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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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242 C. Koeffel et al.<br />

tabletop games (see Section 13.7) or mobile games. Hence, the heuristics treat<strong>in</strong>g<br />

game play/game story <strong>and</strong> the virtual <strong>in</strong>terface are generally applicable to<br />

video games as they are formulated <strong>in</strong> Table 13.1. For use with other devices<br />

(i.e., <strong>in</strong>put devices, setups, etc.), the third (device- <strong>and</strong> application-specific) part<br />

was formulated. Therefore, all possible eventualities offered by those games can be<br />

covered.<br />

In the follow<strong>in</strong>g, the heuristics of the sections game play/game story <strong>and</strong> virtual<br />

<strong>in</strong>terface of the framework will be listed. As an example for the modularity of the<br />

framework, the heuristics concern<strong>in</strong>g special properties of tabletop games will be<br />

<strong>in</strong>troduced <strong>in</strong> Section 13.7.<br />

Game<br />

play/game<br />

story<br />

Table 13.1 Heuristics concern<strong>in</strong>g game play/game story <strong>and</strong> virtual <strong>in</strong>terface<br />

No. Heuristic Source<br />

1 The player should be presented with<br />

“clear goals” early enough or be able<br />

to create her own goals <strong>and</strong> “should<br />

be able to underst<strong>and</strong> <strong>and</strong> identify<br />

them”. There can be “multiple goals<br />

on each level” so that there are more<br />

strategies to w<strong>in</strong>. Furthermore, the<br />

player should know how to reach the<br />

goal without gett<strong>in</strong>g stuck<br />

2 The player should receive mean<strong>in</strong>gful<br />

rewards. “The acquisition of skills”<br />

could also be a reward<br />

3 The player should “feel that she is <strong>in</strong><br />

control”. That <strong>in</strong>cludes the “control<br />

over the character” as well as the<br />

“impact on the game world”. “The<br />

controls should allow management<br />

that is appropriate to the challenge.”<br />

“Changes the player makes to the<br />

game world should be persistent <strong>and</strong><br />

noticeable.” Furthermore, the player<br />

should be able to “respond to threats<br />

<strong>and</strong> opportunities”<br />

4 “Challenge, strategy <strong>and</strong> pace should be<br />

<strong>in</strong> balance.” “Challenges should be<br />

positive game experiences”<br />

5 “The first-time experience is<br />

encourag<strong>in</strong>g”<br />

6 The “mean<strong>in</strong>gful game story should<br />

support the game play” <strong>and</strong> be<br />

“discovered as part of the game play”<br />

7 “The game does not stagnate” <strong>and</strong> the<br />

player feels the progress<br />

(Federoff 2002, Desurvire<br />

et al. 2004, Koivisto <strong>and</strong><br />

Korhonen 2006, Schaffer<br />

2007)<br />

(Federoff 2002, Koivisto<br />

<strong>and</strong> Korhonen 2006)<br />

(Desurvire et al. 2004,<br />

Koivisto <strong>and</strong> Korhonen<br />

2006, Schaffer 2007,<br />

P<strong>in</strong>elle et al. 2008)<br />

(Desurvire et al. 2004,<br />

Koivisto <strong>and</strong> Korhonen<br />

2006)<br />

(Koivisto <strong>and</strong> Korhonen<br />

2006)<br />

(Desurvire et al. 2004,<br />

Koivisto <strong>and</strong> Korhonen<br />

2006)<br />

(Koivisto <strong>and</strong> Korhonen<br />

2006, Schaffer 2007)

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