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Contents
6
Contributors
8
Chapter-1
10
User Experience Evaluation Methods in the Games Development Life Cycle
10
1.1 Introduction
10
1.2 Defining User Experience
11
1.3 Methods to Evaluate UX in Games
13
References
16
Part I
18
User Orientated Methods
18
Chapter-2
19
Video Game Development and User Experience
19
2.1 Introduction
19
2.2 Previous Work
20
2.2.1 Traditional HCI Approaches
20
2.2.2 Refining Traditional Methods
21
2.2.3 Heuristics
21
2.2.4 User Experience
21
2.2.5 Game Development
22
2.3 Introduction to the Game Development Life Cycle
22
2.3.1 Concept
22
2.3.2 Prototyping
23
2.3.3 Pre-Production
23
2.3.4 Production
23
2.3.5 Alpha—Beta—Gold
24
2.4 Case Studies
24
2.4.1 Game Development at Black Rock Studio
25
2.4.2 Prototyping
25
2.4.3 Pre-Production
25
2.4.4 Alpha to Release
26
2.4.5 Post-Launch
27
2.4.6 Understanding the User
27
2.4.7 Pure Development Summary
29
2.4.8 Understanding the User
30
2.4.9 Game Language
31
2.4.10 Game Complexity and Accessibility
32
2.4.11 Usability Tests
33
2.4.12 Changing Demographic
33
2.4.13 Studio-Wide Quality Review
33
2.4.14 Postmortem
34
2.4.15 Summary
34
2.4.16 Internal Testing
35
2.4.17 Understanding Users
35
2.4.18 Post Launch
37
2.4.19 Relentless Software Typical Development Summary
37
2.4.20 Background
38
2.4.21 Prototyping
38
2.4.22 Development
39
2.4.23 User Testing
39
2.4.24 Release
40
2.4.25 Summary
40
2.5 Discussion
40
2.6 Future Challenges
41
References
42
Chapter-3
44
Assessing the Core Elements of the Gaming Experience
44
3.1 The Experience of Playing Video-Games
44
3.1.1 Introduction to Video-Games
45
3.1.2 Introduction to User Experience
45
3.1.3 Overview of the Chapter
46
3.2 The Concept of User Experience
46
3.2.1 Understanding Experience
46
3.2.2 Definition of User Experience
47
3.3 The Experience of Playing Video-Games
48
3.3.1 Optimal and Sub-Optimal Experience in Video-Games
49
3.3.2 The Need for a New Approach to Understand Experience in Video-Games
50
3.4 Defining the Gaming Experience
50
3.4.1 A Grounded Theory Approach
51
3.4.2 Defining the Core Elements
52
3.4.2.1 About the Video-Game
53
3.4.2.2 About Puppetry
54
3.4.3 About the Theory
59
3.5 Operationalising the Theory
60
3.5.1 The CEGE Model
60
3.5.2 A Questionnaire for the Gaming Experience
62
3.6 Examples of Using the Questionnaire
62
3.6.1 Method
63
3.6.1.1 Design
63
3.6.1.2 Participants
63
3.6.1.3 Apparatus and Materials
63
3.6.1.4 Procedure
63
3.6.2 Results
64
3.6.3 Discussion
64
3.6.4 Other Examples
65
3.7 Summary
65
Appendix
66
Core Elements of the Gaming Experience Questionnaire (CEGEQ)
66
References
68
Chapter-4
70
Games User Research and Physiological Game Evaluation
70
4.1 Introduction
70
4.2 Games User Research Methods
73
4.2.1 Behavioral Observation
73
4.2.2 Think-Aloud Protocol
75
4.2.3 Interviews
75
4.2.4 Questionnaires
76
4.2.5 Focus Groups
77
4.2.6 Heuristic Evaluation
77
4.2.7 Game Metrics
78
4.3 Physiological Game Evaluation
79
4.3.1 Introduction
79
4.3.2 Electromyography (EMG)
80
4.3.3 Electrodermal Activity (EDA) and Galvanic Skin Response (GSR)
82
4.3.4 Cardiovascular Measures
83
4.3.5 Electroencephalography (EEG)
84
4.3.6 Ten ways in Which Physiological Evaluation is Valuable to the Games Industry
89
References
91
Chapter-5
94
Understanding Presence, Involvement, and Flow in Digital Games
94
5.1 Introduction
94
5.1.1 Games and Playing
95
5.1.2 Psychology of User Experience
96
5.1.3 User Experience in Games
98
5.1.4 Presence-Involvement-Flow Framework (PIFF)
100
5.1.4.1 Presence and Involvement
100
5.1.4.2 Flow
102
5.2 PIFF: Methodological Background
103
5.2.1 Presence and Involvement
105
5.2.2 Flow
106
5.3 PIFF2 in Practice
107
5.3.1 Between Groups: PIFF2 in Two Different Games
107
5.3.2 Between Users: Competence and Challenge in the First Hour
110
5.4 Contributions and Future Challenges
113
Appendix A: The Final PFA of the Presence and Involvement Measurement Model (Table A.1)
114
Appendix B: The Final PFA of the Flow Measurement Model (Table A.2)
115
References
115
Chapter-6
119
Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts
119
6.1 Introduction
120
6.2 Related Work
120
6.2.1 General Description on Emotion
121
6.2.2 Games and User Experience
122
6.2.3 Embodied Conversational Agents
123
6.2.4 Facial Expressions performed by Embodied Conversational Agents
124
6.3 Evaluation
125
6.3.1 Methodological Considerations
126
6.3.2 Prestudy 1: Evaluation of Emotion-Eliciting Situations
126
6.3.3 Prestudy 2: Evaluation of Artificial Facial Expressions
128
6.3.4 Prestudy 3: Evaluation of Settings and Text Fragments
130
6.3.5 Experiment: Facial Expression and User Experience
130
6.4 Results
133
6.5 Conclusions and Future Work
134
References
135
Part II
138
Automated Methods
138
Chapter-7
139
Behavioral Telemetry in Games User Research
139
7.1 The Magic Measure of Play Experience
139
7.2 Player Behavior and Play Experience
142
7.3 Behavioral Game Telemetry
145
7.4 Working with Behavioral Telemetry
147
7.5 Finding the Right Behaviors to Track
150
7.6 Game Data Mining
153
Conclusions
162
References
166
Part III
170
Expert Orientated Methods
170
Chapter-8
171
User Experience Design for Inexperienced Gamers: GAP—Game Approachability Principles
171
8.1 Introduction
171
8.2 Game Approachability
175
8.2.1 Learning as a Means to Approachability
175
8.3 Design of the Study: Comparison of Empirical Usability Evaluation and Heuristic Evaluation by GAP
176
8.3.1 The Games
176
8.3.2 Heuristic Evaluation Based on GAP
177
8.3.3 Empirical Usability Evaluation
177
8.3.4 Comparison of Results
178
8.4 Results of the Heuristic Evaluation by GAP Heuristic Counts
179
8.4.1 Examples of Approachability Found In Data
179
8.4.1.1 GAP Found in Both User Testing and Heuristic Evaluation
184
8.4.2 Level of Detail
184
8.5 Conclusion
185
8.6 Future Work
186
References
186
Chapter-9
189
A Heuristic Framework for Evaluating User Experience in Games
189
9.1 Introduction
189
9.1.1 Overview
190
9.2 Video Game and Game Genres
191
9.3 User-Centred Design in Games
191
9.3.1 Heuristic Evaluation
192
9.4 History of Heuristics for Video Games
193
9.5 User Experience of Games
194
9.5.1 Measuring User Experience in Games
195
9.6 Overview and Review of Existing Video Game Heuristics and Their Impact onto User Experience
196
9.6.1 Video Game Heuristics
197
9.6.2 Heuristic Approach to User Experience
201
9.7 Results
203
9.8 Discussion and Future Work
204
Summary
205
References
205
Part IV
209
Game Specific Approaches
209
Chapter-10
210
Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation
210
10.1 Introduction
210
10.2 The Emergence of Physical Social Play
211
10.3 Related Work
213
10.3.1 Designing Co-Located Social and Physical Play
213
10.3.2 Evaluating Co-Located Social and Physical Play
215
10.4 Framing Examples: Yamove and Oriboo
216
10.4.1 Yamove
216
10.4.2 Oriboo
218
10.5 Framework for Designing and Evaluating Co-Located Physical Social Play
220
10.5.1 Make Good Use of all of the Design Material at Hand–Technology, People, Setting
220
10.5.2 Design to Embrace Player Influence and Impact
225
10.5.3 Encourage and Protect the ‘We’ in Social Play
231
10.6 Recommendations for Optimal Process
234
10.6.1 Design
234
10.6.2 Evaluation
235
10.7 Conclusions and Future Work
236
References
236
Chapter-11
240
Evaluating Exertion Games
240
11.1 Introduction
240
11.2 Exertion Games and Affective Experience
242
11.3 Approach
244
11.4 Evaluating User Experience Post-Playing
245
11.4.1 Interviews
245
11.4.2 Prisoner-Dilemma Task
247
11.4.3 Questionnaire
250
11.5 Evaluating User Experience In-Place
251
11.6 Coding Body Movement
251
11.6.1 Automatically Coding Body Movement
253
11.7 Other Approaches of Evaluating Exertion Games
255
11.7.1 Physiological Measurements
255
11.7.2 Borg’s Perceived Exertion Scale
256
11.7.3 Evaluating Exertion Games Based on User Groups
257
11.7.4 Evaluating Using Blogs
257
11.8 Future Challenges
258
11.9 Final Thoughts
258
References
260
Chapter-12
264
Beyond the Gamepad: HCI and Game Controller Design and Evaluation
264
12.1 Introduction
264
12.2 The Evolution of Game Controllers
265
12.2.1 Standard Game Controllers
266
12.2.2 Focus on Innovative Game Controllers
267
12.3 Evaluating Game Controllers: Experience, Usability and Functionality
267
12.3.1 Introduction to the Components of Human Computer Interaction
268
12.3.2 Functionality and Game Controllers
268
12.3.3 Usability and Game Controllers
269
12.3.4 Experience and Game Controllers
270
12.3.5 Evaluation and Design of Game Controllers
271
12.4 Case Study
272
12.4.1 Justification
272
12.4.1.1 Functionality
272
12.4.1.2 Usability
272
12.4.1.3 Experience
273
12.4.2 Methodology
273
12.4.2.1 Procedure
274
12.4.3 Results
274
12.4.3.1 Functionality
274
12.4.3.2 Usability
275
12.4.3.3 User Experience
276
12.4.4 Combining the Results
280
12.4.5 Critique
282
12.4.6 Conclusions
283
12.5 Discussion
283
12.5.1 Implications and Recommendations
284
12.5.2 Future Research
284
References
285
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