Game Interface Design: Measuring the Player's Gameplay Experience

The objective of this study is to investigate the effects of user’s gameplay experience on the generated game interface design. This paper focuses only on the findings from a conducted questionnaire involving 94 users who utilized the game interface design of “A Garuda”. The seven factors observed from the gaming experience are immersion, flow, challenge, tension, competence, positive and negative affect adapted from the Game Experience Questionnaire (GEQ). The results showed that the game interface design produced has showed a lot of positive factor where the positive affect factor gave a higher mean value compared to the other factor of the gaming experience. The results from the t-test showed the effect of positive factors and the negative factors of the user’s game experience, where there is a significant impact towards both aforementioned factors. However, there is also a high impact on the negative factor resulting from the effect of user’s interaction on the related game interface design. This shows that the related interface design still needs to be improved in the future. The outcome of this study gives significance to game designers that they should take into account of the user’s affective effect towards any game interface designs that they produced.

[1]  Craig A. Lindley,et al.  Game Play Schemas: From Player Analysis to Adaptive Game Mechanics , 2008, Int. J. Comput. Games Technol..

[2]  Marko Turpeinen,et al.  Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006, PRESENCE: Teleoperators and Virtual Environments.

[3]  Riccardo Berta,et al.  Assessment in and of Serious Games: An Overview , 2013, Adv. Hum. Comput. Interact..

[4]  Regan L. Mandryk,et al.  The impact of negative game reviews and user comments on player experience , 2011, Sandbox '11.

[5]  Lennart E. Nacke,et al.  How does it play better?: exploring user testing and biometric storyboards in games user research , 2013, CHI.

[6]  Clare-Marie Karat,et al.  The evolution of user-centered focus in the human-computer interaction field , 2003, IBM Syst. J..

[7]  Karolien Poels,et al.  Measuring the experience of digital game enjoyment , 2008 .

[8]  D. Kort,et al.  Digital Games as Social Presence Technology: Development of the Social Presence in Gaming Questionnaire (SPGQ) , 2007 .

[9]  Frans Mäyrä,et al.  Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.

[10]  Lennart E. Nacke,et al.  More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game , 2010, Interact. Comput..

[11]  Paul A. Cairns,et al.  A grounded investigation of game immersion , 2004, CHI EA '04.

[12]  Randy J. Pagulayan,et al.  User-centered design in games , 2012 .

[13]  Anders Drachen Behavioral Telemetry in Games User Research , 2015, Game User Experience Evaluation.

[14]  K. Isbister,et al.  Beyond game design : Nine steps towards better videogames , 2009 .

[15]  Guey-Shya Chen,et al.  Detecting emotion model in e-learning system , 2012, 2012 International Conference on Machine Learning and Cybernetics.

[16]  K. Poels,et al.  "It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology , 2007, Future Play.

[17]  Peta Wyeth,et al.  All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games , 2015, CHI.

[18]  Lennart E. Nacke,et al.  An Introduction to Physiological Player Metrics for Evaluating Games , 2013, Game Analytics, Maximizing the Value of Player Data.

[19]  Jeanne H. Brockmyer,et al.  The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.

[20]  Karolien Poels,et al.  Characterising and measuring user experiences in digital games , 2007 .

[21]  Neerincx,et al.  Inducing and measuring emotion through a multiplayer first-person shooter computer game , 2007 .

[22]  M. Csíkszentmihályi,et al.  Optimal experience: Psychological studies of flow in consciousness. , 1988 .

[23]  Lennart E. Nacke,et al.  Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment , 2009 .

[24]  Janne Paavilainen,et al.  Casual games discussion , 2007, Future Play.

[25]  Paul A. Cairns,et al.  Not doing but thinking: the role of challenge in the gaming experience , 2012, CHI.

[26]  Kimmo Oksanen,et al.  Subjective Experience and Sociability in a Collaborative Serious Game , 2013 .

[27]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[28]  E. Casey Wardynski,et al.  Introducing Emotion into Military Simulation and Video Game Design America's Army: Operations and VIRTE. , 2002 .

[29]  Tieniu Tan,et al.  Affective Computing: A Review , 2005, ACII.

[30]  Annakaisa Kultima,et al.  Designing games for everyone: the expanded game experience model , 2010, Future Play.

[31]  Rosalind W. Picard Affective Computing , 1997 .

[32]  Bruce Gooch,et al.  User centered game design: evaluating massive multiplayer online role playing games for second language acquisition , 2008, Sandbox '08.

[33]  Lennart E. Nacke,et al.  Engaged by boos and cheers: the effect of co-located game audiences on social player experience , 2014, CHI PLAY.

[34]  Suleman Shahid,et al.  Designing and evaluating the tabletop game experience for senior citizens , 2008, NordiCHI.

[35]  Tracy Fullerton,et al.  Game Design Workshop: Designing, Prototyping, and Playtesting Games , 2004 .

[36]  Alan J. Dix,et al.  Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE) , 2005, DiGRA Conference.

[37]  D. Kort,et al.  D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games , 2007 .

[38]  Xiangyu Wang,et al.  Using affective human-machine interface to increase the operation performance in virtual construction crane training system: A novel approach , 2011 .

[39]  C. Sennersten,et al.  Dissecting Play - Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay 1 , 2008 .

[40]  Manfred Tscheligi,et al.  Rapid assessment of game experiences in public settings , 2012, FnG '12.

[41]  Janni Nielsen,et al.  The human being in the 21st century: Design perspectives on the representation of users in IS development , 2004 .