05.12.2012 Views

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

SHOW MORE
SHOW LESS

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!