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Special session: Measuring Behavior in a Game Context
Date: Friday August 31
Time: 10:00-12:30
Location: Megaron
Organizers: Christof van Nimwegen (Dept. of Information and Computing Sciences, Utrecht University) and Herre van Oostendorp (Dept. of Information and Computing Sciences, Utrecht University)
Abstract:
Entertainment games and serious games are becoming more and more popular. As a consequence there is an increasing need to get a more precise understanding of the effects of games, during playing the game (on-line) but also after the game (off-line). Investors and funding organizations are demanding clear evidence that serious games actually work. Fortunately there is evidence available, though sound empirical evidence is still scarce. In this session we will present and discuss different ways of measuring behavior in the context of games, on-line and off-line. This behavior can involve cognitive, attitudinal and emotional aspects (such as player experience), but also transfer to behavior in real life, particularly the last one is important because that is often the ultimate goal of serious games.
The first presentation will involve assessing personality traits in the context of games. Due to their involving nature games seem to be able to elicit natural reactions of players and to suppress social desirable behavior. Van Nimwegen will present results of a study where the personality trait Compliance of players was assessed in game context.
Games enable in principle to continuously assess players on-line. However it is not immediately clear which on-line measures should be used. In the second presentation Van der Spek will conclude that in-game measures (e.g. game scores) do not automatically tell the complete picture. This (in-game scoring) measure will be compared with several other cognitive and affective self-report measures and related to different types of game design interventions.
Often serious games, have as aim to improve the acquisition of knowledge, not only declarative knowledge but also deeper knowledge, often indicated by the term mental models. In the third presentation Wouters will discuss a method which unravels the underlying knowledge structure of a player. This method enables an in-depth understanding of the concepts and their relationships that are regarded as important in the domain of the game.
Important of course is also to have methods available to improve game design in such a way that gaming experience is optimized. The fourth paper by Zaman will discuss research on a tool to measure gamers’ motivation, preference and experience and connecting this to specific design elements.
Program:
10:00 Assessing the Personality Trait Compliance in a Game Context
Christof van Nimwegen (1), Herre van Oostendorp (1), Alec Serlie (2), and Joost Modderman (2)
1 Utrecht University, Utrecht, The Netherlands.
2 GITP Research, Rotterdam, The Netherlands.
10:20 Effects of Playing a Serious Game: a Comparison of Different Cognitive and Affective Measures
Erik D. van der Spek
Eindhoven University of Technology, Eindhoven, The Netherlands.
10:40 Coffee break
11:10 Structural Knowledge Assessment: Change in Cognitive Structure due to
Playing a Serious Game
P. Wouters
Utrecht University, Utrecht, The Netherlands.
11:50 Player-Centric Game Design: Adding UX Laddering to the Method Toolbox for
Player Experience Measurement
Bieke Zaman (1), and Vero Vanden Abeele (2)
1 IBBT-CUO, KU Leuven, Belgium.
2 GROUP T-Leuven Engineering College, Leuven, Belgium.
12:30 End of session