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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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2 Enabl<strong>in</strong>g Social Play 19<br />

to provide a great over-the-shoulder view<strong>in</strong>g experience, opportunities for creat<strong>in</strong>g<br />

emotional contagion, encouragement of performance, <strong>and</strong> the like, it is important<br />

to actually ask testers whether these effects were achieved. There are not yet st<strong>and</strong>ard<br />

questionnaires about these issues available to user experience evaluators, <strong>and</strong><br />

this is an important area for further research <strong>and</strong> ref<strong>in</strong>ement <strong>and</strong> for the pool<strong>in</strong>g of<br />

resources among both commercial developers <strong>and</strong> user experience researchers.<br />

In addition to attitud<strong>in</strong>al measures such as questionnaires, it’s ideal to look for<br />

behavioral evidence of effects as well, <strong>and</strong> record<strong>in</strong>g tactics should support this<br />

process. For example, if a user researcher is conduct<strong>in</strong>g test sessions that <strong>in</strong>clude a<br />

larger play group, <strong>and</strong> is video record<strong>in</strong>g game play, it is vital to <strong>in</strong>clude those who<br />

are watch<strong>in</strong>g as well as those who are play<strong>in</strong>g <strong>in</strong> the record<strong>in</strong>g. It’s not too difficult<br />

to rig multiple camera composited video records of play (see for example Fig. 2.1),<br />

<strong>and</strong> these will vastly improve analysis of the social effects of the game after the<br />

sessions are over.<br />

In terms of general procedure for studies with groups of gamers, the Microsoft<br />

group reports that groups of people who already know each other tend to talk about<br />

the experience much more readily as they play than solo players, giv<strong>in</strong>g high-quality<br />

comments about the design, thus mak<strong>in</strong>g th<strong>in</strong>k-aloud much more viable <strong>and</strong> straightforward<br />

(Amaya et al. 2008). They also report that one should reth<strong>in</strong>k task lists for<br />

a group study – <strong>in</strong>stead of highly specific task lists, a general list that emphasizes<br />

certa<strong>in</strong> game elements that the experimenters want the group to cover seems much<br />

more effective. The group also mentions that they hold off on ask<strong>in</strong>g specific questions<br />

of play groups until the end, <strong>in</strong> order to allow playful banter <strong>and</strong> discussion to<br />

develop that they feel gives them valuable <strong>in</strong>formation about the game design issues<br />

Fig. 2.1 Video record<strong>in</strong>g with multiple cameras <strong>and</strong> screen capture allows for rich analysis of play

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