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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20 K. Isbister<br />
they are test<strong>in</strong>g. Instead, they make note of any issues that seem to arise <strong>and</strong> <strong>in</strong>clude<br />
them <strong>in</strong> a post-play discussion with the play group.<br />
These are some prelim<strong>in</strong>ary recommendations for how to conduct evaluation of<br />
social play. This is still an emerg<strong>in</strong>g practice, <strong>and</strong> it will be important for developers<br />
<strong>and</strong> researchers to work together to evolve best practices for social play user<br />
experience evaluation.<br />
2.1.6 Challenges <strong>and</strong> Future Directions<br />
<strong>User</strong> experience researchers <strong>and</strong> <strong>in</strong>dustry practitioners can certa<strong>in</strong>ly do a better job<br />
of shar<strong>in</strong>g experiences <strong>and</strong> converg<strong>in</strong>g upon common practices <strong>and</strong> measures for<br />
evaluat<strong>in</strong>g <strong>and</strong> underst<strong>and</strong><strong>in</strong>g social play. Amaya et al.’s chapter (2008) is an excellent<br />
beg<strong>in</strong>n<strong>in</strong>g (as described <strong>in</strong> Section 2.1.5). We may all benefit from ground<strong>in</strong>g<br />
our <strong>in</strong>tuitions <strong>and</strong> observations <strong>in</strong> an underst<strong>and</strong><strong>in</strong>g of the social phenomena that<br />
underp<strong>in</strong> social <strong>in</strong>teraction <strong>in</strong> the context of play, such as those mentioned <strong>in</strong> Section<br />
2.1.4.3. A recent paper <strong>in</strong> Computers <strong>in</strong> Enterta<strong>in</strong>ment (de Kort <strong>and</strong> IJsselsteijn<br />
2008) provides a “framework describ<strong>in</strong>g social processes underly<strong>in</strong>g situated social<br />
play” that may be of practical value for creat<strong>in</strong>g a more systematic <strong>and</strong> nuanced<br />
underst<strong>and</strong><strong>in</strong>g of the mechanics at work <strong>in</strong> social play. Work <strong>in</strong> support<strong>in</strong>g social<br />
play among diverse groups (such as multi-generational games) is only just beg<strong>in</strong>n<strong>in</strong>g<br />
<strong>and</strong> will require sophisticated design <strong>and</strong> evaluation strategies.<br />
Develop<strong>in</strong>g for novel <strong>in</strong>teraction styles, such as the accelerometer-based physical<br />
play possible with the N<strong>in</strong>tendo Wii system, iPhone, <strong>and</strong> other mobile platforms, or<br />
the camera-enabled play made possible by the Sony eyeToy, should also lead us<br />
to new <strong>in</strong>sights <strong>in</strong>to what elicits fun <strong>and</strong> engagement <strong>in</strong> social play <strong>and</strong> how to<br />
measure it.<br />
Some believe that games are <strong>in</strong>novat<strong>in</strong>g modes of social <strong>in</strong>teraction <strong>and</strong> enabl<strong>in</strong>g<br />
social engagement <strong>in</strong> new ways (Dyck et al. 2003, Jørgensen 2004), <strong>and</strong> so work <strong>in</strong><br />
design <strong>and</strong> evaluation for social play may turn out to be an important driver <strong>in</strong> the<br />
field of social user experience with technology more broadly.<br />
I hope that this chapter will <strong>in</strong>itiate further discussion of tactics for social play<br />
design <strong>and</strong> evaluation, help<strong>in</strong>g us all to solidify our practice <strong>and</strong> <strong>in</strong>novate.<br />
References<br />
Amaya G, Davis JP, Gunn DV, Harrison C, Pagulayan R, Phillips B, Wixon D( 2008) <strong>Games</strong> user<br />
research (GUR) – Our experience with <strong>and</strong> evolution of four methods. In: Isbister K, Schaffer<br />
N (eds) Game Usability: Advice from the Experts. Morgan Kaufmann, San Francisco, CA.<br />
B<strong>and</strong>ura A (1977) Social Learn<strong>in</strong>g Theory. Prentice Hall, Englewood Cliffs, NJ.<br />
Batemen C, Boon R (2005) 21st Century Game Design. Charles River Media, Boston, MA.<br />
Bryant JA, Akerman A, Drell J (2008) Wee Wii: Preschoolers <strong>and</strong> motion-based game play.<br />
Presented at the International Communication Association Annual Conference, May 2008,<br />
Montreal, Canada.<br />
Coll<strong>in</strong>s J (1997) Conduct<strong>in</strong>g <strong>in</strong>-house play test<strong>in</strong>g. Game Developer Magaz<strong>in</strong>e, February 1997<br />
(retrieved from www.gamasutra.com).