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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 99<br />

Table 6.1 Statistically significant adjectives describ<strong>in</strong>g seven leisure activities. Symbol “–”<br />

<strong>in</strong>dicates that no adjective was statistically significant for the activity<br />

Videogames Useless,<br />

thought-<br />

Physical<br />

activities<br />

General Affect <strong>Experience</strong> Miscellaneous<br />

destroy<strong>in</strong>g<br />

Useful, good,<br />

healthy,<br />

<strong>in</strong>structive<br />

Read<strong>in</strong>g Instructive,<br />

healthy,<br />

good<br />

Motivat<strong>in</strong>g Excit<strong>in</strong>g,<br />

pleasant<br />

Develop<strong>in</strong>g,<br />

satisfy<strong>in</strong>g,<br />

attractive<br />

Develop<strong>in</strong>g,<br />

attractive<br />

Excit<strong>in</strong>g,<br />

pleasant<br />

Watch<strong>in</strong>g TV Harmful – Pleasant,<br />

relax<strong>in</strong>g,<br />

Practic<strong>in</strong>g a<br />

musical<br />

<strong>in</strong>strument<br />

Healthy,<br />

<strong>in</strong>structive,<br />

beneficial,<br />

good<br />

Attractive,<br />

motivat<strong>in</strong>g,<br />

develop<strong>in</strong>g<br />

Popular<br />

Physical,<br />

social,<br />

calm, sad,<br />

peaceful,<br />

popular,<br />

fast<br />

Pleasant, easy Physical,<br />

peaceful,<br />

calm,<br />

social, sad,<br />

easy<br />

Pleasant,<br />

difficult,<br />

relax<strong>in</strong>g<br />

affordable<br />

Popular, sad<br />

Physical,<br />

social,<br />

active,<br />

peaceful<br />

Internet Useless Attractive, Easy Popular, sad,<br />

motivat<strong>in</strong>g<br />

active<br />

Cross-words/ Instructive Motivat<strong>in</strong>g – Affordable,<br />

sudokus<br />

active, clear<br />

There are similarities between the two genders, but there are quite a few<br />

dissimilarities. While both genders perceived videogames as useless, thoughtdestroy<strong>in</strong>g,<br />

excit<strong>in</strong>g, popular, <strong>and</strong> obscure, they differed on affective aspects: men<br />

perceived games as motivat<strong>in</strong>g <strong>and</strong> attractive, while women did not f<strong>in</strong>d any such<br />

th<strong>in</strong>gs. Also both genders perceived games as excit<strong>in</strong>g, but men thought they<br />

were pleasant <strong>and</strong> women thought they were difficult. On other aspects, women<br />

perceived games as costly <strong>and</strong> fast. These results corroborate data from other<br />

sources <strong>and</strong> may expla<strong>in</strong> why women engage less with games than men (ESA<br />

2008).<br />

The second ma<strong>in</strong> f<strong>in</strong>d<strong>in</strong>g concerns the comparison of players’ <strong>and</strong> non-players’<br />

attitudes toward games. The question we wanted to answer was whether there exist<br />

important attitud<strong>in</strong>al differences between these two groups. Previous studies us<strong>in</strong>g<br />

this methodology have shown that attitudes differ between people who participate <strong>in</strong><br />

an activity or <strong>in</strong>teract with an object <strong>and</strong> those who don’t (Cardoso 2007, Bonapace<br />

1999). The comparison yields the follow<strong>in</strong>g results (cf. Table 6.3) <strong>and</strong> the graphical<br />

representation us<strong>in</strong>g the semantic profile (cf. Fig. 6.4).<br />

Results are rather <strong>in</strong>terest<strong>in</strong>g <strong>and</strong> show the full potential of the methodology.<br />

Even if overall the participants perceived videogames as useless, non-players

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