![]() ![]() We analyze the inclusion of two affordable complementary methods, namely webcam-based eye-tracking and telemetry, along with data visualization in a playtesting routine. In order to obtain detailed user or gameplay information, complementary methods might be required. Traditional methods include observation, interview, and questionnaires. Modern developers apply Games User Research (GUR) methods to make informed game design decisions based on their target audience. We interpret and discuss the impact of the conditions, individual patterns, and player motivations.Īs the videogame industry evolves, with more diverse and demanding players, making games becomes an increasingly complex task. 'trait curiosity') was not found to influence exploration. There appear to be many motivations behind exploratory behavior in games, with patterns raising expectations in players. Results show that design patterns invoke heightened exploration, but this effect is influenced by the presence of an explicit goal or monetary compensation. Data collection consisted of in-game metrics and emotion word prompts as well as post-game questionnaires. ![]() 254 participants played a game in an empirical study using a between-subjects factorial design, testing 4 variables: presence or absence of patterns, goal or open-ended, nature and alien aesthetic, and assured or unassured compensation. This study presents an empirical study of how level design patterns impact curiosity-driven exploration in a 3D open-world video game. However, evidence of the efficacy of such patterns has remained theoretical. ![]() Level design patterns are implemented to invoke curiosity and to guide player behavior. Video games frequently feature 'open world' environments, designed to motivate exploration. The results show that game mechanics on their own do not necessarily improve engagement, while the effect of perceived value deserves further study. Players who were aware of the game's purpose, however, perceived the game as more beneficial, scored their game experience higher, and progressed further. The results show that adding additional game mechanics to a core gameplay loop did not lead to participants playing more or longer, nor did it improve their game experience. An experimental study was conducted with 204 participants playing several versions of a serious game to explore these points. Secondly, it examines the role of a serious game's purpose on those same measures. This study analyses the effect of game mechanics commonly used in casual games for engagement, measured as a combination of player behaviour and reported game experience. While this helps to assess whether a particular combination of game mechanics is successful, it provides little insight into how individual mechanics contribute or detract from a serious game's purpose or a player's game experience. Validation of serious games tends to focus on evaluating their design as a whole. Further, when journaling exploration, the addition of emotion words is essential to properly contextualize the recorded information. Exploration depends on the expectations that a game raises and how it rewards exploratory behavior. Our results show that exploration occurs in the pattern: event → expectation → resolution. We describe our efforts in prototyping this journaling method and its use to analyze Cyberpunk 2077 and other game designs. We present an exploratory study on devising a protocol for gathering information during gameplay sessions while balancing ease of data capture and data evaluation. Journaling events as they occur promises to be a suitable method of collecting data, but presents a challenge in aggregating information due to the freeform nature. However, player experience is often measured after a play session, relying on recall. Video games provide ever more expansive worlds for players to explore, creating an opportunity for studying what motivates their exploration. ![]()
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