User experience evaluation of virtual reality-based cultural gamification using GameFlow approach

Y. Heryadi, Ahmad Zakky Robbany, Hantze Sudarma
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引用次数: 9

Abstract

This paper presents some empiric results on the effect of some game player profiles to their user experience. The cultural gamification prototype for this study is developed using Virtual Reality technology on Google Cardboard in which some elements of Indonesian culture is used in part of the game story. Dataset for the game evaluation is collected using survey method. Data collection is implemented using self-administered questionnaire which is developed based on GameFlow framework. The respondent population is the college students who like to play games. The survey samples are chosen using purposive sampling technique. The results of this study indicate that there is a strong association of playing frequency and personality traits to game user experiences. Also, there is a weak association between gender and age to game user experiences. These research findings are valuable for game designer to design enjoyable and educational games.
使用GameFlow方法评估基于虚拟现实的文化游戏化用户体验
本文就某些游戏玩家的个人资料对用户体验的影响给出了一些实证结果。本研究的文化游戏化原型是在Google Cardboard上使用虚拟现实技术开发的,其中一些印度尼西亚文化元素被用于游戏故事的一部分。采用调查法收集游戏评价数据集。数据收集采用基于GameFlow框架开发的自我管理问卷。调查对象是喜欢玩游戏的大学生。调查样本的选择采用目的性抽样技术。这项研究的结果表明,游戏频率和个性特征与游戏用户体验有着密切的联系。此外,性别和年龄对游戏用户体验的影响也不大。这些研究结果对于游戏设计师设计有趣且具有教育意义的游戏具有重要的参考价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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