usability

New entry in Digiplay games research bibliography:

The elders feel better and healthier when participating in activities and recognizing their ability to move and creating something. Implementing technology can benefit their lives and improve social interaction. This study develops the embodied interactive video games (EIVG) relying on embodied interactions, which are free from the fine motor skills like pointing, grasping etc. Four research objectives include (1) To evaluate the usability of the EIVG; (2) To evaluate the dependability of the EIVG; (3) To understand the flow experiences of the elders during game play; (4) To explore the relations between the usability, dependability, and the elders' flow experiences. The results were discussed in three aspects. In terms of the usability and dependability of the game system, the elders were satisfied with the EIVG games due to the familiarity of the content and the ease of interaction. In terms of the flow experiences, the challenge of the games played an important role to the elders with high SES. In terms of the relations between usability, dependability, and flow experience, the usability and dependability were identified as critical factors for the elders to use computer technology due to the cognitive ageing.

New entry in Digiplay games research bibliography:

As the game industry matures and games become more and more complex, there is an increasing need to develop scientific methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.

New entry in Digiplay games research bibliography:

In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released “brain-training” games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2×2 mixed factorial design (age group: young and old×game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem–solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization.

New entry in Digiplay games research bibliography:

This paper presents a brief review of current playability and game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.

New entry in Digiplay games research bibliography:

In video game literature and video game reviews, video games are often divided into two distinct parts: interface and gameplay. Good video games, it is assumed, have easy to use interfaces, but they also provide difficult gameplay challenges to the player. But must a good game follow this pattern, and what is the difference between interface and gameplay? When does the easy-to-use interface stop, and when does the challenging gameplay begin? By analyzing a number of games, the paper argues that it is rare to find a clear-cut border between interface and gameplay and that the fluidity of this border characterizes games in general. While this border is unclear, we also analyze a number of games where the challenge is unambiguously located in the interface, thereby demonstrating that "easy interface and challenging gameplay" is neither universal nor a requirement for game quality. Finally, the paper argues, the lack of a clear distinction between easy interface and challenging gameplay is due to the fact that games are fundamentally designed not to accomplish something through an activity, but to provide an activity that is pleasurable in itself.

New entry in Digiplay games research bibliography:

Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.

New entry in Digiplay games research bibliography:

Modern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.

New entry in Digiplay games research bibliography:

The success of any computer game, be it recreational or educational, is dependant on the engagement of the player during the first and subsequent interactions. A literature search of desired game characteristics results in varied opinions, however they all suggest that the success of a game is increased when the immersive characteristics of that game focus the attention of the player. They state that when immersion occurs, the game motivates the player to repeatedly engage in play. This type of motivation has been described as flow. The concept of flow can be used to identify which computer games foster the persistent re-engagement of the player and eye-tracking technology can be utilized to verify player immersion. However, unless the game scaffolds the player’s abilities, this immersion will be lost and the game will fail.

New entry in Digiplay games research bibliography:

Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education. Experimental setting: The online game was used for the first time during a lecture on Structural Concrete at Master's level, involving 121 seventh semester students. Methods: Pre-test/post-test experimental control group design with questionnaires and an independent online evaluation. Results: The minimum learning result of playing the game was equal to that achieved with traditional methods. A factor called "joy" was introduced, according to [Nielsen, J. (2002): User empowerment and the fun factor. In Jakob Nielsen's Alertbox, July 7, 2002. Available from http://www.useit.com/alertbox/20020707.html.], which was amazingly high. Conclusion: The experimental findings support the efficacy of game playing. Students enjoyed this kind of e-learning.

New entry in Digiplay games research bibliography:

The computer game industry has become the fastest growing field of the entertainment industry. However, only a very small number of computer game products overcome the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences must be analyzed correctly to create successful products, and in the gaming industry, such information must be considered during the design process. This research aims to explore key factors of heuristic evaluation for game design. A review of literature pertaining to computer games and HCI was conducted along with an empirical research of a Massively Multi-player Online Role-playing Game (MMORPG). We identified 18 usability issues in MMORPG and presented a recommendation relevant to the issues. Empirical data were applied to a new heuristic evaluation framework. We determined the relationship between key factors and four game categories, such as game interface, game play, game narrative, and game mechanics. Moreover, the results presented 54 key factors for a new heuristic evaluation framework for game design. The conclusion presents key implications of our research in a game design context, particularly related to early design processes.

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