Colors, Faces and Illustrations New concepts for tools for reporting emotion and activity in a pervasive game Zeynep Ahmet - 2009


Support : Références scientifiques
Auteur(s) : Zeynep Ahmet
Editeur : University of Linköpings, The Institution of Economics and Industrial Development
Date : 2009
Langue : Langue




Players of video games often find themselves at a set location, in a room or a game hall, playing alone, with family or friends, even both, or maybe with strangers over the Internet. The game becomes intense when the player reaches a crucial moment or event. Such moments might be when the player has reached a new level, received a new piece of equipment, found the last hidden key or is about to kill the last “boss” in the game to win a war. The emotional state of the player changes as the game proceeds, where excitement can be closely followed by frustration or surprise. Studying players of such games has become easier when new technology give us the opportunity to study them closely. By the use of biosensors, cameras and close observations, observers can collect a rich amount of quantitative and qualitative data. But the complexity increases when the players are players of a pervasive game. Pervasive games are games that expand socially, spatially and temporally. They are lived experiences, where players might experience the more (or less) intense moments in the game when they e.g. find themselves in a dark alley chasing a fictional character in the streets of Sheffield (UK), on a bike recording memories and thoughts in a “hidden” location outside central London (UK) or running around downtown, trying to map places of interference on the Internet in Düsseldorf (Germany). The players are more or less on the loose, which minimizes the chances to carry out close observations. In this thesis I will report on a design project focusing on finding new concepts in capturing different aspects of the game experiences. By focusing on game play experience, I have chosen to go beyond the traditional usability evaluation methods used in present CHI practice and focus on representations for different aspects of the game experience. I will describe the design rationale and process in choosing concepts as well as presenting the resulting design proposals for two hand-held tools for self-reporting. The designs for the tools will be based on findings from a conducted user study, where representations for game play experiences will be tested by potential users. At the end of this thesis I will discuss the results from my design process as well as lessons learnt from the project.


Références (1) :


Alvarez, J., Djaouti, D., Ghassempouri, R., Jessel, J-P., Methel, G “Morphological study of the video games” Proceedings of the 3rd Australian conference on Interactive entertainment, Murdoch University (2006) 

Mots-clés : Pervasive games, Learning