Skip to main content

Annotated Bibliography 2

(1)
Ijsselsteijn, W.A., Poels, K., Jurgelionis, A., Bellotti, F., Bernhaupt, R. and Tscheligi, M. (2007) Characterising and Measuring User Experiences in Digital Games.

Researchers at Eindhoven University of Technology and the University of Genoa, discuss usability metrics to user-centered game design. The paper describes how difficult it is to measure a gaming experience. It also points out immersion and flow concepts as potential candidates for assessing gameplay. Flow is a name given by Csikszentmihalyi to a state of enjoyment where people are engrossed in the activity.
It is concluded that it will take time before a generally agreed framework that describes digital games. They are developing a Game Experience Questionaire that will cover a wide variety of digital game experiences. 



(2)
Ijsselsteijn, W., Nap, H., de Kort, Y. and Poels, K. (Nov 14, 2007) 'Digital Game Design for Elderly Users', ACM, , pp. 17.

The paper discusses game designs relating to elderly users. It aims to look past the conventional perspective of usability requirements. The researchers examine a wide range of demographic characteristics and age-related sensory properties that influence elderly users experience with digital games.
It is concluded that digital games have entertainment and therapeutic values. They allow people to socialize through online play. User testing tailored towards elderly users would dramatically increase basic game accessibility for them. Interface designs for elderly users should reduce the burden on functions that decline with age and should compensate for any functional limitations. 



(3)
Eelke Folmer Usability Patterns in Games.

Researchers at the Department of Computing Science, University of Nevada discuss usability patterns in games. This paper goes into detail about a tool that can help interaction designs for games. A game's success is determined on gameplay, a good storyline, artwork, and marketing. 
Games rely on many years of experience, patterns in usability help designers capture design knowledge in a greater format. They have gathered a collection of usability patterns that give solutions to games classic usability problems. The paper concludes that UI designs for games can benefit from collected usability patterns because they will help aid communication and may lead to games having fewer usability problems. 



(4)
Veronica Zammitto 'Visualization Techniques in Video Games', BCS, The Chartered Institute for IT, .

This paper aims to show how visual information is useful for video game players when visualization principals are applied.  
The paper also looks at three video game subgenres FPS, RTS, and MMO. The main mechanism for FPS games is violence. Managing is the main mechanism for RTS games. MMO games main mechanisms are how socially orientated they are.
It is concluded that information visualization for video games needs to be further developed. Different video game genres emphasize particular tasks, but some visualization techniques are superior in different video game genres.



(5)Oliver Gray Video Games: A New Interface for Non-Professional Game Developers.

This paper discusses Valves source engine, a tool that allows amateur users to create video games. With the advancement of technology, non-professionals now have access to video game creation. An interface called Virtuoso is described in this paper. Virtuoso is a useful tool that allows a high level of user involvement, communication and sharing. 





User Experience
(Image by Andy Bright)


























Comments

Popular posts from this blog

Game Brainstorm

Game Brainstorm  I got my first game idea after looking at endless runner games such as "Temple Run", "Subway Surfers", "Sonic Dash" and "Super Mario Run". I noticed a lot of these games in this genre are on Android and iOS devices. This got me thinking about creating a similar game for PC. The first of these games to become popular was "Temple Run" back in 2011. This game made the genre popular on mobile devices which later inspired the other endless runner games I mentioned. Endless running games have very simple controls, such as jumping over and dodging oncoming obstacles. A player's score is generally determined by how far they travel without hitting any obstacles. The games have simplistic controls but are difficult because you cannot stop the forward momentum of your character. Although these games have different art styles the gameplay is the same.  I think this would be a good type of game to make because the gameplay ...

Feedback Strategies

The first article I read "Five Reasons to Stop Saying "Good Job!" by Alfie Kohn. The author explains different reasons why he thinks loving and making your child feel good is very different from praise.  Praise will work in the short run because children just want approval from their parents when they are young. Overexploiting this idea will eventually make kids feel manipulated. Kids will start relying on their parent's evaluations too much if they are praised for every little thing. It's damaging for a child in the long run because when they grow up, they will still feel the need to hear whether what they did was ok from others.  Overpraise will make affect how a child feels when they actually achieve something for themselves. They will not appreciate actual achievements if they are constantly getting praise for anything they do. Children will lose interest in whatever they have to do because they know they'll get praise or rewarded for whateve...

Feedback Thoughts

Feedback Thoughts The first blog I read by was about how too much praise can force a person to develop a fixed mindset. The article pushes the idea that people who are praised too much don't bother to develop new skills or better themselves because they are already "brilliant". This blog also focuses on how a fixed mindset can hold a person back in their workplace. Technological developments are constantly changing the workplace, which forces people to adapt and learn new skills. In the second article, I read the author gives us advice on how to crush self-doubt based on his own experiences as a teacher. He talks about seven different ways and goes into detail about each. I liked this article because the author talks about what he did to crush is own self-doubt. I thought both articles were useful in their own way. I found the first one focused more on the benefits of a growth mindset whereas the second focused on how to achieve a growth mindset. I thought the seven...