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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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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Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.
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Evaluating player game experiences through biometric measurementsThe BD4CG (Biometric Design for Casual Games project) worked in a highly interdisciplinary context with several international partners. The aim of our project was to popularize the biometric method, which is a neuro-scientific approach to evaluating the player experience. We specifically aimed at the casual games sector, where casual games can be defined as video or web-based games with simple and accessible game mechanics, non threatening themes and generally short play sessions. Popular examples of casual games are Angry Birds and FarmVille. We focussed on this sector because it is growing fast, but its methodologies have not grown with it yet. Especially the biometrics method has so far been almost exclusively used domain by the very large game developers (such as Valve and EA). The insights and scientific output of this project have been enthusiastically embraced by the international academic arena. The aim of the grant was to focus on game producers in the casual sector, and we have done so but we also established further contacts with the game sector in general. Thirty-one outputs were generated, in the form of presentations, workshops, and accepted papers in prominent academic and industry journals in the field of game studies and game user research. Partners: University of Antwerpen, RANJ, Forward Games, Double Jungle, Realgames, Dreams of Danu, Codemasters, Dezzel, Truimph Studios, Golabi Studios
Het doel van serious games is anders dan puur entertainment. Door gebruik te maken van gamificationelementen is het idee om gebruikers op een leuke en uitdagende manier nieuwe vaardigheden te leren of aan te zetten tot gedragsverandering. In veel sectoren is een leven lang leren en ontwikkelen inmiddels een integraal onderdeel geworden en serious games zijn dan ook bijna overal wel terug te vinden. Met deze brede toepassingen is de effectiviteit van serious games echter een veel besproken vraagstuk. Ook binnen de gezondheidszorg zijn serious games sterk in opkomst en door nieuwe technologieën als virtual reality in te zetten kunnen levensechte situaties worden nagebootst en dienen als oefen- en trainingsomgeving voor zorgprofessionals. De kern van dit project draait dan ook om de vraag hoe serious games kunnen worden geëvalueerd in termen van opgedane kennis, vaardigheden of gedragsverandering van zorgprofessionals. In het verlengde hiervan ligt de vraag hoe tijdens het ontwikkelen van serious games al rekening gehouden kan worden met de toekomstige evaluatie ervan. Hoe zouden meetmethoden kunnen worden ingebouwd in de game zelf, welke data moet er worden verzameld, en hoe kan die verzameld worden? Binnen dit project zal met een scoping review bestaande literatuur worden onderzocht op effectiviteitsstudies om zo een overzicht te maken van gebruikte methoden en technieken en te inventariseren welke data hierbij gebruikt worden. Resultaten hiervan zullen worden omgezet in methoden voor evaluatie van serious games voor zorgprofessionals en ontwerpcriteria ten behoeve van het evalueren van beoogde leereffecten hiervan. Uiteindelijk zullen de ontwerpcriteria als proof-of-concept in het ontwikkeltraject van een serious game worden toegepast. Dit project creëert hiermee inzicht in hoe serious games voor zorgprofessionals goed geëvalueerd kunnen worden op leereffecten en hoe hier tijdens het ontwikkelproces al rekening mee gehouden kan worden.