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Game User Experience EvaluationEvaluating Exertion Games

Game User Experience Evaluation: Evaluating Exertion Games [Games that demand exertion of the players through bodily movements have experienced commercial success and have been attributed with many physical, mental and social benefits, thus changing the way we play computer games. However, there is a lack of understanding of how to evaluate such exertion games, mainly because although the games’ facilitated bodily movements are believed to be responsible for the generated user experiences, they are not considered in traditional evaluation methods that primarily assume keyboard and gamepad-style input devices. We do not believe there is a generic approach to evaluating exertion games, and therefore offer an overview of our mixed experiences in using various methods to guide the reader for future evaluations in this domain. We support the presented methods with data from case studies we undertook in order to illustrate their use and what kinds of results to expect. By identifying remaining issues in regards to evaluation methods for exertion games, we aim to provide an informed way forward for research in this area. With our work, we hope to contribute towards the advancement of such games, fostering their many benefits towards a more positive user experience.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Game User Experience EvaluationEvaluating Exertion Games

Part of the Human–Computer Interaction Series Book Series
Editors: Bernhaupt, Regina

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Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2015
ISBN
978-3-319-15984-3
Pages
239 –262
DOI
10.1007/978-3-319-15985-0_11
Publisher site
See Chapter on Publisher Site

Abstract

[Games that demand exertion of the players through bodily movements have experienced commercial success and have been attributed with many physical, mental and social benefits, thus changing the way we play computer games. However, there is a lack of understanding of how to evaluate such exertion games, mainly because although the games’ facilitated bodily movements are believed to be responsible for the generated user experiences, they are not considered in traditional evaluation methods that primarily assume keyboard and gamepad-style input devices. We do not believe there is a generic approach to evaluating exertion games, and therefore offer an overview of our mixed experiences in using various methods to guide the reader for future evaluations in this domain. We support the presented methods with data from case studies we undertook in order to illustrate their use and what kinds of results to expect. By identifying remaining issues in regards to evaluation methods for exertion games, we aim to provide an informed way forward for research in this area. With our work, we hope to contribute towards the advancement of such games, fostering their many benefits towards a more positive user experience.]

Published: Jun 5, 2015

Keywords: Computer Game; Body Movement; User Experience; Evaluation Task; Heart Rate Monitor

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