Evaluating User Experience in Games: Concepts and Methods - Lirmm
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> 55<br />
Table 4.1 Sources of data for the qualitative study. The abbreviation with<strong>in</strong> brackets is how that<br />
source is referred with<strong>in</strong> the document. Magaz<strong>in</strong>es are quoted, provid<strong>in</strong>g the page number from<br />
where the quotation was taken; websites are quoted, provid<strong>in</strong>g the name of the game from where<br />
the quotation was taken, as it is more manageable than provid<strong>in</strong>g the complete URL<br />
Source Material<br />
PC-Gamer. 64, August 2006 – {PCG} 24 Reviews <strong>and</strong> 2 articles<br />
PlayStation 2 Official magaz<strong>in</strong>e, 75,<br />
August 2006 – {PSO}<br />
11 Interviews <strong>and</strong> 1 editorial<br />
Edge. 165 August 2006 – {Edge} 31 Reviews, 3 <strong>in</strong>terviews <strong>and</strong> 7 articles<br />
PC-Zone. 171, August 2006 – {PCZ} 20 Reviews <strong>and</strong> 3 articles<br />
GameSpot – {GS}<br />
http://www.gamespot.com<br />
3Reviews<strong>and</strong>rat<strong>in</strong>gsystem<br />
GameFaqs – {GF}<br />
http://www.gamefaqs.com<br />
3Reviews<br />
ReviewsGameSpy – {GP}<br />
http://www.gamespy.com<br />
3Reviews<strong>and</strong>rat<strong>in</strong>gsystem<br />
Designer 1 {d1} Interview<br />
Reviewer 1{r1} Interview<br />
Reviewer 2 {r2} Interview<br />
Player 1 {p1} Interview<br />
Player 2 {p2} Interview<br />
play<strong>in</strong>g/design<strong>in</strong>g/review<strong>in</strong>g a video-game, what makes a game enjoyable <strong>and</strong> what<br />
factors made them stay play<strong>in</strong>g a game. As the <strong>in</strong>terviews were semi-structured, the<br />
questions that followed aimed at deepen<strong>in</strong>g the answers that the participants gave to<br />
the previous questions.<br />
The objective of this study is to f<strong>in</strong>d the core elements of the process of the<br />
experience. Core elements are those necessary but not sufficient to ensure a positive<br />
experience; they can also be understood as hygienic factors (Herzberg 1968).<br />
Herzberg argues that the opposite of satisfaction is not dissatisfaction, but no satisfaction;<br />
satisfaction <strong>and</strong> dissatisfaction are then two different concepts that are not<br />
necessarily related to each other. He argues that motivator factors are those that lead<br />
to satisfaction, <strong>and</strong> the lack of hygienic factors lead to dissatisfaction. With a similar<br />
concept <strong>in</strong> m<strong>in</strong>d, this study looks for those elements that if miss<strong>in</strong>g they would<br />
mar the experience, but that their presence would not necessarily imply an optimal<br />
experience.<br />
4.4.2 Def<strong>in</strong><strong>in</strong>g the Core Elements<br />
The Core Elements of the Gam<strong>in</strong>g <strong>Experience</strong> (CEGE) <strong>in</strong>corporate the video-game<br />
itself <strong>and</strong> the <strong>in</strong>teraction between it <strong>and</strong> the user, which we labelled “puppetry”; a<br />
full discussion of the selection of this label can be found elsewhere (Calvillo-Gámez<br />
<strong>and</strong> Cairns 2008).