33
Evaluating Fun Factor of Entertainment Software Using Different Modes of Input Christin Hamilton Katie Nobles Brandi Smith Jamey White

Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

  • Upload
    odell

  • View
    23

  • Download
    1

Embed Size (px)

DESCRIPTION

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

Citation preview

Page 1: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Christin HamiltonKatie NoblesBrandi SmithJamey White

Page 2: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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].

Page 3: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 4: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Introduction

The goal of the project was to measure the fun factor of an Entertainment Software using different modes of input

Page 5: Evaluating Fun Factor of 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].

Page 6: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Introduction

Players use their feet to step on combinations of arrows that match patterns being played with a song

Page 7: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Introduction

This version also supports play using the Sony EyeToy camera.

Gesture recognition tracks player movements.

Page 8: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Introduction

Players are still responsible for stepping on the arrows in rhythm, but the EyeToy requires them to include their hands.

Page 9: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 10: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Introduction

Additional DDR screenshots

Page 11: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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.

Page 12: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Method

Page 13: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 14: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 15: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Experiment Procedure Phase 1

Participant was allowed to choose any song on any difficulty setting and played alone

Person 1

Page 16: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Experiment Procedure Phase 2

Participant was allowed to choose any song on any difficulty setting and played with a partner

Person 1Person 1

Page 17: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Experiment Procedure Phase 3

Participant was allowed to choose any song on any difficulty setting and played alone with the EyeToy

Person 1

Page 18: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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.

Page 19: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 20: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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?

Page 21: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Experiment Procedure

Finally, participants were given room to discuss any problems that they may have encountered that could affect their experience.

Page 22: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Results

Page 23: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 24: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 25: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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.

Page 26: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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…?

Page 27: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 28: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 29: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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

Page 30: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Demo

Page 31: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

“Live” Demo

IGN Gameplay Demo [5] Fun Factor – The Music Video (on

CD) [6]

Page 32: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

Questions?

Page 33: Evaluating Fun Factor of Entertainment Software Using Different Modes of Input

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