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Objectively evaluating entertainment technology

Published: 24 April 2004 Publication History

Abstract

Emerging technologies offer new ways of using entertainment technology to foster interactions between players and connect people. Evaluating entertainment technology is challenging because success isn't defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods of evaluating entertainment technology aren't robust. This research uses previous literature and empirical results to create a methodology for objective evaluation of entertainment technology. By gathering physiological data in the context of game play, we intend to correlate physiological responses with subjective reports and with game events. This framework would be a powerful tool used by designers, developers, and researchers to inform their design and evaluate their decisions.

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Mandryk, R.L., K.M. Inkpen, M. Bilezikjian, S.R. Klemmer, and J.A. Landay. (2001). Supporting Children's Collaboration Across Handheld Computers. in Extended Abstracts of CHI 2001, 255--256.
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Mandryk, R.L., D.S. Maranan, and K.M. Inkpen. (2002). False Prophets: Exploring Hybrid Board/Video Games. in Extended Abstracts of CHI 2002, 640--641.
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Cited By

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  • (2023)Evaluating the viewer experience of interactive virtual reality moviesVirtual Reality10.1007/s10055-023-00864-227:4(3181-3190)Online publication date: 3-Oct-2023
  • (2021)Evaluating User Experiences in Mixed RealityExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3441337(1-5)Online publication date: 8-May-2021
  • (2017)eTheatreProceedings of the Fifth International Symposium of Chinese CHI10.1145/3080631.3080633(1-10)Online publication date: 8-Jun-2017
  • Show More Cited By

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    Published In

    cover image ACM Conferences
    CHI EA '04: CHI '04 Extended Abstracts on Human Factors in Computing Systems
    April 2004
    975 pages
    ISBN:1581137036
    DOI:10.1145/985921
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 24 April 2004

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    Author Tags

    1. collaboration
    2. evaluation methods
    3. fun
    4. games
    5. physiological measurements

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    Cited By

    View all
    • (2023)Evaluating the viewer experience of interactive virtual reality moviesVirtual Reality10.1007/s10055-023-00864-227:4(3181-3190)Online publication date: 3-Oct-2023
    • (2021)Evaluating User Experiences in Mixed RealityExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3441337(1-5)Online publication date: 8-May-2021
    • (2017)eTheatreProceedings of the Fifth International Symposium of Chinese CHI10.1145/3080631.3080633(1-10)Online publication date: 8-Jun-2017
    • (2009)Creativity factor evaluationProceedings of the seventh ACM conference on Creativity and cognition10.1145/1640233.1640255(127-136)Online publication date: 26-Oct-2009
    • (2009)The creativity support indexCHI '09 Extended Abstracts on Human Factors in Computing Systems10.1145/1520340.1520609(4009-4014)Online publication date: 4-Apr-2009
    • (2009)The development and evaluation of a survey to measure user engagementJournal of the American Society for Information Science and Technology10.1002/asi.2122961:1(50-69)Online publication date: 9-Dec-2009
    • (2008)What is user engagement? A conceptual framework for defining user engagement with technologyJournal of the American Society for Information Science and Technology10.1002/asi.2080159:6(938-955)Online publication date: 28-Feb-2008
    • (2006)Measuring emotional valence during interactive experiencesProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1124772.1124925(1023-1026)Online publication date: 22-Apr-2006

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