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
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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