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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
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