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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.

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