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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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54 E.H. Calvillo-Gámez et al.<br />

results <strong>in</strong> qualitative data. We call this one-to-one relationship between player <strong>and</strong><br />

video-game, the gam<strong>in</strong>g experience.<br />

The section is divided as follows: First, we present an overview of the qualitative<br />

method that we used. Second, we present our analysis to formulate the grounded<br />

theory. Last, we present an overview of the theory.<br />

4.4.1 A Grounded Theory Approach<br />

The question driv<strong>in</strong>g this analysis is what are the necessary conditions to procure<br />

a positive gam<strong>in</strong>g experience? The nature of the question suggests that the route<br />

to f<strong>in</strong>d<strong>in</strong>g the answer should be bounded by qualitative methodologies (Green <strong>and</strong><br />

Thorogood 2004). In particular, we used Grounded Theory (Strauss <strong>and</strong> Corb<strong>in</strong><br />

1998) to propose a theory for the gam<strong>in</strong>g experience. The <strong>in</strong>terest is to grasp a<br />

better underst<strong>and</strong><strong>in</strong>g of the process of the experience that emerges from the data<br />

itself. The method to develop Grounded Theory is composed of a series of cod<strong>in</strong>g<br />

procedures. First, the data are openly coded, <strong>in</strong> which quotes or words are selected<br />

<strong>and</strong> labelled; this process produces a set of labels, or codes, which can be related to<br />

each other produc<strong>in</strong>g a set of meta-codes or axial codes. These axial codes are the<br />

axis on which the form<strong>in</strong>g theory st<strong>and</strong>s. This process is done iteratively until no<br />

new codes emerge from the data. The codes are then selectively coded where each<br />

category is fully developed <strong>in</strong> order to produce the theory. The data that formulate<br />

the theory are different quotations presented throughout the discussion.<br />

The data used for this analysis are game reviews. Game reviews are aimed at<br />

tell<strong>in</strong>g the general player the reasons that certa<strong>in</strong> games should be played. They do<br />

not tell the end<strong>in</strong>g of the game, but just try to describe what it is like to be play<strong>in</strong>g.<br />

Game reviews, <strong>in</strong> some sense, convey the experience of play<strong>in</strong>g video-games. Four<br />

over-the-counter magaz<strong>in</strong>es from the month of August 2006 <strong>and</strong> three websites,<br />

all of them with a focus on video-games, were used as source data; see Table 4.1<br />

for details of the sources. Besides game reviews, <strong>in</strong>terviews <strong>and</strong> articles with<strong>in</strong> the<br />

magaz<strong>in</strong>es were also used on a smaller scale.<br />

The fact that the four magaz<strong>in</strong>es are from the same month <strong>and</strong> year should not<br />

h<strong>in</strong>der the results of the study. One reason is that Grounded Theory is robust enough<br />

to overcome the variances that are <strong>in</strong>nate to commercial <strong>in</strong>fluences. The second<br />

reason is that the <strong>in</strong>terest is <strong>in</strong> the common parts of the experience. The experience of<br />

play<strong>in</strong>g the same video-game described by different magaz<strong>in</strong>es should still have the<br />

same common elements. Also, the use of websites adds some variance to the types of<br />

games reviewed, as well as the fact that two magaz<strong>in</strong>es specialised <strong>in</strong> console games<br />

<strong>and</strong> two <strong>in</strong> PC games. S<strong>in</strong>ce it has been suggested that us<strong>in</strong>g only magaz<strong>in</strong>es could<br />

bias the results of the study, five <strong>in</strong>terviews were conducted once the Grounded<br />

Theory study was f<strong>in</strong>ished. One game designer, two game reviewers <strong>and</strong> two players<br />

took part <strong>in</strong> this process. The <strong>in</strong>terviews were semi-structured, transcribed <strong>and</strong> then<br />

analysed. The <strong>in</strong>terviews asked the participants to expla<strong>in</strong> what they focus on while

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