Proposal of quantitative and qualitative metrics to assess affective user-centered design of video games

Elison Ribeiro, Marcos C. R. Seruffo
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Abstract

The experience which emerges from digital games has, above all, an emotional nature, so evaluating the user experience only through objective factors does not seem to be sufficient for the analysis of a game as it is an entertainment product. This article intends to propose a set of metrics that allow evaluating affective, or roughly speaking, emotional aspects of the user experience from digital games. The metrics are applied to a list, found in a related work, of relevant game design components that affect the subjective experience of gaming. The intended experiment in the future is a gameplay session of a game especially designed to include a system that measures in background, through the proposed metrics, players’ actions in the gaming experience. The result in this paper is a set of quantitative and qualitative metrics that will assess players’ choices in the actual experiment and that yield numerical outcomes, even though the analyzed factors are subjective.
提出定量和定性指标来评估电子游戏以用户为中心的设计
数字游戏产生的体验具有情绪性,因此仅通过客观因素评估用户体验似乎不足以分析游戏,因为它是一种娱乐产品。本文旨在提出一组指标,用于评估数字游戏用户体验的情感层面。这些参数被应用到相关工作中,即影响游戏主观体验的相关游戏设计组件的列表中。未来的实验目标是设计一个包含系统的游戏玩法环节,通过提议的参数测量玩家在游戏体验中的行为。本文的结果是一组定量和定性指标,这些指标将评估玩家在实际实验中的选择,并产生数字结果,尽管分析的因素是主观的。
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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