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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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9 Digital <strong>Games</strong>, the Aftermath 153<br />

probably stem from the experience of warmth or connectedness both dur<strong>in</strong>g <strong>and</strong><br />

after game play. Further, cooperation <strong>in</strong> an onl<strong>in</strong>e world (e.g., be<strong>in</strong>g a member<br />

of a World of Warcraft guild) can br<strong>in</strong>g about a sense of affiliation or belong<strong>in</strong>g.<br />

Moreover, be<strong>in</strong>g affiliated to an onl<strong>in</strong>e guild or clan comes with certa<strong>in</strong> responsibilities<br />

<strong>and</strong> engagement toward the clan. Possibly, <strong>in</strong> the long run, this could put<br />

the gamer under pressure, lead<strong>in</strong>g to negative experiences such as stress, guilt, <strong>and</strong><br />

frustration. This could, for example, occur if a person repeatedly experiences that<br />

he or she has not the time to <strong>in</strong>vest as much as he or she likes <strong>in</strong> the clan. Or, seen<br />

from the other side, players can experience deep disappo<strong>in</strong>tment when an affiliated<br />

member does not fulfill his/her commitment toward the group.<br />

9.2.5 Postgame <strong>Experience</strong>s Related to Embodied Gam<strong>in</strong>g<br />

Recently, embodied gam<strong>in</strong>g (e.g., N<strong>in</strong>tendo Wii, Playstation Eye Toy) has become<br />

very popular. This type of game play dist<strong>in</strong>guishes itself from traditional digital<br />

games <strong>in</strong> the sense that people’s actual body movements are a part of the game<br />

play. Similar to other physical activities like play<strong>in</strong>g sports, these bodily efforts<br />

dur<strong>in</strong>g play have the potential to <strong>in</strong>duce a set of experiences after the game session<br />

has ended, for example, release of tension, relaxation, <strong>and</strong> satisfaction, but on the<br />

backside also exhaustion, tiredness, <strong>and</strong> sore muscles.<br />

9.2.6 Postgame <strong>Experience</strong>s After Repeated Exposure<br />

to a Game Environment<br />

Most above-mentioned postgame experiences occur directly after a gamer has<br />

stopped play<strong>in</strong>g <strong>and</strong> can thus be considered as short-term postgame experiences.<br />

Additionally, we envisage experiences that occur after repeated exposure to a game<br />

environment. These long-term postgame experiences presumably orig<strong>in</strong>ate from the<br />

way people perceive <strong>and</strong> process their environment. To expla<strong>in</strong> this, we rely on basic<br />

human perception theory (Bor<strong>in</strong>g 1930, Rock 1983). When process<strong>in</strong>g their environment,<br />

people use prior knowledge to recognize objects, words, or sounds (i.e.,<br />

top-down process<strong>in</strong>g). The prior knowledge that is used as a reference po<strong>in</strong>t can<br />

be shaped by any perceptual stimulation that is repeated frequently <strong>and</strong> over long<br />

periods of time. Consequently, this prior knowledge biases our perception by creat<strong>in</strong>g<br />

a perceptual set, or a mental predisposition to perceive a stimulus <strong>in</strong> a certa<strong>in</strong><br />

way (Bor<strong>in</strong>g 1930, Bruner <strong>and</strong> Potter 1964). Perceptual sets make people perceive<br />

<strong>and</strong> <strong>in</strong>terpret stimuli <strong>in</strong> a way that is relevant for themselves. For example, a model<br />

hunter will perceive tall, slim girls on the street as potential top models, whereas<br />

a dietician might perceive those girls as suffer<strong>in</strong>g from an eat<strong>in</strong>g disorder. Both<br />

perceptions <strong>and</strong> <strong>in</strong>terpretations stem from their prior knowledge <strong>and</strong> subsequent<br />

perceptual sets.

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