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Evaluating User Experience in Games: Concepts and Methods - Lirmm

Evaluating User Experience in Games: Concepts and Methods - Lirmm

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

<strong>and</strong> ideas. We also used the notes <strong>and</strong> created aff<strong>in</strong>ity diagrams to further ref<strong>in</strong>e our<br />

concepts.<br />

Analysis <strong>and</strong> discussion. The joyful atmosphere of the exertion game carried over<br />

to the <strong>in</strong>terviews, which appeared to be facilitated by the use of bodily actions as<br />

exhibited dur<strong>in</strong>g the game by the participants. For example, players used movements<br />

not only <strong>in</strong> relation to play directly, such as throw<strong>in</strong>g their h<strong>and</strong>s <strong>in</strong> the air to <strong>in</strong>dicate<br />

they won. A player jok<strong>in</strong>gly made a fist to the other players; another participant<br />

put her tongue out. Players often applauded others on their performance, <strong>and</strong> the<br />

joyful atmosphere seemed to have carried over <strong>in</strong>to the <strong>in</strong>terviews. Players used<br />

their bodies to retell their experiences, <strong>and</strong> the video record<strong>in</strong>gs were viable tools<br />

<strong>in</strong> captur<strong>in</strong>g this retell<strong>in</strong>g. For example, one team patted on each other’s shoulders<br />

<strong>and</strong> slapped each other comradely several times dur<strong>in</strong>g the <strong>in</strong>terview. Another team<br />

<strong>in</strong>itiated a group hug.<br />

In addition to the theoretical concepts we identified as part of the <strong>in</strong>vestigation of<br />

Table Tennis for Three, we found the aspect of bodily movements facilitated by the<br />

exertion game that carried over to a retell<strong>in</strong>g <strong>in</strong> the <strong>in</strong>terviews particularly <strong>in</strong>trigu<strong>in</strong>g<br />

for an underst<strong>and</strong><strong>in</strong>g of user experiences <strong>in</strong> games. Such a retell<strong>in</strong>g is an element<br />

of metagam<strong>in</strong>g, a social play phenomenon that refers to the relationship of a game<br />

to elements outside of the game. One way that metagam<strong>in</strong>g occurs “dur<strong>in</strong>g a game<br />

other than the game itself...are social factors such as competition <strong>and</strong> camaraderie”<br />

(Salen <strong>and</strong> Zimmerman 2003). The participants <strong>in</strong> Table Tennis for Three used this<br />

to turn the <strong>in</strong>terview <strong>in</strong>to a metagam<strong>in</strong>g event by verbally <strong>and</strong> non-verbally comment<strong>in</strong>g<br />

on the other players’ performance <strong>and</strong> turn<strong>in</strong>g the post-game <strong>in</strong>to a social<br />

spectacle. The retell<strong>in</strong>g of what happened <strong>in</strong> a game is an important part of a “lived<br />

experience” (McCarthy <strong>and</strong> Wright 2004). Players predom<strong>in</strong>antly used their exertion<br />

skills <strong>in</strong> the games, so they drew on these skills aga<strong>in</strong> dur<strong>in</strong>g the reliv<strong>in</strong>g of<br />

the experience. This reliv<strong>in</strong>g of a “pleasurable k<strong>in</strong>esthetic stimulation” has been<br />

suggested to re-trigger the associated pleasurable emotions (Iso-Ahola <strong>and</strong> Hatfield<br />

1986). Re-enact<strong>in</strong>g the exertion movements can also support the players’ cognitive<br />

processes, help<strong>in</strong>g them to remember certa<strong>in</strong> parts of the game (L<strong>in</strong>dley <strong>and</strong> Monk<br />

2008). Players gave further mean<strong>in</strong>g to these exertion actions by shar<strong>in</strong>g them with<br />

others, the opportunity for metagam<strong>in</strong>g provided by the <strong>in</strong>terview task therefore<br />

contributed towards a mean<strong>in</strong>gful social play experience. In contrast, the exertion<br />

actions support<strong>in</strong>g metagam<strong>in</strong>g are miss<strong>in</strong>g <strong>in</strong> keyboard- <strong>and</strong> gamepad-controlled<br />

computer games, <strong>and</strong> the players have to rely on their cognitive skills to remember<br />

their experiences <strong>and</strong> associated affective responses. Furthermore, Moen (2006)<br />

believes that movement literacy can be improved not only by physically explor<strong>in</strong>g<br />

movement, as our players did dur<strong>in</strong>g game play, but also by verbally reflect<strong>in</strong>g on it,<br />

which they did through the <strong>in</strong>terviews. This suggests that the <strong>in</strong>terview task might<br />

have contributed to the participants’ movement literacy.<br />

Our observations dur<strong>in</strong>g post-game <strong>in</strong>terviews suggest implications for evaluation<br />

methods used <strong>in</strong> exertion games. Researchers need to be aware that retell<strong>in</strong>g,<br />

<strong>in</strong> particular as part of metagam<strong>in</strong>g, is an important aspect of the user experience,<br />

<strong>and</strong> players will use opportunities to enable such an experience. We believe<br />

user experience researchers should be aware of such effects <strong>in</strong> order to be able

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