Game User Experience Evaluation

von: Regina Bernhaupt

Springer-Verlag, 2015

ISBN: 9783319159850 , 286 Seiten

Format: PDF, OL

Kopierschutz: Wasserzeichen

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Mehr zum Inhalt

Game User Experience Evaluation


 

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