scholarly journals Effects of Self-selected Music and the Arousal Level of Music on User Experience and Performance in Video Games

Author(s):  
Arthur Abia ◽  
Loïc Caroux
2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


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.


Author(s):  
Christopher Lemon ◽  
Kit Huckvale ◽  
Kenneth Carswell ◽  
John Torous

AbstractObjectivesUser experience (UX) plays a key role in uptake and usage of mental health smartphone interventions, yet remains underinvestigated. This review aimed to characterize and compare UX evaluation approaches that have been applied in this specific context, and to identify implications for research and practice.MethodsA narrative review was conducted of UX-themed studies published in PubMed, PsycINFO, and Scopus up to February 2019. Eligible studies reported on data reflecting users' interactions with a smartphone intervention for any mental health condition. Studies were categorized into “situated” versus “construct-based” methods according to whether or not an established UX construct was used to acquire and analyze data.ResultsSituated approaches used bespoke UX metrics, including quantitative measures of usage and performance, as well as grounded interview data. Construct-based approaches such as assessments of usability and acceptability were based on conceptual frameworks, with methodologically stronger versions featuring construct definitions, validated measurement tools, and an ability to compare data across studies. Constructs and measures were sometimes combined to form bespoke construct-based approaches.ConclusionsBoth situated and construct-based UX data may provide benefits during design and implementation of a mental health smartphone intervention by helping to clarify the needs of users and the impact of new features. Notable however was the omission of UX methods, such as split testing. Future research should consider these unaddressed methods, aim to improve the rigor of UX assessment, integrate their use alongside clinical outcomes, and explore UX assessment of more complex, adaptive interventions.


1978 ◽  
Vol 46 (3_suppl) ◽  
pp. 1095-1102 ◽  
Author(s):  
Bruce Halpin

36 college students participated in a study designed to determine the effect of induced changes in arousal on olfactory sensitivity. Each subject's sensitivity was measured under conditions of low, moderate, and high arousal. The results showed that sensitivity was significantly decreased under both low and high arousal but not under moderate arousal. No difference between the conditions of low and high arousal was found. The results are discussed in terms of the inverted-U shaped function between arousal and performance.


Author(s):  
Hao Song ◽  
Fangyuan Chen ◽  
Qingjin Peng ◽  
Jian Zhang ◽  
Peihua Gu

User experience has a significant impact on the effective product design and improvement, especially for a personalized product to meet user’s individual need. The development of personalized products requires data from user experience in the evaluation of the product function and performance. The existing methods of Internet-based interactive platforms and direct market user surveys cannot provide users full experience of product features. This research proposes a user interactive system based on virtual reality technologies to provide users a close-real experience in the development of open-architecture products. The system provides users an interface built on the virtual environment. The users can review a product design by virtually operating and evaluating the product. The system records users’ operations and feedbacks for designers to improve the product. Food trucks designed using the open-architecture concept are used as applications to verify the proposed method. A user survey is conducted to examine the system effectiveness.


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