Player Experience with Brazilian accent: development and validation of PX-BR, a summarized instrument in Portuguese

Resumo


Context: Evaluating player experience (PX) in digital games is naturally a complex process, being even more challenging when considering the linguistic and cultural factors. Problem: The main instruments available in the literature for PX evaluation are written in English, making their adoption with Brazilian users subject to translations and the potential uncertainty of users’ understanding. In addition, instruments usually contain a large number of statements, which can make them unfeasible to evaluate PX over time. Solution: This study presents the development and evaluation of an instrument in Brazilian Portuguese to assess the player's experience, containing three questions that summarize features related to immersion/presence, fun, and gameplay. IS Theory: Flow theory. Methods: With the collaboration of the Brazilian community of Games, Virtual Reality, and Human-Computer Interaction, three statements were defined to assess the components of immersion / presence, fun, and engagement, composing a summarized instrument. Then, an evaluation was performed with two games to analyze the correlation of the proposed instruments within the classic instruments from literature. Results: In addition to the construction of a new instrument, a validation process revealed that the statements of the new instrument present strong or moderate correlations with the information used as a reference. Contributions and Impact in the IS area: The research reported in this study contributes to the community by supporting the assessment of player experience in digital games, by proposing a new instrument focused on Brazilian users that can be used in studies that require repeated assessments through instruments.
Palavras-chave: player experience, games, evaluation, instrument, questionnaire

Referências

Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. International Journal of Human-Computer Studies 135 (March 2020), 102370. https://doi.org/10.1016/j.ijhcs.2019.102370

Renan Vinicius Aranha, Leonardo Nogueira Cordeiro, Lucas Mendes Sales, and Fátima L. S. Nunes. 2021. Engagement and Discrete Emotions in Game Scenario: Is There a Relation Among Them?In Human-Computer Interaction – INTERACT 2021. Springer International Publishing, 22–42. https://doi.org/10.1007/978-3-030-85613-7_3

Bosco Borges, Izac Sidarta, Antonio Marcos De Souza, Bianca Coelho, and Ticianne Darin. 2019. Experiência do Usuário em Jogos Digitais: Uma Catalogação de Instrumentos de Avaliação. In Anais do Workshop sobre Interação e Pesquisa de Usuários no Desenvolvimento de Jogos (WIPlay). Sociedade Brasileira de Computação - SBC. https://doi.org/10.5753/wiplay.2019.7841

João Bosco Borges, Carmen Li Juy, Izac Sidarta De Andrade Matos, Paulo Vitor Angelo Silveira, and Ticianne De Gois Ribeiro Darin. 2020. Player Experience Evaluation: Which instrument should I use?Journal on Interactive Systems 11, 1 (Dec. 2020), 74–91. https://doi.org/10.5753/jis.2020.765

Jeanne H. Brockmyer, Christine M. Fox, Kathleen A. Curtiss, Evan McBroom, Kimberly M. Burkhart, and Jacquelyn N. Pidruzny. 2009. The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology 45, 4 (July 2009), 624–634. https://doi.org/10.1016/j.jesp.2009.02.016

Mihaly Csikszentmihalyi and Mihaly Csikzentmihaly. 1990. Flow: The psychology of optimal experience. Vol. 1990. Harper & Row New York. 

Alena Denisova, A. Imran Nordin, and Paul Cairns. 2016. The Convergence of Player Experience Questionnaires. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. ACM. https://doi.org/10.1145/2967934.2968095

Anders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke. 2018. Introduction to Games User Research. Oxford University Press. https://doi.org/10.1093/oso/9780198794844.003.0001

Casper Harteveld, Nithesh Javvaji, Tiago Machado, Yevgeniya V. Zastavker, Victoria Bennett, and Tarek Abdoun. 2020. Preliminary Development and Evaluation of the Mini Player Experience Inventory (mPXI). In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. ACM. https://doi.org/10.1145/3383668.3419877

Geoffrey Hookham and Keith Nesbitt. 2019. A Systematic Review of the Definition and Measurement of Engagement in Serious Games. In Proceedings of the Australasian Computer Science Week Multiconference (Sydney, NSW, Australia) (ACSW 2019). Association for Computing Machinery, New York, NY, USA, Article 42, 10 pages. https://doi.org/10.1145/3290688.3290747

Charlene Jennett, Anna L. Cox, Paul Cairns, Samira Dhoparee, Andrew Epps, Tim Tijs, and Alison Walton. 2008. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies 66, 9 (Sept. 2008), 641–661. https://doi.org/10.1016/j.ijhcs.2008.04.004

James R. Lewis. 2018. Measuring Perceived Usability: The CSUQ, SUS, and UMUX. International Journal of Human–Computer Interaction 34, 12 (Jan. 2018), 1148–1156. https://doi.org/10.1080/10447318.2017.1418805

Graham McAllister. 2018. User experience maturity levels. Oxford University Press. https://doi.org/10.1093/oso/9780198794844.003.0005

David Miranda, Carmen Li, and Ticianne Darin. 2021. UES-Br: Translation and Cross-Cultural Adaptation of the User Engagement Scale for Brazilian Portuguese. Proc. ACM Hum.-Comput. Interact. 5, CHI PLAY, Article 278 (oct 2021), 22 pages. https://doi.org/10.1145/3474705

Lennart E. Nacke. 2018. Introduction to biometric measures for Games User Research. Oxford University Press. https://doi.org/10.1093/oso/9780198794844.003.0016

Heather L. O'Brien, Paul Cairns, and Mark Hall. 2018. A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human-Computer Studies 112 (April 2018), 28–39. https://doi.org/10.1016/j.ijhcs.2018.01.004

Janne Paavilainen, Hannu Korhonen, Elina Koskinen, and Kati Alha. 2018. Heuristic evaluation of playability. Oxford University Press. https://doi.org/10.1093/oso/9780198794844.003.0015

Raquel Robinson, Katelyn Wiley, Amir Rezaeivahdati, Madison Klarkowski, and Regan L. Mandryk. 2020. ”Let's Get Physiological, Physiological!”. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. ACM. https://doi.org/10.1145/3410404.3414227

S. S. SHAPIRO and M. B. WILK. 1965. An analysis of variance test for normality (complete samples). Biometrika 52, 3-4 (dec 1965), 591–611. https://doi.org/10.1093/biomet/52.3-4.591

David Sharek and Eric Wiebe. 2014. Measuring Video Game Engagement Through the Cognitive and Affective Dimensions. Simulation & Gaming 45, 4-5 (Aug. 2014), 569–592. https://doi.org/10.1177/1046878114554176

C. Spearman. 1904. The Proof and Measurement of Association between Two Things. The American Journal of Psychology 15, 1 (Jan. 1904), 72. https://doi.org/10.2307/1412159

Josef Wiemeyer, Lennart Nacke, Christiane Moser, and Florian ‘Floyd’ Mueller. 2016. Player Experience. In Serious Games. Springer International Publishing, 243–271. https://doi.org/10.1007/978-3-319-40612-1_9
Publicado
16/05/2022
Como Citar

Selecione um Formato
ARANHA, Renan Vinicius; NUNES, Fátima L. S.. Player Experience with Brazilian accent: development and validation of PX-BR, a summarized instrument in Portuguese. In: SIMPÓSIO BRASILEIRO DE SISTEMAS DE INFORMAÇÃO (SBSI), 18. , 2022, Curitiba. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2022 .

Artigos mais lidos do(s) mesmo(s) autor(es)