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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8 <strong>User</strong> <strong>Experience</strong> Design for Inexperienced Gamers 139<br />
Pr<strong>in</strong>ciple<br />
Table 8.1 Accessibility heuristics identified<br />
Amount of practice: player provided with<br />
opportunities to practice new skills so as to<br />
commit skills to memory<br />
Amount <strong>and</strong> type of demonstration: player given<br />
opportunity to model correct behavior <strong>and</strong> skills<br />
Demonstrate actions <strong>and</strong> re<strong>in</strong>forcement: player<br />
able to demonstrate <strong>and</strong> practice new actions<br />
without severe consequences. Player knows what<br />
actions to take<br />
Self-efficacy: player able to succeed at play<strong>in</strong>g<br />
game after tra<strong>in</strong><strong>in</strong>g period, i.e., first level or<br />
tutorial<br />
Usability<br />
test<strong>in</strong>g<br />
– 5<br />
– 2<br />
2 7<br />
– 3<br />
Gee: Identity: player identifies with character<br />
Co-design: player affects the game world<br />
Customization: player able to use preferred style<br />
Manipulation <strong>and</strong> perception: player given<br />
<strong>in</strong>creased capabilities/tools to use<br />
Information on dem<strong>and</strong> <strong>and</strong> <strong>in</strong> time: player has<br />
access to answers regard<strong>in</strong>g: the game whenever<br />
needed <strong>and</strong> when first com<strong>in</strong>g across new<br />
material<br />
S<strong>and</strong>box: player feels rewards <strong>and</strong> punishments for<br />
game play action were appropriate<br />
– 9<br />
Information presented on dem<strong>and</strong> <strong>and</strong> <strong>in</strong> time,<br />
system th<strong>in</strong>k<strong>in</strong>g: actions <strong>and</strong> skills learned were<br />
important for play<strong>in</strong>g the game not just for a<br />
s<strong>in</strong>gle event <strong>in</strong> the game<br />
1 –<br />
Scaffold<strong>in</strong>g-failure prevention: player provided<br />
1 –<br />
with help to meet goals of game<br />
Build on prior knowledge: games similar to others<br />
<strong>in</strong> same genre allow<strong>in</strong>g new skills to be built on<br />
previous knowledge<br />
HEP <strong>and</strong> PLAY: player able to succeed at game’s<br />
goals <strong>and</strong> found their expectations fulfilled<br />
Enterta<strong>in</strong>ment <strong>and</strong> coolness: player was<br />
enterta<strong>in</strong>ed <strong>and</strong> enjoyed play<strong>in</strong>g the game<br />
Self-mastery: player able to master game us<strong>in</strong>g<br />
skills <strong>and</strong> tools provided<br />
– –<br />
17 12<br />
– –<br />
– –<br />
Total 22 43<br />
Heuristic<br />
evaluation<br />
po<strong>in</strong>ts by do<strong>in</strong>g comb<strong>in</strong>ation moves, required <strong>in</strong> order to w<strong>in</strong>, as these were not<br />
obvious from play<strong>in</strong>g the game. Hav<strong>in</strong>g AI Non-Player Characters do<strong>in</strong>g these<br />
moves would demonstrate to the player that this is both possible <strong>and</strong> an option.<br />
Furthermore, demonstrat<strong>in</strong>g the controller buttons <strong>and</strong> thumbsticks us<strong>in</strong>g a controller<br />
image <strong>and</strong> an <strong>in</strong>creased health meter would demonstrate exactly how to do<br />
this. Usability Test<strong>in</strong>g did not f<strong>in</strong>d this GAP pr<strong>in</strong>ciple.