scholarly journals Player Experience Evaluation: Which instrument should I use?

2020 ◽  
Vol 11 (1) ◽  
pp. 74-91
Author(s):  
João Bosco Borges ◽  
Carmen Li Juy ◽  
Izac Sidarta De Andrade Matos ◽  
Paulo Vitor Angelo Silveira ◽  
Ticianne De Gois Ribeiro Darin

The influences, metrics, and applications of User Experience (UX) have been investigated in various contexts and is acknowledged as a driving force to promote game development choices. Recently, there has been a growing interest and need to explore the experience in the context of digital games, which require particular forms of Player Experience (PX) components due to their interaction. These particularities of digital games bring some specific models, characteristics and evaluation methods based on this field.  Therefore, both industry professionals and researchers must make informed choices when planning these assessments. This research aims to provide a brief panorama on how PX have been evaluated, and discuss its related concepts, based on the analysis 58 PX evaluation instruments. The data analysis provides a glance on the directions the research on PX evaluation is taking and indicates future research opportunities.

2021 ◽  
Vol 12 (1) ◽  
pp. 54-63
Author(s):  
Matthew Gaydos

Over the past 15 years, various government agencies in Singapore have supported educational game development and research, producing multiple digital games (e.g., Legends of Alkhemia, Statecraft X), and non-digital games (e.g., Green City Blues, Money Matters). Although these games had been successful as research tools used to investigate gamebased learning, their impact in schools has been limited by contextual factors including the school environment and culture (Chee et al., 2014). Further, little is documented regarding the details of designing educational games for these contexts. This paper describes the challenges I faced as a new researcher in Singapore tasked with designing new educational games that could simultaneously be used as research tools while also serving as effective, sustainable learning experiences in classrooms in Singapore. Although research-based educational games in Singapore and around the world have been created to instantiate and test theories of learning, these games have often been created without much attention given to classroom practicality and longer-term sustainability. This paper recounts this process and describes the constraints that were faced. By describing the conditions and constraints from the development process, the author hopes to inform and improve the design of future research/educational games that can have lasting and significant impact on Singapore student learning.


2021 ◽  
Vol 12 (3) ◽  
pp. 1529-1542
Author(s):  
Norhanisha Yusof Et.al

The term user experience (UX) emerged in the early 1990’s. Thenceforth, UX has become a key term for researchers to focus on aspects that go beyond usability and particularly in the field of Human Computer Interaction (HCI). The aim of this study is to analyse the bibliometric aspect of UX evaluation literature from Scopus database whereby 644 papers were extracted. The study utilised publishing or perishing software to collect the data, while VOSviewer was used to visualise the data. Data analysis was also carried out using SPSS and Microsoft Excel. The publication of articles between 2018 and 2019 increased to 117 articles in 2019 and this is the highest publication to date. Most of the publications are from journals and conferences, mainly in English. Based on the analysis of the co-occurrence map of all keywords in the articles published, the keywords frequently used by the authors are user experience (416) and user experience evaluation (155). Most of the research related to UX evaluation was conducted in United States; and the researchers prefer multi-authored publications. The co-authorship map of the journal’s authors showed that V. Roto is one of the dominant co-authorships. Other than that, Arnold P. O. S. Vermeeren is also the most cited author of UX evaluation in Scopus database. This study presents the history of scientific literature in user experience evaluation and will provide guidance for future research.


2021 ◽  
Vol 5 (2) ◽  
pp. 33-44
Author(s):  
Noraziah Mohd Razali ◽  
◽  
Azahar Harun ◽  
Ruslan Abdul Rahim ◽  
◽  
...  

There are numerous subfields within visual communication, one of which is new media, alongside conventional practices such as advertising, photography, the web, animation, and signage. Blogs, social media, video games, email and the pervasiveness of smartphones have all resulted in the emergence of new media that are inextricably linked to the internet and the online environment. since the first mobile game, "Tetris", in 1994 and “Snakes" in 1997, the visual element in mobile games has evolved significantly, culminating in the modern-day mobile gaming world. These changes have involved progress from the black and white images of the early games to the variety of colours used in game visuals today and the creation of virtual goods in-app games. A skin is one of these virtual goods or items and is synonymous with a virtual appearance, outfit or cosmetic item that can be used to modify and enhance the appearance of a player's avatar. This is a cosmetic item and purely aesthetic in nature, serving no functional purpose. Among players, the desire for a skin is undeniable. Apart from the "beauty factor," another hidden value is inherent in players' perceptions of their interactions with purely aesthetic items. To determine the attractiveness of the skin in mobile games, preliminary research on skin evaluation was conducted to ascertain players' perceptions of recent virtual skins they had used in-game. The purpose of the study was to identify players’ perceptions of the attractiveness of the skin they used. To conduct the research, the Standard User Experience Questionnaire (UEQ) was used to determine the attractiveness of the skin as a virtual product. The UEQ is composed of six scales and twenty-six items that assess attractiveness on a hedonic and pragmatic level. Thirty respondents were chosen, and data analysis was performed using UEQ Data Analysis Tools. The product's benchmark was divided into five UX quality categories: excellent, good, above average, below average, and bad. The results indicate that stimulation is an excellent proxy for the UX quality of skin and efficiency is above average; meanwhile, attractiveness, perspicuity, dependability, and novelty were below average.


2018 ◽  
Vol 4 (01) ◽  
pp. 84-99
Author(s):  
Dzuha Hening Yanuarsari ◽  
Erisa Adyati Rahmasari

AbstrakGenerasi muda seperti anak-anak merupakan salah satu pengguna game yang mesti diperhatikan terkait dengan proses tumbuh kembang karakter anak. Seiring dengan kemunculan game digital, game edukasi merupakan salah satu Genre game dan media interaktif yang mampu memberikan metode pembelajaran yang berbeda dari yang konvensional. Game Belajar Huruf Angka Balita merupakan salah satu game digital berbasis edukasi  yang bisa ditemui dan diunduh di PlayStore secara gratis dimana sampai tahun 2017 telah diunduh sebanyak seratus ribu unduhan dalam konteks game lokal. Salah satu yang diunggulkan dalam konten game ini yakni fitur yang sederhana sehingga mudah dipahami oleh pengguna game terutama anak-anak. Penelitian ini menawarkan kajian menggunakan model Player experience dalam konteks dasar User Experience dengan didukung menggunakan metode kuantitatif-kualitatif serta pengamatan. Luaran yang dihasilkan pada penelitian ini berupa hasil kajian melalui model Player experience dalam konteks pengalaman pengguna game Belajar Huruf Angka Balita yang bermanfaat sebagai rujukan pengembangan game edukasi serupa. Kata Kunci: balita, game, media edukasi, player experience, user experience  AbstractYoung generation like children is one of the game users who must be considered related to the process of developing the character of the child. Along with the emergence of digital games, educational games is one Genre of games and interactive media that is able to provide different learning methods than the conventional. Game learning the Figures of Toddlers is one of the educational digital games that can be found and downloaded on the Play Store for free where until 2017 has been downloaded as many as one hundred thousand downloads in the context of local games. One of the main features in this game is a simple feature that is easily understood by game users, especially children. This study offers a study using the Player experience model in the basic context of User Experience with the support of using quantitative-qualitative methods as well as direct observation and interviews of children. The results produced in this study are the results of the study through the Player experience model in the context of the game user experience Learning Letter Figures Toddlers are useful as a reference for the development of similar educational games. Keywords: toddler, game, media education, player experience, user experience


2017 ◽  
Vol 37 (4) ◽  
pp. 117-141 ◽  
Author(s):  
Krista Fiolleau ◽  
Theresa Libby ◽  
Linda Thorne

SUMMARY As the scope of the audit continues to broaden (Cohen, Krishnamoorthy, and Wright 2017), research questions in management control and internal control are beginning to overlap. Even so, there is little overlap between these fields in terms of published research to date. The purpose of this paper is to take a step in bridging the gap between the management control and the internal control literatures. We survey relevant findings from the extant management control literature published between 2003 and 2016 on dysfunctional behavior and the ways in which it might be mitigated. We then use the fraud triangle as an organizing framework to consider how the management control literature might help to address audit risk factors identified in SAS 99/AU SEC 316 (AICPA 2002). The outcome of our analysis is meant to identify and classify the extant management control literature of relevance to research on internal control in a manner that researchers new to the management control literature will find accessible. We conclude with a set of future research opportunities that can help to broaden the scope of current research in internal control.


Author(s):  
Anders Drachen ◽  
Pejman Mirza-Babaei ◽  
Lennart E. Nacke

This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.


2020 ◽  
Vol 12 (11) ◽  
pp. 4460 ◽  
Author(s):  
Mohammadsoroush Tafazzoli ◽  
Ehsan Mousavi ◽  
Sharareh Kermanshachi

Although the two concepts of lean and sustainable construction have been developed due to different incentives, and they do not pursue the same exact goals, there exists considerable commonality between them. This paper discusses the potentials for integrating the two approaches and their practices and how the resulting synergy from combining the two methods can potentially lead to higher levels of fulfilling the individual goals of each of them. Some limitations and challenges to implementing the integrated approach are also discussed. Based on a comprehensive review of existing papers related to sustainable and lean construction topics, the commonality between the two approaches is discussed and grouped in five categories of (1) cost savings, (2) waste minimization, (3) Jobsite safety improvement, (4) reduced energy consumption, and (5) customers’ satisfaction improvement. The challenges of this integration are similarly identified and discussed in the four main categories of (1) additional initial costs to the project, (2) difficulty of providing specialized expertise, (3) contractors’ unwillingness to adopt the additional requirements, and (4) challenges to establish a high level of teamwork. Industry professionals were then interviewed to rank the elements in each of the two categories of opportunities and challenges. The results of the study highlight how future research can pursue the development of a new Green-Lean approach by investing in the communalities and meeting the challenges of this integration.


Electronics ◽  
2021 ◽  
Vol 10 (14) ◽  
pp. 1670
Author(s):  
Waheeb Abu-Ulbeh ◽  
Maryam Altalhi ◽  
Laith Abualigah ◽  
Abdulwahab Ali Almazroi ◽  
Putra Sumari ◽  
...  

Cyberstalking is a growing anti-social problem being transformed on a large scale and in various forms. Cyberstalking detection has become increasingly popular in recent years and has technically been investigated by many researchers. However, cyberstalking victimization, an essential part of cyberstalking, has empirically received less attention from the paper community. This paper attempts to address this gap and develop a model to understand and estimate the prevalence of cyberstalking victimization. The model of this paper is produced using routine activities and lifestyle exposure theories and includes eight hypotheses. The data of this paper is collected from the 757 respondents in Jordanian universities. This review paper utilizes a quantitative approach and uses structural equation modeling for data analysis. The results revealed a modest prevalence range is more dependent on the cyberstalking type. The results also indicated that proximity to motivated offenders, suitable targets, and digital guardians significantly influences cyberstalking victimization. The outcome from moderation hypothesis testing demonstrated that age and residence have a significant effect on cyberstalking victimization. The proposed model is an essential element for assessing cyberstalking victimization among societies, which provides a valuable understanding of the prevalence of cyberstalking victimization. This can assist the researchers and practitioners for future research in the context of cyberstalking victimization.


2021 ◽  
Vol 11 (15) ◽  
pp. 6700
Author(s):  
Xiaogang Guo ◽  
Peiwen Hao

Grouted Semi-flexible Pavement (GSP) is a novel pavement composed of open-graded asphalt concrete grouted with high-fluidity cement mortar. Due to its excellent load-bearing and anti-rutting performance, it has great potential as anti-rutting overlay and surface in road construction. However, the understanding of GSP performance remains limited and pertinent findings are inconsistent. This article aims to provide a systematic literature review for the articles which were published between 2000 and 2020 on GSP, explore the problems in the recent research, identify knowledge gaps, and deliver recommendations for future research. The influential factors and the relative evaluation methods of GSP performance are summarized and discussed in this article.


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