scholarly journals Enhancing Spatial Perception and User Experience in Video Games with Volumetric Shadows

Author(s):  
Tuukka M. Takala ◽  
Perttu Hämäläinen ◽  
Mikael Matveinen ◽  
Taru Simonen ◽  
Jari Takatalo
Author(s):  
Carmen Van Ommen ◽  
Barbara S. Chaparro

According to a survey conducted by the CDC, it is estimated that 26% of Americans are living with a disability. Of those with disabilities in the United States, it is estimated that 33 million play video games. People with disabilities face many barriers in gaming, which is likely to impact game satisfaction. Measuring game satisfaction among this population can be problematic if the scale is not adapted to their needs, which can vary significantly based on the disability. To understand how best to assess game satisfaction among these populations, we discuss the issues people with cognitive, sensory, and/or motor disabilities may face when completing assessment scales and then use the validated Game User Experience Satisfaction Scale (GUESS) as a framework for understanding the game design issues that may impact satisfaction.


Author(s):  
José Luis González Sánchez ◽  
Rosa Maria Gil Iranzo ◽  
Francisco L. Gutierrez Vela

Video games are the most economically profitable entertainment industry. The nature of their design means that user experience is enriched by emotional, cultural, and other subjective factors that make design and / or evaluation difficult using traditional methods commonly used in interactive systems. It is therefore necessary to know how to apply Playability in order to design, analyze, optimize, and adapt it to a player’s preferences. In this chapter, the authors present a way to perform UX based on Playability techniques by adding hedonic factors that enrich the development of video games. The aim is to easily and cost-effectively analyze the different degrees of Playability within a game and determine how player experience is affected by different game elements. These results can be applied in the educational field where the experience of the pupils with educational video games is a crucial factor for the success of the learning process.


Author(s):  
Hector Puente Bienvenido ◽  
Borja Barinaga ◽  
Jorge Mora-Fernandez

This chapter is focused on describing the history and the current relevance of user experience (UX) techniques that combine data science and AI in the research field of interactive and immersive storytelling, including virtual and augmented realities. It initially presents a brief history of interactive storytelling, video games, VR and AR, AI and data science, and the user experience (UX) techniques used in those areas. Later, the chapter describes the UX techniques in depth, using AI and data science that work best and are more useful for testing interactive media products, describing examples of its applications briefly. Finally, the chapter presents conclusions in relationship with utopias and dystopias regarding the future use of UX, AI, and data science in several areas such as edutainment, social media, media arts, and business, among others.


2017 ◽  
Vol 7 (2) ◽  
pp. 58-70
Author(s):  
Nur Baser Baykal ◽  
Metehan Irak

AbstractObjectives: The differential effects of playing violent video games on information processing has become an issue of concern. Neuropsychological studies provide inconsistent results regarding the effects of playing excessive video games on information processing. The goal of this study was to investigate the effect of violent video games on various cognitive processes, specifically working memory, object recognition, and visual-spatial perception. The relationships between violent video game addiction and aggression, personality, and craving were also investigated. Method: 54 university students were classified into three different groups (addicted, risk, and control) according to the time they spent game playing and their Game Addiction Scale scores. Results: Game addicted individuals have higher scores on aggression, craving, urging, and psychoticism than other groups. Significant differences in reaction times during cognitive tasks were also found. The game addicted group’s reaction times were significantly faster than for risk and non-player groups. Conclusion: This study supports previous findings that violent game playing is related with aggressive thoughts, craving, and urging. However, violent game addiction does not have negative effects on working memory, object recognition, and visual-spatial perception. Keywords: Game addiction, violent games, aggression, cognition.


2020 ◽  
Author(s):  
Ismael Edrein Espinosa-Curiel ◽  
Edgar Efrén Pozas-Bogarin ◽  
Juan Martínez-Miranda ◽  
Humberto Pérez-Espinosa

BACKGROUND The design and use of serious video games for children have increased in recent years. To maximize the effects of these games, it is essential to understand the children’s experiences through playing. Previous studies identified that enjoyment and user experience satisfaction of the players are principal factors that can influence the success of serious video games and the learning of their players. However, research about the relationship between enjoyment and user experience satisfaction with learning in children 8 to 10 years old is sparse. OBJECTIVE We examined the relationship of enjoyment and user experience satisfaction with the learning of children aged 8 to 10 years while playing a serious video game for health, FoodRateMaster. This serious video game teaches children about the characteristics of healthy and unhealthy foods and how to identify them in their environment. METHODS Children aged 8 to 10 years were recruited from a primary school in Mexico. Participants completed 12 individual gaming sessions with FoodRateMaster in 6 weeks. A food knowledge questionnaire was administered before and after game play to assess the players’ food knowledge. In addition, after the gaming sessions, the children’s enjoyment and user experience satisfaction were evaluated using the EGameFlow questionnaire and the Game User Experience Satisfaction Scale (GUESS) questionnaire. RESULTS We found significant positive associations for children’s (n=60) posttest knowledge with enjoyment (r<sub>58</sub>=0.36, <i>P</i>=.005) and user experience satisfaction (r<sub>58</sub>=0.27, <i>P</i>=.04). The children’s posttest knowledge scores were also positively correlated with challenge (r<sub>58</sub>=0.38, <i>P</i>=.003), knowledge improvement (r<sub>58</sub>=0.38, <i>P</i>=.003), and goal clarity (r<sub>58</sub>=0.29, <i>P</i>=.02) EGameFlow subscales and with narrative (r<sub>58</sub>=0.35, <i>P</i>=.006), creative freedom (r<sub>58</sub>=0.26, <i>P</i>=.04), and visual esthetics (r<sub>58</sub>=0.32, <i>P</i>=.01) GUESS subscales. Regression analysis indicated that the EGameFlow (F<sub>7,52</sub>=2.74, <i>P</i>=.02, R<sup>2</sup>=0.27) and the GUESS (F<sub>8,51</sub>=2.20, <i>P</i>=.04, R<sup>2</sup>=0.26) ratings significantly predicted the children’s posttest knowledge scores. EGameFlow challenge (β=0.40, <i>t</i><sub>52</sub>=2.17, <i>P</i>=.04) and knowledge improvement (β=0.29, <i>t</i><sub>52</sub>=2.06, <i>P</i>=.04) subscales significantly contributed to predicting children’s learning. None of the GUESS subscales significantly contributed to predicting children’s learning. CONCLUSIONS The findings of this study suggest that both enjoyment and user experience satisfaction for children aged 8 to 10 years were positively correlated with their learning and that were significant predictors of it. Challenge, knowledge improvement, narrative, creative freedom, and visual esthetics subscales correlated positively with children’s learning. In addition, challenge and knowledge improvement contributed to predicting their learning. These results are relevant to consider during the design stages of serious games developed for young children’s learning purposes.


2021 ◽  
Vol 8 (1) ◽  
pp. 1-9
Author(s):  
Harya Bima Dirgantara ◽  
Henri Septanto

This study aims to design an action-arcade web-based picture card matching video game for memory improvement. Picture cards to be matched are animals that usually exist in zoos and farms, like monkey, cow, dog, pig, chicken, zebra, elephant, owl, and mouse. This research uses the prototyping process model with the communication stage, quick planning, modeling, construction, and launching. The results of this study are web-based video games for memory improvement training. From the results of the user experience testing, 68% of respondents informed that they felt it was easier to remember. Index Terms—video game; action-arcade; picture cards matching; prototyping; memory improvement training


Author(s):  
Chao Peng ◽  
Jeffrey Hansberger ◽  
Vaidyanath Areyur Shanthakumar ◽  
Sarah Meacham ◽  
Victoria Blakley ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document