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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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190 F. Mueller <strong>and</strong> N. Bianchi-Berthouze<br />

Table 11.1 Summary of case studies, outcomes <strong>and</strong> challenges <strong>in</strong> evaluat<strong>in</strong>g post-play<strong>in</strong>g <strong>and</strong><br />

<strong>in</strong>-place user experience<br />

Case studies Approaches Outcomes Challenges<br />

Table Tennis<br />

for Three:<br />

s<strong>in</strong>gle<br />

condition<br />

Breakout for<br />

two: exertion<br />

vs.<br />

non-exertion<br />

condition<br />

Donkey Konga:<br />

exertion vs.<br />

non-exertion<br />

conditions<br />

Guitar Hero:<br />

exertion vs.<br />

non-exertion<br />

conditions<br />

Semi-structured<br />

<strong>in</strong>terviews,<br />

observations <strong>and</strong><br />

cod<strong>in</strong>g of video<br />

data<br />

Prisoner’s<br />

dilemma <strong>and</strong><br />

questionnaires<br />

Quantitative<br />

comparison of<br />

verbal <strong>and</strong><br />

non-verbal<br />

behaviours<br />

Quantitative<br />

analysis of<br />

movement by<br />

motion capture<br />

system<br />

Exertion facilitates<br />

social play <strong>in</strong> <strong>and</strong><br />

outside game play,<br />

e.g. fosters the<br />

recollection of the<br />

experience<br />

through<br />

k<strong>in</strong>esthetic<br />

stimulation<br />

Exertion stimulates<br />

competition,<br />

connectedness<br />

Exertion facilitates<br />

empathic<br />

behaviour <strong>in</strong><br />

cooperative<br />

games: <strong>in</strong>crease<br />

social <strong>in</strong>teraction<br />

<strong>and</strong> emotional<br />

experience<br />

Exertion facilitates<br />

emotional<br />

experience <strong>and</strong><br />

role-tak<strong>in</strong>g<br />

experience.<br />

Amount of<br />

movement of the<br />

player correlates<br />

with engagement<br />

(a) How to def<strong>in</strong>e<br />

cod<strong>in</strong>g systems?<br />

(b) How to<br />

overcome the fact<br />

that re-enact<strong>in</strong>g<br />

can br<strong>in</strong>g players<br />

to re<strong>in</strong>terpret their<br />

experience?<br />

These measures<br />

overcome the<br />

limitations of<br />

self-reports but<br />

they are <strong>in</strong>direct<br />

How to def<strong>in</strong>e<br />

cod<strong>in</strong>g systems<br />

that produce high<br />

<strong>in</strong>ter-rater<br />

reliability?<br />

The automatic<br />

analysis of<br />

complex<br />

movements (e.g.,<br />

po<strong>in</strong>t<strong>in</strong>g,<br />

shrugg<strong>in</strong>g) is<br />

technically<br />

challeng<strong>in</strong>g<br />

We acknowledge that our approach cannot <strong>and</strong> is not <strong>in</strong>tended to result <strong>in</strong> a comprehensive<br />

list of all available methods, nor describes every aspect of evaluation<br />

specific to exertion games. However, with our approach, we aim to focus on provid<strong>in</strong>g<br />

an experience-based account of what opportunities lie ahead <strong>in</strong> this excit<strong>in</strong>g<br />

new field. We believe our experiences on this topic will give the reader an extensive,<br />

although not comprehensive, view from various perspectives, contribut<strong>in</strong>g to<br />

an underst<strong>and</strong><strong>in</strong>g that can <strong>in</strong>spire <strong>and</strong> guide future <strong>in</strong>vestigations.<br />

11.3 <strong>Evaluat<strong>in</strong>g</strong> <strong>User</strong> <strong>Experience</strong> Post-play<strong>in</strong>g<br />

We beg<strong>in</strong> by describ<strong>in</strong>g evaluation methods that are based on the belief that the game<br />

experience can be (self-)assessed after it has occurred, for example by <strong>in</strong>terview<strong>in</strong>g<br />

the participants immediately after play<strong>in</strong>g. Such approaches have the advantage that

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