The document discusses defining experience requirements for video games. It proposes using emotional, gaming, sensory, and cognitive requirements to differentiate new games from existing ones like Flappy Bird. These experience requirements can be translated into testable functional requirements for elements like gameplay mechanics, challenge progression, and inducing intended emotions in players. A test plan is outlined to evaluate functional requirements through experiments with users to measure user experience factors like difficulty, stress, and enjoyment. The conclusion covers opportunities to further develop methods for testing multidimensional, non-functional requirements.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 5: User Centered Design and User ResearchMarc Miquel
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
erious Games Adaptation According to the Learner’s PerformancesIJECEIAES
Basically, serious games provides enjoyment and knowledge, several researches in this field have focused into joining these two proprieties and make the best balance between them, in order, to provide the best game and enjoyable game experience and ensure the learning of the needed knowledge. Players differ and their knowledge background can be a lot different from one to the other. This study focused on how the SG adapts and provide the needed knowledge and enjoyment. The game should analyze players behavior from different angles, thus it can add difficulty, information, immersion or enjoyment modules to fit the player skills/knowledge.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 5: User Centered Design and User ResearchMarc Miquel
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
erious Games Adaptation According to the Learner’s PerformancesIJECEIAES
Basically, serious games provides enjoyment and knowledge, several researches in this field have focused into joining these two proprieties and make the best balance between them, in order, to provide the best game and enjoyable game experience and ensure the learning of the needed knowledge. Players differ and their knowledge background can be a lot different from one to the other. This study focused on how the SG adapts and provide the needed knowledge and enjoyment. The game should analyze players behavior from different angles, thus it can add difficulty, information, immersion or enjoyment modules to fit the player skills/knowledge.
Making a game "Just Right" through testing and play balancing
srPresentation
1. Experience Requirements in
Video Games
Definition and Testability
PAPER PRESENTATION
TEJASHEE DEVALE
Under the guidance of Prof. Liguo Huang
SMUID 45238613 tdevale@smu.edu CSE7316
3. Entertainment Soft wares
“I want to build a game like flappy bird!”
How to define requirements for “Something like flappy bird??
It should be like Flappy bird but what it shouldn’t be like?
How can we say the new game is different than Flappy bird ?
4. The Differentiating Factor! ..
Emotions induced by the game into a player
Perfect combination of Emotional requirements, Gaming requirements (
Cognitive and mechanical requirements ) and Sensory requirements (
audio ,video, haptic )
6. Background for the research work
Emotional requirements as a technique - Callel et al
Paper prototyping and play testing - Daneva
Use of standard notations to bridge the gap Between
user experience and feature implementation - Lee et al
Desire for intuitive interfaces - Loeffer
Compliance for usability using Kano categories - Primrose and Stroe
8. 1. Recognition (of clues, threats and rewards)
2. Identifying possible solution strategies
3. Choosing a solution strategy
4. Executing the solution strategy
IN STYLE OF
9. Experience Timeline
Mechanical challenge is a linear process
Cognitive challenges occur frequently
Low medium high difficulty levels
10. TRANSLATING EXPERIENCE REQUIREMENTS
TO TESTABLE FUNCTIONAL REQUIREMENTS
The player must remain on a clear path by dodging all oncoming obstacles can
be translated into a series of explicit Functional Requirements
Can be translated as into functional requirements as
FR1. The game must support left, right, up and down actions.
FR2. The user interface for the game must provide a means for the player to
indicate that they need a specific action to occur.
FR4. It must be possible for the player to success-fully jump from log to log. As
constraints: Obstacles must not be larger than the distance that the player can
jump in the game. Further, the maximum length of an obstacle must include a
margin (that needs to be specified for error in player timing.
FR5. There exists at least one sequence of player actions that leads to player
success for a given challenge.
11. Continued..
The intended player experience shall be induced in the player and the
difficulty of the cognitive challenges is directly correlated with the difficulty
of the mechanical challenges.
FR6. Player speed (perceived forward motion) must increase linearly with time in-
game
a. There is no upper-bound on player speed
b. Player speed is zero at the start of every run
FR7. Cognitive challenge difficulty must increase with time in-game.
FR8. Mechanical challenge difficulty must directly correlate with cognitive
challenge difficulty.
12. Test Plan
Testing functional requirements in actual gaming environment
Users involvement
Confounding factors
Difficulty assessment
"difficulty is positively correlated with joyful stress and negatively correlated with score".
Survey of 30 participants
Test protocol : Mechanical and cognitive
Test pattern
15. What Do We Learned ?
Game Design
Experience Requirements
Experimental Design
Combinatorial complexity
Confounding factors
Statistical validity
Learning bias
Tester profiling
Tester motivation
Generalization and application
16. Conclusion and Future Work
New methods and New techniques are always welcome!
Multi-dimensional non-functional scenarios
Learning Effects
Confounding factors
Design of test plan
Qualitative analysis
17. Reference
[1] D. Callele, E. Neufeld, and K. Schneider, “An Introduction to Experience Requirements,” In Proceedings
of the 2010 18th IEEE International Requirements Engineering Conference, September 2010, Sydney,
Australia, pp. 295-296.
[2] D. Callele, “A Proposal for Cognitive Gameplay Requirements,” In Proceedings of the 5th International
Workshop on Requirements Engineering Visualization (REV10), September 2010, Sydney, Australia, pp.
43-52.
[3] D. Callele, E. Neufeld, K. Schneider, “Emotional Requirements in Video Games,” In Proceedings of
Requirements Engineering 2006, September 2006, Minneapolis, MN, USA, pp. 299-302.
[4] M. Daneva, “How practitioners approach gameplay requirements? An exploration into the context of
massive multiplayer online role-playing games”, Proceedings of the 22nd International Requirements
Engineering Conference (RE14), Karlskrona, Sweden, August 2014, pp. 3-12.
[5] ISO 9421-210 “Ergonomics of human-system interaction – Part 210: Human-centred design for
interactive systems”, International Standards Organization
[6] S. H. Lee, “A usability-pattern-based requirements-analysis method to bridge the gap between user
tasks and application features”, In Proceedings of the 2010 IEEE 34th Annual Computer Software and
Applications Conference (COMPSAC), Seul, South Korea, 19-23 July 2010, pp. 317-326.
[7] P. Lenberg, R. Feldt and L.-G. Wallgren, “Behavioral Software Engineering: a Definition and Systematic
Literature Review”, in the Journal of Systems and Software, vol. 107, Sep 2015, pp 15-37.