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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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3 Presence, Involvement, <strong>and</strong> Flow <strong>in</strong> Digital <strong>Games</strong> 39<br />

<strong>in</strong> beta versions <strong>in</strong> a production phase, as it was show here. Relat<strong>in</strong>g PIFF 2 to user<br />

rat<strong>in</strong>gs provides a good demonstration of our content-oriented approach <strong>in</strong> media<br />

psychology <strong>in</strong> general. In order to underst<strong>and</strong> the user rat<strong>in</strong>g, one needs to underst<strong>and</strong><br />

both the content <strong>and</strong> the psychology <strong>in</strong>volved. Gamers rated both HL2 <strong>and</strong><br />

CS as about equally high, but clearly for different reasons, which were out of the<br />

reach of the s<strong>in</strong>gle rat<strong>in</strong>g grade given. However, these nuances could be disclosed<br />

by a multidimensional psychological profile of PIFF 2 . The analysis of the profile<br />

<strong>in</strong>dicated that the two games were equally <strong>in</strong>terest<strong>in</strong>g <strong>and</strong> attentive, which could<br />

expla<strong>in</strong> the similar rat<strong>in</strong>gs given by the gamers. It is an old psychological fact that<br />

we perceive <strong>and</strong> focus our attention on stimuli that motivate <strong>and</strong> <strong>in</strong>terest us (James<br />

1890). This part of the UX cannot be reached by an outside observer, thus a measure<br />

which considers mean<strong>in</strong>g <strong>and</strong> personal relevance <strong>in</strong> that particular game is needed.<br />

As presented <strong>in</strong> this example, the <strong>in</strong>volvement concept fits well <strong>in</strong>to this purpose.<br />

3.3.2 Between <strong>User</strong>s: Competence <strong>and</strong> Challenge <strong>in</strong> the First Hour<br />

In the previous example, games were evaluated by groups of gamers at a general<br />

level. <strong>User</strong> rat<strong>in</strong>gs <strong>and</strong> PIFF 2 profiles were based on hours of play<strong>in</strong>g. However,<br />

sometimes a f<strong>in</strong>er detail, such as, a particular game feature or user group needs to be<br />

<strong>in</strong>vestigated. Critical issues <strong>in</strong> production phase are often related to game mechanics<br />

<strong>and</strong> could <strong>in</strong>clude, for example, evaluat<strong>in</strong>g the learn<strong>in</strong>g curve or adjustment of the<br />

difficulty level. Usually, such issues take place <strong>in</strong> the first hour of play, which should<br />

conv<strong>in</strong>ce the gamer to keep on play<strong>in</strong>g <strong>in</strong>stead of suffocat<strong>in</strong>g an evolv<strong>in</strong>g enthusiasm<br />

(Davis et al. 2005). To study these, a large data <strong>and</strong> a heavy questionnaire are not<br />

the best option. It is enough to (1) def<strong>in</strong>e the <strong>in</strong>vestigated problem well, (2) know<br />

what to measure, <strong>and</strong> (3) how to measure. Here, we give an example where the focus<br />

is on underst<strong>and</strong><strong>in</strong>g how competence develops <strong>and</strong> game challenges are evaluated<br />

dur<strong>in</strong>g the first hour of play. The cognitive-emotional flow subcomponents provided<br />

by PIFF 2 serve this purpose well, disclos<strong>in</strong>g both the cognitive game evaluations<br />

<strong>and</strong> the quality of UX. In addition, a lighter way of utiliz<strong>in</strong>g PIFF 2 dimensionality is<br />

<strong>in</strong>troduced <strong>and</strong> PIFF 2 f<strong>in</strong>d<strong>in</strong>gs are <strong>in</strong>tegrated <strong>in</strong>to gamer <strong>in</strong>terviews <strong>and</strong> the observed<br />

performance <strong>in</strong> the game.<br />

Evaluations of challenge <strong>and</strong> competence by two male gamers’ (Mr. 1 <strong>and</strong> Mr. 2)<br />

were analyzed dur<strong>in</strong>g their first hour play<strong>in</strong>g Valve’s Portal. Portal is a s<strong>in</strong>gle-player<br />

game, <strong>in</strong> which “players must solve physical puzzles <strong>and</strong> challenges by open<strong>in</strong>g portals<br />

to maneuver<strong>in</strong>g objects, <strong>and</strong> themselves, through space.” Portal has been called<br />

“one of the most <strong>in</strong>novative new games on the horizon <strong>and</strong> will offer gamers hours<br />

of unique game-play” (Portal 2007). Portal provides game mechanics with clearly<br />

dist<strong>in</strong>guished levels (i.e., chambers) that enable study of the process that gives the<br />

UX its quality. This process was captured by suitably <strong>in</strong>terrupt<strong>in</strong>g the gamers twice<br />

dur<strong>in</strong>g the 1 h of play. The breaks were timed so that the gamers were <strong>in</strong> “the elevator”<br />

between the chambers. The third evaluation was made after 60 m<strong>in</strong> of play<strong>in</strong>g.<br />

The gamers were <strong>in</strong> the laboratory by themselves, <strong>and</strong> the <strong>in</strong>terruptions were made<br />

as natural as possible. Dur<strong>in</strong>g the breaks, the gamers rated one item <strong>in</strong> each of the

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