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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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166 M. Lankes et al.<br />

TV (Bernhaupt et al. 2008b) <strong>and</strong> several others (e.g. Law et al. 2007). Most of them<br />

did not take <strong>in</strong>to consideration recent developments <strong>in</strong> the area of gam<strong>in</strong>g, such as<br />

game play between thous<strong>and</strong>s of players, multiplayer audio channels <strong>and</strong> the use of<br />

novel <strong>in</strong>put devices to encourage physical activity (Bernhaupt et al. 2008a).<br />

Digital games constitute a tremendously varied set of applications, with a wide<br />

range of associated player experiences, defy<strong>in</strong>g a one-size-fits-all approach to their<br />

conceptualization <strong>and</strong> measurement. One of the ma<strong>in</strong> challenges fac<strong>in</strong>g the gam<strong>in</strong>g<br />

research community is a lack of a coherent <strong>and</strong> f<strong>in</strong>e-gra<strong>in</strong>ed set of methods<br />

<strong>and</strong> tools that enable the measurement of enterta<strong>in</strong>ment experiences <strong>in</strong> a sensitive,<br />

reliable, <strong>and</strong> valid manner. Tak<strong>in</strong>g a factor-structure approach to characterize user<br />

experiences, terms like fun, flow, <strong>and</strong> playability are most often used to expla<strong>in</strong><br />

user experience <strong>in</strong> game design. However, there is an open discussion to <strong>in</strong>clude<br />

other factors which might have relevance for games. Emotion is often cited as a key<br />

element of user experience (e.g., Hassenzahl <strong>and</strong> Tract<strong>in</strong>sky 2006).<br />

On the other h<strong>and</strong>, the quality of the display of emotions portrayed by embodied<br />

conversational agents (ECAs) is perceived as a necessity to improve the user experience<br />

(Lee <strong>and</strong> Marsella 2006). The follow<strong>in</strong>g chapter is look<strong>in</strong>g <strong>in</strong> detail on the<br />

relation of user experience <strong>and</strong> emotions that are expressed by ECAs. It shall provide<br />

some <strong>in</strong>sights concern<strong>in</strong>g the relation between emotions displayed <strong>in</strong> a game<br />

(through the characters) <strong>in</strong> conjunction with emotion-elicit<strong>in</strong>g situations <strong>in</strong> regard<br />

to the user experience. Results of this study are a first step <strong>in</strong> a series of experiments<br />

<strong>in</strong>vestigat<strong>in</strong>g the relationship between user experience <strong>and</strong> <strong>in</strong>teraction with<br />

embodied conversational agents.<br />

The chapter is organized as follows: Based on an overview on currently used<br />

models <strong>in</strong> emotion theory, the usage of emotional (factor) models <strong>in</strong> games is<br />

expla<strong>in</strong>ed <strong>and</strong> how the model<strong>in</strong>g of nonplayer characters (NPCs) – a field of<br />

application of ECAs – is represent<strong>in</strong>g these emotional (factor) models. It shall be<br />

<strong>in</strong>vestigated how the display of emotions (still, animated, or <strong>in</strong>teractive) <strong>in</strong> various<br />

contexts (either with a consonant or with a dissonant context description) is affect<strong>in</strong>g<br />

the user experience (measured with a questionnaire). The section on the experimental<br />

study describes <strong>in</strong> detail three prestudies for select<strong>in</strong>g stimuli <strong>and</strong> material<br />

followed by the ma<strong>in</strong> study on the relation of display<strong>in</strong>g emotion <strong>in</strong> games via ECAs<br />

<strong>and</strong> perceived user experience. The conclusion shows how the f<strong>in</strong>d<strong>in</strong>gs can be used<br />

<strong>in</strong> game development <strong>in</strong> terms of design<strong>in</strong>g positive user experiences.<br />

10.2 Related Work<br />

Incorporat<strong>in</strong>g emotional expressions for nonplayer characters <strong>in</strong> games is seen as an<br />

appropriate way to improve the gamers’ experiences. The research area of emotions<br />

is a central topic <strong>in</strong> human–computer <strong>in</strong>teraction <strong>and</strong> is approached from various<br />

perspectives. Subsequently, some of these perspectives, <strong>and</strong> their relation to current<br />

developments <strong>in</strong> user experience research, are presented. First, we look at how<br />

emotions can be <strong>in</strong>tegrated, seen either as part of the comput<strong>in</strong>g system or as part<br />

of the overall user experience. Second, we look on how emotions can be measured,

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