E-Book, Englisch, 274 Seiten
Bernhaupt Evaluating User Experience in Games
1. Auflage 2010
ISBN: 978-1-84882-963-3
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
Concepts and Methods
E-Book, Englisch, 274 Seiten
Reihe: Human-Computer Interaction Series
ISBN: 978-1-84882-963-3
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly 'come of age'. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I'll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.
Autoren/Hrsg.
Weitere Infos & Material
1;Foreword;8
1.1;Discussion;8
2;Contents;14
3;Contributors;16
4;About the Authors;20
5;Part I Introduction to Evaluation of UX;30
6;1 User Experience Evaluation in Entertainment;31
6.1;1.1 Introduction;31
6.2;1.2 Defining User Experience;32
6.3;1.3 Methods to Evaluate UX in Games;33
6.4;References;35
7;Part II Frameworks and Methods;36
8;2 Enabling Social Play: A Framework for Design and Evaluation;37
8.1;2.1 Introduction;37
8.1.1;2.1.1 Brief Overview of Related Work;37
8.1.2;2.1.2 Defining Social Play;38
8.1.3;2.1.3 Why Focus on Social Play;39
8.1.4;2.1.4 A Framework for Understanding Social Play;40
8.1.4.1;2.1.4.1 Contextual Factors;40
8.1.4.2;2.1.4.2 Motivational Factors;41
8.1.4.3;2.1.4.3 Conceptual and Theoretical Grounding;42
8.1.5;2.1.5 Evaluation Tactics;44
8.1.6;2.1.6 Challenges and Future Directions;46
8.1.6.1;References;46
9;3 Presence, Involvement, and Flow in Digital Games;49
9.1;3.1 Introduction;49
9.1.1;3.1.1 Games and Playing;50
9.1.2;3.1.2 Psychology of User Experience;51
9.1.3;3.1.3 User Experience in Games;53
9.1.4;3.1.4 Presence-Involvement-Flow Framework (PIFF);56
9.1.4.1;3.1.4.1 Presence and Involvement;56
9.1.4.2;3.1.4.2 Flow;57
9.2;3.2 PIFF: Methodological Background;58
9.2.1;3.2.1 Presence and Involvement;60
9.2.2;3.2.2 Flow;61
9.3;3.3 PIFF 2 in Practice;61
9.3.1;3.3.1 Between Groups: PIFF 2 in Two Different Games;62
9.3.2;3.3.2 Between Users: Competence and Challenge in the First Hour;65
9.4;3.4 Contributions and Future Challenges;68
9.5;3.5 Appendix 1: The Final PFA of the Presence and Involvement Measurement Model;69
9.6;3.5 Appendix 2: The Final PFA of the Flow Measurement Model;69
9.7;References;70
10;4 Assessing the Core Elements of the Gaming Experience;73
10.1;4.1 The Experience of Playing Video-games;73
10.1.1;4.1.1 Introduction to Video-games;74
10.1.2;4.1.2 Introduction to User Experience;74
10.1.3;4.1.3 Overview of the Chapter;75
10.2;4.2 The Concept of User Experience;75
10.2.1;4.2.1 Understanding Experience;75
10.2.2;4.2.2 Definition of User Experience;76
10.3;4.3 The Experience of Playing Video-games;77
10.3.1;4.3.1 Optimal and Sub-optimal Experience in Video-games;78
10.3.2;4.3.2 The Need for a New Approach to Understand Experience in Video-games;79
10.4;4.4 Defining the Gaming Experience;79
10.4.1;4.4.1 A Grounded Theory Approach;80
10.4.2;4.4.2 Defining the Core Elements;81
10.4.2.1;4.4.2.1 About the Video-game;82
10.4.2.2;4.4.2.2 About Puppetry;83
10.4.3;4.4.3 About the Theory;88
10.5;4.5 Operationalising the Theory;89
10.5.1;4.5.1 The CEGE Model;89
10.5.2;4.5.2 A Questionnaire for the Gaming Experience;91
10.6;4.6 An Example of Using the Questionnaire;91
10.6.1;4.6.1 Method;91
10.6.1.1;4.6.1.1 Design;91
10.6.1.2;4.6.1.2 Participants;92
10.6.1.3;4.6.1.3 Apparatus and Materials;92
10.6.1.4;4.6.1.4 Procedure;92
10.6.2;4.6.2 Results;93
10.6.3;4.6.3 Discussion;93
10.7;4.7 Summary;94
10.8;Appendix;94
10.8.1;Core Elements of the Gaming Experience Questionnaire (CEGEQ);95
10.9;Appendix;95
10.10;References;96
11;5 The Life and Tools of a Games Designer;98
11.1;5.1 Introduction;98
11.2;5.2 The Industry and the People;99
11.2.1;5.2.1 Industry;99
11.2.1.1;5.2.1.1 Platforms;99
11.2.1.2;5.2.1.2 Genres;100
11.2.1.3;5.2.1.3 Delivery;100
11.2.2;5.2.2 The People;100
11.2.3;5.2.3 How We Work Together;101
11.3;5.3 Development;101
11.3.1;5.3.1 Concept;101
11.3.1.1;5.3.1.1 Paper Prototyping;102
11.3.1.2;5.3.1.2 The Tech Demo;103
11.3.2;5.3.2 Pre-production;105
11.3.2.1;5.3.2.1 Heuristics;105
11.3.2.2;5.3.2.2 Personas;106
11.3.3;5.3.3 Production;106
11.3.3.1;5.3.3.1 User Testing;107
11.3.4;5.3.4 Post Launch;108
11.3.4.1;5.3.4.1 Reviews;109
11.3.4.2;5.3.4.2 Online Forums;109
11.4;5.4 The Future;110
11.5;5.5 Conclusion;111
11.6;References;111
12;6 Investigating Experiences and Attitudes Toward Videogames Using a Semantic Differential Methodology;113
12.1;6.1 Introduction;113
12.2;6.2 Experiences and Attitudes;115
12.2.1;6.2.1 Experiences, the Core Concept of Gaming;115
12.2.2;6.2.2 Why Attitudes Matter in Leisure Activities Such as Videogames;116
12.3;6.3 Case Study;117
12.3.1;6.3.1 Research Objectives;117
12.3.2;6.3.2 Methodological Procedures;118
12.3.3;6.3.3 Choice of Concepts and Adjectives;118
12.3.4;6.3.4 The Differential Semantic Questions;119
12.3.5;6.3.5 Description of Participants (Descriptive Analyses);120
12.3.6;6.3.6 Multidimensional Analyses of Attitudes Toward Leisure and Games;120
12.3.7;6.3.7 Comparisons Between Subgroups;122
12.4;6.4 Discussion;126
12.4.1;6.4.1 Discussion of the Results;126
12.4.2;6.4.2 Discussion of the Semantic Differential Methodology;127
12.5;6.5 Conclusion;127
12.6; References;128
13;7 Video Game Development and User Experience;130
13.1;7.1 Introduction;130
13.2;7.2 Previous Work;131
13.2.1;7.2.1 Traditional HCI Approaches;131
13.2.2;7.2.2 Refining Traditional Methods;132
13.2.3;7.2.3 Heuristics;132
13.2.4;7.2.4 User Experience;132
13.2.5;7.2.5 Game Development;133
13.3;7.3 Introduction to the Game Development Life Cycle;133
13.3.1;7.3.1 Concept;133
13.3.2;7.3.2 Prototyping;134
13.3.3;7.3.3 Pre-production;134
13.3.4;7.3.4 Production;134
13.3.5;7.3.5 Alpha -- Beta -- Gold;135
13.4;7.4 Case Studies;135
13.4.1;7.4.1 Case Study 1 -- Black Rock Studio;136
13.4.1.1;7.4.1.1 Game Development at Black Rock Studio;136
13.4.1.2;7.4.1.2 Prototyping;136
13.4.1.3;7.4.1.3 Pre-production;136
13.4.1.4;7.4.1.4 Alpha to Release;137
13.4.1.5;7.4.1.5 Post-launch;137
13.4.1.6;7.4.1.6 Understanding the User;138
13.4.1.7;7.4.1.7 Pure Development Summary;140
13.4.2;7.4.2 Case Study 2 ë Zoë Mode;140
13.4.2.1;7.4.2.1 Understanding the User;140
13.4.2.2;7.4.2.2 Game Language;141
13.4.2.3;7.4.2.3 Game Complexity and Accessibility;143
13.4.2.4;7.4.2.4 Usability Tests;143
13.4.2.5;7.4.2.5 Changing Demographic;144
13.4.2.6;7.4.2.6 Studio-Wide Quality Review;144
13.4.2.7;7.4.2.7 Postmortem;144
13.4.2.8;7.4.2.8 Summary;145
13.4.3;7.4.3 Case Study 3 -- Relentless Software;145
13.4.3.1;7.4.3.1 Internal Testing;146
13.4.3.2;7.4.3.2 Understanding Users;146
13.4.3.3;7.4.3.3 Post-Launch;147
13.4.3.4;7.4.3.4 Relentless Software Typical Development Summary;148
13.5;7.5 Discussion;148
13.6;7.6 Future Challenges;149
13.7;References;150
14;Part III User Experience Decomposed;152
15;8 User Experience Design for Inexperienced Gamers:GAP -- Game Approachability Principles;153
15.1;8.1 Introduction;153
15.2;8.2 Game Approachability;155
15.2.1;8.2.1 Learning as a Means to Approachability;156
15.3;8.3 Design of the Study: Comparison of Empirical Usability Evaluation and Heuristic Evaluation by GAP;156
15.3.1;8.3.1 The Games;157
15.3.2;8.3.2 Heuristic Evaluation Based on GAP;157
15.3.2.1;8.3.2.1 The GAP List;158
15.3.3;8.3.3 Empirical Usability Evaluation;159
15.3.4;8.3.4 Comparison of Results;159
15.4;8.4 Results of the Heuristic Evaluation by GAP Heuristic Counts;160
15.4.1;8.4.1 Examples of Approachability Found in Data;160
15.4.1.1;8.4.1.1 GAP as Heuristic Evaluation Not Found in Usability Testing;160
15.4.1.2;8.4.1.2 GAP Found in Usability Testing Not Found in GAP Heuristic Evaluation;163
15.4.1.3;8.4.1.3 GAP Found in Both Usability Testing and Heuristic Evaluation;166
15.4.2;8.4.2 Level of Detail;166
15.5;8.5 Conclusion;167
15.6;8.6 Future Work;168
15.7;References;168
16;9 Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences;170
16.1;9.1 Introduction;170
16.2;9.2 The Conceptualization of Postgame Experiences;171
16.2.1;9.2.1 Postgame Experiences Related to Game Enjoyment;172
16.2.2;9.2.2 Postgame Experiences Related to Game Immersion;172
16.2.3;9.2.3 Postgame Experiences Related to Game Flow;173
16.2.4;9.2.4 Postgame Experiences Related to Social Gaming;173
16.2.5;9.2.5 Postgame Experiences Related to Embodied Gaming;174
16.2.6;9.2.6 Postgame Experiences After Repeated Exposure to a Game Environment;174
16.3;9.3 Focus Group Explorations;175
16.3.1;9.3.1 Exploring Short-Term Postgame Experiences;175
16.3.1.1;9.3.1.1 Participants and Procedure;176
16.3.1.2;9.3.1.2 Results;176
16.3.2;9.3.2 Exploring Long-Term Postgame Experiences;179
16.3.2.1;9.3.2.1 Participants and Procedure;179
16.3.2.2;9.3.2.2 Results;180
16.4;9.4 Discussion and Conclusion;182
16.5;References;183
17;10 Evaluating User Experience Factors Using Experiments: Expressive Artificial Faces Embedded in Contexts;185
17.1;10.1 Introduction;185
17.2;10.2 Related Work;186
17.2.1;10.2.1 General Description on Emotion;187
17.2.2;10.2.2 Games and User Experience;188
17.2.3;10.2.3 Embodied Conversational Agents;188
17.2.4;10.2.4 Facial Expressions Performed by Embodied Conversational Agents;189
17.3;10.3 Evaluation;191
17.3.1;10.3.1 Methodological Considerations;191
17.3.2;10.3.2 Prestudy 1: Evaluation of Emotion-Eliciting Situations;192
17.3.3;10.3.3 Prestudy 2: Evaluation of Artificial Facial Expressions;193
17.3.4;10.3.4 Prestudy 3: Evaluation of Settings and Text Fragments;195
17.3.5;10.3.5 Experiment: Facial Expression and User Experience;196
17.4;10.4 Results;199
17.5;10.5 Conclusions and Future Work;200
17.6; References;201
18;Part IV User Experience Evaluating Special Aspects of Games;204
19;11 Evaluating Exertion Games;205
19.1;11.1 Introduction;205
19.2;11.2 Approach;207
19.3;11.3 Evaluating User Experience Post-playing;208
19.3.1;11.3.1 Interviews;209
19.3.2;11.3.2 Prisoner's Dilemma Task;211
19.3.3;11.3.3 Questionnaire;213
19.4;11.4 Evaluating User Experience In-Place;214
19.4.1;11.4.1 Coding Body Movement;215
19.4.2;11.4.2 Automatically Coding Body Movement;216
19.5;11.5 Other Approaches of Evaluating Exertion Games;218
19.5.1;11.5.1 Physiological Measurements;219
19.5.2;11.5.2 Borg's Perceived Exertion Scale;219
19.5.3;11.5.3 Evaluating Exertion Games Based on User Groups;220
19.5.4;11.5.4 Evaluating Using Blogs;220
19.6;11.6 Future Challenges;221
19.7;11.7 Final Thoughts;221
19.8;References;223
20;12 Beyond the Gamepad: HCI and Game Controller Design and Evaluation;226
20.1;12.1 Introduction;226
20.2;12.2 The Evolution of Game Controllers;227
20.2.1;12.2.1 Standard Game Controllers;228
20.2.2;12.2.2 Focus on Innovative Game Controllers;228
20.3;12.3 Evaluating Game Controllers: Experience, Usability, and Functionality;229
20.3.1;12.3.1 Introduction to the Components of Human--Computer Interaction;229
20.3.2;12.3.2 Functionality and Game Controllers;230
20.3.3;12.3.3 Usability and Game Controllers;231
20.3.4;12.3.4 Experience and Game Controllers;232
20.3.5;12.3.5 Evaluation and Design of Game Controllers;232
20.4;12.4 Case Study;233
20.4.1;12.4.1 Justification;234
20.4.1.1;12.4.1.1 Functionality;234
20.4.1.2;12.4.1.2 Usability;234
20.4.1.3;12.4.1.3 Experience;234
20.4.2;12.4.2 Methodology;235
20.4.2.1;12.4.2.1 Procedure;235
20.4.3;12.4.3 Results;236
20.4.3.1;12.4.3.1 Functionality;236
20.4.3.2;12.4.3.2 Usability;236
20.4.3.3;12.4.3.3 User Experience;238
20.4.4;12.4.4 Combining the Results;242
20.4.5;12.4.5 Critique;244
20.4.6;12.4.6 Conclusions;244
20.5;12.5 Discussion;245
20.5.1;12.5.1 Implications and Recommendations;245
20.5.2;12.5.2 Future Research;245
20.6;References;246
21;13 Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games;249
21.1;13.1 Introduction;249
21.1.1;13.1.1 Overview;251
21.2;13.2 Video Game Definition and Genres;252
21.3;13.3 User-Centred Design in Games;252
21.4;13.4 History of Heuristics for Video Games;254
21.5;13.5 User Experience of Games;255
21.6;13.6 Overview and Review of Existing Video Game Heuristics and Their Impact on User Experience;257
21.6.1;13.6.1 Video Game Heuristics;261
21.6.2;13.6.2 Heuristic Approach to User Experience;263
21.7;13.7 A Framework of Heuristics for the Evaluation of a Tabletop Games User Experience;266
21.8;13.8 Summary and Future Challenges;268
21.9;References;269
22;Index;273




