scholarly journals Quality Model based on Playability for the Understandability and Usability Components in Serious Video Games

2020 ◽  
Author(s):  
Iván Humberto Fuentes Chab ◽  
Damián Uriel Rosado Castellanos ◽  
Olivia Graciela Fragoso Diaz ◽  
Ivette Stephany Pacheco Farfán

A serious video game is an easy and practical way to get the player to learn about a complex subject, such as performing integrals, applying first aid, or even getting children to learn to read and write in their native language or another language. Therefore, to develop a serious video game, you must have a guide containing the basic or necessary elements of its software components to be considered. This research presents a quality model to evaluate the playability, taking the attributes of usability and understandability at the level of software components. This model can serve as parameters to measure the quality of the software product of the serious video games before and during its development, providing a margin with the primordial elements that a serious video game must have so that the players reach the desired objective of learning while playing. The experimental results show that 88.045% is obtained concerning for to the quality model proposed for the serious video game used in the test case, margin that can vary according to the needs of the implemented video game.

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 2 ◽  
Author(s):  
Joanna E. Lewis ◽  
Mia Trojovsky ◽  
Molly M. Jameson

Increased participation in activities has been associated with improved positive mental health outcomes. However, there is much debate regarding the net effects of video games on individuals. Typified as a socially isolating activity, many games inherently contain socialization within the environment with game-generated characters or other players. Coinciding with the time of the initial pandemic/quarantine period was the release of a popular socializing and life simulation game, Animal Crossing: New Horizons. We investigated whether participation in this game was related to emotional outcomes associated with pandemics (e.g., loneliness and anxiety). The relationship between deleterious mental health and social gaming, amid a time of enforced reduction in socializing, would allow us to isolate the impact of the introduction of a social video game on improving the quality of life for players of this game. Participants (n = 1053) were asked about their time spent playing video games via an online survey, their socialization in game play, loneliness, and anxiety. We predicted that participants with higher levels of social interaction within the game would report less loneliness and anxiety. Utilizing multiple linear regression analyses, the research found that increased gaming and related activities were predictive of higher anxiety and somewhat related to increased loneliness. However, increased visits to another island were associated with lower levels of loneliness. As such, players may be utilizing gaming as a coping mechanism for anxiety. This research may inform generalized research regarding the influence that social games may have on feelings of loneliness and anxiety.


Author(s):  
Atrin Barzegar

The success of a software product depends on several factors. Given that different organizations and institutions use software products, the need to have a quality and desirable software according to the goals and needs of the organization makes measuring the quality of software products an important issue for most organizations and institutions. To be sure of having the right software. It is necessary to use a standard quality model to examine the features and sub-features for a detailed and principled study in the quality discussion. In this study, the quality of Word software was measured. Considering the importance of software quality and to have a good and usable software in terms of quality and measuring the quality of software during the study, experts and skilled in this field were used and the impact of each factor and quality characteristics. It was applied at different levels according to their opinion to make the result of measuring the quality of Word software more accurate and closer to reality. In this research, the quality of the software product is measured based on the fuzzy inference system in ISO standard. According to the results obtained in this study, it is understood that quality is a continuous and hierarchical concept and the quality of each part of the software at any stage of production can lead to high quality products.


Verbum ◽  
2018 ◽  
Vol 8 (8) ◽  
pp. 112
Author(s):  
Domas Rudis ◽  
Svetozar Poštić

In the past decade or two, there has been an obvious increase in the number of school children profici­ent in English. One of the reasons is the number of English classes per week, but even more important­ly, it is the influence of the media. Students are greatly exposed to video games. In this paper, a survey was conducted in order to find the connection between video-game playing and English proficiency. Ninety six students filled out the survey answering a range of question on the quantity and quality of their video game playing. The conclusion drawn was that video games have a profound impact on language learning. The areas of most benefit were vocabulary and pronunciation. As a form of highly desirable entertainment, video games provide a positive and motivating atmosphere, which is perfect for adopting a foreign language.


2015 ◽  
Vol 27 (6) ◽  
pp. 798-813 ◽  
Author(s):  
Christopher Moturi ◽  
Prester Mbiwa

Purpose – Savings and Credit Cooperatives (SACCOs) in developing countries require core banking Management Information Systems (MISs) to run their business, serve their clients and provide differentiated products and services to gain competitive advantage. Considering that SACCOs in Kenya lack the necessary resources to acquire the best information systems, the purpose of this paper is to evaluate MISs currently in use in the SACCO subsector to determine how well they are serving. Design/methodology/approach – Using the ISO/IEC 25010 Software Product Quality Model, the quality of MISs operated by 215 Deposit-Taking SACCOs in the Kenya was evaluated to determine their level of performance. Findings – The results indicated that the MISs currently in use by the SACCOs serve them well in terms of functionality, efficiency, reliability, ease of use and portability. However, vendor support, technical training and implementation process are a big concern to the SACCOs. Practical implications – The SACCOs in Kenya need not look for other MISs as the ones in use satisfied the condition required by the ISO/IEC 25010 Software Product Quality Model. The areas that require attention are vendor support services by entering into contracts technical training and service level agreement; and good project management in software implementation. Originality/value – The research addresses itself to one of the biggest setbacks faced by a fast growing subsector in adopting ICT with limited capacity and infrastructure.


2020 ◽  
Vol 2020 ◽  
pp. 1-11
Author(s):  
María José Cano-Mañas ◽  
Susana Collado-Vázquez ◽  
Javier Rodríguez Hernández ◽  
Antonio Jesús Muñoz Villena ◽  
Roberto Cano-de-la-Cuerda

Purpose. To determine the effects of a structured protocol using commercial video games on balance, postural control, functionality, quality of life, and level of motivation in patients with subacute stroke. Methods. A randomized controlled trial was conducted. A control group (n = 25) received eight weeks of conventional rehabilitation consisting of five weekly sessions based on an approach for task-oriented motor training. The experimental group (n = 23) received conventional rehabilitation + video-game based therapy for eight weeks with commercial video games using the Xbox 360° video games console and the Kinect® device with the same total treatment time for both groups. The Modified Rankin Scale, Barthel Index, Tinetti scale, Functional Reach test, Get Up and Go test, Baropodometry, EuroQoL 5D (EQ-5D), satisfaction, adherence, and motivation were used as outcome measures. Results. In the between-group comparison, statistically significant differences were observed in the Modified Rankin scores (p<0.01), the Barthel Index (p=0.05), the Tinetti gait assessment (p=0.02), the Functional Reach test (p<0.01), the Get Up and Go test (p=0.05), the pain/discomfort dimension (p<0.01), and anxiety/depression dimension (p<0.01) of the EQ-5D and the VAS (visual analog scale) (p<0.01) on the perceived health status based on the EQ-5D questionnaire. Regarding the scale of motivation, self-esteem, and adherence, statistically significant differences were achieved in motivation (p<0.01), self-esteem (p<0.01), and adherence (p<0.01) variables. Conclusion. A protocol of semi-immersive video-game based therapy, combined with conventional therapy, may be effective for improving balance, functionality, quality of life, and motivation in patients with subacute stroke. This trial is registered with NCT03528395.


Information ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 129
Author(s):  
Xiaozhou Li ◽  
Zheying Zhang ◽  
Kostas Stefanidis

Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for playability evaluation has long been the mainstream with its usefulness in detecting playability issues during game development well acknowledged. However, such a method falls short in evaluating the overall playability of video games as published software products and understanding the genuine needs of players. Thus, this paper proposes an approach to analyze the playability of video games by mining a large number of players’ opinions from their reviews. Guided by the game-as-system definition of playability, the approach is a data mining pipeline where sentiment analysis, binary classification, multi-label text classification, and topic modeling are sequentially performed. We also conducted a case study on a particular video game product with its 99,993 player reviews on the Steam platform. The results show that such a review-data-driven method can effectively evaluate the perceived quality of video games and enumerate their merits and defects in terms of playability.


2006 ◽  
Author(s):  
Alexandre Alvaro ◽  
Silvio Lemos Meira

Component-based software development is becoming more generalized, representing a considerable market for the software industry. However, several technical issues remain unsolved before the software components industry reaches the maturity as other software industries. Problems such as component selection and the uncertain quality of third-party developed components bring new challenges to the software engineering community. In contrast, software component certification is still immature and much research is needed in order to create well-defined standards for certification. This paper introduces a component quality model, based upon consistent and well-defined quality characteristics, and describes a formal case study that was used in order to analyze the viability of the model usage.


Author(s):  
Konstantinos Chorianopoulos ◽  
Michail Giannakos

There is growing interest in the employment of serious video games in science education, but there are no clear design principles. After surveying previous work in serious video game design, we highlighted the following design principles: 1) engage the students with narrative (hero, story), 2) employ familiar gameplay mechanics from popular video games, 3) engage students into constructive trial and error game-play and 4) situate collaborative learning. As illustrated examples we designed two math video games targeted to primary education students. The gameplay of the math video games embeds addition operations in a seamless way, which has been inspired by that of classic platform games. In this way, the students are adding numbers as part of popular gameplay mechanics and as a means to reach the video game objective, rather than as an end in itself. The employment of well-defined principles in the design of math video games should facilitate the evaluation of learning effectiveness by researchers. Moreover, educators can deploy alternative versions of the games in order to engage students with diverse learning styles. For example, some students might be motived and benefited by narrative, while others by collaboration, because it is unlikely that one type of serious video game might fit all learning styles. The proposed principles are not meant to be an exhaustive list, but a starting point for extending the list and applying them in other cases of serious video games beyond mathematics and learning.


Author(s):  
Yevheniia Kataieva ◽  
Svetlana Odokienko ◽  
Maya Luta ◽  
Yaroslav Savchenko

The success of any project is determined by its ability to meet the needs of the consumer, and therefore ensuring a high level of quality is a necessary task of any production, including software engineering. Insufficient quality of the created software requires many IT-organizations, up to 70% of the budget of the information system to reserve for the maintenance stage, with up to 60% of all software modifications performed to eliminate errors, and only the remaining 40% - to correct software within the business process, improvement certain indicators of software quality, or to prevent potential problems. Software quality is a complex concept. Standards highlight the quality of development processes, internal and external quality of the software product, the quality of the software product at the stage of use. For each of the components of quality can be called a set of metrics that determine the quality of the software product. The resulting structure is called the software quality model. Software metrics are a measure that allows you to get the numerical value of a property of software or its specifications, as well as the method of its calculation. Metrics allow you to get numeric values for each property of the software or its specifications. Of particular interest are software complexity metrics. Complexity is an important factor on which other parameters of software quality depend, such as accuracy, correctness, reliability, convenience of support. The existence of methods and algorithms for automatic calculation of software complexity metrics using software allows you to get a comprehensive formal report on the quality of software in a short time. This allows for objective monitoring of the quality of software throughout the project life cycle, make adjustments to the project plan, as well as make timely decisions about the need for refactoring.


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