Evaluating User Experience in Games: Concepts and Methods - Lirmm
Evaluating User Experience in Games: Concepts and Methods - Lirmm
Evaluating User Experience in Games: Concepts and Methods - Lirmm
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74 E. Brown<br />
(2005). Björk <strong>and</strong> Holopa<strong>in</strong>en (2005) have composed an <strong>in</strong>spir<strong>in</strong>g compendium of<br />
patterns for game design. Others have looked at physiological measures of emotional<br />
response to assess when players are bored or excited (M<strong>and</strong>ryk <strong>and</strong> Atk<strong>in</strong>s<br />
2007).<br />
All of these are potentially powerful tools to help evaluate the experience of<br />
games. However, it is unclear whether any of these methods are actually be<strong>in</strong>g used<br />
<strong>in</strong> the games <strong>in</strong>dustry. Have any of these tools been tested <strong>in</strong> <strong>in</strong>dustry? How do they<br />
fit with exist<strong>in</strong>g processes or the people who use them? To address this issue, this<br />
chapter describes the games <strong>in</strong>dustry, its people, <strong>and</strong> methods which are used to<br />
evaluate the experiences created.<br />
The ambition is not to dictate how to evaluate experience, but <strong>in</strong>stead to look at<br />
which methods are currently <strong>in</strong> use, <strong>and</strong> which are not. This will allow us to explore<br />
why certa<strong>in</strong> tools are used <strong>and</strong> how we might enhance the tools currently be<strong>in</strong>g used<br />
all with<strong>in</strong> the framework of game development.<br />
It is important at this po<strong>in</strong>t to def<strong>in</strong>e user experience <strong>and</strong> how it will be discussed<br />
<strong>in</strong> this chapter. In this chapter, it is used to describe the overarch<strong>in</strong>g experience that<br />
a person has when they use a product. With<strong>in</strong> this are different facets of experience<br />
such as usability, fun, immersion, <strong>and</strong> aesthetic pleasure. This chapter focuses on<br />
usability <strong>and</strong> fun. Fun is def<strong>in</strong>ed as the po<strong>in</strong>t at which players will self-report hav<strong>in</strong>g<br />
a fun experience.<br />
Although this chapter does discuss methods developed <strong>and</strong> used outside the<br />
author’s experience, the methods discussed are very much one particular example<br />
<strong>in</strong> the <strong>in</strong>dustry. What follows is essentially a case study of the author’s experience<br />
of evaluation methods <strong>in</strong> the games <strong>in</strong>dustry.<br />
The games <strong>in</strong>dustry <strong>and</strong> the people who make games will now be <strong>in</strong>troduced.<br />
From there we will look at each of the ma<strong>in</strong> stages of game development <strong>and</strong> the<br />
evaluation methods that are tak<strong>in</strong>g place. F<strong>in</strong>ally, we can explore the k<strong>in</strong>ds of tools<br />
that are not <strong>in</strong> use <strong>and</strong> beg<strong>in</strong> to consider ways forward.<br />
5.2 The Industry <strong>and</strong> the People<br />
As a way of underst<strong>and</strong><strong>in</strong>g the culture <strong>and</strong> environment <strong>in</strong> which game development<br />
takes place, we need to look at the l<strong>and</strong>scape of the <strong>in</strong>dustry as a whole, as well as<br />
the people <strong>and</strong> their roles. This will allow us to underst<strong>and</strong> the culture <strong>and</strong> structures<br />
that <strong>in</strong>fluence the creation of games.<br />
5.2.1 Industry<br />
5.2.1.1 Platforms<br />
The games <strong>in</strong>dustry is composed of many different platforms for development:<br />
mobile phones, consoles, PCs, <strong>and</strong> h<strong>and</strong>-held devices for example. The technology,<br />
audience, context, <strong>and</strong> cost for the consumer as well as developer vary considerably<br />
for each platform.