2. Presentation overview
Experience items
Survey gaming
Measuring user experiences in digital games
IBBT game experience research
Technology items
Technological activity areas
Scalable 3D Networked Virtual Environments
Specific applications
Rendering on mobile devices
Technical aspects influencing user experience
3. Survey gaming
Survey GAMING, IBBT-MICT UGent
Online survey of 2895 Flemish gamers
Conclusion:
The gamer doesn’t exist
Division in four categories:
The convinced omni gamer
The convinced
competitive gamer
the escapistic gamer
the pass-time gamer
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4. Measuring user experiences in digital games
Overall game experiences
focus groups
surveys
In-game experiences
breaks the flow
physiological measurements, facial analysis,
eye tracking
usability testing
observations
traditional HCI performance metrics
usability = ‘gatekeeper on the fun of the game’
5. Usability testing of digital games
Post-game experiences
Hard to describe or communicate
Limited generic terms
Questionnaires, in-depth interviews,...
How to measure e.g. flow, immersion?
Multi-method, multi-measure approach
6. IBBT game experience research
TranseCare
Braingames for elderly
IBBT-CUO KULeuven
Observations and questionnaires
(likeability, playability)
Conclusions:
Social aspect of gaming
Need for useful games
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7. IBBT game experience research
Teleon
IBBT-CUO KULeuven
Usability of controls with non-gamers
Storytelling and emotion
Film: linear, non-interactive
Games: non-linear, interactive (difficult)
Avatars
Realism through non-verbal communication
8. IBBT game experience research
Teleon
IBBT-SMIT VUB
Design ethnography of 3D worlds
Gaming experience: influence of social
environment and interactions on game
experience
Method: ethnographic research
= 5 households during 6 months
Goal: identify deeper attitudes,
motivations and behaviour
Results: recommendations for game
development
9. Technological activity areas
Scalable 3D models
-> Separate break-out session
New interaction techniques
-> Separate break-out session
Scalable 3D Networked Virtual Environments
ALVIC
Teleon
Specific applications
ALVIC / A4MC3 / ASCIT / Teleon
Rendering on mobile devices
Local vs. remote rendering
Technical aspects influencing user experience
10. Scalable 3D Networked Environments
Overall R&D goal: realize software architectures that
enable large numbers of users to interact and
communicate simultaneously in a 3D Networked
Virtual Environment on currently available network
infrastructures
16. Technical aspects influencing user experience
Artificially introduce networking impairment (packet loss
& delay) and investigate the influence on user experience