3 research outputs found

    Measuring Fun: A Case Study in Adapting to the Evolving Metrics of Player Experience

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    The gaming industry and the concept of gamification have altered the way many developers and users approach interactive products. As social gaming demographics expand to what was previously considered “casual” audiences, more users expect an enjoyable experience from their digital applications and games. Developers now request more detailed subjective descriptions of satisfaction and the player experience from user-experience (UX) practitioners. Focusing on how fun a product is for users/players requires subjective, situationally dependent metrics rather than traditional UX efficiency metrics. The UX discipline is still constructing a comprehensive ecology of the player experience and how to measure it. This article contributes to that ecology by detailing a case in which our team conducted a usability test on a new video game peripheral. Our client’s primary concern dealt with how fun experienced gamers found the device. As our test progressed, we encountered a number of fun-related participant behaviors that led us to develop new metrics beyond our initial planned metrics. These new metrics helped us and our client better define and discuss enjoyability. Our case, in conjunction with a detailed definition and review of player experience and UX scholarship, shows the importance of adopting metrics contextually specific to the video-game product and player group when measuring fun is the primary goal

    Effects of Anacetrapib in Patients with Atherosclerotic Vascular Disease

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    BACKGROUND: Patients with atherosclerotic vascular disease remain at high risk for cardiovascular events despite effective statin-based treatment of low-density lipoprotein (LDL) cholesterol levels. The inhibition of cholesteryl ester transfer protein (CETP) by anacetrapib reduces LDL cholesterol levels and increases high-density lipoprotein (HDL) cholesterol levels. However, trials of other CETP inhibitors have shown neutral or adverse effects on cardiovascular outcomes. METHODS: We conducted a randomized, double-blind, placebo-controlled trial involving 30,449 adults with atherosclerotic vascular disease who were receiving intensive atorvastatin therapy and who had a mean LDL cholesterol level of 61 mg per deciliter (1.58 mmol per liter), a mean non-HDL cholesterol level of 92 mg per deciliter (2.38 mmol per liter), and a mean HDL cholesterol level of 40 mg per deciliter (1.03 mmol per liter). The patients were assigned to receive either 100 mg of anacetrapib once daily (15,225 patients) or matching placebo (15,224 patients). The primary outcome was the first major coronary event, a composite of coronary death, myocardial infarction, or coronary revascularization. RESULTS: During the median follow-up period of 4.1 years, the primary outcome occurred in significantly fewer patients in the anacetrapib group than in the placebo group (1640 of 15,225 patients [10.8%] vs. 1803 of 15,224 patients [11.8%]; rate ratio, 0.91; 95% confidence interval, 0.85 to 0.97; P=0.004). The relative difference in risk was similar across multiple prespecified subgroups. At the trial midpoint, the mean level of HDL cholesterol was higher by 43 mg per deciliter (1.12 mmol per liter) in the anacetrapib group than in the placebo group (a relative difference of 104%), and the mean level of non-HDL cholesterol was lower by 17 mg per deciliter (0.44 mmol per liter), a relative difference of -18%. There were no significant between-group differences in the risk of death, cancer, or other serious adverse events. CONCLUSIONS: Among patients with atherosclerotic vascular disease who were receiving intensive statin therapy, the use of anacetrapib resulted in a lower incidence of major coronary events than the use of placebo. (Funded by Merck and others; Current Controlled Trials number, ISRCTN48678192 ; ClinicalTrials.gov number, NCT01252953 ; and EudraCT number, 2010-023467-18 .)

    Measuring Fun : A Case Study in Adapting to the Evolving Metrics of Player Experience

    Get PDF
    The gaming industry and the concept of gamification have altered the way many developers and users approach interactive products. As social gaming demographics expand to what was previously considered “casual” audiences, more users expect an enjoyable experience from their digital applications and games. Developers now request more detailed subjective descriptions of satisfaction and the player experience from user-experience (UX) practitioners. Focusing on how fun a product is for users/players requires subjective, situationally dependent metrics rather than traditional UX efficiency metrics. The UX discipline is still constructing a comprehensive ecology of the player experience and how to measure it. This article contributes to that ecology by detailing a case in which our team conducted a usability test on a new video game peripheral. Our client’s primary concern dealt with how fun experienced gamers found the device. As our test progressed, we encountered a number of fun-related participant behaviors that led us to develop new metrics beyond our initial planned metrics. These new metrics helped us and our client better define and discuss enjoyability. Our case, in conjunction with a detailed definition and review of player experience and UX scholarship, shows the importance of adopting metrics contextually specific to the video-game product and player group when measuring fun is the primary goal
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