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Designing a persistent online strategy game - Department of ...

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38 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

4.8 Methods for the evaluation <strong>of</strong> video <strong>game</strong>s<br />

Games can be evaluated in the same way as other types <strong>of</strong> interactive s<strong>of</strong>tware. The interface<br />

<strong>of</strong> a <strong>game</strong> can for example be evaluated by using traditional usability techniques.<br />

To account for the differences between <strong>game</strong>s and other types <strong>of</strong> s<strong>of</strong>tware new methods<br />

has also been created. Some techniques for evaluating <strong>game</strong>s are explained below.<br />

The methods described do not cover all types and aspects <strong>of</strong> <strong>game</strong>s. In <strong>game</strong>s where the<br />

social aspect is important (music, party, quiz) it is important to consider that and test<br />

the <strong>game</strong> with a group <strong>of</strong> people instead <strong>of</strong> one and one. Other <strong>game</strong>s like MMORPG’S<br />

are played during a substantial period <strong>of</strong> time and it could therefore be hard to balance<br />

the difficulty and pace <strong>of</strong> progress in such a <strong>game</strong>. Many companies therefore release<br />

open betas for the public to play before the actual release <strong>of</strong> the <strong>game</strong>. In this way they<br />

can see the long term effects and then balance the <strong>game</strong>.<br />

4.8.1 Usability testing<br />

Usability testing is performed in a lab or similar controlled environment. The goal is to<br />

get objective data about users’ performance and no distractions are allowed. Usability<br />

testing can answer questions such as time to complete a task, number <strong>of</strong> errors when<br />

performing a task and number <strong>of</strong> users that succeeded in completing a task [52].<br />

Before testing is performed a set <strong>of</strong> tasks that the participants should perform are<br />

constructed. The tasks should be designed so that they generate valid data about the<br />

Table 4.2: Dimensions <strong>of</strong> <strong>game</strong> experience. Adapted from Poels et al. [51].<br />

Dimension In-<strong>game</strong> experiences Post-<strong>game</strong> experiences<br />

Enjoyment Fun, amusement, pleasure, Energised, satisfaction, relaxation<br />

relaxation<br />

Flow Concentration, absorption, Jetlag, lost track <strong>of</strong> time,<br />

detachment<br />

alienation<br />

Imaginative immersiothy,<br />

Absorbed in the story, empa-<br />

Returning to the real world<br />

identification<br />

Sensory immersion Presence Returning to the real world<br />

Suspence<br />

Challenge, tension, pressure,<br />

hope, anxiety, thrill<br />

Release, relief, exhausted, euphoria<br />

Competence Pride, euphoria, accomplishment<br />

Pride, euphoria, accomplishment,<br />

satisfaction<br />

Negative affect Frustration, disappointment, Regret, guilt, disappointment,<br />

irritation, anger<br />

anger, revenge<br />

Control Autonomy, power, freedom Power, status<br />

Social presence Enjoyment with others, being<br />

connected with others, empathy,<br />

cooperation<br />

Accomplishment in a team,<br />

bonding

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