Abstract
In computer science, the concept of user experience has proven to be beneficial in order to improve the quality of interaction between software and its users, by taking users’ emotions and attitudes into account. In general, user experience focuses on interaction. As not only interaction (e.g., good usability) is of importance for players, this chapter discusses how the concept of user experience can not only be applied to serious games, but also how it can be extended in order to cover the characteristics of games as a special software. For this refined concept, the term player experience has been coined. First, the concept of player experience is introduced in this chapter. The adequate conceptualization of player experience requires differentiating specific dimensions like (game-) flow, immersion, challenge, tension, competence, and emotions. Because of the individual nature of player experience, psychological models need to be used for the conceptualization as they are able to reflect this multidimensional structure. In addition, interdisciplinary models are needed in order to address the various factors influencing player experience. This ensures a holistic approach. Second, the question how to measure player experience is discussed. Here, different levels have to be distinguished: Behavior, physiological reactions, and subjective experience. Finally, it is shown how knowledge about player experience can be employed to develop serious games systematically and to improve their quality.
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- 1.
Issues of player experience are addressed at many conferences, ranging from the Games and Serious Games conferences mentioned in Chap. 1 to more specific conferences on usability, user experience, computer-human interaction (CHI) etc. Papers concerning player experience can be found in journals addressing human-computer interaction (e.g., Interacting with computers, Computers in Human Behavior, and International Journal of Human-Computer Studies), as well as journals specifically addressing games and serious games (e.g., Journal of gaming and virtual worlds).
Recommended Literature
Issues of player experience are addressed at many conferences, ranging from the Games and Serious Games conferences mentioned in Chap. 1 to more specific conferences on usability, user experience, computer-human interaction (CHI) etc. Papers concerning player experience can be found in journals addressing human-computer interaction (e.g., Interacting with computers, Computers in Human Behavior, and International Journal of Human-Computer Studies), as well as journals specifically addressing games and serious games (e.g., Journal of gaming and virtual worlds).
Bernhaupt R (ed) (2010) Evaluating user experience in games – Concepts and methods. Springer, London—This book addresses both game researchers and developers. The book provides an overview of methods for evaluating and assessing player experience before, during, and after playing games
Bernhaupt R (ed) (2015) Game user experience evaluation. Springer International Publishing, Cham—This book is an update of the previously mentioned edition. Current developments in the assessment and evaluation of player experience are covered
Fairclough SH (2009) Fundamentals of physiological computing. Interact Comput 21(1–2):133–145—This article gives a comprehensive overview of psychophysiological methods used for assessment of the current state of users and players, as well as their integration into adaptive systems. In addition, selected ethical issues are addressed
Kivikangas JM, Chanel G, Cowley B, Ekman I, Salminen M, Järvelä S, Ravaja N (2011) A review of the use of psychophysiological methods in game research. JGVW 3(3):181–199—This article gives a comprehensive overview of the psychophysiological measures typically used in game research. It also provides valuable information about the theories behind psychophysiological measurement
Mäyrä F (2008) An introduction to game studies. SAGE Publications, London—This textbook introduces students to the research field of studying games. The book delivers historical facts about (digital) games as well as basic knowledge concerning research methods for game studies
Nacke LE (2009) Affective ludology: Scientific measurement of user experience in interactive entertainment. Blekinge Institute of Technology, Doctoral Dissertation Series No. 2009:04—This dissertation is a comprehensive example of how the player experience can be investigated in practice. Various methods are thoroughly discussed concerning their research quality and systematically applied to selected research issues
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Wiemeyer, J., Nacke, L., Moser, C., ‘Floyd’ Mueller, F. (2016). Player Experience. In: Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J. (eds) Serious Games. Springer, Cham. https://doi.org/10.1007/978-3-319-40612-1_9
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