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1、游戏用户体验报告篇一:在嬉戏中评估嬉戏用户体验的方法 Methodologies for Evaluating Player Experience in Game Play 在嬉戏中评估嬉戏用户体验的方法 Kimberly Chu, Chui Yin Wong, and Chee Weng Khong Universal Usability and Interaction Design (UUID) SIG, Interface Design Department, Faculty of Creative Multimedia, Multimedia University, 63100 Cyb
2、erjaya, 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 experience is normally inter
3、changed 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 the finding in a playabili
4、ty 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 methods. 摘要:在确定嬉戏是否能胜利占有市场的
5、问题上,嬉戏玩家的用户体验是最为关键性的因素之一。对于那些没有供应极大量的用户体验服务的嬉戏通常都不会引起玩家们非常亲密的关注。一般来说玩家的用户体验的概念是许多概念交织的集合,比如说嬉戏所带给玩家的快乐感受,使玩家心情安逸,有成就感,有消遣感,有参加感,有满意感,无尽的乐趣以及嬉戏本身的可玩性。在这篇论文当中,我们将一道回顾,分析并且探讨能够用来评估在嬉戏中的嬉戏玩家用户体验的各种不同的方法和其属性特征。基于对评估在嬉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。这样的模型采纳文学分析的形式构建起来,这其中包括数量与质量的分析方法,言语和非言语的分析方法,阅历探讨和非实证探讨
6、的分析方法。 Keywords: Player experience, measurement, game play, playability. 关键词:玩家的用户体验,测量,嬉戏体验,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 devices. The trend is also coupled with enhanced gr
7、aphic 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 number of research contributions, which are related
8、 to the methodologies for evaluating player experience for game play. 在过去的十年的当中,嬉戏产业在各种各样的平台上蓬勃发展起来,从小型嬉戏机到个人计算机(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实力的不断提高,也在成倍的加快步伐,不断地更新与推动嬉戏中用户运用界面的图形质量,增加嬉戏过程中内容的困难与多样性。嬉戏玩家在数量上的增涨,在极大的程度上取决于这些嬉戏的消遣性的加强。因此,在人与计算机交互(HCI)的这个领域,已 经有数量极为浩大的探讨报告为人机交互的发展做出了大量贡献,这些探讨报告都是关乎于评估嬉
9、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, but encompass a wide variety of emotions that contribut
10、e to game player experience. For example, while playing game, players experience fear, excitement, happiness, alert, anger, relief, pleasure, hope, discouragement, proud, joy, and distress. 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织的集合,比如嬉戏所带给玩家的快乐感,让玩家的心情安逸,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
11、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 form the elements of gaming experience. In addition, Clanton 3 and Federoff 6 mentioned three aspects of gamin
12、g, 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 seem to be as intangible as they are appealing, which requires hands-on skills and grasping the experience of e
13、njoyment 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 players evaluate their enjoyment level in games. Moreover, Bernhaupt 1 add
14、ressed 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, particularly on game play. 这些各种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和Federoff 曾
15、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探讨,要想弄清这个概念就须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中的用户体验。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。Sweetser和Wyeth 也作出这样的强调,他们表示目前来说仍旧没有一个可以
16、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 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 industri
17、es 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 one hand, researchers from the usability domain5, 6, 12 adapted traditional usability methods such as heuristics to ev
18、aluate 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 than player experience itself. Federoff 6 compiled a list of heuristics by reviewing in games industry guidelines and did a
19、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 cross validated the findings from user studies. User studies act as a benchmark for game evaluation tools in HEP, whilst F
20、ederoff 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, some of the problems could only be found by direct player observation.Sweetser and Wyeth 16 mentioned although there were many
21、 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 GameFlow and validated through expert evaluators point of view. There was still no direct user involvement in their method.
22、 为了来评估用户体验的作用,大量的来自不同领域的探讨学习工程被我们运用到学术界和工业界之中去。Csikzentmihalyi引入了对“流淌玩家”的探讨,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,可用性探讨领域里的探讨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,Mslone曾经列出了一份对一些有教化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通过反复学习探讨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探讨。除
23、此之外,Desurvire et. al.通过结合很多嬉戏的设计文献创建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探讨发觉得到了全面的证明。在可玩性的启发式评价中用户的探讨表现为嬉戏评估工具中的一项基准,然而,Federoff和Malone在他们那些启发式探讨中并没有涉及到任何用户。Desurvire强调说,虽然通过好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干脆视察玩家得以发觉。Sweetser和Wyeth提到过尽管在文献中有许多启发性的探讨,但是,探讨人员仍旧须要将这些启发性的探讨整合到已经经过验证的模型之中去,才能
24、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 for user evaluation and optimizing relationship between human and technological systems. Mandryk13 conducted a study of continuous emotion in games base
25、d on physiological responses such as Galvanic Skin Response (GSR), electrocardiography (EKG), and electromyography of face (EMG smiling 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-poi
26、nt likert scale. Affect Grid was adapted as part of their modeled emotion. However, other perspectives have seen limited success in adopting physiology to indentify emotional states 2. In addition, Zaman and Smith19 presented studies to measure fun through FaceReader, where it distinguished six emot
27、ional states. They compared the results of FaceReader with other sources such as user questionnaires and researchers loggings. 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
28、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 indicated that it was possible to determine game players arousal by the pressure they used when controlling the gamepad. However, there was no measure of
29、emotional valence for game players in this study. Hazlett 7 used facial electromyography (EMG) as a measure for positive 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 interv
30、iewed on which factors that were positive and negative to them based on the events of the game.However, by using various 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 a
31、ffecting the final result. Recent developments on questionnaire have included dimensions such as tension, frustration 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 gam
32、e play session. 在另一方面,从事人与计算机互动(HCI)心理设计领域的探讨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依据基于生理反应的探讨,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探讨。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,探讨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
33、情状态的几乎没有胜利过的。另外,Zaman和Smith发表了很多关于通过解读面部表情来测量开心感程度的探讨,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探讨人员的记录。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从玩家受到的应激的状态方面着手调查探讨,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。这些探讨结果表明,在玩家限制嬉戏操纵设备时受到的压力可能会确定他在
34、嬉戏中受到的应激的效果。然而,在这个探讨中并没有可以测量嬉戏玩家们情感的度量标准。Hazlett运用了面部用的肌电描记法(EMG)作为测量玩家主动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主动和消极的情感,这是由于这种方法还不能识别很多没有相互联系的情感。探讨人员会基于很多的嬉戏事务来询问用户们哪些状况是主动的哪些是消极的。即使如此,为了好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,如惊慌感,挫败感或
35、消极的情感。Ijsesslsteijn et.al.示意过通过运用用户的嬉戏体验调查问卷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 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), instrumen
36、ts for measuring emotions (verbal versus non-verbal), and measurements for pleasurable design products (empirical versus non-empirical). 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,即概括型探讨方法(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
37、),以及所设计产品带来的愉悦程度的测量(阅历探讨和非实证探讨)。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. Quantitative 3.1 概括性探讨方法:质量的测量方法与数量的测量方法 Qualitative research concentrates on exploring and understanding users perceptions and interactions. Generally this research approach generates non-n
38、umerical data where it documents the experience of players. On the other hand, quantitative research produces numerical data or data that can be converted into numbers14. The qualitative manner allows the evaluator to write down their experiences during game play, and quantitative method provides th
39、e statistics to show how interested there are. As for verbal and 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. 质量方面的探讨主要集中于探究和了解用户的很多感知方面及很多互动方面的行为上。从总体上来说,这种探讨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,数量上的探讨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。这种质量方面的探讨方法允许评估员在嬉戏过程中登记他们的体验感受,而数量方面的探讨方法则会呈现出数字上的数据,通过这些数据可以证明玩家的爱好的大小。而对于言语和非言语类的测量方法,并不是每一位嬉戏玩家都会在嬉戏过程中显露
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