Evaluation and classification of Digital Games using QOL measurements

Yukari Hori, Akira Baba
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引用次数: 3

Abstract

Digital Games have become part of everyday life all over the world. In this article, we suggest to use Quality of Life (QOL) to investigate the characteristics of game play and to evaluate games. We measured emotional changes caused by game play using a QOL questionnaire specialized in the detection of the mental change (POMS-Brief Form) in Interrupted Time-Series Design. As a result, the analysis of variance showed that in certain cases some negative feelings such as uneasiness and anger are reduced significantly by game play, and such effect is strengthened by repeatedly playing a personal favorite. Furthermore, it was indicated that an appreciative evaluation of the game correlates with a positive effect. Therefore it became clear that there is a need to consider the test participant's subjective evaluation of the game during the experiment. Additionally, the feelings affected were clearly different in each of the 16 titles analyzed. Therefore, a new classification of games from the viewpoint of the POMS change in QOL is possible.
基于生活质量测量的数字游戏评估与分类
数字游戏已经成为世界各地日常生活的一部分。在本文中,我们建议使用生活质量(QOL)来调查游戏玩法的特征并评估游戏。我们使用中断时间序列设计中专门用于检测心理变化的生活质量问卷(POMS-Brief Form)来测量游戏引起的情绪变化。结果,方差分析表明,在某些情况下,一些负面情绪,如不安和愤怒,通过玩游戏显着减少,这种效果通过反复玩个人喜欢的游戏而得到加强。此外,研究还表明,对游戏的欣赏性评价与积极效果相关。因此很明显,在实验过程中有必要考虑测试参与者对游戏的主观评价。此外,在所分析的16个标题中,受影响的感觉明显不同。因此,从POMS在生活质量中的变化角度对游戏进行新的分类是可能的。
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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