游戏用户体验报告

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1、游戏用户体验报告 篇一:在游戏中评估游戏用户体验的方法 Methodologies for Evaluating Player Experience in Game Play 在游戏中评估游戏用户体验的方法 Kimberly Chu, Chui Yin Wong, and Chee Weng Khong Universal Usability and Interaction Design (UUID) SIG, Interface Design Department, Faculty of Creative Multimedia, Multimedia Un

2、iversity, 63100 Cyberjaya, Selangor, Malaysia Abstract. Player experience constitutes one of the most significant factors in determining the success rate of games. Games which do not provide enormous user experience usually will not gain intense interest from players. The concept of player exper

3、ience is normally interchanged with concepts such as fun, flow, fulfillment, enjoyment, engagement, satisfaction, pleasure and playability. In this paper, we reviewed, analyzed and discussed the different attributes and methodologies used to evaluate player experience for game play. We concluded th

4、e finding in a playability matrix based on an analysis of methodologies for evaluating player experience in game play. The matrix was constructed from literature analysis, which comprised of attributes consisting of qualitative and quantitative, verbal and non-verbal, empirical and non-empirical me

5、thods. 摘要:在决定游戏是否能成功占有市场的问题上,游戏玩家的用户体验是最为关键性的因素之一。对于那些没有提供极大量的用户体验服务的游戏通常都不会引起玩家们十分密切的关注。一般来说玩家的用户体验的概念是很多概念交错的集合,比如说游戏所带给玩家的欢乐感受,使玩家心情舒畅,有成就感,有娱乐感,有参与感,有满足感,无尽的乐趣以及游戏本身的可玩性。在这篇论文当中,我们将一道回顾,分析并且讨论能够用来评估在游戏中的游戏玩家用户体验的各种不同的方法和其属性特征。基于对评估在游戏中玩家的用户体验的众多方法的分析,我们得出可玩性模型的结论。这样的模型采用文学分析的形式构建起来,这其中包括数量与质

6、量的分析方法,言语和非言语的分析方法,经验研究和非实证研究的分析方法。 Keywords: Player experience, measurement, game play, playability. 关键词:玩家的用户体验,测量,游戏体验,可玩性。 1 Introduction 1 简介 In the past decade, game industries have been flourishing on various platforms from consoles, to personal computers (PC) to mobile devic

7、es. The trend is also coupled with enhanced graphic processing power, advanced user interfaces and increased complexity in game play. The number of players grows exponentially due to the increased enjoyability of game play. Therefore, in Human-Computer Interaction (HCI) discipline, there are a numbe

8、r of research contributions, which are related to the methodologies for evaluating player experience for game play. 在过去的十年的当中,游戏产业在各种各样的平台上蓬勃发展起来,从小型游戏机到个人计算机(PC)再到移动电子设备。这种发展趋势也随着数字图像处理的能力的不断提高,也在成倍的加快步伐,不断地更新与推进游戏中用户使用界面的图形质量,增加游戏过程中内容的复杂与多样性。游戏玩家在数量上的增涨,在极大的程度上取决于这些游戏的娱乐性的加强。因此,在人与计算机交互(HCI)的这

9、个领域,已 经有数量极为庞大的研究报告为人机交互的发展做出了大量贡献,这些研究报告都是关乎于评估游戏中玩家的用户体验的方法的。 The concept of player experience is often interchangeable with other concepts, such as fun, flow, fulfillment, engagement, satisfaction, pleasure and playability. Player experience does not depend on a particular mode of emotion, b

10、ut encompass a wide variety of emotions that contribute to game player experience. For example, while playing game, players experience fear, excitement, happiness, alert, anger, relief, pleasure, hope, discouragement, proud, joy, and distress. 游戏玩家的用户体验的概念一般来说是包含许许多多概念交错的集合,比如游戏所带给玩家的欢乐感,让玩家的心情舒畅

11、,给玩家带来的成就感,和愉悦感,参与感,以及满足感,还有丰富的乐趣以及游戏本身的可玩性。玩家的用户体验并不仅仅是只依靠一种特定的人类的情感上的模式,而是包含了那些种类繁多的人们的情感类型,这些情感类型共同组成了游戏中玩家们的用户体验的内容。比如说,在玩游戏的过程当中,玩家们能体验那些品种繁多的人们的情感如恐惧感,兴奋感,快乐感,警惕感,愤怒感,安慰感,愉悦感,期待感,挫败感,成就感,高兴感和压力感。 These different modes of emotions eventually form the elements of gaming experience. In additi

12、on, Clanton [3] and Federoff [6] mentioned three aspects of gaming, i.e. interface, mechanics and game play, which highly affected the level of player’s experience. Nevertheless, the concept of player experience is fairly difficult to distinguish as they seem to be as intangible as they are appealin

13、g, which requires hands-on skills and grasping the experience of enjoyment [15, 18]. So far, the concept itself seems fragmented, with various viewpoints, and it has not defined a cohesive integrated framework [11].Sweetser and Wyeth [16] also highlighted that there was no integrated model on how

14、 players evaluate their enjoyment level in games. Moreover, Bernhaupt [1] addressed there was no general framework on what methods shall be used to assess interaction concept on games. As a result, this paper aims to review and analyze the existing methodologies for evaluating player experience, par

15、ticularly on game play. 这些各式各样的人类的情感的模式最终便会共同构成玩家们的游戏体验。另外,Clanton【3】和Federoff 【6】曾提到过有关游戏用户体验的三个方面,这三个方面说的内容包括游戏的用户界面,游戏的运行机制和玩家的游戏过程,这三个方面在极大的程度上影响着游戏玩家的用户体验的水平。然而,要想区分游戏玩家的用户体验这个概念是十分困难的,由于玩家的用户体验这个概念看上起让人十分难以捉摸以至于它们是如此的吸引人去研究,要想弄清这个概念就需要我们拥有亲自动参与游戏体验的技能并能够把握好玩家们在游戏娱乐中的用户体验【15,18】。至现在为止,从许许

16、多多不同的角度来看,玩家们的用户体验这个概念本身看上去好像零零散散,并且它任然没有给予一个连贯整合框架式的定义【11】。Sweetser和Wyeth 【16】也作出这样的强调,他们表示目前来说仍然没有一个可以用来正确评价玩家们在游戏体验过程中所得到的愉快感的水平的完整的模式。除此之外,Bernhaupt还强调,对于如何评价游戏中互动的概念也没有一个总体的框架能为之提供固定的方法。总而言之,这篇论文的主要目的是回顾和分析当前已经存在的用户体验评估方法,尤其是在游戏当中。 2 A Review of Methodologies for Evaluating Player Experi

17、ence 2 用户体验评估方法回顾 Numerous research studies from different doma have been conducted in academia and industries to evaluate player experience. Csikzentmihalyi [4] introduced the study of “flow” where it defines the optimal experience of enjoyment regardless of age, gender or social class. On o

18、ne hand, researchers from the usability domain[5, 6, 12] adapted traditional usability methods such as heuristics to evaluate playability in games. For tance, Malone [11] constructed a list of heuristic guidelines for educational games, but it is based on designing enjoyable interfaces rather than

19、 player experience itself. Federoff [6] compiled a list of heuristics by reviewing in games industry guidelines and did a case study at a game development company. In addition, Desurvire et. al. [5] created Heuristics Evaluation for Playability(HEP) from games design literature, HEP results were the

20、n cross validated the findings from user studies. User studies act as a benchmark for game evaluation tools in HEP, whilst Federoff [6] and Malone [11] did not involve any users in their heuristics studies.Desurvire stressed that although certain player issues were determined through HEP;nonetheless

21、, some of the problems could only be found by direct player observation.Sweetser and Wyeth [16] mentioned although there were many heuristics studies in literature, however, there is a need to integrate these heuristics into a validated model to assess player enjoyment for games. As a result, they c

22、reated GameFlow and validated through expert evaluators’ point of view. There was still no direct user involvement in their method. 为了来评估用户体验的作用,大量的来自不同领域的研究学_工程被我们运用到学术界和工业界之中去。Csikzentmihalyi【4】引入了对“流动玩家”的研究,也就是抛开年龄,性别或等级的束缚来定义的最佳的游戏乐趣体验。在一方面,可用性研究领域【5,6,12】里的研究人员将如启发式的试探这样的传统的评估可用性的方法用于在游戏中评估游戏

23、的可玩性。例如,Mslone【11】曾经列出了一份对一些有意义的游戏的启发性指导方针的列表,但是它是基于有趣的用户界面的设计而不是游戏玩家的用户体验本身。Federoff【6】通过反复学_研究游戏产业中具有指导方针意义的文献编写出了一份新的启发性指导列表,并且在一个游戏开发公司做了一个个案研究。除此之外,Desurvire et. al.【5】通过结合许多游戏的设计文献创造了可玩性的启发式评价(HEP)的方法,可玩性的启发式评价方法的产生随后通过对用户的研究发现得到了全面的证明。在可玩性的启发式评价中用户的研究表现为游戏评估工具中的一项基准,然而,Federoff【6】和Malone【11】在

24、他们那些启发式研究中并没有涉及到任何用户。Desurvire强调说,虽然通过实用可玩性的启发式评价方法可以确定某些玩家的问题所在,但是,一些问题却只能通过直接观察玩家得以发现。Sweetser和Wyeth【16】提到过尽管在文献中有很多启发性的研究,但是,研究人员仍然需要将这些启发性的研究整合到已经经过验证的模型之中去,才能够去评价游戏当中玩家的享受程度。 On the other hand, researchers in the physiological design domain of Human Computer Interaction (HCI) employ physiol

25、ogical metrics for user evaluation and optimizing relationship between human and technological systems. Mandryk[13] conducted a study of continuous emotion in games based on physiological responses such as Galvanic Skin Response (GSR), electrocardiography (EKG), and electromyography of face (EMG smi

26、ling and EMG frowning). Heart rate (HR) was computed from the EKG signal. The author compared the modeled emotion fromusers and reported subjective evaluation on a 5-point likert scale. Affect Grid was adapted as part of their modeled emotion. However, other perspectives have seen limited success in

27、 adopting physiology to indentify emotional states [2]. In addition, Zaman and Smith[19] presented studies to measure fun through FaceReader, where it distinguished six emotional states. They compared the results of FaceReader with other sources such as user questionnaires and researcher’s loggings.

28、 He found that user questionnaire did not provide precision as it reflected more on the content of the application or the outcome of the task (successful or not) rather than fun or enjoyment. Sykes and Brown [17] investigated a player’s state of arousal, relating to the pressure to press buttons on

29、a gamepad. The results indicated that it was possible to determine game player’s arousal by the pressure they used when controlling the gamepad. However, there was no measure of emotional valence for game players in this study. Hazlett [7] used facial electromyography (EMG) as a measure for positive

30、 and negative emotional valence. On one hand, facial EMG is limited to only positive and negative result as the method was not able to recognize discrete emotions. Users are interviewed on which factors that were positive and negative to them based on the events of the game.However, by using vario

31、us physiological methods, they need to ensure participants had no qualms being attached with wires and connectors, or else it would appear to intrude participants emotionally, thus affecting the final result. Recent developments on questionnaire have included dimensions such as tension, frustration

32、or negative affect. Ijsesslsteijn et. al. [9] suggested using Games Experience Questionnaire (GEQ) as a qualitative questionnaire to understand player experience in games after the game play session. 在另一方面,从事人与计算机互动(HCI)心理设计领域的研究人员通过运用心理度量指标来作用户方面的评估以及优化人类和技术系统之间的关系。Mandryk【13】根据基于生理反应的研究,如皮肤电反应(G

33、SR),心电图扫描法(EKG),和面部肌电描记法(面部肌电描记法中的笑容表情和面部肌电描计法中的皱眉表情)对正在游戏中的玩家持续的情感做了一系列实验研究。肌电描记法发出的信号会将测试者的心率(HR)输入到电脑中去。随后,研究者对比了不同的用户和情感模型,并利用5点式利开特量测量表作出主观评价的报告。这份情感表将会作为情感模型的一部分。然而,就其他方面来看,采用心理学方法来确定感情状态【2】的几乎没有成功过的。另外,Zaman和Smith【19】发表了许多关于通过解读面部表情来测量愉快感程度的研究,从而能够区别出六种情感状态。他们将解读面部表情的结果同其他的资源进行比较,比如许许多多的用户问卷调

34、查和许多研究人员的记录。他发现用户调查问卷并没有提供很精确的结果,这是因为它反应的更多的是这些应用程序在内容上的问题或者仅仅只反应了这个任务的结果(是成功了还是没有成功),而不是反应情感上的愉悦程度和享受程度。Sykes和Brown【17】从玩家受到的应激的状态方面着手调查研究,这种状态和玩家按下游戏操纵器上的按钮时感到的压力有关系。这些研究结果表明,在玩家控制游戏操纵设备时受到的压力可能会决定他在游戏中受到的应激的效果。然而,在这个研究中并没有可以测量游戏玩家们情感的度量标准。Hazlett【7】使用了面部用的肌电描记法(EMG)作为测量玩家积极和消极的情感指数的方法。在一方面,面部用的肌电

35、描记法仅仅只限于测量积极和消极的情感,这是由于这种方法还不能识别许多没有相互联系的情感。研究人员会基于许多的游戏事件来询问用户们哪些情况是积极的哪些是消极的。即使如此,为了实用各种各样的心理测试方法,他们必须要确保所有参与者都已经打消了对于将被连接电线和连接器的顾虑和不安,否则,这样的一些情绪会参与者的心理产生干扰,将会对实验的最终结果造成影响。最近的用户问卷调查方面的进展包括多维情感,如紧张感,挫败感或消极的情感。Ijsesslsteijn et.al.【9】暗示过通过使用用户的游戏体验调查问卷【GEQ】来作一份有质量的调查问卷,通过这样的调查问卷在游戏时间之后来理解在游戏中的玩家的用户体验

36、。 3 Analysis of Methodologies 3 方法分析 Based on literature reviews, we categorize the methodologies for player experience into three categories, general research methods (qualitative versus quantitative), truments for measuring emotions (verbal versus non-verbal), and measurements for pleas

37、urable design products (empirical versus non-empirical). Table 1 shows the three main evaluation categories for evaluating player experience in game play. 根据对文献的反复学_,我们将分析用户体验的方法分成三种,即概括型研究方法(质量相对于数量),测量情感的工具的方法(言语相对于非言语),以及所设计产品带来的愉悦程度的测量(经验研究和非实证研究)。图表1表明了游戏中用来评估玩家的用户体验的三种主要的评估类型。 3.1 Gener

38、al Research Methods: Qualitative vs. Quantitative 3.1 概括性研究方法:质量的测量方法与数量的测量方法 Qualitative research concentrates on exploring and understanding user’s perceptions and interactions. Generally this research approach generates non-numerical data where it documents the experience of players. On the

39、 other hand, quantitative research produces numerical data or data that can be converted into numbers[14]. The qualitative manner allows the evaluator to write down their experiences during game play, and quantitative method provides the statistics to show how interested there are. As for verbal and

40、 non verbal diagnostics, not every player shows their emotions or talk freely during game play. During game play, players have difficulty to concentrate and talk about their experience at the same time. Therefore, both methods should be adopted to get a more objective and thorough analysis for evaluation. 质量方面的研究主要集中于探索和了解用户的许多感知方面及许多互动方面的行为上。从总体上来说,这种研究方法将会得出没有数字的数据,这些数据记载着玩家的用户体验。在另一方面,数量上的研究则会得出数字型的数据,或者产生的数据可以被转化为数字【14】。这种质量方面的研究方法允许评估员在游戏过程中记下他们的体验感受,而数量方面的研究方法则会展现出数字上的数据,通过这些数据可以证明玩家的兴趣的大小。而对于言语和非言语类的测量方法,并不是每一位游戏玩家都会在游戏过程中显露

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