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Extending Game User Experience - Exploring Player Feedback and Satisfaction: The Birth of the Playsona
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
2017 (engelsk)Doktoravhandling, med artikler (Annet vitenskapelig)
Abstract [en]

Video games are experience-based products and user satisfaction is key for their popularity. To design for as strong an experience as possible, game developers incorporate evaluation methods that help to discover their users’ expectations and needs. Despite such efforts, problems still occur with the game design that lower the user experience. To counter these problems, the evaluation methods should be investigated and improved.

To address this need, I have explored various design tools and user experience theories. Applying these in a game evaluation context, I have analyzed user-created game reviews and conducted longitudinal user interview- and game diary studies in connection to playing a newly released game, in other words different methods to take advantage of users' expectations, opinions, attitudes and experiences. One result of the analysis of the obtained data is a set of “slogans” that illustrate how and why users lose interest in a game. A second result is a method for extracting user attitudes from pre-produced user reviews and how this can be used in game development. Thirdly, I introduce an alternative model, aimed at game user experience development, the Playsona. The Playsona is a lightweight tool that introduces a variant of the Persona-method, specifically for video game design.

sted, utgiver, år, opplag, sider
Stockholm: Department of Computer & Systems Sciences, Stockholm University , 2017. , 67 s.
Serie
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 17-007
Emneord [en]
video game design, user experience, game user experience, playsona, aspect based sentiment analysis, focused player diaries
HSV kategori
Forskningsprogram
människa-maskin-interaktion (MMI)
Identifikatorer
URN: urn:nbn:se:su:diva-147770ISBN: 978-91-7797-035-4 (tryckt)ISBN: 978-91-7797-036-1 (digital)OAI: oai:DiVA.org:su-147770DiVA: diva2:1150266
Disputas
2017-12-01, L50, NOD-huset, Borgarfjordsgatan 12, Kista, 13:00 (engelsk)
Opponent
Veileder
Merknad

At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Manuscript.

Tilgjengelig fra: 2017-11-08 Laget: 2017-10-18 Sist oppdatert: 2017-11-09bibliografisk kontrollert
Delarbeid
1. Does Game Quality Reflect Heuristic Evaluation? Heuristic Evaluation of Games in Different Quality Strata
Åpne denne publikasjonen i ny fane eller vindu >>Does Game Quality Reflect Heuristic Evaluation? Heuristic Evaluation of Games in Different Quality Strata
2014 (engelsk)Inngår i: International Journal of Gaming and Computer-Mediated Simulations, ISSN 1942-3888, E-ISSN 1942-3896, Vol. 6, nr 4, 4Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.

Emneord
Evaluation Method, Game Design, Heuristics, Video Game Interaction
HSV kategori
Forskningsprogram
människa-maskin-interaktion (MMI)
Identifikatorer
urn:nbn:se:su:diva-132864 (URN)10.4018/ijgcms.2014100104 (DOI)
Tilgjengelig fra: 2016-08-25 Laget: 2016-08-25 Sist oppdatert: 2017-10-24bibliografisk kontrollert
2. Vox Populi – A Case Study of User Comments on Contemporary Video Games in Relation to Video Game Heuristics
Åpne denne publikasjonen i ny fane eller vindu >>Vox Populi – A Case Study of User Comments on Contemporary Video Games in Relation to Video Game Heuristics
2014 (engelsk)Inngår i: GameOn 2014: Simulation and AI in Computer Games / [ed] Patrick Dickinson, Philippe Geril, EUROSIS , 2014, 5-9 s.Konferansepaper, Publicerat paper (Fagfellevurdert)
sted, utgiver, år, opplag, sider
EUROSIS, 2014
HSV kategori
Forskningsprogram
människa-maskin-interaktion (MMI)
Identifikatorer
urn:nbn:se:su:diva-114737 (URN)9789077381854 (ISBN)
Konferanse
GameOn, Lincoln, United Kingdom, 9-11 September 2014
Tilgjengelig fra: 2015-03-09 Laget: 2015-03-09 Sist oppdatert: 2017-10-24bibliografisk kontrollert
3. Top Versus Bottom: Game Evaluation from an Expert or Player Perspective
Åpne denne publikasjonen i ny fane eller vindu >>Top Versus Bottom: Game Evaluation from an Expert or Player Perspective
2015 (engelsk)Inngår i: Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015), Society for the Advancement of the Science of Digital Games , 2015Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

In recent years, many video game researchers have developed domain specific heuristics for video games. Heuristic evaluation is a common way to measure software usability, both during development and to assess existing systems. Video games are very different from productivity software in terms of purpose, design and execution, and thus require specially developed heuristics. Heuristics developed for video games can however only guide the game developers, and are in themselves no guarantee of a positive game experience. The questions examined in this paper concern the extent to which heuristics developed by experts can address the issues that the end users – the players – experience. Furthermore, we examine what kinds of design issues are most frequent, and whether these issues are reflected in online user comments. The results show that users focus their criticism on narrative, game graphics and sound rather than the issues that the heuristics involved in this study were designed to counter.

sted, utgiver, år, opplag, sider
Society for the Advancement of the Science of Digital Games, 2015
Emneord
Games, Experience, Heuristics, Evaluation, User comments
HSV kategori
Forskningsprogram
människa-maskin-interaktion (MMI)
Identifikatorer
urn:nbn:se:su:diva-124024 (URN)978-0-9913982-4-9 (ISBN)
Konferanse
Foundations of Digital Games Conference, Pacific Grove, CA, USA, 22nd - 25th of June, 2015
Tilgjengelig fra: 2015-12-10 Laget: 2015-12-10 Sist oppdatert: 2017-10-24bibliografisk kontrollert
4. Exploring Video Game Retention Mechanics - a Longitudinal Case Study
Åpne denne publikasjonen i ny fane eller vindu >>Exploring Video Game Retention Mechanics - a Longitudinal Case Study
(engelsk)Manuskript (preprint) (Annet vitenskapelig)
Abstract [en]

Lasting player engagement is essential for pushing a video game beyond a successful release. While previous research on retention and engagement in games exists, this has mainly focused on general models and factors. Through a longitudinal study of players’ attitude on specific game elements we can in more detail determine how, why and how the appeal of a game changes.

In this paper, we present a longitudinal study of seven participants who played a newly released game. The participants played freely for 20 hours over five weeks, and were instructed to fill in player diaries at specified times. At the end of this period, the participants were interviewed about their experience. The results show that all participants felt less excited about the game, less inclined to play more, and more bored at the end of the period than at the start. No single satisfactory explanation for this development could be deduced from the data. Instead, this article suggests four retention mechanics that must be adhered to in order to maintain player retention.

HSV kategori
Forskningsprogram
människa-maskin-interaktion (MMI)
Identifikatorer
urn:nbn:se:su:diva-147782 (URN)
Tilgjengelig fra: 2017-10-16 Laget: 2017-10-16 Sist oppdatert: 2017-10-24bibliografisk kontrollert
5. Probing User Opinions in an Indirect Way: An Aspect Based Sentiment Analysis of Game Reviews
Åpne denne publikasjonen i ny fane eller vindu >>Probing User Opinions in an Indirect Way: An Aspect Based Sentiment Analysis of Game Reviews
2017 (engelsk)Inngår i: Proceedings of the 21st International Academic Mindtrek Conference, Association for Computing Machinery (ACM), 2017, 1-7 s.Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper presents a method for gathering and evaluating user attitudes towards previously released video games. A three-part video game franchise was selected, and all user reviews of these games were collected. The most frequently mentioned words of the game were derived from this dataset through word frequency analysis. The words, called “aspects” were then further analyzed through a manual aspect based sentiment analysis. The final analysis show that the rating of user review to a high degree correlate with the sentiment of the aspect in question. This knowledge is valuable for a developer who wishes to learn more about previous games success or failure factors.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2017
Emneord
User experience, user expectations, sentiment analysis, evaluation method
HSV kategori
Forskningsprogram
människa-maskin-interaktion (MMI)
Identifikatorer
urn:nbn:se:su:diva-147644 (URN)10.1145/3131085.3131121 (DOI)978-1-4503-5426-4 (ISBN)
Konferanse
AcademicMindtrek'17, Annual Academic Mindtrek Conference, Tampere, Finland, September 20 - 21, 2017
Tilgjengelig fra: 2017-10-10 Laget: 2017-10-10 Sist oppdatert: 2017-10-27bibliografisk kontrollert

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