HybridGamePX: Uma Proposta de Modelo para a Avaliação da Experiência do Jogador no Uso de Jogos Híbridos
Resumo
Os jogos fazem parte da vida das pessoas há muito tempo, seja na forma analógica ou digital. Entretanto, mais recentemente os jogos híbridos, que misturam componentes digitais e analógicos, passaram a se tornar mais disponíveis. A existência de dois meios diferentes durante o gameplay traz novos desafios para o design e a avaliação da jogabilidade e da experiência do jogador. Com o foco na avaliação da experiência do jogador e da jogabilidade de jogos híbridos, este trabalho propõe o modelo HybridGamePX, composto de um conjunto de perspectivas e perguntas-guia para auxiliar no planejamento do playtest de jogos híbridos, levando em consideração os aspectos dos novos desafios dessa hibridade.
Palavras-chave:
Jogos híbridos, playtest, experiência do jogador, jogabilidade
Referências
Borges, J. B., Juy, C. L., Matos, I. S. d. A., Silveira, P. V. A., and Darin, T. d. G. R. (2020). Player experience evaluation: a brief panorama of instruments and research opportunities. Journal on Interactive Systems, 11(1):74–91.
Carneiro, N., Viana, W., and Darin, T. (2021). VALERIE: A guide to qualitative evaluation of player experience in location-based games using interviews. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems, IHC ’21, New York, USA. ACM.
Desurvire, H. and Wiberg, C. (2009). Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration. In Ozok, A. A. and Zaphiris, P., editors, Online Communities and Social Computing, volume 5621 of Lecture Notes in Computer Science, pages 557–566. Springer, Heidelberg.
Drachen, A. and Canossa, A. (2009). Analyzing spatial user behavior in computer games using geographic information systems. In Proceedings of the 13th International Mind-Trek Conference: Everyday Life in the Ubiquitous Era, MindTrek ’09, pages 182–189, New York, USA. ACM.
Fang, X., Zhang, J., and Chan, S. S. (2013). Development of an instrument for studying flow in computer game play. International Journal of Human–Computer Interaction, 29(7):456–470.
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. CRC Press, 4th edition.
Kankainen, V., Arjoranta, J., and Nummenmaa, T. (2017). Games as blends: Understanding hybrid games. Journal of Virtual Reality and Broadcasting, 14(4).
Kankainen, V. and Paavilainen, J. (2019). Hybrid board game design guidelines. In Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA ’19, Tampere, Finland. DiGRA.
Mirza-Babaei, P., Stahlke, S., Wallner, G., and Nova, A. (2020). A postmortem on playtesting: Exploring the impact of playtesting on the critical reception of video games. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, CHI ’20, New York, USA. ACM.
Mourão, M. A. and Mendonça Junior, G. M. (2017). Boas práticas para a realização de playtest de jogos. In Anais do XVI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 242–251, Porto Alegre, Brasil. SBC.
Paiva, F., Mendonça, G., and Viana, W. (2022). A systematic mapping of hybrid games in the academy. In Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 128–137, Porto Alegre, Brasil. SBC.
Rogerson, M. J., Gibbs, M., and Smith, W. (2016). “I love all the bits”: The materiality of boardgames. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, CHI ’16, pages 3956–3969, New York, USA. ACM.
Rogerson, M. J., Sparrow, L. A., and Gibbs, M. R. (2021a). More than a gimmick - Digital tools for boardgame play. Proc. ACM Hum.-Comput. Interact., 5(CHI PLAY).
Rogerson, M. J., Sparrow, L. A., and Gibbs, M. R. (2021b). Unpacking “boardgames with apps”: The hybrid digital boardgame model. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, CHI ’21, New York, USA. ACM.
Sánchez, J. L. G., Vela, F. L. G., Simarro, F. M., and Padilla-Zea, N. (2012). Playability: analysing user experience in video games. Behaviour & Information Technology, 31(10):1033–1054.
Schell, J. (2019). The Art of Game Design: A Book of Lenses. CRC Press, 3rd edition.
Wiemeyer, J., Nacke, L., Moser, C., and ‘Floyd’ Mueller, F. (2016). Player experience. In Dörner, R., Göbel, S., Effelsberg, W., and Wiemeyer, J., editors, Serious Games: Foundations, Concepts and Practice, pages 243–271. Springer, Cham.
Carneiro, N., Viana, W., and Darin, T. (2021). VALERIE: A guide to qualitative evaluation of player experience in location-based games using interviews. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems, IHC ’21, New York, USA. ACM.
Desurvire, H. and Wiberg, C. (2009). Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration. In Ozok, A. A. and Zaphiris, P., editors, Online Communities and Social Computing, volume 5621 of Lecture Notes in Computer Science, pages 557–566. Springer, Heidelberg.
Drachen, A. and Canossa, A. (2009). Analyzing spatial user behavior in computer games using geographic information systems. In Proceedings of the 13th International Mind-Trek Conference: Everyday Life in the Ubiquitous Era, MindTrek ’09, pages 182–189, New York, USA. ACM.
Fang, X., Zhang, J., and Chan, S. S. (2013). Development of an instrument for studying flow in computer game play. International Journal of Human–Computer Interaction, 29(7):456–470.
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. CRC Press, 4th edition.
Kankainen, V., Arjoranta, J., and Nummenmaa, T. (2017). Games as blends: Understanding hybrid games. Journal of Virtual Reality and Broadcasting, 14(4).
Kankainen, V. and Paavilainen, J. (2019). Hybrid board game design guidelines. In Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA ’19, Tampere, Finland. DiGRA.
Mirza-Babaei, P., Stahlke, S., Wallner, G., and Nova, A. (2020). A postmortem on playtesting: Exploring the impact of playtesting on the critical reception of video games. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, CHI ’20, New York, USA. ACM.
Mourão, M. A. and Mendonça Junior, G. M. (2017). Boas práticas para a realização de playtest de jogos. In Anais do XVI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 242–251, Porto Alegre, Brasil. SBC.
Paiva, F., Mendonça, G., and Viana, W. (2022). A systematic mapping of hybrid games in the academy. In Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 128–137, Porto Alegre, Brasil. SBC.
Rogerson, M. J., Gibbs, M., and Smith, W. (2016). “I love all the bits”: The materiality of boardgames. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, CHI ’16, pages 3956–3969, New York, USA. ACM.
Rogerson, M. J., Sparrow, L. A., and Gibbs, M. R. (2021a). More than a gimmick - Digital tools for boardgame play. Proc. ACM Hum.-Comput. Interact., 5(CHI PLAY).
Rogerson, M. J., Sparrow, L. A., and Gibbs, M. R. (2021b). Unpacking “boardgames with apps”: The hybrid digital boardgame model. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, CHI ’21, New York, USA. ACM.
Sánchez, J. L. G., Vela, F. L. G., Simarro, F. M., and Padilla-Zea, N. (2012). Playability: analysing user experience in video games. Behaviour & Information Technology, 31(10):1033–1054.
Schell, J. (2019). The Art of Game Design: A Book of Lenses. CRC Press, 3rd edition.
Wiemeyer, J., Nacke, L., Moser, C., and ‘Floyd’ Mueller, F. (2016). Player experience. In Dörner, R., Göbel, S., Effelsberg, W., and Wiemeyer, J., editors, Serious Games: Foundations, Concepts and Practice, pages 243–271. Springer, Cham.
Publicado
06/11/2023
Como Citar
JUCÁ, Paulyne Matthews; SOUZA FILHO, José Cezar de; SILVA, José Olinda da.
HybridGamePX: Uma Proposta de Modelo para a Avaliação da Experiência do Jogador no Uso de Jogos Híbridos. In: TRILHA DE ARTES & DESIGN – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 22. , 2023, Rio Grande/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2023
.
p. 213-223.
DOI: https://doi.org/10.5753/sbgames_estendido.2023.233836.