Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/2468356.2468558acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
poster

Gameplay experience evaluation centered on participation: the fátima game design case

Published: 27 April 2013 Publication History

Abstract

In this paper we demonstrate the use of a model that supports gameplay experience evaluation through gameplay metrics of player's participation in the game context. This model aims to have a guiding role in the identification and interpretation of the metrics that are best suited to the character of a given videogame, so as to close the gap between game experience evaluation and the game design domain. In order to illustrate the use of this participation model as support for game experience evaluation, we describe the analysis of "Fátima", a videogame which places the sightings of Our Lady of Fátima, in a playful context. As a result, by characterizing players' participation, it was possible to objectively measure the game design's success in accomplishing its originally established design intentions.

References

[1]
Aarseth, E. Cybertext: perspectives on ergodic literature. Johns Hopkins Univ Pr, 1997.
[2]
Basili, V., Caldeira, C. and Rombach, H. D. "Goal Question Metric Paradigm," in J. Marciniak (ed.), Encyclopedia of Software Engineering, John Wiley and Sons, pp. 528--532, 1994.
[3]
Drachen, A. and Canossa, A. Towards gameplay analysis via gameplay metrics. In Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era. pp. 202--209, 2009.
[4]
Ijsselsteijn. W., Kort, Y. D., Poels, K., Jurgelionis, A. and Bellotti, F. Characterising and Measuring User Experiences in Digital Games. In Proc. ACE 2007, 2007.
[5]
Kim, J. H., Gunn, D. V., Schuh, E., Phillips, B., Pagulayan, R. J. and Wixon, D. Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems. In Proceedings of twenty- sixth annual SIGCHI conference on Human factors in computing systems (CHI 2008), (Florence, Italy), ACM, 443--452, 2008
[6]
Nacke, L., Lindley, C., Stellmach, S. Log who's playing: psychophysiological game analysis made easy through event logging. In Proceedings of Fun and Games, Second International Conference, The Netherlands, 2008.
[7]
Pereira, L. L. and Roque, L. Towards a Game Experience Design Model Centered on Participation. In Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems Extended Abstracts (CHI EA '12), 2012.
[8]
Raessens, J. and Goldstein, J. Computer games as participatory media culture. Handbook of computer game studies, 2005.
[9]
Roque, L. A sociotechnical conjecture about the context and development of multiplayer online game experiences. In DiGRA 2005 Proceedings, 2005.
[10]
Tychsen, A. and Canossa, A. Defining personas in games using metrics. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share. pp. 73--80, 2008. Figure 4. Praying time in successful games Figure 5. Amount of times that praying was performed in successful game sessions

Cited By

View all
  • (2018)Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design ProcessJMIR Serious Games10.2196/games.89646:4(e18)Online publication date: 21-Nov-2018
  • (2013)A Preliminary Evaluation of a Participation-Centered Gameplay Experience Design ModelHuman Factors in Computing and Informatics10.1007/978-3-642-39062-3_21(332-348)Online publication date: 2013

Index Terms

  1. Gameplay experience evaluation centered on participation: the fátima game design case

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing Systems
    April 2013
    3360 pages
    ISBN:9781450319522
    DOI:10.1145/2468356
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 27 April 2013

    Check for updates

    Author Tags

    1. game design
    2. gameplay experience evaluation
    3. participatory media
    4. user experience design

    Qualifiers

    • Poster

    Conference

    CHI '13
    Sponsor:

    Acceptance Rates

    CHI EA '13 Paper Acceptance Rate 630 of 1,963 submissions, 32%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)7
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 24 Sep 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2018)Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design ProcessJMIR Serious Games10.2196/games.89646:4(e18)Online publication date: 21-Nov-2018
    • (2013)A Preliminary Evaluation of a Participation-Centered Gameplay Experience Design ModelHuman Factors in Computing and Informatics10.1007/978-3-642-39062-3_21(332-348)Online publication date: 2013

    View Options

    Get Access

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media