E-Book, Englisch, 286 Seiten
Bernhaupt Game User Experience Evaluation
1. Auflage 2015
ISBN: 978-3-319-15985-0
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 286 Seiten
Reihe: Human-Computer Interaction Series
ISBN: 978-3-319-15985-0
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience.Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologically- orientated UX evaluation, user behaviour, telemetry based methods and social play as effective evaluation techniques for gaming design and evolving user-experience.Game User Experience Evaluation allows researchers, PhD students as well as game designers and developers to get an overview on available methods for all stages of the development life cycle.
Autoren/Hrsg.
Weitere Infos & Material
1;Contents;6
2;Contributors;8
3;Chapter-1;10
3.1;User Experience Evaluation Methods in the Games Development Life Cycle;10
3.1.1;1.1 Introduction;10
3.1.2;1.2 Defining User Experience;11
3.1.3;1.3 Methods to Evaluate UX in Games;13
3.1.4;References;16
4;Part I;18
4.1;User Orientated Methods;18
4.1.1;Chapter-2;19
4.1.1.1;Video Game Development and User Experience;19
4.1.1.1.1;2.1 Introduction;19
4.1.1.1.2;2.2 Previous Work;20
4.1.1.1.2.1;2.2.1 Traditional HCI Approaches;20
4.1.1.1.2.2;2.2.2 Refining Traditional Methods;21
4.1.1.1.2.3;2.2.3 Heuristics;21
4.1.1.1.2.4;2.2.4 User Experience;21
4.1.1.1.2.5;2.2.5 Game Development;22
4.1.1.1.3;2.3 Introduction to the Game Development Life Cycle;22
4.1.1.1.3.1;2.3.1 Concept;22
4.1.1.1.3.2;2.3.2 Prototyping;23
4.1.1.1.3.3;2.3.3 Pre-Production;23
4.1.1.1.3.4;2.3.4 Production;23
4.1.1.1.3.5;2.3.5 Alpha—Beta—Gold;24
4.1.1.1.4;2.4 Case Studies;24
4.1.1.1.4.1;2.4.1 Game Development at Black Rock Studio;25
4.1.1.1.4.2;2.4.2 Prototyping;25
4.1.1.1.4.3;2.4.3 Pre-Production;25
4.1.1.1.4.4;2.4.4 Alpha to Release;26
4.1.1.1.4.5;2.4.5 Post-Launch;27
4.1.1.1.4.6;2.4.6 Understanding the User;27
4.1.1.1.4.7;2.4.7 Pure Development Summary;29
4.1.1.1.4.8;2.4.8 Understanding the User;30
4.1.1.1.4.9;2.4.9 Game Language;31
4.1.1.1.4.10;2.4.10 Game Complexity and Accessibility;32
4.1.1.1.4.11;2.4.11 Usability Tests;33
4.1.1.1.4.12;2.4.12 Changing Demographic;33
4.1.1.1.4.13;2.4.13 Studio-Wide Quality Review;33
4.1.1.1.4.14;2.4.14 Postmortem;34
4.1.1.1.4.15;2.4.15 Summary;34
4.1.1.1.4.16;2.4.16 Internal Testing;35
4.1.1.1.4.17;2.4.17 Understanding Users;35
4.1.1.1.4.18;2.4.18 Post Launch;37
4.1.1.1.4.19;2.4.19 Relentless Software Typical Development Summary;37
4.1.1.1.4.20;2.4.20 Background;38
4.1.1.1.4.21;2.4.21 Prototyping;38
4.1.1.1.4.22;2.4.22 Development;39
4.1.1.1.4.23;2.4.23 User Testing;39
4.1.1.1.4.24;2.4.24 Release;40
4.1.1.1.4.25;2.4.25 Summary;40
4.1.1.1.5;2.5 Discussion;40
4.1.1.1.6;2.6 Future Challenges;41
4.1.1.1.7;References;42
4.1.2;Chapter-3;44
4.1.2.1;Assessing the Core Elements of the Gaming Experience;44
4.1.2.1.1;3.1 The Experience of Playing Video-Games;44
4.1.2.1.1.1;3.1.1 Introduction to Video-Games;45
4.1.2.1.1.2;3.1.2 Introduction to User Experience;45
4.1.2.1.1.3;3.1.3 Overview of the Chapter;46
4.1.2.1.2;3.2 The Concept of User Experience;46
4.1.2.1.2.1;3.2.1 Understanding Experience;46
4.1.2.1.2.2;3.2.2 Definition of User Experience;47
4.1.2.1.3;3.3 The Experience of Playing Video-Games;48
4.1.2.1.3.1;3.3.1 Optimal and Sub-Optimal Experience in Video-Games;49
4.1.2.1.3.2;3.3.2 The Need for a New Approach to Understand Experience in Video-Games;50
4.1.2.1.4;3.4 Defining the Gaming Experience;50
4.1.2.1.4.1;3.4.1 A Grounded Theory Approach;51
4.1.2.1.4.2;3.4.2 Defining the Core Elements;52
4.1.2.1.4.2.1;3.4.2.1 About the Video-Game;53
4.1.2.1.4.2.2;3.4.2.2 About Puppetry;54
4.1.2.1.4.3;3.4.3 About the Theory;59
4.1.2.1.5;3.5 Operationalising the Theory;60
4.1.2.1.5.1;3.5.1 The CEGE Model;60
4.1.2.1.5.2;3.5.2 A Questionnaire for the Gaming Experience;62
4.1.2.1.6;3.6 Examples of Using the Questionnaire;62
4.1.2.1.6.1;3.6.1 Method;63
4.1.2.1.6.1.1;3.6.1.1 Design;63
4.1.2.1.6.1.2;3.6.1.2 Participants;63
4.1.2.1.6.1.3;3.6.1.3 Apparatus and Materials;63
4.1.2.1.6.1.4;3.6.1.4 Procedure;63
4.1.2.1.6.2;3.6.2 Results;64
4.1.2.1.6.3;3.6.3 Discussion;64
4.1.2.1.6.4;3.6.4 Other Examples;65
4.1.2.1.7;3.7 Summary;65
4.1.2.1.8;Appendix;66
4.1.2.1.8.1;Core Elements of the Gaming Experience Questionnaire (CEGEQ);66
4.1.2.1.9;References;68
4.1.3;Chapter-4;70
4.1.3.1;Games User Research and Physiological Game Evaluation;70
4.1.3.1.1;4.1 Introduction;70
4.1.3.1.2;4.2 Games User Research Methods;73
4.1.3.1.2.1;4.2.1 Behavioral Observation;73
4.1.3.1.2.2;4.2.2 Think-Aloud Protocol;75
4.1.3.1.2.3;4.2.3 Interviews;75
4.1.3.1.2.4;4.2.4 Questionnaires;76
4.1.3.1.2.5;4.2.5 Focus Groups;77
4.1.3.1.2.6;4.2.6 Heuristic Evaluation;77
4.1.3.1.2.7;4.2.7 Game Metrics;78
4.1.3.1.3;4.3 Physiological Game Evaluation;79
4.1.3.1.3.1;4.3.1 Introduction;79
4.1.3.1.3.2;4.3.2 Electromyography (EMG);80
4.1.3.1.3.3;4.3.3 Electrodermal Activity (EDA) and Galvanic Skin Response (GSR);82
4.1.3.1.3.4;4.3.4 Cardiovascular Measures;83
4.1.3.1.3.5;4.3.5 Electroencephalography (EEG);84
4.1.3.1.3.6;4.3.6 Ten ways in Which Physiological Evaluation is Valuable to the Games Industry;89
4.1.3.1.4;References;91
4.1.4;Chapter-5;94
4.1.4.1;Understanding Presence, Involvement, and Flow in Digital Games;94
4.1.4.1.1;5.1 Introduction;94
4.1.4.1.1.1;5.1.1 Games and Playing;95
4.1.4.1.1.2;5.1.2 Psychology of User Experience;96
4.1.4.1.1.3;5.1.3 User Experience in Games;98
4.1.4.1.1.4;5.1.4 Presence-Involvement-Flow Framework (PIFF);100
4.1.4.1.1.4.1;5.1.4.1 Presence and Involvement;100
4.1.4.1.1.4.2;5.1.4.2 Flow;102
4.1.4.1.2;5.2 PIFF: Methodological Background;103
4.1.4.1.2.1;5.2.1 Presence and Involvement;105
4.1.4.1.2.2;5.2.2 Flow;106
4.1.4.1.3;5.3 PIFF2 in Practice;107
4.1.4.1.3.1;5.3.1 Between Groups: PIFF2 in Two Different Games;107
4.1.4.1.3.2;5.3.2 Between Users: Competence and Challenge in the First Hour;110
4.1.4.1.4;5.4 Contributions and Future Challenges;113
4.1.4.1.4.1;Appendix A: The Final PFA of the Presence and Involvement Measurement Model (Table A.1);114
4.1.4.1.4.2;Appendix B: The Final PFA of the Flow Measurement Model (Table A.2);115
4.1.4.1.5;References;115
4.1.5;Chapter-6;119
4.1.5.1;Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts;119
4.1.5.1.1;6.1 Introduction;120
4.1.5.1.2;6.2 Related Work;120
4.1.5.1.2.1;6.2.1 General Description on Emotion;121
4.1.5.1.2.2;6.2.2 Games and User Experience;122
4.1.5.1.2.3;6.2.3 Embodied Conversational Agents;123
4.1.5.1.2.4;6.2.4 Facial Expressions performed by Embodied Conversational Agents;124
4.1.5.1.3;6.3 Evaluation;125
4.1.5.1.3.1;6.3.1 Methodological Considerations;126
4.1.5.1.3.2;6.3.2 Prestudy 1: Evaluation of Emotion-Eliciting Situations;126
4.1.5.1.3.3;6.3.3 Prestudy 2: Evaluation of Artificial Facial Expressions;128
4.1.5.1.3.4;6.3.4 Prestudy 3: Evaluation of Settings and Text Fragments;130
4.1.5.1.3.5;6.3.5 Experiment: Facial Expression and User Experience;130
4.1.5.1.4;6.4 Results;133
4.1.5.1.5;6.5 Conclusions and Future Work;134
4.1.5.1.6;References;135
5;Part II;138
5.1;Automated Methods;138
5.1.1;Chapter-7;139
5.1.1.1;Behavioral Telemetry in Games User Research;139
5.1.1.1.1;7.1 The Magic Measure of Play Experience;139
5.1.1.1.2;7.2 Player Behavior and Play Experience;142
5.1.1.1.3;7.3 Behavioral Game Telemetry;145
5.1.1.1.4;7.4 Working with Behavioral Telemetry;147
5.1.1.1.5;7.5 Finding the Right Behaviors to Track;150
5.1.1.1.6;7.6 Game Data Mining;153
5.1.1.1.7;Conclusions;162
5.1.1.1.8;References;166
6;Part III;170
6.1;Expert Orientated Methods;170
6.1.1;Chapter-8;171
6.1.1.1;User Experience Design for Inexperienced Gamers: GAP—Game Approachability Principles;171
6.1.1.1.1;8.1 Introduction;171
6.1.1.1.2;8.2 Game Approachability;175
6.1.1.1.2.1;8.2.1 Learning as a Means to Approachability;175
6.1.1.1.3;8.3 Design of the Study: Comparison of Empirical Usability Evaluation and Heuristic Evaluation by GAP;176
6.1.1.1.3.1;8.3.1 The Games;176
6.1.1.1.3.2;8.3.2 Heuristic Evaluation Based on GAP;177
6.1.1.1.3.3;8.3.3 Empirical Usability Evaluation;177
6.1.1.1.3.4;8.3.4 Comparison of Results;178
6.1.1.1.4;8.4 Results of the Heuristic Evaluation by GAP Heuristic Counts;179
6.1.1.1.4.1;8.4.1 Examples of Approachability Found In Data;179
6.1.1.1.4.1.1;8.4.1.1 GAP Found in Both User Testing and Heuristic Evaluation;184
6.1.1.1.4.2;8.4.2 Level of Detail;184
6.1.1.1.5;8.5 Conclusion;185
6.1.1.1.6;8.6 Future Work;186
6.1.1.1.7;References;186
6.1.2;Chapter-9;189
6.1.2.1;A Heuristic Framework for Evaluating User Experience in Games;189
6.1.2.1.1;9.1 Introduction;189
6.1.2.1.1.1;9.1.1 Overview;190
6.1.2.1.2;9.2 Video Game and Game Genres;191
6.1.2.1.3;9.3 User-Centred Design in Games;191
6.1.2.1.3.1;9.3.1 Heuristic Evaluation;192
6.1.2.1.4;9.4 History of Heuristics for Video Games;193
6.1.2.1.5;9.5 User Experience of Games;194
6.1.2.1.5.1;9.5.1 Measuring User Experience in Games;195
6.1.2.1.6;9.6 Overview and Review of Existing Video Game Heuristics and Their Impact onto User Experience;196
6.1.2.1.6.1;9.6.1 Video Game Heuristics;197
6.1.2.1.6.2;9.6.2 Heuristic Approach to User Experience;201
6.1.2.1.7;9.7 Results;203
6.1.2.1.8;9.8 Discussion and Future Work;204
6.1.2.1.9;Summary;205
6.1.2.1.10;References;205
7;Part IV;209
7.1;Game Specific Approaches;209
7.1.1;Chapter-10;210
7.1.1.1;Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation;210
7.1.1.1.1;10.1 Introduction;210
7.1.1.1.2;10.2 The Emergence of Physical Social Play;211
7.1.1.1.3;10.3 Related Work;213
7.1.1.1.3.1;10.3.1 Designing Co-Located Social and Physical Play;213
7.1.1.1.3.2;10.3.2 Evaluating Co-Located Social and Physical Play;215
7.1.1.1.4;10.4 Framing Examples: Yamove and Oriboo;216
7.1.1.1.4.1;10.4.1 Yamove;216
7.1.1.1.4.2;10.4.2 Oriboo;218
7.1.1.1.5;10.5 Framework for Designing and Evaluating Co-Located Physical Social Play;220
7.1.1.1.5.1;10.5.1 Make Good Use of all of the Design Material at Hand–Technology, People, Setting;220
7.1.1.1.5.2;10.5.2 Design to Embrace Player Influence and Impact;225
7.1.1.1.5.3;10.5.3 Encourage and Protect the ‘We’ in Social Play;231
7.1.1.1.6;10.6 Recommendations for Optimal Process;234
7.1.1.1.6.1;10.6.1 Design;234
7.1.1.1.6.2;10.6.2 Evaluation;235
7.1.1.1.7;10.7 Conclusions and Future Work;236
7.1.1.1.8;References;236
7.1.2;Chapter-11;240
7.1.2.1;Evaluating Exertion Games;240
7.1.2.1.1;11.1 Introduction;240
7.1.2.1.2;11.2 Exertion Games and Affective Experience;242
7.1.2.1.3;11.3 Approach;244
7.1.2.1.4;11.4 Evaluating User Experience Post-Playing;245
7.1.2.1.4.1;11.4.1 Interviews;245
7.1.2.1.4.2;11.4.2 Prisoner-Dilemma Task;247
7.1.2.1.4.3;11.4.3 Questionnaire;250
7.1.2.1.5;11.5 Evaluating User Experience In-Place;251
7.1.2.1.6;11.6 Coding Body Movement;251
7.1.2.1.6.1;11.6.1 Automatically Coding Body Movement;253
7.1.2.1.7;11.7 Other Approaches of Evaluating Exertion Games;255
7.1.2.1.7.1;11.7.1 Physiological Measurements;255
7.1.2.1.7.2;11.7.2 Borg’s Perceived Exertion Scale;256
7.1.2.1.7.3;11.7.3 Evaluating Exertion Games Based on User Groups;257
7.1.2.1.7.4;11.7.4 Evaluating Using Blogs;257
7.1.2.1.8;11.8 Future Challenges;258
7.1.2.1.9;11.9 Final Thoughts;258
7.1.2.1.10;References;260
7.1.3;Chapter-12;264
7.1.3.1;Beyond the Gamepad: HCI and Game Controller Design and Evaluation;264
7.1.3.1.1;12.1 Introduction;264
7.1.3.1.2;12.2 The Evolution of Game Controllers;265
7.1.3.1.2.1;12.2.1 Standard Game Controllers;266
7.1.3.1.2.2;12.2.2 Focus on Innovative Game Controllers;267
7.1.3.1.3;12.3 Evaluating Game Controllers: Experience, Usability and Functionality;267
7.1.3.1.3.1;12.3.1 Introduction to the Components of Human Computer Interaction;268
7.1.3.1.3.2;12.3.2 Functionality and Game Controllers;268
7.1.3.1.3.3;12.3.3 Usability and Game Controllers;269
7.1.3.1.3.4;12.3.4 Experience and Game Controllers;270
7.1.3.1.3.5;12.3.5 Evaluation and Design of Game Controllers;271
7.1.3.1.4;12.4 Case Study;272
7.1.3.1.4.1;12.4.1 Justification;272
7.1.3.1.4.1.1;12.4.1.1 Functionality;272
7.1.3.1.4.1.2;12.4.1.2 Usability;272
7.1.3.1.4.1.3;12.4.1.3 Experience;273
7.1.3.1.4.2;12.4.2 Methodology;273
7.1.3.1.4.2.1;12.4.2.1 Procedure;274
7.1.3.1.4.3;12.4.3 Results;274
7.1.3.1.4.3.1;12.4.3.1 Functionality;274
7.1.3.1.4.3.2;12.4.3.2 Usability;275
7.1.3.1.4.3.3;12.4.3.3 User Experience;276
7.1.3.1.4.4;12.4.4 Combining the Results;280
7.1.3.1.4.5;12.4.5 Critique;282
7.1.3.1.4.6;12.4.6 Conclusions;283
7.1.3.1.5;12.5 Discussion;283
7.1.3.1.5.1;12.5.1 Implications and Recommendations;284
7.1.3.1.5.2;12.5.2 Future Research;284
7.1.3.1.6;References;285




