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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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4 Assess<strong>in</strong>g the Core Elements of the Gam<strong>in</strong>g <strong>Experience</strong> 51<br />

terms, how the tool looks, e.g. given enough options of identically usable hammers<br />

for the user to nail the object to the wall, the user would select the most appeal<strong>in</strong>g<br />

based on aesthetic value. These three properties allow evaluat<strong>in</strong>g the application.<br />

An application lett<strong>in</strong>g the user focuses on the task.<br />

It is do<strong>in</strong>g the task which would lead to a positive experience. By look<strong>in</strong>g at the<br />

elements that form the process of this <strong>in</strong>teraction between user <strong>and</strong> task, we are able<br />

to underst<strong>and</strong> the common elements of the experiences among many users. Even<br />

though the experience at the end is personal, there are common elements <strong>in</strong> the process<br />

of the experience that allow us to compare <strong>and</strong> share them with other users with<br />

similar experiences. <strong>User</strong> experience is <strong>in</strong> a feedback loop, as past experiences affect<br />

future experiences (Dewey 1938). The result<strong>in</strong>g experience can create changes <strong>in</strong> the<br />

mood of the person. This could be optimal experiences such as happ<strong>in</strong>ess or Flow<br />

(Csikszentmihalyi 1990), or at least a sense of satisfaction. Not satisfaction <strong>in</strong> the<br />

classic usability sense of comfort towards us<strong>in</strong>g the tool, but as a holistic approach<br />

<strong>in</strong> which the user is able to <strong>in</strong>tegrate all the elements of experience while do<strong>in</strong>g a<br />

task. The user should feel that all the elements of the experience acted <strong>in</strong> symphony<br />

dur<strong>in</strong>g the <strong>in</strong>teraction produc<strong>in</strong>g a positive experience. So, evaluat<strong>in</strong>g the experience<br />

can be done by evaluat<strong>in</strong>g the elements that are present <strong>in</strong> the process of the<br />

<strong>in</strong>teraction.<br />

4.3 The <strong>Experience</strong> of Play<strong>in</strong>g Video-games<br />

A video-game is a game played with the aid of the computer. The computer can<br />

take the role of a game companion, either foe or ally. Also, it can be used as a rule<br />

enforcer <strong>and</strong> to draw the story that covers them. The design of current video-games<br />

requires a big enterprise to pull together graphics experts, game designers <strong>and</strong> story<br />

tellers <strong>in</strong>volved <strong>in</strong> a process of pre/post-productions (McCarthy et al. 2005). But<br />

even with all the complexities that are dem<strong>and</strong>ed for commercial video-games, they<br />

are still designed follow<strong>in</strong>g the guidel<strong>in</strong>es of the experts. Video-games, from the<br />

designer’s po<strong>in</strong>t of view, are formed by a three-tier structure: I/O, program <strong>and</strong> game<br />

(Crawford 1984, Roll<strong>in</strong>gs <strong>and</strong> Adams 2003). The I/O structure def<strong>in</strong>es the <strong>in</strong>teraction<br />

between the user <strong>and</strong> the video-game. The program structure details how the<br />

game would be implemented at the code level. Game structure def<strong>in</strong>es the objective<br />

<strong>and</strong> rules of the game. The program structure is not discussed <strong>in</strong> this chapter. The<br />

I/O structure is the <strong>in</strong>terface of the program. Look<strong>in</strong>g at the game as a computer<br />

<strong>in</strong>terface does not offer any contradictions <strong>in</strong> terms of what it is expected to provide:<br />

an <strong>in</strong>terface that lets the user perform a task efficiently, effectively <strong>and</strong> with a<br />

sense of satisfaction (Federoff 2002). Interfaces are just tools <strong>in</strong> order to do a task,<br />

so there was no reason to expect that this would differ from traditional <strong>in</strong>terfaces.<br />

To underst<strong>and</strong> the relation between game <strong>and</strong> <strong>in</strong>terface, the Mechanics,<br />

Dynamics <strong>and</strong> Aesthetics (MDA) model (Hunicke et al. 2004) tries to bridge<br />

what the designer is creat<strong>in</strong>g with what the player is expect<strong>in</strong>g from the game.<br />

The mechanics describes the components of the game, such as representation <strong>and</strong>

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