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Investigating Players’ Affective States in an Interactive Environment
Authors:
Uttam Kokil
Keywords: user experience; visual aesthetics; computer games; game usability.
Abstract:
The objective of this paper is to examine player experience from a Human Computer Interaction Design perspective whereby usability, aesthetics, and hedonic components can be investigated in an interactive domain. Mihaly Csikszentmihalyi’s concept of flow has been applied to the Component of User Experience (CUE) model to measure user experience (UX) of products, and other instruments such as the Presence Involvement Flow Framework (ver. 2) (PIFF); Gameflow and Game Experience Questionnaire to evaluate game enjoyment respectively. So far, the CUE Model has been applied in simulated user-testing situation. It becomes important to gauge the potential of the CUE Model in an interactive game scenario, given that it is composed of components such as perceived usability, perceived aesthetics and emotional responses. The aim of this study is to conduct a comparative analysis of two user experience models (Component of User Experience) and PIFF to examine players’ emotional responses in four different conditions (low and high usability, low and high aesthetic value) when they play two different computer game category, namely “Hard Fun” and “Easy Fun” game respectively, for the touchscreen. This research will investigate how two independent variables, usability (low and high) and visual aesthetic (low and high), of a game user interface design will affect the dependent variables: player experience, task performance and emotional responses (enjoyment).
Pages: 1 to 6
Copyright: Copyright (c) IARIA, 2013
Publication date: February 24, 2013
Published in: conference
ISSN: 2308-4138
ISBN: 978-1-61208-250-9
Location: Nice, France
Dates: from February 24, 2013 to March 1, 2013