Characterising HCI principles for evaluating the user experience of a serious game
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North-West University
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Abstract
Serious games as a viable learning medium have been documented in the literature.
The challenge for serious game developers is to put careful thought into the design of
these types of video games so as to deliver fun and engaging learning experiences.
Knowledge from the field of Human-Computer Interaction (HCI) provides the
foundation for investigating relevant principles to guide developers in evaluating the
user experience (UX) of a serious game. User experience relates to how an individual
perceives and responds to the use or anticipated use of an interactive system such as
a serious game. These perceptions are unique to every individual and thus the UX of
a serious game is regarded as highly subjective.
Due to the subjective nature of UX, this research employed interpretative
phenomenological analysis (IPA) as a research approach. IPA is a qualitative research
strategy grounded in phenomenology and hermeneutics with a focus on idiographic
inquiry.
Semi-structured interviews were conducted to gather rich qualitative data on the
experiences of participants regarding serious games. During the interviews,
participants were introduced to a serious game called StoryTimes, which is based on
memory improvement techniques to help students learn the multiplication tables.
StoryTimes was developed as part of this research to better understand how HCI
principles are applied during the development cycle of serious games.
A double hermeneutic process was used to analyse the interview data. The analysis
provided understanding in how participants gave meaning to those aspects of serious
games that they consider to be the most important to their gameplay experience.
Interview transcripts were read multiple times and annotated after which emerging
themes from the comments and annotations were documented. Connections between
themes were investigated, resulting in themes being clustered together. The clusters
of themes represent the aspects that participants felt were the most influential in their
serious gaming experiences. From these main themes, a set of HCI principles relevant
to the UX evaluation of serious games was characterised.
