Download PDF Evaluating User Experience in Games: Concepts and Methods (Human–Computer Interaction Series)

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The team of world-leading games researchers draws upon their interdisciplinary perspectives across science, engineering, social science, and humanities to apply academic learning courses and experiential learning projects in an industrially-relevant context to train HQP in both research and professional skills. With many computing applications advancing game technology , the proposed program will generate technologies and provide training in the deployment of technologies that change how people interact with digital information, both for entertainment games and for the rapidly growing serious games sector.

The WellPlayed Project is building a community of gamers whose main goals are to have fun and connect with other like-minded gamers. If you would like to find out about upcoming events and opportunities to contribute ideas to the project, join our mailing list below. Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management.


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However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with the task, can influence gamification outcomes. Given how user qualities shape the gameful experience, it is important to understand how to personalize gameful systems.

Evaluating User Experience in Games: Concepts and ...

Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create this kind of systems, designers need a specific method to guide them in personalizing the gameful experience to their target audience.

It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them.


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This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques.

UX influences everything

This book along with a few others represents a watershed in game evaluation and understanding. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products.

In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.

The Gamer's Brain.

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Celia Hodent. Cyberpsychology and New Media. Andrew Power. Gaming and Simulations.

Building and Evaluating Creative Interaction

Information Resources Management Association. Computer Science Education. Dr Sue Sentance. Joanna Lumsden.

Evaluating User Experience in Games: Concepts and Methods

Proposals for Research. Gerry Stahl. Game Analytics. Magy Seif El-Nasr. Design Thinking. Hasso Plattner. Games User Research. Anders Drachen. Design Thinking Research. Joel Palath. Cases on Usability Engineering.

Projects - HCI Games

Miguel A. Learning in Virtual Worlds. Sue Gregory. Computer Games as Educational and Management Tools. Maria Manuela Cruz-Cunha. Teaching Computational Thinking in Primary Education. Huseyin Ozcinar. Assessment in Game-Based Learning. Deniz Eseryel. Eye Tracking in User Experience Design.

Jennifer Romano Bergstrom. Virtual Immersive and 3D Learning Spaces. Shalin Hai-Jew. User Interface Design for Virtual Environments. Badrul Khan. Aaron Marcus. The Handbook of the Psychology of Communication Technology. Shyam Sundar. Ubiquitous Learning Environments and Technologies. Ronghuai Huang.

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Media in the Ubiquitous Era. Artur Lugmayr. Persuasive Recommender Systems. Ulrike Gretzel. Learning Analytics. Johann Ari Larusson. Improving Computer Science Education. Djordje M. David D. Gamification in Education and Business. Torsten Reiners.