6 research outputs found

    Design and Preliminary Validation of The Player Experience Inventory

    Get PDF
    © Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2968120.2971805We present the design and preliminary results of the validation of the Player Experience Inventory (PXI). Based on the input of 64 experts in the field of player-computer interaction, we designed and refined this new scale. Our scale is based on the MDA framework (and on Means-End theory, underlying MDA). The PXI incorporates two subscales, one with dimensions at the functional level (i.e., dynamics) and one at the psycho-social level (i.e., aesthetics). The initial results, via principal factor analysis, suggest the scale can be used accurately to evaluate player experience. This work is our first step towards presenting a new, validated survey instrument for player experience evaluation.SIGCHI ACM Special Interest Group on Computer-Human InteractionPeer-reviewe

    Development of a Hardware/Software System for Proprioception Exergaming

    Get PDF
    Physiotherapy and rehabilitation are getting ever more relevance as an integral part of healthcare devising and employing new, effective methodologies and tools. However, not seldom are such tools boring and difficult to use properly for achieving the given training and therapeutic goals. Exergaming, the combination of physical exercise and video gaming, may help to overcome these issues by offering enjoyment and motivation. However, the literature lacks papers investigating how to integrate such devices into a serious game combining effectiveness and enjoyment. In this paper, we focus on the Balance Board (BB), a device used in gyms and in several health-related applications [1], and present an exergaming system for proprioception training. The system includes a BB, which was instrumented to act as a motion controller for an ad-hoc developed, simple 3D video game. The system aims to provide enjoyable training with the BB, boosting equilibrium exercising through the simulation of downhill skiing. We validated the score computation and tested the efficacy of the system in a user test with 40 participants, in ecological settings. The evaluation concerned user performance and a game experience questionnaire. The results showed statistically significant improvement in players’ ability to use the BB. Users also reported a positive gameplay experience

    Atmosphere & Challenge: An Exploration of Dissonant Player Experiences

    Get PDF
    Dissonance means an unusual combination of any two things. Two dissonant experiences in video games which could lead to undesirable player states are thematic dissonance and difficulty dissonance. Thematic dissonance potentially annoys players by breaking the atmosphere, and difficulty dissonance by preventing players with low skill from progressing past unbalanced challenges, resulting in rage-quits. This thesis seeks to deepen the understanding of dissonant experiences in video games through two experiments measuring the player experience as affected by different audio and practice conditions respectively. Results indicate that the experience colloquially referred to as a rage-quit is directly affected by avatar death events and game-specific skill and is related to lower levels of heart rate variability (HRV) and higher levels of electrodermal activity (EDA), which implicates feelings of stress. This project successfully advances the definition of video game atmosphere as the level of subjective thematic fit or association between the audio and visual components of a game’s setting, and indicates that musical thematic dissonance may lead to higher intensity negative valence facial events

    Exploration Systems:Using Experience Technologies in Automated Exhibition Sites

    Get PDF

    The effect of Visual Design Quality on Player Experience Components in Tablet Games

    Get PDF
    Research in the field of Human Computer Interaction Design indicates that there is a need to develop further methods, tools, and frameworks for the design and evaluation of digital game interfaces. This thesis aims to design, develop, and evaluate two different types of tablet games with varying visual design quality interfaces to examine users’ perceptions of hedonic quality, visual design, emotions, and game enjoyment in different channels of experience. The design-oriented approach was adopted to combine both creative practice and scientific inquiry in the game design process and empirical evaluation. Hypotheses were formulated to explore the significance of visual design quality in relation to the components of player experience. The study entailed two phases. In the first phase, participatory design methods were employed to design and develop the tablet games encompassing mind-mapping techniques, focus groups, iterative prototyping with multiple cycles of usability testing of user interfaces. In the second phase, survey instruments were applied to collect and analyze data from 111 participants using tablet games as stimuli in a controlled experimental condition. The main contribution of this research is creation of a player experience model, validated in the domain of tablet gaming, to serve as a new theory. This research will allow for game researchers and practitioners to obtain a deeper understanding of the significance of the player experience framework components to create optimal player experience in tablet games. The finding shows that highly attractive game user interfaces were perceived to have higher utility and ease of use. Participants exhibited higher levels of arousal and valence in the high visual design quality interfaces mediated by hedonic quality. Participants who were highly sensitive to visual design did not necessarily derive the highest level of game enjoyment. Participants derived a heightened level of engagement in the arousal channel of experience and the highest level of enjoyment in the flow state. The use of 2.5D graphics and analogous color schemes created a spatial illusion that captivated users' attention. Practitioners are encouraged to design game artifacts with feature sets and mechanics capable of transporting players into the state of flow, as this is the stage where they experience game control, excitement and relaxation in addition to game immersion in the state of arousal
    corecore