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Evaluating Fun Factor of Entertainment Software Using Different Modes of Input. Christin Hamilton Katie Nobles Brandi Smith Jamey White. Introduction. Metrics exist to determine quantitative and qualitative aspects of software usability. - PowerPoint PPT Presentation
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Evaluating Fun Factor of Entertainment Software Using Different Modes of Input
Christin HamiltonKatie NoblesBrandi SmithJamey White
Introduction
Metrics exist to determine quantitative and qualitative aspects of software usability.
There is currently no accepted model of measuring player enjoyment in games [1].
Introduction
One heuristic evaluation of “fun-factor” [2] Log player’s actions, comments,
failures, missteps. Code each as a positive or negative
player experience Positive – anything that increases pleasure,
immersion and the challenge of the game Negative – any situation where the player
was bored, frustrated or wanted to quit
Introduction
The goal of the project was to measure the fun factor of an Entertainment Software using different modes of input
Introduction
The environment in which we inspected fun factor was Konami’s Dance Dance Revolution Extreme 2 [3] on the Sony Playstation 2 [4].
Introduction
Players use their feet to step on combinations of arrows that match patterns being played with a song
Introduction
This version also supports play using the Sony EyeToy camera.
Gesture recognition tracks player movements.
Introduction
Players are still responsible for stepping on the arrows in rhythm, but the EyeToy requires them to include their hands.
Intro (cont)
We focused on measuring the fun factor to determine the fun factor of different combinations which would have better a effect on the game for players to have fun.
Combinations Included: Dance Pad w/USB camera (Universal Serious
Bus) Collaborative Play
Player w/Partner
Introduction
Additional DDR screenshots
Background
Past studies on collaborative play showed that there was no difference in boredom, based on the game outcome when DDR is played with a friend
Also, post questionnaires determined that it was better for the players to play with a friend instead of a computer.
Method
Experiment Procedure
Demographics and Backgrounds Each participant was asked a series of
questions regarding demographic information and experience with videogames
Age, gender Music/rhythm background Experience with videogames, DDR, and
EyeToy
Experiment Procedure
Participants were then asked to perform the experiment in three different phases, each altering the game environment or interaction Phase 1: DDR single player with dance
pads Phase 2: DDR with partner and dance
pads Phase 3: DDR singe player with EyeToy
Experiment Procedure Phase 1
Participant was allowed to choose any song on any difficulty setting and played alone
Person 1
Experiment Procedure Phase 2
Participant was allowed to choose any song on any difficulty setting and played with a partner
Person 1Person 1
Experiment Procedure Phase 3
Participant was allowed to choose any song on any difficulty setting and played alone with the EyeToy
Person 1
Experiment Procedure
Participants completed a follow-up survey to evaluate their experience with the different modes of play.
Participants were asked to rank the three phases based on the amount of enjoyment experienced.
Experiment Procedure
For each phase, participants were then asked to rate the phases based on their experience
EmbarrassingBoring
EasyConfusingUnhealthyInaccurate
SadDissatisfied
ComfortableExcitingChallengingSimpleHealthyAccurateHappySatisfied
1 2 3 4 51 2 3 4 51 2 3 4 51 2 3 4 51 2 3 4 51 2 3 4 51 2 3 4 51 2 3 4 5
Experiment Procedure Participants were then asked a series of
yes/no questions to measure their lasting experience Would you play DDR again alone with the dance pad? Would you play DDR again alone with the EyeToy? Would you play DDR again with a partner? Do you feel better after playing DDR compared to how you
felt before you played? If you feel better, do you think that this is attributed to fun? Do you think that physically engaging video games such as
DDR are more entertaining than traditional controller-based video games?
Experiment Procedure
Finally, participants were given room to discuss any problems that they may have encountered that could affect their experience.
Results
Pre-Survey (Demographics)
18 participants 13 males 5 females Average age: 24
Overall, participants consider themselves to have an average amount of rhythm
Play video games approximately 4.22 times a month
Pre-Survey (DDR Experience)
Ten had previous experience with DDR 7 played with dance pads 6 typically played alone Most played DDR 0-2 times per month 9 had an enjoyable experience last time they
played Averagely, consider themselves an
intermediate player Five had previous experience with gesture
recognition in a game 0 played DDR with Eye Toy 3 found their last experience with gesture
recognition enjoyable
Post-Survey
Eight: playing alone was most enjoyable and the Eye Toy least enjoyable.
Five: playing alone was the 2nd most enjoyable 4/5: Eye Toy was the least enjoyable
Four: playing alone was the least enjoyable 3/4 found Eye Toy to be the 2nd worst.
12 found Eye Toy to be the least enjoyable
Only 1 person thought playing with a partner was the least enjoyable.
0 1 2 3 4 5
more comfortable
more exciting
more challenging
simpler
healthy
neither inaccurate nor accurate
happier
more satisfying
With Partner
With Eye Toy
Single player
What gave the most fun…?
Emotional Conclusions
Single player without Eye Toy more comfortable than average and felt
healthier Single players with eye toy
more comfortable, much more excited, more challenged, slightly simpler, healthier, more accurate, and happier
Partnered players felt that they were more confused and happier
Further Conclusions…
16 would play DDR again alone without the Eye Toy or a partner
Only 10 would use the eye toy again. Only 2 people felt they were a worse player
afterwards 11 felt that games like DDR were more entertaining
than traditional video games all the time and 7 felt they were more entertaining sometimes. No one said they were never more entertaining.
Problems 11 felt they had problems with the game that affected
their enjoyment 7 said that any problems they had did not affect their
enjoyment
Gender Conclusions
Women mostly found dance with eye toy more
confusing. found it more inaccurate Always found solo neither exciting nor
boring found solo happier on average were more satisfied With a partner, satisfaction and happiness
were always scored the same
Demo
“Live” Demo
IGN Gameplay Demo [5] Fun Factor – The Music Video (on
CD) [6]
Questions?
References
[1] Sweetser, Penelope, Wyeth, Peta. Game Flow: A Model for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment, Vol. 3, No. 3, ACM(2005).
[2] Desurvire, Heather, Caplan, Martin, Toth, Jozsef. Late breaking result papers: Using heuristics to evaluate the playability of games. CHI ’04 extended abstracts on Human factors in computing systems, ACM Press (2004).
[3] Konami Digital Entertainment. http://www.konami.com.
[4] Sony Computer Entertainment of America. Sony Playstation 2. http://www.scea.com.
[5] IGN. http://www.ign.com. [6] Music in Video from Lord of the Rings: Return
of the King commercial