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Player Experience evaluation: an approach based on the Personal Construct Theory ELIOS Lab   F. Bellotti, R. Berta, A. De Gloria, L. Primavera   ELIOS Lab, DIBE, University of Genoa [email_address]
Research aims ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Literature reviews ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],A new approach
Personal Construct Theory (PCT) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Repertory Grid Technique ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
RGT: the elicitation process ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Similarity VIDEOGAMES Difference VG1 VG2 VG3 VG4 VG5
User Test ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
A test session ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Results: an huge amount of constructs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Result: dimensions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Result: dimensions Name Description W Ability demand The game requires user’s ability in terms of capabilities, skills and cognitive efforts 94 Dynamism The activities in the game space are varied, unexpected and with frequent and quick changes 58 Style The game has a distinctive appearance (modern, old) on the basis also of its genre (a F1 race game should recreate a Grand Prix’ atmosphere) 48 Engagement The game is exciting, challenging, charming, compelling. The player is drawn never to stop the game 38 Emotional affect The game affects the player’s emotional state. It induces anxiety, excitement, and suspense. 35 Likelihood The game situations, 3D reconstructions are very realistic and credible 33
Comments on results ,[object Object],[object Object],[object Object],[object Object],[object Object]
Comments on results ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Result:  Assessing videogame genres ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Result:  Assessing videogame genres
Conclusions and Future Works ,[object Object],[object Object],[object Object],[object Object]
[object Object]

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ICEC 2009

  • 1. Player Experience evaluation: an approach based on the Personal Construct Theory ELIOS Lab F. Bellotti, R. Berta, A. De Gloria, L. Primavera ELIOS Lab, DIBE, University of Genoa [email_address]
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. Similarity VIDEOGAMES Difference VG1 VG2 VG3 VG4 VG5
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  • 13. Result: dimensions Name Description W Ability demand The game requires user’s ability in terms of capabilities, skills and cognitive efforts 94 Dynamism The activities in the game space are varied, unexpected and with frequent and quick changes 58 Style The game has a distinctive appearance (modern, old) on the basis also of its genre (a F1 race game should recreate a Grand Prix’ atmosphere) 48 Engagement The game is exciting, challenging, charming, compelling. The player is drawn never to stop the game 38 Emotional affect The game affects the player’s emotional state. It induces anxiety, excitement, and suspense. 35 Likelihood The game situations, 3D reconstructions are very realistic and credible 33
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  • 17. Result: Assessing videogame genres
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