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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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Chapter 2<br />

Enabl<strong>in</strong>g Social Play: A Framework for Design<br />

<strong>and</strong> Evaluation<br />

Kather<strong>in</strong>e Isbister<br />

Abstract This chapter focuses on evaluation <strong>and</strong> design for successful social play<br />

<strong>in</strong> digital games. It <strong>in</strong>cludes an overview of published work <strong>in</strong> this area <strong>and</strong> best<br />

practices gleaned from professional discussions <strong>and</strong> descriptions <strong>and</strong> presents a<br />

framework for th<strong>in</strong>k<strong>in</strong>g about an effective evaluation <strong>and</strong> iteration process. The<br />

framework <strong>in</strong>cludes issues such as identify<strong>in</strong>g play subgroups <strong>and</strong> how they differ,<br />

<strong>in</strong>terpersonal dynamics that can <strong>and</strong> should be leveraged <strong>and</strong> looked for <strong>in</strong><br />

multiplayer play, hardware factors <strong>in</strong> support<strong>in</strong>g social play, <strong>and</strong> issues of external<br />

validity <strong>in</strong> evaluation of social play. It <strong>in</strong>cludes key challenges <strong>and</strong> work that<br />

rema<strong>in</strong>s to be done <strong>in</strong> this area.<br />

2.1 Introduction<br />

There is very little written about test<strong>in</strong>g multiplayer social engagement <strong>and</strong> enjoyment<br />

of games per se, <strong>and</strong> how this can feed back <strong>in</strong>to the design process, even<br />

though 59% of gamers surveyed report play<strong>in</strong>g games with others (Enterta<strong>in</strong>ment<br />

Software Association 2008). Much of exist<strong>in</strong>g practice is based on <strong>in</strong>tuition <strong>and</strong> on<br />

word-of-mouth best practices that spread among <strong>in</strong>dustry practitioners. This chapter<br />

br<strong>in</strong>gs together what has been published about exist<strong>in</strong>g practices, <strong>and</strong> theory <strong>and</strong><br />

useful practice from related fields, to provide a framework for both practitioners <strong>and</strong><br />

researchers that can help to further def<strong>in</strong>e this important evaluation area.<br />

2.1.1 Brief Overview of Related Work<br />

While there is published material on play test<strong>in</strong>g <strong>in</strong> general (Fullerton et al. 2004,<br />

Coll<strong>in</strong>s 1997), there has been until very recently little written discussion of play<br />

K. Isbister (B)<br />

Polytechnic Institute of New York University, Brooklyn, NY, USA<br />

e-mail: isbister@poly.edu<br />

R. Bernhaupt (ed.), <strong>Evaluat<strong>in</strong>g</strong> <strong>User</strong> <strong>Experience</strong> <strong>in</strong> <strong>Games</strong>, Human-Computer<br />

Interaction Series, DOI 10.1007/978-1-84882-963-3_2,<br />

C○ Spr<strong>in</strong>ger-Verlag London Limited 2010<br />

11

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