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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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6 Investigat<strong>in</strong>g <strong>Experience</strong>s <strong>and</strong> Attitudes Toward Videogames 93<br />

answers to question such as why people engage <strong>in</strong> videogames, what motivates them<br />

to play, <strong>and</strong> what satisfaction they get out of it could help conceptualize gameplay<br />

experiences <strong>in</strong> a more profound manner <strong>and</strong> help designers create more engag<strong>in</strong>g<br />

<strong>and</strong> compell<strong>in</strong>g games from a practical po<strong>in</strong>t of view.<br />

From a leisure research perspective, attitudes toward leisure activities are relevant<br />

because of their positive effect on participation (Ragheb <strong>and</strong> Tate 1993).<br />

Said <strong>in</strong> a straightforward fashion, what people th<strong>in</strong>k of an activity <strong>in</strong>fluences<br />

whether they will engage <strong>in</strong> it or not. But other factors can also <strong>in</strong>fluence<br />

leisure participation such as availability, affordability, <strong>and</strong> social acceptance<br />

(Argyle 1987).<br />

Similar to other leisure activities, players <strong>in</strong>terpret their engagement <strong>in</strong><br />

videogames by means of referral to the cultural <strong>and</strong> social context (Ermi <strong>and</strong> Mäyrä<br />

2005). Although videogames have grown over time to be a very popular <strong>and</strong> significant<br />

leisure activity, many social concerns have been addressed toward this form<br />

of enterta<strong>in</strong>ment (Barnett et al. 1997). That alone justifies the need to probe the<br />

attitudes of people <strong>and</strong> groups of people about it.<br />

For the reasons mentioned above, attitud<strong>in</strong>al research <strong>in</strong> the videogame doma<strong>in</strong><br />

represents a relevant <strong>and</strong> significant approach to grasp valuable <strong>in</strong>formation about<br />

the underly<strong>in</strong>g players – <strong>and</strong> non-players – experiences. Know<strong>in</strong>g that attitudes<br />

toward a particular game genre or simply toward a general leisure activity can have<br />

a dist<strong>in</strong>ct impact on engagement, the acquired <strong>in</strong>formation could help game designers<br />

create more compell<strong>in</strong>g games <strong>and</strong> help them tackle the challenge of creat<strong>in</strong>g<br />

user-friendly <strong>and</strong> quality-of-life-oriented games.<br />

6.3 Case Study<br />

The authors present here how they have used <strong>and</strong> tested the semantic differential<br />

(SD) approach <strong>in</strong> the videogame doma<strong>in</strong>. How are videogames affectively perceived?<br />

How do they compare with other popular leisure such as Internet surf<strong>in</strong>g <strong>and</strong><br />

communication, watch<strong>in</strong>g TV, read<strong>in</strong>g, <strong>and</strong> play<strong>in</strong>g a musical <strong>in</strong>strument? While<br />

there exists an abundance of literature regard<strong>in</strong>g how people organize their free time<br />

<strong>and</strong> how their leisure activities are construed, play<strong>in</strong>g videogames as an activity has<br />

not been described <strong>in</strong> such a fashion. The aim of the study was to compare the<br />

perceptions of videogames with other leisure activities <strong>and</strong> <strong>in</strong>vestigate if we could<br />

p<strong>in</strong>po<strong>in</strong>t specific positive <strong>and</strong> negative perceptions.<br />

6.3.1 Research Objectives<br />

Ma<strong>in</strong>ly because this k<strong>in</strong>d of approach was never used <strong>in</strong> this doma<strong>in</strong> <strong>and</strong> because no<br />

other data were available to compare the results, no specific hypotheses were explicated<br />

<strong>in</strong> the research protocol. Data analyses were subsequently performed from a<br />

more descriptive stance rather than an <strong>in</strong>ferential one.<br />

The follow<strong>in</strong>g analyses were planned: the descriptive analysis of the participants,<br />

the descriptive analysis of the perception of each leisure activity, the<br />

multivariate comparison of the leisure activities, <strong>and</strong> f<strong>in</strong>ally comparisons between

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