Evaluating User Experience in Games: Concepts and Methods - Lirmm
Evaluating User Experience in Games: Concepts and Methods - Lirmm
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)