Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games

Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games
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心流体验作为评估身体激活协作严肃游戏的质量衡量标准

DOI:
10.17083/ijsg.v1i3.23
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发表时间:
2014
期刊:
Int. J. Serious Games
影响因子:
--
通讯作者:
Marko Suominen
Marko Suominen
中科院分区:
--
文献类型:
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作者:
K. Kiili;Arttu Perttula;Antero Lindstedt;S. Arnab;Marko Suominen

文献摘要

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主观游戏体验的测量是游戏开发过程的重要组成部分。一个严肃的游戏所提供的享受水平是决定玩家是否参与游戏并实现游戏目标的关键因素。在本文中,我们报告的结果,游戏设计过程中,两个原型的协作exergame进行了研究。本文的主要目的是探讨流体验的测量在多大程度上可以促进游戏的评估和设计过程。总共有102名初中生参与了两项用户体验研究,并进行了旨在教授软技能的协作练习游戏。游戏体验采用流畅问卷进行测量,游戏行为进行观察,并对部分玩家进行访谈。研究结果表明,心流体验可以用来评估游戏的整体质量,它提供了一个结构化的方法来考虑游戏的质量。然而,流并没有提供有关游戏缺陷的详细信息,因此需要补充方法来确定原因。结果还表明,流的经验是独立的性别,支持其使用质量测量。
The measurement of the subjective playing experience is important part of the game development process. The enjoyment level that a serious game offers is a key factor in determining whether a player will be engaged in the gameplay and achieve the objectives of the game. In this paper we report the results of a game design process in which two prototypes of a collaborative exergame were studied. The main aim of the paper is to explore to what extend the measurement of flow experience can facilitate the game evaluation and design process. Alltogether 102 junior high school students participated in two user experience studies and played collaborative exergames designed to teach soft skills. Playing experience was measured with a flow questionnaire, playing behavior was observed and some of the players were interviewed. The results showed that flow experience can be used to evaluate the overall quality of the gameplay and it provides a structured approach to consider the quality of the game. However, flow does not provide detailed information about the shortages of the game and thus complementary methods is needed to identify the causes. The results also indicated that flow experience was independent of gender that supports its use in quality measurement.