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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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52 E.H. Calvillo-Gámez et al.<br />

algorithm. Dynamics describes the behaviour of the mechanics as responses of the<br />

player’s <strong>in</strong>puts. And Aesthetics is about the desirable emotional responses evoked<br />

<strong>in</strong> the player. For the designer, the game is built from the mechanics on, whereas for<br />

the player, the game builds from the aesthetics on. The model expla<strong>in</strong>s this relationship<br />

<strong>in</strong> which dynamics is the bridge between aesthetics <strong>and</strong> mechanics, between<br />

player <strong>and</strong> designer. Consider<strong>in</strong>g only the player’s perspective, the experience can<br />

be expla<strong>in</strong>ed <strong>in</strong> terms of different immersions. Look<strong>in</strong>g further at the relation<br />

between dynamics <strong>and</strong> aesthetics, the Sensory, Challenge-based <strong>and</strong> Imag<strong>in</strong>ative<br />

(SCI) immersions for the game-play experience model (Ermi <strong>and</strong> Mäyrä 2005)<br />

<strong>in</strong>tegrates the different aspects of game-play that have an effect on the experience.<br />

This model is based on what are considered the three different “immersions”,<br />

sensory, challenge based <strong>and</strong> imag<strong>in</strong>ative, which occur, <strong>and</strong> <strong>in</strong>teract, while play<strong>in</strong>g<br />

video-games. The sensory immersion is about the player recognis<strong>in</strong>g how the<br />

implementation of the game. Challenge-based immersion is “when one is able to<br />

achieve a satisfy<strong>in</strong>g balance of challenges <strong>and</strong> abilities” (p. 8). F<strong>in</strong>ally, the imag<strong>in</strong>ative<br />

immersion is the area when the player “use[s] her imag<strong>in</strong>ation, empathise with<br />

the characters, or just enjoy the fantasy of the game” (p.8). The <strong>in</strong>tersection between<br />

the three senses of immersion is what provides the player with a fully immersive<br />

game-play experience. The sensory immersion is the l<strong>in</strong>k of the <strong>in</strong>terface with the<br />

game, while challenge-based <strong>and</strong> imag<strong>in</strong>ative immersions are the l<strong>in</strong>k of the player<br />

with the game. Both the MDA <strong>and</strong> SCI models make a clear differentiation between<br />

the game <strong>and</strong> the player. The MDA model proposes that it is the <strong>in</strong>terface where the<br />

player establishes contact with the game, while the SCI argues through challengebased<br />

<strong>and</strong> imag<strong>in</strong>ation. Both models are <strong>in</strong> resonance by provid<strong>in</strong>g a separation of<br />

the “game” with the “play”, the implementation from the <strong>in</strong>teraction. These models,<br />

however, <strong>in</strong>clude an element <strong>in</strong> which the <strong>in</strong>terface is not only a series of widgets,<br />

but a series of realistic graphics which the player manipulates. The imagery produced<br />

<strong>in</strong> the <strong>in</strong>terface is the story that covers the rules of the game; these were<br />

called the “aesthetics” <strong>in</strong> the MDA model <strong>and</strong> “imag<strong>in</strong>ation” <strong>and</strong> “sensory <strong>in</strong> the<br />

SCI model. These models provide an underst<strong>and</strong><strong>in</strong>g of the outcome of the experience.<br />

They expla<strong>in</strong> how the different parts of the game are needed so the user can<br />

have a play<strong>in</strong>g experience; however, they fail <strong>in</strong> provid<strong>in</strong>g an objective metric to<br />

underst<strong>and</strong> the process that forms the overall experience.<br />

4.3.1 Optimal <strong>and</strong> Sub-optimal <strong>Experience</strong> <strong>in</strong> Video-games<br />

Play<strong>in</strong>g games is supposed to produce a positive experience. They are usually associated<br />

with the term immersion (Brown <strong>and</strong> Cairns 2004). Besides immersion, other<br />

two terms try to describe these states: Flow (Csikszentmihalyi 1990) <strong>and</strong> Presence<br />

(Slater <strong>and</strong> Wilber 1997). Flow is a state that an <strong>in</strong>dividual achieves after complet<strong>in</strong>g<br />

a series of steps while engaged <strong>in</strong> a task. Immersion is the sense of be<strong>in</strong>g away from<br />

the real world, <strong>and</strong> Presence is the sense of be<strong>in</strong>g <strong>in</strong>side a virtual world. It has been<br />

suggested that Flow, the optimal experience, can be achieved by play<strong>in</strong>g videogames<br />

(Sweetser <strong>and</strong> Wyeth 2005). The GameFlow model translates the stages

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