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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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240 C. Koeffel et al.<br />

are characteristics of situations themselves, which <strong>in</strong>clude natural events, human<br />

affairs, feel<strong>in</strong>gs, etc.” as early as 1934 (Dewey 1934).<br />

Nevertheless, a clear def<strong>in</strong>ition <strong>and</strong> grounded underst<strong>and</strong><strong>in</strong>g of this term is still<br />

miss<strong>in</strong>g (Law et al. 2008). Accord<strong>in</strong>g to Law et al., the ma<strong>in</strong> problem is that<br />

user experience treats non-utilitarian aspects of <strong>in</strong>teractions between humans <strong>and</strong><br />

mach<strong>in</strong>es. This means that user experience ma<strong>in</strong>ly focuses on affect <strong>and</strong> sensation–<br />

two very subjective impressions. It encompasses areas from traditional usability<br />

to beauty, hedonic, affective or experimental aspects of technology use (Forlizzi<br />

<strong>and</strong> Battarbee 2004). Hassenzahl <strong>and</strong> Law, lead<strong>in</strong>g researchers <strong>in</strong> the field of<br />

user experience, def<strong>in</strong>e it as “a momentary, primarily evaluative feel<strong>in</strong>g (goodbad)<br />

while <strong>in</strong>teract<strong>in</strong>g with a product or service” (Hassenzahl 2008). Therefore,<br />

user experience is design<strong>in</strong>g for joy <strong>and</strong> fun <strong>in</strong>stead of design<strong>in</strong>g for the absence<br />

of pa<strong>in</strong> (Hassenzahl <strong>and</strong> Tract<strong>in</strong>sky 2006). Thus, the community has recently<br />

undertaken measures to better underst<strong>and</strong> the mean<strong>in</strong>g of user experience <strong>and</strong><br />

to f<strong>in</strong>d a unified def<strong>in</strong>ition through different conferences, workshops (Law et al.<br />

2008, Roto <strong>and</strong> Kaas<strong>in</strong>en 2008), forums <strong>and</strong> the like. Especially, the MAUSE<br />

COST Action 294 10 has aimed for f<strong>in</strong>d<strong>in</strong>g a def<strong>in</strong>ition <strong>and</strong> measurement of user<br />

experience.<br />

Accord<strong>in</strong>g to literature, user experience <strong>in</strong> games can be measured us<strong>in</strong>g the follow<strong>in</strong>g<br />

qualitative <strong>and</strong> quantitative methods (Federoff 2002, Desurvire et al. 2004,<br />

Sweetser <strong>and</strong> Wyeth 2005, Hazlett 2006, Koivisto <strong>and</strong> Korhonen 2006, M<strong>and</strong>ryk<br />

<strong>and</strong> Atk<strong>in</strong>s 2007): physiological measurements; expert evaluation (heuristics, etc.);<br />

subjective, self-reported measures; <strong>and</strong> usability tests.<br />

Integral factors of user experience are the state of flow <strong>and</strong> immersion def<strong>in</strong><strong>in</strong>g<br />

the level of enjoyment <strong>and</strong> fun (IJsselsteijn et al. 2007).<br />

The measurement of the state of flow through different methods is one of the<br />

major topics of user experience <strong>in</strong> games <strong>and</strong> by many seen as the optimal experience<br />

when play<strong>in</strong>g games (cf. Sweetser <strong>and</strong> Wyeth 2005). Accord<strong>in</strong>g to Hassenzahl,<br />

the concept of flow is very close to the idea of user experience <strong>and</strong> he describes flow<br />

as “a positive experience caused by an optimal balance of challenges <strong>and</strong> skills<br />

<strong>in</strong> a goal-oriented environment” (Hassenzahl 2008). The concept of flow was first<br />

<strong>in</strong>troduced <strong>in</strong> Csikszentmihalyi (1975) <strong>and</strong> further ref<strong>in</strong>ed to fit to video games <strong>and</strong><br />

player enjoyment <strong>in</strong> Cowley et al. (2008), Sweetser <strong>and</strong> Wyeth (2005). Whereas<br />

Cowley et al. <strong>in</strong>troduce a framework to map flow of the game play, Sweetser <strong>and</strong><br />

Wyeth try to <strong>in</strong>tegrate heuristics <strong>in</strong>to a model to help design <strong>and</strong> evaluate enjoyment<br />

<strong>in</strong> games. They found out that there is a certa<strong>in</strong> overlap of the heuristics <strong>in</strong>vestigated<br />

<strong>and</strong> the concept of flow. Based on this, Jegers <strong>in</strong>troduced the pervasive game flow<br />

model that enhances the game flow idea from Sweetser <strong>and</strong> Wyeth, with aspects that<br />

are particular to pervasive games (Jegers 2007).<br />

Another concept that is tightly l<strong>in</strong>ked to user experience is immersion. One<br />

def<strong>in</strong>ition of immersion <strong>and</strong> its stages has been proposed <strong>in</strong> Brown <strong>and</strong> Cairns<br />

(2004). Through a semi-structured <strong>in</strong>terview with seven gamers, they were able to<br />

10 http://www.cost294.org/

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