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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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11 <strong>Evaluat<strong>in</strong>g</strong> Exertion <strong>Games</strong> 203<br />

to <strong>in</strong>vestigate any long-term effects to engage players, based on their dedication to<br />

report about it.<br />

11.6 Future Challenges<br />

Parts of our work <strong>in</strong>volve affective notions of user experience <strong>and</strong> their relationships<br />

with exertion activity. Most often, emotional engagement with games is associated<br />

with <strong>in</strong>creased bodily activity. An additional way forward to underst<strong>and</strong><strong>in</strong>g this<br />

<strong>in</strong>ter-relationship could be a view from the opposite direction: By exam<strong>in</strong><strong>in</strong>g the<br />

exertion component, researchers might be able to <strong>in</strong>fer affective aspects from the<br />

gam<strong>in</strong>g experience. This appears to be a valid approach, as bodily expressions are an<br />

important <strong>in</strong>dex of emotional experience. For example, past research has shown that<br />

body movement <strong>and</strong> posture can be an important modality <strong>in</strong> the human judgment of<br />

behavioural displays <strong>in</strong>clud<strong>in</strong>g affective states <strong>and</strong> moods (Argyle 1988, Bernhardt<br />

<strong>and</strong> Rob<strong>in</strong>son 2008). Although most work <strong>in</strong> this area has focused on facial expressions<br />

(Ambady <strong>and</strong> Rosenthal 1992, Ekman <strong>and</strong> Rosenberg 2005), recent studies<br />

embraced a more body-centric approach <strong>and</strong> found that the perception of emotion is<br />

often biased towards the emotion expressed by the body (Meeren et al. 2005), mean<strong>in</strong>g<br />

the <strong>in</strong>ference of affective states through body posture <strong>in</strong> exertion games could<br />

yield improved results compared to facial-expression approaches. It should be noted,<br />

however, that unlike the recognition of facial expressions, which has been generally<br />

based on quantitative models that map pattern of muscle activation <strong>in</strong>to emotions<br />

(e.g., Ekman <strong>and</strong> Rosenberg 2005), recognition of bodily expressions of emotions<br />

has long been mostly qualitative. Recent advances make the process of identify<strong>in</strong>g<br />

emotions from basic movement <strong>and</strong> posture units more objective <strong>and</strong> measurable.<br />

For example, Berthouze et al. (Bianchi-Berthouze <strong>and</strong> Kle<strong>in</strong>smith 2003, De Silva<br />

<strong>and</strong> Bianchi-Berthouze 2004) proposed a general description of posture based on<br />

angles <strong>and</strong> distances between body jo<strong>in</strong>ts to support the mapp<strong>in</strong>g of body postures<br />

<strong>in</strong>to emotions. Although such approaches might suffer from the general limitations<br />

of any automatic recognition systems, their ability to mature through a dem<strong>and</strong> of<br />

support<strong>in</strong>g the creation of technology that can adapt to the affective states of the<br />

user can make them a powerful new avenue for evaluation.<br />

11.7 F<strong>in</strong>al Thoughts<br />

We have described our work on the topic of evaluat<strong>in</strong>g user experiences of exertion<br />

games. We do not believe there is a generic approach to evaluat<strong>in</strong>g exertion games,<br />

<strong>and</strong> therefore we offered a diverse set of results with the <strong>in</strong>tention to contribute<br />

towards an underst<strong>and</strong><strong>in</strong>g of this new emerg<strong>in</strong>g area from varied viewpo<strong>in</strong>ts. By<br />

support<strong>in</strong>g our experience reports with concrete data from case studies, we hoped<br />

to be able to provide the reader with practical guidance on what k<strong>in</strong>d of effects<br />

one can expect, which are unique to evaluat<strong>in</strong>g exertion games. Our aim was to

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