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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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212 M. Brown et al.<br />

was also happen<strong>in</strong>g <strong>in</strong> the arcade mach<strong>in</strong>e arena, i.e., the use of dedicated controllers<br />

for fly<strong>in</strong>g games, rac<strong>in</strong>g games, etc.<br />

In recent years, an <strong>in</strong>creas<strong>in</strong>g number of games have added support for new<br />

<strong>and</strong> <strong>in</strong>novative controllers <strong>in</strong> their games. Incorporat<strong>in</strong>g support for <strong>in</strong>novative controllers<br />

<strong>in</strong> games offers opportunities for a game to dist<strong>in</strong>guish itself <strong>in</strong> the market<br />

place (Kane 2005, Marshall et al. 2006). Custom controllers, designed to operate<br />

with specific games, offer possibilities to enhance the user experience <strong>in</strong> games<br />

by enabl<strong>in</strong>g <strong>in</strong>teraction styles that are not possible us<strong>in</strong>g st<strong>and</strong>ard controllers, as<br />

described above.<br />

While design<strong>in</strong>g <strong>and</strong> implement<strong>in</strong>g a custom controller offers opportunities to<br />

greatly enhance a game, it also <strong>in</strong>troduces significant additional work, more project<br />

schedule risk, <strong>and</strong> probably an <strong>in</strong>creased retail price for the game-plus-controller<br />

bundle. However, apart from platform-specific checklists, the advice available to<br />

guide designers <strong>and</strong> developers consider<strong>in</strong>g new or <strong>in</strong>novative controllers is very<br />

limited. Support for <strong>in</strong>novative controllers must be carefully planned <strong>and</strong> designed,<br />

<strong>and</strong> their performance evaluated. Problems associated with develop<strong>in</strong>g <strong>and</strong> implement<strong>in</strong>g<br />

support for custom controllers have been listed <strong>in</strong> the postmortem reports<br />

which are published on a monthly basis <strong>in</strong> Game Developer magaz<strong>in</strong>e (Game<br />

Developer Magaz<strong>in</strong>e 2008). For example, Guitar Hero <strong>in</strong> February 2006 edition,<br />

Metal Gear Solid <strong>in</strong> May 2006 edition, <strong>and</strong> Tony Hawk <strong>in</strong> January 2007 edition.<br />

12.3 <strong>Evaluat<strong>in</strong>g</strong> Game Controllers: <strong>Experience</strong>, Usability,<br />

<strong>and</strong> Functionality<br />

As with all technology, the <strong>in</strong>teraction between humans <strong>and</strong> game controllers is multifaceted<br />

<strong>and</strong> complex. This section describes McNamara <strong>and</strong> Kirakowski’s (2006)<br />

theoretical framework for underst<strong>and</strong><strong>in</strong>g <strong>in</strong>teractions with technology <strong>and</strong> discusses<br />

the implications of apply<strong>in</strong>g this model to game controllers.<br />

12.3.1 Introduction to the Components of Human–Computer<br />

Interaction<br />

Recent developments <strong>in</strong> HCI have highlighted the importance of focus<strong>in</strong>g on user<br />

experience <strong>in</strong> the design of technology. This need for high-quality user experience<br />

is especially important for computer games, as their primary function is to enterta<strong>in</strong>.<br />

This revelation has led to some theoretical difficulties, as the concept of user experience<br />

does not easily fit <strong>in</strong>to the traditional HCI fields of usability <strong>and</strong> ergonomics.<br />

In order to fully underst<strong>and</strong> <strong>in</strong>teractions with technology, we must underst<strong>and</strong> the<br />

various components of the <strong>in</strong>teractions <strong>and</strong> how these components impact on each<br />

other.<br />

McNamara <strong>and</strong> Kirakowski (2006) propose a three-factor model for underst<strong>and</strong><strong>in</strong>g<br />

the <strong>in</strong>teractions between humans <strong>and</strong> technology, represented <strong>in</strong> Fig. 12.1.

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