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Evaluating User Experience in Games: Concepts and Methods - Lirmm

Evaluating User Experience in Games: Concepts and Methods - Lirmm

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x Foreword<br />

personality which evolves <strong>and</strong> changes over time based on experience. This view<br />

can be seen as hopeful. It says we become what we do.<br />

In Chapter 10, <strong>Evaluat<strong>in</strong>g</strong> <strong>User</strong> <strong>Experience</strong> Factors Us<strong>in</strong>g Experiments:<br />

Expressive Artificial Faces Embedded <strong>in</strong> Contexts, Lankes, Bernhaupt, <strong>and</strong><br />

Tscheligi present an experimental study <strong>in</strong>vestigat<strong>in</strong>g the effects of embodied conversational<br />

agents <strong>in</strong> games on the overall user experience. This chapter shows that<br />

it is necessary to conduct rigorous experiments to underst<strong>and</strong> <strong>in</strong>fluenc<strong>in</strong>g factors on<br />

the overall user experience.<br />

In their chapter, <strong>Evaluat<strong>in</strong>g</strong> Exertion <strong>Games</strong> (Chapter 11), on the effect of exertion<br />

<strong>in</strong> produc<strong>in</strong>g emotional engagement, Mueller <strong>and</strong> Bianchi-Berthouze explore<br />

four methods for study<strong>in</strong>g the relationship between exertion <strong>and</strong> user experience.<br />

This is an important question from a research perspective, but the question ga<strong>in</strong>s<br />

additional importance given the rise <strong>in</strong> popularity of activity-based games (e.g., Wii<br />

sports <strong>and</strong> fit games) <strong>and</strong> the common criticism that most games are sedentary <strong>and</strong><br />

contribute to decl<strong>in</strong><strong>in</strong>g fitness <strong>in</strong> children. Like many of the other chapters, Mueller<br />

et al. uses a case study approach test<strong>in</strong>g four games <strong>and</strong> us<strong>in</strong>g different methods for<br />

each one. Overall, the results are <strong>in</strong>terest<strong>in</strong>g <strong>and</strong> promis<strong>in</strong>g, albeit for some tests<br />

opposite of what was expected. It would be early to st<strong>and</strong>ardize on any particular<br />

approach. The chapter also po<strong>in</strong>ts to the promise of automatic encod<strong>in</strong>g of user<br />

movements <strong>and</strong> physiological measures. Fortunately, Mueller et al. raises the often<br />

underrated concern that any such measures fall short <strong>in</strong> captur<strong>in</strong>g the contextual<br />

factors which could be major determ<strong>in</strong>ants of emotional states <strong>and</strong> game experience.<br />

In Chapter 12, Beyond the Gamepad: HCI <strong>and</strong> Game Controller Design <strong>and</strong><br />

Evaluation, Brown, Kehoe, Kirakowski, <strong>and</strong> Pitt focus on controllers as a determ<strong>in</strong>ant<br />

of user experience <strong>in</strong> a game. They propose a McNamara <strong>and</strong> Kirakowski<br />

framework that categorizes technology <strong>in</strong>to experience, usability, <strong>and</strong> functionality.<br />

They apply this model to the evaluation of three controllers: a steer<strong>in</strong>g wheel, the<br />

game pad, <strong>and</strong> the keyboard. Three measures, completion time, subjective mental<br />

effort questionnaire, <strong>and</strong> consumer product are used. They also do a content analysis<br />

of user comments about each device classify<strong>in</strong>g <strong>in</strong> terms of their valence (positive,<br />

negative) <strong>and</strong> category (sensitivity, feedback, learn<strong>in</strong>g potential ...). Brown et al.<br />

also captured behavioral data dur<strong>in</strong>g the test, compar<strong>in</strong>g the steer<strong>in</strong>g angle access<br />

for the game pad <strong>and</strong> the steer<strong>in</strong>g for both experienced <strong>and</strong> <strong>in</strong>experienced users. This<br />

allows them to draw relatively sophisticated conclusions such as that for sophisticated<br />

users the more sensitive the controller, the more useful the controller. This<br />

is a good example of one of their ma<strong>in</strong> conclusions – that a complete collection of<br />

measures comb<strong>in</strong>ed with user comments enabled an analysis of causes <strong>and</strong> therefore<br />

fixes.<br />

In Chapter 13, Us<strong>in</strong>g Heuristics to Evaluate the Overall <strong>User</strong> <strong>Experience</strong> of Video<br />

<strong>Games</strong> <strong>and</strong> Advanced Interaction, Koeffel, Hochleitner, Leitner, Haller, Geven, <strong>and</strong><br />

Tscheligi provide a comprehensive review of the recent literature on game evaluation<br />

as an <strong>in</strong>troduction to their approach of us<strong>in</strong>g heuristics to evaluate games. In<br />

most cases, the heuristics refer to user experiences throughout the course of play<strong>in</strong>g<br />

the game. As such, they are user evaluation heuristics, e.g., the game outcome<br />

should be perceived as fair. The heuristics do not specify ideal or m<strong>in</strong>imal design<br />

parameters, e.g., no more than five enemies should attack a player simultaneously.

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