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
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134 H. Desurvire <strong>and</strong> C. Wiberg<br />
designers <strong>in</strong>clude better approachability to their games? In the follow<strong>in</strong>g section,<br />
some related work is discussed <strong>in</strong> order to contextualize the work presented <strong>in</strong> this<br />
chapter.<br />
8.2.1 Learn<strong>in</strong>g as a Means to Approachability<br />
There is no global theory of learn<strong>in</strong>g. Learn<strong>in</strong>g can be understood <strong>in</strong> numerous ways.<br />
However, some learn<strong>in</strong>g theories could be applicable to game design. Theories of<br />
learn<strong>in</strong>g often highlight aspects such as motivation, help<strong>in</strong>g behaviors, ensur<strong>in</strong>g the<br />
tools become second nature, <strong>and</strong> engagement, which are central for gam<strong>in</strong>g. While<br />
these ideas have been applied <strong>in</strong> educational sett<strong>in</strong>gs to improve student learn<strong>in</strong>g,<br />
they can also provide a start<strong>in</strong>g po<strong>in</strong>t for describ<strong>in</strong>g how game design can improve<br />
the accessibility of games for casual gamers.<br />
Some applicable theories are (1) Social Learn<strong>in</strong>g Theory (cf. B<strong>and</strong>era 1977),<br />
which emphasizes the importance of observation <strong>and</strong> model<strong>in</strong>g <strong>in</strong> the learn<strong>in</strong>g process;<br />
(2) Cognitive Learn<strong>in</strong>g Theory (cf. Bruer 2000), which emphasizes the active<br />
construction of knowledge <strong>and</strong> is most commonly associated with the ideas of<br />
Piaget; (3) Self-Efficacy is another term used <strong>in</strong> education <strong>and</strong> learn<strong>in</strong>g (Ormond<br />
1999, B<strong>and</strong>ura 1994) <strong>and</strong> refers to people’s beliefs about their own capabilities or<br />
their beliefs about their ability to reach a goal; <strong>and</strong> (4) John Paul Gee’s research<br />
<strong>in</strong> the current educational field uses good game design to develop pr<strong>in</strong>ciples for<br />
design<strong>in</strong>g educational materials <strong>and</strong> curriculum that are both motivat<strong>in</strong>g <strong>and</strong> fun<br />
for students (Gee 2003, 2004). The follow<strong>in</strong>g are a subset of the elements identified<br />
by Gee that are applicable to accessibility: (1) Identity, (2) Co-Design, (3)<br />
Customization, (4) Manipulation <strong>and</strong> Perception, (5) Information On Dem<strong>and</strong> And<br />
In Time, (6) S<strong>and</strong>box, <strong>and</strong> (7) System Th<strong>in</strong>k<strong>in</strong>g (for a more thorough description of<br />
the po<strong>in</strong>ts discussed above, see earlier publications (cf. Desurvire 2007, Desurvire<br />
<strong>and</strong> Wiberg 2008)).<br />
With the knowledge that there are Usability <strong>and</strong> Game Design Pr<strong>in</strong>ciples, there<br />
is a need to identify <strong>and</strong> utilize approachability pr<strong>in</strong>ciples <strong>in</strong> order to round out<br />
the gam<strong>in</strong>g UX for use as both evaluation <strong>and</strong> design purposes. There is a need,<br />
therefore, to identify <strong>and</strong> validate the approachability pr<strong>in</strong>ciples for games.<br />
8.3 Design of the Study: Comparison of Empirical Usability<br />
Evaluation <strong>and</strong> Heuristic Evaluation by GAP<br />
The most common way of identify<strong>in</strong>g the areas of games that need to be improved<br />
is through game usability test<strong>in</strong>g. Usability test<strong>in</strong>g has been found to be quite successful<br />
<strong>in</strong> improv<strong>in</strong>g the design of games, via rely<strong>in</strong>g on observ<strong>in</strong>g the players’<br />
experience. The need to design games <strong>in</strong> a way that makes them more accessible<br />
to casual gamers has also added to the need to def<strong>in</strong>e <strong>and</strong> utilize a set of pr<strong>in</strong>ciples<br />
for conceptualiz<strong>in</strong>g the design, as well as to utilize usability research to ref<strong>in</strong>e the<br />
design.