Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade: Senua’s Sacrifice
-
Published:2024-01-08
Issue:2
Volume:13
Page:281
-
ISSN:2079-9292
-
Container-title:Electronics
-
language:en
-
Short-container-title:Electronics
Author:
Martinez Kim1ORCID, Checa David2ORCID, Bustillo Andres2ORCID
Affiliation:
1. Department of History, Geography and Communication, Universidad de Burgos, 09001 Burgos, Spain 2. Department of Computer Engineering, Universidad de Burgos, 09006 Burgos, Spain
Abstract
Research into the design of serious games still lacks metrics to evaluate engagement with the experience so that users can achieve the learning aims. This study presents the new EPUX metric, based on playability and User eXperience (UX) elements, to measure the capability of any serious game to maintain the attention of players. The metric includes (1) playability aspects: game items that affect the emotions of users and that constitute the different layers of the game, i.e., mechanics, dynamics and aesthetics; and (2) UX features: motivation, meaningful choices, usability, aesthetics and balance both in the short and in the long term. The metric is also adapted to evaluate virtual reality serious games (VR-SGs), so that changes may be considered to features linked to playability and UX. The case study for the assessment of the EPUX metric is Hellblade, developed in two versions: one for 2D-screens and the other for VR devices. The comparison of the EPUX metric scores for both versions showed that (1) some VR dynamics augmented the impact of gameplay and, in consequence, engagement capacity; and (2) some game design flaws were linked to much lower scores. Among those flaws were low numbers of levels, missions, and items; no tutorial to enhance usability; and lack of strategies and rewards to increase motivation in the long term.
Funder
Consejería de Industria, Comercio y Empleo of the Junta de Castilla y León Ministry of Science, Innovation and Universities
Subject
Electrical and Electronic Engineering,Computer Networks and Communications,Hardware and Architecture,Signal Processing,Control and Systems Engineering
Reference56 articles.
1. Djaouti, D., Alvarez, J., and Jessel, J.P. (2011). Advances in Game-Based Learning, Routledge. 2. Classifying games in container terminal logistics field: A systematic review;Nasution;Entertain. Comput.,2021 3. The design, play, and experience framework;Winn;Handbook of Research on Effective Electronic Gaming in Education,2009 4. Pereira de Aguiar, M., Winn, B., Cezarotto, M., Battaiola, A.L., and Varella Gomes, P. (2018). Design, User Experience, and Usability: Theory and Practice, Springer International Publishing. 5. Advantages and limits of virtual reality in learning processes: Briviesca in the fifteenth century;Checa;Virtual Real.,2019
|
|