Using Blogs

220

11.6 Future Challenges

221

11.7 Final Thoughts

221

References

223

12 Beyond the Gamepad: HCI and Game Controller Design and Evaluation

226

12.1 Introduction

226

12.2 The Evolution of Game Controllers

227

12.2.1 Standard Game Controllers

228

12.2.2 Focus on Innovative Game Controllers

228

12.3 Evaluating Game Controllers: Experience, Usability, and Functionality

229

12.3.1 Introduction to the Components of Human--Computer Interaction

229

12.3.2 Functionality and Game Controllers

230

12.3.3 Usability and Game Controllers

231

12.3.4 Experience and Game Controllers

232

12.3.5 Evaluation and Design of Game Controllers

232

12.4 Case Study

233

12.4.1 Justification

234

12.4.1.1 Functionality

234

12.4.1.2 Usability

234

12.4.1.3 Experience

234

12.4.2 Methodology

235

12.4.2.1 Procedure

235

12.4.3 Results

236

12.4.3.1 Functionality

236

12.4.3.2 Usability

236

12.4.3.3 User Experience

238

12.4.4 Combining the Results

242

12.4.5 Critique

244

12.4.6 Conclusions

244

12.5 Discussion

245

12.5.1 Implications and Recommendations

245

12.5.2 Future Research

245

References

246

13 Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games

249

13.1 Introduction

249

13.1.1 Overview

251

13.2 Video Game Definition and Genres

252

13.3 User-Centred Design in Games

252

13.4 History of Heuristics for Video Games

254

13.5 User Experience of Games

255

13.6 Overview and Review of Existing Video Game Heuristics and Their Impact on User Experience

257

13.6.1 Video Game Heuristics

261

13.6.2 Heuristic Approach to User Experience

263

13.7 A Framework of Heuristics for the Evaluation of a Tabletop Games User Experience

266

13.8 Summary and Future Challenges

268

References

269

Index

273