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
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Chapter 11<br />
<strong>Evaluat<strong>in</strong>g</strong> Exertion <strong>Games</strong><br />
Florian ‘Floyd’ Mueller <strong>and</strong> Nadia Bianchi-Berthouze<br />
Abstract <strong>Games</strong> that dem<strong>and</strong> exertion of the players through bodily movements<br />
are experienc<strong>in</strong>g <strong>in</strong>creas<strong>in</strong>g commercial success <strong>and</strong> have been attributed with many<br />
physical, mental <strong>and</strong> social benefits, thus chang<strong>in</strong>g the way we play computer<br />
games. However, there is a lack of underst<strong>and</strong><strong>in</strong>g of how to evaluate such exertion<br />
games, ma<strong>in</strong>ly because the games’ facilitated bodily movements are believed to be<br />
responsible for these novel experiences, but are not considered <strong>in</strong> traditional evaluation<br />
methods that primarily assume keyboard- <strong>and</strong> gamepad-style <strong>in</strong>put devices.<br />
We do not believe there is a generic approach to evaluat<strong>in</strong>g exertion games, <strong>and</strong><br />
therefore offer an overview of our mixed experiences <strong>in</strong> us<strong>in</strong>g various methods to<br />
guide the reader for future evaluations <strong>in</strong> this doma<strong>in</strong>. We support the presented<br />
methods with data from case studies we undertook <strong>in</strong> order to illustrate their use<br />
<strong>and</strong> what k<strong>in</strong>ds of results to expect. <strong>Methods</strong> that we have not had experience with,<br />
but which also have the potential to address the contribution of bodily <strong>in</strong>volvement<br />
to the user experience, are also outl<strong>in</strong>ed. By identify<strong>in</strong>g rema<strong>in</strong><strong>in</strong>g issues <strong>in</strong> regards<br />
to evaluation methods for exertion games, we aim to provide an <strong>in</strong>formed way forward<br />
for research <strong>in</strong> this area. With our work, we hope to contribute towards the<br />
advancement of such games, foster<strong>in</strong>g their many benefits towards a more positive<br />
user experience.<br />
11.1 Introduction<br />
Gamers have recently seen the explosion of a new gam<strong>in</strong>g genre that has been<br />
labelled exergam<strong>in</strong>g or exertion games, which describes the emerg<strong>in</strong>g computer<br />
game titles that comb<strong>in</strong>e exert<strong>in</strong>g bodily movements with computer gam<strong>in</strong>g. Inspired<br />
by the success of Dance Dance Revolution, EyeToy <strong>and</strong> the Wii, computer<br />
F. Mueller (B)<br />
Interaction Design Group, Department of Information Systems, The University of Melbourne,<br />
Melbourne, Australia<br />
e-mail: floyd@floydmueller.com<br />
R. Bernhaupt (ed.), <strong>Evaluat<strong>in</strong>g</strong> <strong>User</strong> <strong>Experience</strong> <strong>in</strong> <strong>Games</strong>, Human-Computer<br />
Interaction Series, DOI 10.1007/978-1-84882-963-3_11,<br />
C○ Spr<strong>in</strong>ger-Verlag London Limited 2010<br />
187