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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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142 H. Desurvire <strong>and</strong> C. Wiberg<br />

Fig. 8.3 Example of GAP, scaffold<strong>in</strong>g needed <strong>in</strong> Shooter game via usability test<strong>in</strong>g<br />

bridge; the player was stuck (see Fig. 8.3). They did not know what to do <strong>in</strong> this<br />

learn<strong>in</strong>g level <strong>and</strong> could not cont<strong>in</strong>ue the game. Had this occurred <strong>in</strong> a real-world<br />

play session life, the player would likely quit the game. Scaffold<strong>in</strong>g was violated,<br />

<strong>and</strong> had it been added, would have assisted the player <strong>in</strong> cont<strong>in</strong>u<strong>in</strong>g the game.<br />

Scaffold<strong>in</strong>g would be useful because, if the player still did not underst<strong>and</strong> after<br />

be<strong>in</strong>g offered a small parcel of assistance, other <strong>and</strong> more varied parcels would be<br />

offered. Usability Test<strong>in</strong>g offered this <strong>in</strong>sight, s<strong>in</strong>ce the players were stuck without<br />

this <strong>in</strong>formation.<br />

Issues that were found only <strong>in</strong> Usability Test<strong>in</strong>g <strong>and</strong> not <strong>in</strong> the GAP Heuristic<br />

Evaluation were more HEP <strong>and</strong> PLAY guidel<strong>in</strong>es. S<strong>in</strong>ce Usability Test<strong>in</strong>g has the<br />

advantage of real players th<strong>in</strong>k<strong>in</strong>g aloud their experiences <strong>in</strong> real time, the evaluator<br />

had the advantage of players’ comments of their experience: “I th<strong>in</strong>k the tutorial is<br />

way too long. I want to be play<strong>in</strong>g the game, but <strong>in</strong>stead I’m do<strong>in</strong>g the tutorial. I<br />

thought the stuff <strong>in</strong> the beg<strong>in</strong>n<strong>in</strong>g was useful, but now it just seems like too much<br />

<strong>and</strong> I am not hav<strong>in</strong>g that much fun.”<br />

This led to the identification of the GAP – HEP <strong>and</strong> PLAY, where the guidel<strong>in</strong>es<br />

recommend that players have a fun <strong>and</strong> successful experience <strong>in</strong> the first 10–20 m<strong>in</strong>utes.<br />

The Heuristic Evaluation did not f<strong>in</strong>d this. Ideally, the key for the tutorial based<br />

on GAP is a design where the player is learn<strong>in</strong>g the tools, while this learn<strong>in</strong>g is<br />

masked by their hav<strong>in</strong>g fun through game play challenge <strong>and</strong> story motivation. This<br />

has implications for design<strong>in</strong>g us<strong>in</strong>g GAP as a checklist of the conceptual tutorial<br />

design. However, see<strong>in</strong>g where the actual users are hav<strong>in</strong>g a fun <strong>and</strong> successful experience<br />

seems to only be validated with real players; otherwise, it is simply a guess.

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