Methods and techniques for evaluating the emotional experiences of children with active videogames

C. González-González, Vicente Navarro-Adelantado
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引用次数: 3

Abstract

In this paper we present a methodological proposal for evaluating the emotional experience of children with active videogames. This proposal aims to address some of the most frequent problems encountered when evaluating interactive products for minors. We conducted an analysis of the main drawbacks of traditional techniques for evaluating usability, quality of use and the user and emotional experience of children, as well as the relationships between emotions, videogames and active games. Based on this analysis, we crafted an evaluation proposal that contains a set of the most representative emotions for active videogames, as well as different instruments and techniques created and/or adapted for motor games that measure subjective (verbal, non-verbal), objective (biometric) and social (behavioral) interactions at different times during an evaluation session. This proposal reveals whether the emotional responses stem from internal reasons within the individual, from the activity performed or are external (context).
评估活跃电子游戏儿童情感体验的方法和技术
在本文中,我们提出了一个方法建议,以评估儿童的情感体验与积极的电子游戏。本提案旨在解决在评估未成年人互动产品时遇到的一些最常见的问题。我们分析了评估可用性、使用质量、儿童用户和情感体验的传统技术的主要缺点,以及情感、电子游戏和主动游戏之间的关系。基于这一分析,我们制作了一份评估建议,其中包含一组最具代表性的主动电子游戏情绪,以及为运动游戏创造和/或改编的不同工具和技术,这些工具和技术可以在评估过程的不同时间测量主观(语言,非语言),客观(生物计量)和社交(行为)互动。这一建议揭示了情绪反应是源于个人的内部原因,还是来自所进行的活动,还是来自外部(语境)。
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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