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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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6 Investigat<strong>in</strong>g <strong>Experience</strong>s <strong>and</strong> Attitudes Toward Videogames 97<br />

How did participants perceive the seven leisure activities? The statistical median<br />

for each pair of adjectives <strong>and</strong> each activity was computed <strong>and</strong> plotted on graphics.<br />

When all seven activities are plotted together, some patterns could be detected, but<br />

they are more difficult to perceive. There seems to be a general trend for which<br />

most leisure activities were evaluated. Graphically, no activity seems to be perceived<br />

radically different from the others. A very few activities have gathered medians of<br />

±3, which means that more than 50% of the participants evaluated the leisure <strong>in</strong> a<br />

strong manner; those activities that gathered such high marks are physical activities,<br />

read<strong>in</strong>g, <strong>and</strong> watch<strong>in</strong>g TV.<br />

In order to make sense of a particular activity, it can be plotted <strong>in</strong>dividually.<br />

Let’s use the videogame activity as an example, as shown <strong>in</strong> Fig. 6.2.<br />

Fig. 6.2 Semantic profile for the videogame activity

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