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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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236 C. Koeffel et al.<br />

of a higher quality. To test the applicability of our heuristics to user experience<br />

rat<strong>in</strong>gs, we conduct heuristic evaluations on several games <strong>and</strong> compare the result<strong>in</strong>g<br />

data to user experience-based game reviews. F<strong>in</strong>ally, we critically assess our<br />

method <strong>and</strong> offer improvements <strong>and</strong> future perspectives. This discussion of current<br />

advanced <strong>in</strong>teraction games leads to the <strong>in</strong>troduction of a set of specific evaluation<br />

heuristics applicable to the user experience of these games. Together with the<br />

aforementioned general game heuristics (which focus on game play/game story <strong>and</strong><br />

the virtual <strong>in</strong>terface), we deliver a complete framework usable for evaluat<strong>in</strong>g the<br />

user experience of games either generally or specifically for advanced <strong>in</strong>teraction<br />

games.<br />

13.2 Video Game Def<strong>in</strong>ition <strong>and</strong> Genres<br />

Before discuss<strong>in</strong>g heuristics for video games, we want to get a clear underst<strong>and</strong><strong>in</strong>g<br />

of the term<strong>in</strong>ology “video game”. Esposito provides an <strong>in</strong>terest<strong>in</strong>g def<strong>in</strong>ition for a<br />

video game:<br />

A video game is a game which we play thanks to an audiovisual apparatus <strong>and</strong> which can<br />

be based on a story (Esposito 2005).<br />

Esposito’s def<strong>in</strong>ition conta<strong>in</strong>s four important elements that classify a video game:<br />

game, play, audiovisual apparatus <strong>and</strong> story. These elements are derived from<br />

literature such as Huiz<strong>in</strong>ga (1950), Callois (1961) <strong>and</strong> Zimmerman (2004).<br />

We second this def<strong>in</strong>ition <strong>in</strong> most of its statements but want to add that the mentioned<br />

audiovisual apparatus is not necessarily limited to two senses. Touch-based<br />

<strong>in</strong>put <strong>and</strong> haptic feedback mechanisms allow a broader range of video game devices.<br />

We also want to po<strong>in</strong>t out the need to clearly dist<strong>in</strong>guish games from productivity<br />

applications as done <strong>in</strong> Pagulayan et al. (2003). F<strong>in</strong>ally, to avoid misunderst<strong>and</strong><strong>in</strong>gs<br />

about the term itself, we consider video games as an umbrella term for all<br />

electronic games, <strong>in</strong>dependent of their platform (computer, console, arcade, etc.).<br />

Still there is need to put games <strong>in</strong>to certa<strong>in</strong> categories to be able to unite titles of<br />

similar type.<br />

There are many different dist<strong>in</strong>ctions available, some more common than others.<br />

Wolf def<strong>in</strong>ed a set of 41 genres <strong>in</strong> Wolf (2001), be<strong>in</strong>g sometimes too specific (e.g.<br />

when def<strong>in</strong><strong>in</strong>g Diagnostic Cartridges as a genre). Ye proposes to adapt the genre<br />

term <strong>and</strong> certa<strong>in</strong> genre conventions from movies to games, but does not give a clear<br />

genre def<strong>in</strong>ition himself (Ye 2004). A common <strong>and</strong> well-established genre def<strong>in</strong>ition<br />

has been created by the NPD group <strong>and</strong> is mentioned amongst others <strong>in</strong> Pagulayan<br />

et al. (2003) <strong>and</strong> used by ESA (2008) for their market statistics. This classification<br />

conta<strong>in</strong>s eleven well-known <strong>and</strong> established (super-) genres such as role-play<strong>in</strong>g<br />

game (RPG), action or shooters, <strong>and</strong> absta<strong>in</strong>s from <strong>in</strong>troduc<strong>in</strong>g f<strong>in</strong>e-gra<strong>in</strong>ed subcategories.<br />

We propose the use of theses genres <strong>in</strong> order to be able to classify games <strong>in</strong><br />

accordance with the market/<strong>in</strong>dustry for our test <strong>in</strong> Section 13.6.2.

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