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    游戏用户体验报告文档格式.docx

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    游戏用户体验报告文档格式.docx

    1、Universal Usability and Interaction Design (UUID) SIG,Interface Design Department, Faculty of Creative Multimedia,Multimedia University, 63100 Cyberjaya, Selangor, MalaysiaAbstract. Player experience constitutes one of the most significant factors in determining the success rate of games. Games whic

    2、h do not provide enormous user experience usually will not gain intense interest from players. The concept of player experience is normally interchanged with concepts such as fun, flow, fulfillment, enjoyment, engagement, satisfaction, pleasure and playability. In this paper, we reviewed, analyzed a

    3、nd discussed the different attributes and methodologies used to evaluate player experience for game play. We concluded the 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 c

    4、omprised of attributes consisting of qualitative and quantitative, verbal and non-verbal, empirical and non-empirical methods.The concept of player experience is often interchangeable with other concepts, such as fun, flow, fulfillment, engagement, satisfaction, pleasure and playability. Player expe

    5、rience does not depend on a particular mode of emotion, but 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.

    6、嬉戏玩家的用户体验的概念一般来说是包含许很多多概念交叉的集合,比如嬉戏所带给玩家的欢快感,让玩家的心情舒服,给玩家带来的成就感,和愉悦感,参加感,以及满意感,还有丰富的乐趣以及嬉戏本身的可玩性。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嬉戏中玩家们的用户体验的内容。比如说,在玩嬉戏的过程当中,玩家们能体验那些品种繁多的人们的情感如恐惊感,兴奋感,欢乐感,警惕感,生气感,劝慰感,愉悦感,期盼感,挫败感,成就感,兴奋感和压力感。These different modes of emotions eventually f

    7、orm the elements of gaming experience. In addition, Clanton 3 and Federoff 6 mentioned three aspects of gaming, i.e. interface, mechanics and game play, which highly affected the level of players experience. Nevertheless, the concept of player experience is fairly difficult to distinguish as they se

    8、em to be as intangible as they are appealing, 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 framework11.Sweetser and Wyeth 16 also highlighted that the

    9、re was no integrated model on how 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 ev

    10、aluating player experience, particularly 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嬉戏体验。另外,Clanton【3】和Federoff【6】曾提到过有关嬉戏用户体验的三个方面,这三个方面说的内容包括嬉戏的用户界面,嬉戏的运行机制和玩家的嬉戏过程,这三个方面在极大的程度上影响着嬉戏玩家的用户体验的水平。然而,要想区分嬉戏玩家的用户体验这个概念是非常困难的,由于玩家的用户体验这个概念看上起让人非常难以捉摸以至于它们是如此的吸引人去讨论,要想弄清这个概念就需要我们拥有亲自动参加嬉戏体验的技能并能够把握好玩家们在嬉戏消遣

    11、中的用户体验【15,18】。至现在为止,从许很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似乎零零散散,并且它任然没有赐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旧没有一个可以用来正确评价玩家们在嬉戏体验过程中所得到的开心感的水平的完整的模式。除此之外,Bernhaupt还强调,对于如何评价嬉戏中互动的概念也没有一个总体的框架能为之供应固定的方法。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,尤其是在嬉戏当中。2 A Review of Methodologies for Evaluating

    12、 Player Experience 2 用户体验评估方法回顾Numerous research studies from different domains 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 clas

    13、s. On one hand,researchers from the usability domain5, 6, 12 adapted traditional usability methods such as heuristics to evaluate playability in games. For instance, Malone 11 constructed a list of heuristic guidelines for educational games, but it is based on designing enjoyable interfaces rather t

    14、han 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 then

    15、 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, som

    16、e 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 created

    17、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讨论学习工程被我们运用到学术界和工业界之中去。Csikzentmihalyi【4】引入了对“流淌玩家”的讨论,也就是抛开年龄,性别或等级的束缚来定义的最佳的嬉戏乐趣体验。在一方面,可用性讨论领域【5,6,12】里的讨论人员将如启发式的摸索这样的传统的评估可用性的方法用于在嬉戏中评估嬉戏的可玩性。例如,Msl

    18、one【11】曾经列出了一份对一些有训练意义的嬉戏的启发性指导方针的列表,但是它是基于好玩的用户界面的设计而不是嬉戏玩家的用户体验本身。Federoff【6】通过反复学习讨论嬉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,并且在一个嬉戏开发公司做了一个个案讨论。除此之外,Desurvire et. al.【5】通过结合很多嬉戏的设计文献制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讨论发觉得到了全面的证明。在可玩性的启发式评价中用户的讨论表现为嬉戏评估工具中的一项基准,然而,Federoff【6】和Malone【11】在他们那些启发式讨论

    19、中并没有涉及到任何用户。Desurvire强调说,虽然通过有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看玩家得以发觉。Sweetser和Wyeth【16】提到过尽管在文献中有许多启发性的讨论,但是,讨论人员仍旧需要将这些启发性的讨论整合到已经经过验证的模型之中去,才能够去评价嬉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 physiological metrics

    20、 for user evaluation and optimizing relationship between human and technological systems. Mandryk13 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 smiling and EMG fro

    21、wning). 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 adopting physio

    22、logy to indentify emotional states 2. In addition, Zaman and Smith19 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 researchers loggings. He found that user q

    23、uestionnaire 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 players state of arousal, relating to the pressure to press buttons on a gamepad. The results i

    24、ndicated that it was possible to determine game players 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 and negative emotional val

    25、ence. On one hand, facial EMG is limited toonly 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 various physiological methods, they

    26、 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 or negative affect. Ijsesslste

    27、ijn 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)心理设计领域的讨论人员通过运专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】依据基于生理反应的讨论,如皮肤电反应(GSR),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

    28、容表情和面部肌电描计法中的皱眉表情)对正在嬉戏中的玩家持续的情感做了一系列试验讨论。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,讨论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,采纳心理学方法来确定感情状态【2】的几乎没有胜利过的。另外,Zaman和Smith【19】发表了很多关于通过解读面部表情来测量开心感程度的讨论,从而能够区分出六种情感状态。他们将解读面部表情的结果同其他的资源进行比较,比如许很多多的用户问卷调查和很多讨论人员的记录。他发觉用户调查问卷并没有供应很精确的结果,这是

    29、由于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(是胜利了还是没有胜利),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讨论,这种状态和玩家按下嬉戏操纵器上的按钮时感到的压力有关系。这些讨论结果表明,在玩家掌握嬉戏操纵设备时受到的压力可能会打算他在嬉戏中受到的应激的效果。然而,在这个讨论中并没有可以测量嬉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)作为测量玩家乐观和消极的情感指数的方法。在一方面,面部用的肌电描记法仅仅只限于测量乐观和消极的情感,这是由于这种方法还不能识别很多没

    30、有相互联系的情感。讨论人员会基于很多的嬉戏大事来询问用户们哪些状况是乐观的哪些是消极的。即使如此,为了有用各种各样的心理测试方法,他们必需要确保全部参加者都已经打消了对于将被连接电线和连接器的顾虑和担心,否则,这样的一些心情会参加者的心理产生干扰,将会对试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,如紧急感,挫败感或消极的情感。Ijsesslsteijn et.al.【9】示意过通过使用用户的嬉戏体验调查问卷【GEQ】来作一份有质量的调查问卷,通过这样的调查问卷在嬉戏时间之后来理解在嬉戏中的玩家的用户体验。3 Analysis of Methodologies3 方法分析B

    31、ased on literature reviews, we categorize the methodologies for player experience into three categories, general research methods (qualitative versus quantitative), instruments for measuring emotions (verbal versus non-verbal), and measurements for pleasurable design products (empirical versus non-e

    32、mpirical). Table 1 shows the three main evaluation categories for evaluating player experience in game play.依据对文献的反复学习,我们将分析用户体验的方法分成三种,即概括型讨论方法(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(阅历讨论和非实证讨论)。图表1表明白嬉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 General Research Methods: Qualitative vs. Quantitative3.1 概括性讨论方法:质量的测量方法与数


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