2008 brokerage 08 game technology and experience [compatibility mode]
description
Transcript of 2008 brokerage 08 game technology and experience [compatibility mode]
Game Technology and ExperienceExperience
Frank Van Reeth
IBBT-EDM-Uhasselt
&
Mieke Van Gils
IBBT-CUO-KU Leuven
� Experience items
� Survey gaming
� Measuring user experiences in digital games
� IBBT game experience research
� Technology items
Presentation overview
� Technology items
� Technological activity areas
� Scalable 3D Networked Virtual Environments
� Specific applications
� Rendering on mobile devices
� Technical aspects influencing user experience
Survey gaming
Survey GAMING, IBBT-MICT UGent
Online survey of 2895 Flemish gamers
Conclusion:
� The gamer doesn’t exist
� Division in four categories:
3
� Division in four categories:
� The convinced omni gamer
� The convinced competitive gamer
� the escapistic gamer
� the pass-time gamer
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’
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
IBBT game experience research
� TranseCare
� Braingames for elderly
� IBBT-CUO KULeuven
� Observations and questionnaires (likeability, playability)
Conclusions:
6
� Social aspect of gaming
� Need for useful games
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
IBBT game experience research
� Teleon
� IBBT-SMIT VUB
� Design ethnography of 3D worlds
� Gaming experience: influence of social environment and interactions on game experienceexperience
� Method: ethnographic research= 5 households during 6 months
� Goal: identify deeper attitudes, motivations and behaviour
� Results: recommendations for game development
Technological activity areas
� Scalable 3D models
-> Separate break-out session
� New interaction techniques
-> Separate break-out session
� Scalable 3D Networked Virtual Environments� ALVIC� ALVIC
� Teleon
� Specific applications� ALVIC / A4MC3 / ASCIT / Teleon
� Rendering on mobile devices� Local vs. remote rendering
� Technical aspects influencing user experience
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
Scalable 3D Networked Environments
� ALVIC
Scalable 3D Networked Environments
� Teleon
Scalable 3D Networked Environments
� Teleon
Specific Applications
� ALVIC / A4MC3 / ASCIT / Teleon
Rendering on mobile devices
� Local rendering vs. remote rendering
Technical aspects influencing user experience
� Artificially introduce networking impairment (packet loss & delay) and investigate the influence on user experience
Invitation & discussion
IBBT Workshop gaming 11/09/08