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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> 53<br />

needed to reach Flow <strong>in</strong>to a series of qualities that video-games offer. Flow was<br />

formulated as a model of the stages achieved by the <strong>in</strong>dividual, while GameFlow is<br />

be<strong>in</strong>g proposed as a series of characteristics that video-games posses. That is, this<br />

model only suggests that video-games might allow an <strong>in</strong>dividual to reach Flow. On<br />

the other h<strong>and</strong>, Immersion <strong>and</strong> Presence do not automatically mean that the player is<br />

hav<strong>in</strong>g an enjoyable activity, but it is assumed that they are valued but sub-optimal<br />

experiences. It is the activity which determ<strong>in</strong>es the degree of the experience. Play<strong>in</strong>g<br />

video-games can produce an optimal experience, such as Flow, or sub-optimal, such<br />

as Immersion; a well-implemented video-game might help the <strong>in</strong>dividual to reach a<br />

state of Presence.<br />

4.3.2 The Need for a New Approach to Underst<strong>and</strong> <strong>Experience</strong><br />

<strong>in</strong> Video-games<br />

The experience is both process <strong>and</strong> outcome. While play<strong>in</strong>g video-games, the ideal<br />

experience is for the player to have fun. In order to build that fun, a series of elements<br />

have to be amalgamated together. The MDA <strong>and</strong> SCI models try to underst<strong>and</strong> the<br />

outcome of the experience by look<strong>in</strong>g at the different elements that could form the<br />

process, but these elements are not measurable. Outcomes such as Flow, Immersion<br />

or Presence, are only concerned with extreme experiences, ignor<strong>in</strong>g the prosaic<br />

experience of play<strong>in</strong>g. For example, play<strong>in</strong>g for 5 m<strong>in</strong> while us<strong>in</strong>g public transport<br />

is overlooked <strong>in</strong> favour of the extreme experience, such as play<strong>in</strong>g a game for<br />

hours <strong>and</strong> hours until the real world fades away.<br />

In some sense, these theoretical approaches are top down, apply<strong>in</strong>g large frameworks<br />

to the study of gam<strong>in</strong>g experience. Our approach is, by contrast, bottom up,<br />

approach<strong>in</strong>g empirically the question of how the gam<strong>in</strong>g experience feels <strong>in</strong> order<br />

to operationalise such concept with<strong>in</strong> HCI. In order to measure or design for experience,<br />

we should be able to look at those elements of the <strong>in</strong>teraction process that are<br />

common among users.<br />

4.4 Def<strong>in</strong><strong>in</strong>g the Gam<strong>in</strong>g <strong>Experience</strong><br />

We believe that by look<strong>in</strong>g at the process of experience, it is possible to study objectively<br />

<strong>and</strong> eventually generalise about experience. We are look<strong>in</strong>g at the elements<br />

of the process of the <strong>in</strong>teraction that build the basic experience; those elements that<br />

without them the experience would be poor. The hygienic factors of the gam<strong>in</strong>g<br />

experience (Herzberg 1968). We are deliberately leav<strong>in</strong>g aside the social aspect<br />

of play<strong>in</strong>g video-games. The social aspect of play<strong>in</strong>g video-games has been documented<br />

(Lazzaro 2004), but this is a secondary aspect of play<strong>in</strong>g, once the bond<br />

between the player <strong>and</strong> the game has been established. We are <strong>in</strong>terested <strong>in</strong> look<strong>in</strong>g<br />

as closely as possible at the process of play<strong>in</strong>g video-games, not just from our own<br />

reckon<strong>in</strong>g of what makes a good experience, but with the idea of ground<strong>in</strong>g our

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