在游戏中评估游戏用户体验的方法

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1、Methodologies for Evaluati ng Player Experie nee 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 KhongUniversal Usability and Interaction Design (UUID) SIG,Interface Design Department, Faculty of Creative Multimedia,Multimedia University , 63100 Cyberjaya, Selangor, Malaysiakim

2、berly .chu,cywong,cwkhongmmu.edu.myAbstract. Player experience constitutes one of the most significant factors in determining the successrate of games. Games which do not provide enormous user experience usually will not gain intense interest from players. The concept of player experience is normall

3、y 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 the finding in a pl

4、ayability 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:在决定游戏是否能成

5、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量的分析方法,言语和非言语的分析方

6、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 In troducti on1简介In the past decade, game industries have been flourishing on various platforms fromconsoles, topersonal computers (PC) to mobile devices. The trend is also coupled with en

7、hanced graphic processing power, advanced user interfaces and increased complexity in game play. The number of players growsexponentially due to the increased enjoyability of game play . Therefore, in Human-Computer Interaction (HCI) discipline, there are a number of research contributions, which ar

8、e related to themethodologies forevaluating 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

9、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, but encompass a wide variety of emotions that

10、 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,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

11、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 addition,Clanton 3 and Federoff 6 mentioned three asp

12、ects of gaming, i.e. interface, mechanics andgame play ,which highly affected the level of player s experience. Neverthelesonthept of player experience isfairly difficult to distinguishasthey seem to be asintangibleas they are appealing, whichrequireshands-on skills and grasping the experience of en

13、joyment 15, 18. So far, the concept itself seems fragmented, with variousviewpoints, and it hasnot defined a cohesiveintegrated framework11.Sweetser and Wyeth16also highlighted thatthere wasno integratedmodelon howplayersevaluate their enjoymentlevelin games. Moreover,Bernhaupt1 addressedtherewas no

14、generalframework 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

15、,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

16、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 Evaluati ng Player Experie nee2用户体验评估方法回顾Numerous research studies from different domains have been conducted in academia and indus

17、tries 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

18、 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 than player experience itself.Federoff 6 compiled a list of heuristics by reviewing in games industry guidelines and did

19、a case study ata 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

20、Federoff 6 andMalone 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 andvalidated through expertevaluators point of view. There was still no direct user involvement in their method.为了

22、来评估用户体验的作用,大量的来自不同领域的研究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的可玩性。例如,Mslone【11】曾经列出了一份对一些有教育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】通过反复学习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

23、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

24、,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 physiological metrics for user evaluation and optimizing relationship between human and technological systems. Mandryk13 conducted a study

25、 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 frowning). Heart rate (HR) wascomputed from theEKG signal. The author compared the modeled emotion fromusers and reporte

26、d 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 physiology to indentify emotional states 2. In addition, Zaman and Smith19 presented studies to measure fun through FaceReade

27、r, where it distinguished six emotional states. They compared the results of FaceReader with other sources such as user questionnaires and researcher 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

28、 (successful or not) rather than fun or enjoyment. Sykes and Brown 17 investigated a player s state of arousal, relatingto the pressure to press buttons on a gamepad. The results indicated that it waspossible to determinegame player s arousal by the pressure they used when controlling the gamepad. H

29、owever, 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 valence. On one hand, facial EMG is limited toonly positive and negative result as the method was not able to recognize discr

30、ete emotions. Usersareinterviewed 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 part

31、icipants emotionally, thusaffecting 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 experi

32、ence 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(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

33、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

34、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

35、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。3 An alysis of Methodologies3方法分析Based on literature reviews, we categorize the methodologies for player experience into three categories, gene

36、ral research methods (qualitative versus quantitative), instruments 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 .

37、根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 Gen eral Research Methods: Qualitative vs. Quan titative3.1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 sperceptions an

38、d interactions. Generally this research approach generates non-numerical 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 e

39、xperiences during game play , and quantitative method provides the 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 the

40、ir experience at the same time. Therefore, both methodsshould be adopted to get a more objective andthorough 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

41、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 露出自己的情感或着随意的进行交流。另外,在游戏过程中,玩家们也很难在玩游戏的同时专注地谈论他 们此时的感受。因此,这两种方法都应该被使用,从而能够获得一些更加客观与全面的评估分析。3.2 In strume nts for Measuri ng Emoti ons: Verbal vs. Non-verbal3.2用来测量情感的工具:言语测量方法与非言语测量方法Hirschman 8 states that researchers prefer to develo

42、p their own approaches tomeasure emotion.A distinction is made between non verbal (objective) and verbal (subjective) instruments. Non verbal measures the expressive or the physiological element of experience emotion evaluated by facial or vocal expressions while verbal instruments assesses the subj

43、ective feeling component of emotion evaluatedthrough self report, rating scales and verbal protocols 19.Hirschman【8】提到研究人员都喜欢创造属于他们自己的方式途径来测量用户的情感。非言语工具(一种客观的工具)和言语工具(一种主观的工具)之间存在着一个区别。非言语测量方法通过对面部的或者 语言上的评估来测量用户心理上的或者生理上的体验,而与此同时,言语测量方法通过自我体验报告,等 级定量表和口头报告来评估情感上的的主观感情方面因素【19】。3.3 Measureme nts for

44、Pleasurable Desig n Products: Empirical vs. Non empirical3.3设计产品愉悦程度的测量方法:以观察或实验为依据的测量方法与不是以观察或实验 为依据的测量方法In designing pleasurable products, Jordan 10 highlighted two methods to measurethe relation ofunderstanding people, products and evaluating design concepts, that is (i)non-empirical , which requ

45、iresno participant involvement, and (ii) empirical , which involves user engagement in the design process.Both empirical and non-empirical methods are important when it involves players during the game play,especially at the final evaluation stage. However, the non-empirical method is also crucial,

46、particularly at the beginning of creating or designing game play , as experts are able to provide greater deal of feedback for further game play development.在设计那些用来娱乐的产品的时候,Jordan【10】强调了两种方法来测量理解人,产品以及评估设计理念之间的关系,这两种方法是:(i)不是以观察或实验为依据的测量方法,这种方法不要求参与者的参与,和(ii)以观察或实验为依据的测量方法,这种方法包含用户参与到设计进程中去。当涉及到正在游戏

47、过程中的玩家的时候,以观察或实验为依据的测量方法和不以观察或实验为依据的测量方法都很重要,尤其是在 使用方法评估的最后阶段。然而,不以观察或实验为依据的测量方法也起着至关重要的作用,尤其是在创 造或者设计游戏的最初阶段,因为游戏专家们能够提供更为大量的通过反馈而来的主意进而促进游戏的进 一步完善和开发。Table 1. A review of methodologies for evaluating player experience in game play三UJHtu ri sties Evaluation tor Playability (HEP)Game FlowFnce R eitd

48、erLLlSDPhysicdogicaluclhods(GSR, EMG, EKGHRJGeneral|Research 1 MethodsI Jnslrunicnls to | iiieasurcfEmoliori 1Pleasurable Product 1 MeasurementQualitativeV寸VQuantitative寸寸Vr NVerbid寸寸Non-VcrbulJ VVEmpirical寸Non-EmpiricalV7JV表一评估游戏中玩家的用户体验方法的复习回顾玩家的游 戏体验的 启发法可玩性的 启发式评 价(HEP )游戏中的流动玩家面部表情阅读者面部肌电描记法游戏体

49、验调查问卷手指按压 所传递的 情感生理测量方法(皮肤电反 应,面部肌电 描记法,心电 图扫描发,心 率)质量的测量方法VVVVV数量的测量方法VVVV言语测量方法VVV非言语测量方法VVVVV以观察或 实验为依 据的测量 方法VVVV不是以观 察或实验 为依据的 测量方法VVVVV概括性研究方法:质量的测量方法与数量的测量方法用来测量情感的工具:言语测量方法与非言语测量方法设计产品愉悦程度的测量方法:以观察或实验为依据的测量方法与不是以观察或实验为依据的测量方法To summarize, we suggest an adoption of the three methods from qual

50、itative and quantitative, verbal and non verbal, and lastly empirical and non-empirical in order to provide a comprehensive approach to evaluate player experience for game play .总的来说,我们建议能够同时采用这三种方法,首先是用质量的方法和数量的方法,其次是言语方法 和非言语方法,最后是以观察或实验为依据的方法和不以观察或实验为依据的方法,以至于能为评估玩家 在游戏中的用户体验提供一套完整的综合的分析方法。4 Summ

51、ary4总结With regards to the perception of game play experience, it is different for individualplayers. Hence,both the expert evaluator and game player are crucial in assessing the elements involved in game play and the level of game player experience. This paper examined and reviewed methodologies tha

52、t evaluate player experience and analyzed the different attributes through literature studies. Here we recommend three main categories consisting of general research methods, instruments to measure emotions and pleasurable product measurement. A mixed method approach suggested in this paper provides

53、 a holistic approach in determining player experience for game play.关于游戏用户体验的感知情况,不同的玩家会有不同的感知结果。因此,评估游戏中涉及到的元素和 评估用户体验的水平时,评估专家和游戏玩家都起着至关重要的作用。这篇论文仔细研究和回顾了评价用 户体验的方法,并且通过对文献的研究学习分析了不同的特征。这里,我们一共推荐了三种主要的方法, 其中包括概括性研究方法,测量情感的工具和娱乐产品测量。多种方法混合研究表明这篇论文综合而全面 地研究分析了游戏中的用户体验。Refere nces 参考文献1 Bernhaupt, R.

54、, Eckschlager, M., Tscheligi, M.: Methods for Evaluating GamesHow toMeasure Usability and User Experience in Games? In: Proc. ACE 2007, pp. 309-310.ACM Press, New Y ork (2007)2 Cacioppo, J.T., Bernston, G.G., Larsen, J.T., Poehlmann, K.M., Ito, T.A.: ThePsychophysiology of Emotion. In: Lewis, M., Ha

55、viland-Jones, J.M. (eds.) Handbook ofEmotions. The Guilford Press, New Y ork (2000)3 Clanton, C.: An Interpretation Demonstration of Computer Game Design. In: Proc. ofCHI 1998 Summary: Human Factors in Computing Systems, CHI 1998, pp. 1-2 (1998)4 Csikszentmihalyi, M.: Flow: The Psychology of Optimal

56、 Experience. Harper Perennial, New York (1990)5 Desurvire, H., Caplan, M., Toth, J.A.: Using Heuristics to Evaluate the Playability ofGames. In: Extended Abstract, CHI 2004, pp. 1509512. ACM Press, New Y ork (2004)6 Federoff, M.: Heuristics and Usability Guidelines for The Creation and evaluation of

57、 Funin Video Games (February 2009), 7 Hazlett, R.: Measuring Emotional V alence during Interactive Experience: Boys at VideoGame Play .In: Proc. CHI 2006, pp. 1023-1026. ACM Press, New Y ork (2006)8 Hirschman, E.C., Holbrook, MB: Hedonic Consumption: Emerging concepts, methods and propositions. Jour

58、nal of Marketing 46, 92 T01 (1982)9 Ijsselsteijn, W.A., van den Hoogen, W.H.M., Klimmt, C., de Kort, Y .A.W., Lindley , C.,Mathiak, K., Poels, K., Ravaja, N., Turpeinen, M., V orderer, P .: Measuring the Experience of Digital Game Enjoyment. In: Proc. of Measuring Behavior 2008, pp. 88-89 (2008)10 J

59、ordan, P .: Designing Pleasurable Products: An Introduction to the New Human Factors. Taylor and Francis, London (2000)11 Law, E., Roto, V., V ermeeren, A.P .O.S., Kort, J., Hassenzahl, M.: Towards a SharedDefinition of User Experience. In: Proc. SIGs, CHI 2008, pp. 2395-2398 (2008)12 Malone, T.W.:

60、Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games. In: Thomas, J.C., Schneider, M.L. (eds.) Human Factors in Computing System, Norwood. Ablex Publishing Corporation, NJ (1982)13 Mandryk, R.L., Atkins, M.S., Inkpen, K.M.: A Continuous and Objective Evaluation of Emotiona

61、l Experience with Interactive Play Environments. In: Proc. CHI 2006,pp. 1027 -1036. ACM Press, New Y ork (2006)14 Neill, J.: Qualitative & Quantitative Research (March 2009), QualitativeV ersusQuantitativeResearch.html15 Overbeeke, C.J., Djajadiningrat, J.P ., Hummels, C.C.M., Wensveen, S.A.G.: Beau

62、ty in Usability: Forget About the Ease of Use? In: Green, W.S., Jordan, P .W. (eds.) Pleasure with Products: Beyond Usability , pp. 9 T8. Taylor & Francis, London (2002)16 Sweetser, P ., Wyeth, P .: GameFlow: A Model for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3(3), arti

63、cle 3A (2005)17 Sykes, J., Brown, S.: Affective Gaming: Measuring Emotion through Gamepad. In: Proc. of SIGCHI Conference on Human Factors in Computing Systems (CHI 2003),pp. 732 733. ACM Press, New Y ork (2003)18 Wittgenstein, L.: Philosophical investigations. Blackwell, Oxford (1953)19 Zaman, B., Smith, T.S.: The FaceReader: Measuring instant fun of use. In: Proc. of the4th Nordic Conference on Human-Computer Interaction, pp. 457460 (2006)

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