In this paper we compare the effects of using three game user research methodologies to assist in shaping levels for a 2-D platformer game, and illustrate how the use of such methodologies can help level designers to make more informed decisions in an otherwise qualitative oriented design process. Game user interviews, game metrics and psychophysiology (biometrics) were combined in pairs to gauge usefulness in small-scale commercial game development scenarios such as the casual game industry. Based on the recommendations made by the methods, three sample levels of a Super Mario clone were improved and the opinions of a second sample of users indicated the success of these changes. We conclude that user interviews provide the clearest indications for improvement among the considered methodologies while metrics and biometrics add different types of information that cannot be obtained otherwise.
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Self-esteem is a personality trait utilized to support the diagnosis of several psychological conditions. With this study we investigate the potential that computer games can have in assessing self-esteem. To that end, we designed and developed a platformer game and analyzed how in-game behavior relates to Rosenberg's Self-Esteem Scale. We examined: i) how a player's self-esteem influences game performance, ii) how a player's self-esteem generally influences in-game behavior iii) the possible game mechanics that assist in inferring a player's self-esteem. The study was conducted in two phases (N=98 and N=85). Results indicate that self-esteem does not have any impact on the player's performance, on the other hand, we found that players' self-evaluation of game performance correlates with their self-esteem.
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New online stores and digital distribution methods have led to the development of alternative monetization models for video-games, such as free-to-play games with advertisements. Although there are many games using such models, until now the effect on the player experience from such interruptions has not been studied. In this controlled experiment, we requested that participants (N=236) play one of three different versions of a platformer game with: 1) no interruptions, 2) 30-second video advertisements, and 3) a multiple-choice questionnaire. We then evaluated the effects on the player experience. The study shows differences in their experiences, namely in: competence, immersion, annoyance, affects, and the reliability of the questionnaire answers. The contribution of this work is to identify which player experience variables are affected by interruptions, which can be valuable for selecting the business model and guiding the game design process.
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A level designer typically creates the levels of a game to cater for a certain set of objectives, or mission. But in procedural content generation, it is common to treat the creation of missions and the generation of levels as two separate concerns. This often leads to generic levels that allow for various missions. However, this also creates a generic impression for the player, because the potential for synergy between the objectives and the level is not utilised. Following up on the mission-space generation concept, as described by Dormans, we explore the possibilities of procedurally generating a level from a designer-made mission. We use a generative grammar to transform a mission into a level in a mixed-initiative design setting. We provide two case studies, dungeon levels for a rogue-like game, and platformer levels for a metroidvania game. The generators differ in the way they use the mission to generate the space, but are created with the same tool for content generation based on model transformations. We discuss the differences between the two generation processes and compare it with a parameterized approach.
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In this article we compare the benefits for game design and development relative to the use of three Game User Research (GUR) methodologies (user interviews, game metrics, and psychophysiology) to assist in shaping levels for a 2-D platformer game. We illustrate how these methodologies help level designers make more informed decisions in an otherwise qualitative design process. GUR data sources were combined in pairs to evaluate their usefulness in small-scale commercial game development scenarios, as commonly used in the casual game industry. Based on the improvements suggested by each data source, three levels of a Super Mario clone were modified and the success of these changes was measured. Based on the results we conclude that user interviews provide the clearest indications for improvement among the considered methodologies while metrics and biometrics add different types of information that cannot be obtained otherwise. These findings can be applied to the development of 2-D games; we discuss how other types of games may differ from this. Finally, we investigate differences in the use of GUR methodologies in a follow-up study for a commercial game with children as players.
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Social media and sharing economy platforms do not only disrupt industries. They also bypass democratic institutions. That’s not without risk, because the dominant Silicon Valley based online platforms are designed to create shareholder value, not to strengthen society or democracy. Which is unfortunate, because online platforms – if designed to that purpose – can be uniquely power full tools for organising our networked society.In Amsterdam over 90 neighbourhood networks use online platforms for self organisation. This development accelerated from 2010 on. The networks aim at strengthening social ties and local initiatives and are increasingly involved in some way of democratic innovation. This study is a deep dive into this urban bottom-up-movement. It puts the phenomena of online neighbourhood platforms in a broader societal and economical context. It points at the importance of user owned platforms and data. And it draws conclusions on how society and specifically municipal management can bring this movement to a next level. Ultimately with the potential of growing into an alternative for the Silicon Valley owned online platform ecosystem.
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Background: Due to demographic transitions and budget restraints, it is now necessary to search for comprehensive new strategies, in order to constitute a sustainable healthcare system. Recently, various online care platforms for community-dwelling older adults were introduced in several European countries. These platforms have aimed at solidifying social cohesion in the community, so as to support the older adults in coordinating or managing their care and to enhance the self-reliance of these older adults. Consequently, these platforms might contribute to a more sustainable healthcare system. The main research question of this study was twofold: Which online care platforms for older adults are available in the Netherlands and what are their characteristics? Methods: The researchers have performed a scoping review of the online care platforms in the Netherlands, according to the six steps of Arksey & O’Malley (2005), which were as follows: (1) Identifying the research question; (2) Identifying any relevant studies; (3) Selecting the studies; (4) Charting the data; (5) Collating, summarising and reporting on the results; together with (6) consultations with the relevant stakeholders. The study searched for evidence in online scientific databases (Phase 1) and on the Internet (Phase 2). The relevant studies that were published between February 2012 and October 2017 were included. Results: The review resulted in an overview of 21 care platforms, for which 3 types were identified: (1) Community Care Platforms; (2) Care Network Platforms; and (3) System Integrator Platforms. Conclusion: This typology of platforms can guide users – for instance, older adults, care professionals, informal caregivers and municipalities, in choosing a suitable care platform, i.e. the typology gives users insight into the functionalities, goals and target groups which allows them to choose a platform that matches their needs. As far as the authors know, no studies have previously reported on the effects of the online care platforms for older adults in the Netherlands, so further research is required on their impacts and on their benefits.
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