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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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8 <strong>User</strong> <strong>Experience</strong> Design for Inexperienced Gamers 137<br />

9. Information On Dem<strong>and</strong> <strong>and</strong> In Time, System Th<strong>in</strong>k<strong>in</strong>g<br />

– Actions <strong>and</strong> skills learned are useful throughout game<br />

10. Self-Mastery<br />

– Player learned new skills <strong>and</strong> tools to play the game<br />

8.3.3 Empirical Usability Evaluation<br />

After completion of Heuristic Evaluation <strong>and</strong> Empirical usability/playability laboratory<br />

test<strong>in</strong>g with the four games, the results were compared. Heuristic Evaluation<br />

was analyzed first, followed by the empirical Usability Test<strong>in</strong>g sessions. Dur<strong>in</strong>g<br />

the empirical usability evaluation of the four games, 32 players engaged <strong>in</strong> usability/playability<br />

sessions. For one game, eight players were observed, for another<br />

game 12 players were observed, <strong>and</strong> for two of the games, six players were<br />

observed. 3 The majority of the players were male, with only two players be<strong>in</strong>g<br />

female. All were between the ages of 8 <strong>and</strong> 35. Forty-n<strong>in</strong>e percent of the players<br />

were considered casual players, 25% were considered moderate players, <strong>and</strong><br />

the rest were considered hardcore players. Each session was organized as a oneon-one,<br />

th<strong>in</strong>k-aloud evaluation session, <strong>in</strong> an environment similar to the one where<br />

they would actually play the game. Participants were given <strong>in</strong>structions to beg<strong>in</strong> the<br />

game <strong>and</strong> asked to th<strong>in</strong>k “out loud” dur<strong>in</strong>g the session, except when it <strong>in</strong>terrupted<br />

their game play. They were asked several prob<strong>in</strong>g questions while us<strong>in</strong>g the game<br />

prototype. The players were then thanked, debriefed, <strong>and</strong> asked to fill out a satisfaction<br />

questionnaire. The evaluator recorded a log of the players’ actions, comments,<br />

failures, <strong>and</strong> missteps <strong>and</strong> then coded each of these as a positive player experience<br />

or a negative player experience. A positive experience was def<strong>in</strong>ed as anyth<strong>in</strong>g that<br />

<strong>in</strong>creased their pleasure, immersion, <strong>and</strong>/or the challenge of the game. A negative<br />

experience was def<strong>in</strong>ed as any situation where the player was bored, frustrated, or<br />

wanted to quit the game. The prob<strong>in</strong>g questions <strong>and</strong> the players’ comments were<br />

used to verify any assumptions made by the evaluator. GAP was utilized dur<strong>in</strong>g<br />

the sessions by the evaluator as a checklist to assist <strong>in</strong> identify<strong>in</strong>g <strong>and</strong> categoriz<strong>in</strong>g<br />

accessibility issues observed. After the sessions were complete, any issues that<br />

were considered h<strong>in</strong>drances to learn<strong>in</strong>g how to play the game <strong>and</strong> hav<strong>in</strong>g fun were<br />

identified, analyzed, <strong>and</strong> documented.<br />

8.3.4 Comparison of Results<br />

After both the Heuristic Evaluation <strong>and</strong> the Usability Test<strong>in</strong>g were completed, the<br />

results were compared to identify what types of issues each method found <strong>in</strong> the<br />

3 An uneven sample size was necessary due to the needs of the game development <strong>and</strong> was<br />

accounted for <strong>in</strong> the analysis, s<strong>in</strong>ce this is formative research a small sample size is typical.

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