GLiMPSE - A Framework for Evaluating UX in Games
Resumo
The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, an entertainment media from the popular culture. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of the characteristics of a game aiming to improve the enjoyment and immersion perceived by users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. GLIMPSE brings together concepts of presence and interaction, goals, learning, context, and immersion used to evaluate experiences with games. Its applicability was tested through a questionnaire answered by 241 users from gaming forums and communities. The results provide insights revealing the GLIMPSE conceptual framework to be a useful tool for evaluating experiences in games by assessing the main UX elements and their existing overlap.
Referências
Heather Desurvire, Martin Caplan, and Jozsef A. Toth. 2004. Using heuristics to evaluate the playability of games. DOI: https://doi.org/10.1145/985921.986102
Heather Desurvire and Charlotte Wiberg. 2010. User Experience Design for Inexperienced Gamers: GAP – Game Approachability Principles. . 131–147. DOI: https://doi.org/10.1007/978-1-84882-963-3_8
Katherine Isbister. 2010. Enabling Social Play: A Framework for Design and Evaluation. . 11–22. DOI: https://doi.org/10.1007/978-1-84882-963-3_2
Lennart E. Nacke. 2013. An Introduction to Physiological Player Metrics for Evaluating Games. Game Anal. (2013), 585–619. DOI: https://doi.org/10.1007/978-1-4471-4769-5_26
Lennart E. Nacke. 2015. Games User Research and Physiological Game Evaluation. . 63–86. DOI: https://doi.org/10.1007/978-3-319-15985-0_4
Jari Takatalo, Jukka Häkkinen, and Göte Nyman. 2015. Understanding Presence, Involvement, and Flow in Digital Games. . 87–111. DOI: https://doi.org/10.1007/978-3-319-15985-0_5
Paul Thomas, Alistair Moffat, Peter Bailey, and Falk Scholer. 2014. Modeling decision points in user search behavior. In Proceedings of the 5th Information Interaction in Context Symposium on - IIiX ’14, 239–242. DOI: https://doi.org/10.1145/2637002.2637032
Celia Hodent. 2018. The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design. Boca Raton, Florida, FL.
Mihaly Csikszentmihalyi. 2008. Flow: The Psychology of Optimal Experience. New York, New York,NY.
Camila Loiola Brito Maia. 2017. An approach to analyse the dimensions of user's emotions in HCI experiments usign psycophysiological measures. Doctoral dissertation. Unversity of Fortaleza, Fortaleza, CE.
Ministério da Cultura: Mercado de jogos eletrônicos cresce em todas as regiões do país, aponta segundo senso de games. Retreived December 5, 2018 from http://bit.ly/2wFcyDV.
Reuters. 2018. Investing in the Soaring Popularity of Gaming. Retrieved November 26, 2018 from https://www.reuters.com/article/idUSWAOA94RPPW851865.
Jaime Lewy. 2015. UX Strategy: How to devise innovative digital products that people want. Sebastopol, California, CA
Erik Champion. 2011. Playing with the Past. London, England.
Regina Bernhaupt. 2010. User Experience Evaluation in Entertainment. 3–7. DOI: https://doi.org/10.1007/978-1-84882-963-3_1.
Vítor Marques Carvalho. 2018. A study and analysis of concepts, techniques and frameworks of user experience applied to popular games. Monograph. University of Fortaleza, Fortaleza, CE, Brazil.
Antti Oulasvirta. 2009. Social Inference Through Technology. 125-148. DOI: https://doi.org/10.1007/978-1-84882-477-55.
Michael Cohen and Owen Noel Newton Fernando. 2009. Awareware: Narrowcasting Attributes for Selective Attention, Privacy, and Multipresence. 259-290. DOI: https://doi.org/10.1007/978-1-84882-477-5.
Janaki Mythily Kumar and Mario Herger. 2013. Gamification at Work: Designing Engaging Business Software. Berlin, Germany. DOI: https://doi.org/10.1007/978-3-642-39241-2_58
Vítor Marques Carvalho. 2018. GLIMPSE - A Framework for Evaluating UX in Games. Monograph. University of Fortaleza, Fortaleza, CE, Brazil.
Marco Tamassia, William Raffe, Rafet Sifa, Anders Drachen, Fabio Zambetta, and Michael Hitchens. 2017.
Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game. In IEEE Conference on Computatonal Intelligence and Games, CIG. DOI:https://doi.org/10.1109/CIG.2016.7860431