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- research-articleOctober 2022
miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory
- Aqeel Haider,
- Casper Harteveld,
- Daniel Johnson,
- Max V. Birk,
- Regan L. Mandryk,
- Magy Seif El-Nasr,
- Lennart E. Nacke,
- Kathrin Gerling,
- Vero Vanden Abeele
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 244, Pages 1–26https://doi.org/10.1145/3549507Questionnaires are vital in games user research (GUR) to assess player experience (PX). However, having too many questions in surveys prevents wider uptake among GUR professionals because of games' rapid production cycles. To address this issue, we ...
- research-articleSeptember 2022
Development and Validation of a German Version of the Player Experience Inventory (PXI)
MuC '22: Proceedings of Mensch und Computer 2022Pages 265–275https://doi.org/10.1145/3543758.3543763The Player Experience Inventory (PXI), initially developed by Abeele et al. (2020), measures player experiences among English-speaking players. However, empirically validated translations of the PXI are sparse, limiting the use of the scale among non-...
- research-articleMay 2021
Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy
CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 118, Pages 1–12https://doi.org/10.1145/3411764.3445411Self-report assessment is important for research and game development, e.g., to gather data during play. Games can use dialogues with non-player characters (NPCs) to gather self-report data; however, players might respond differently to dialogues than ...
- research-articleMay 2020
Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)
International Journal of Human-Computer Studies (IJHC), Volume 137, Issue Chttps://doi.org/10.1016/j.ijhcs.2019.102383Highlights- Scale measuring perceived challenge in video games.
- Four sub-scales (30 items) ...
Challenge is a key element of digital games, but a clear conceptualisation and operationalisation of this player experience were long missing. This made it hard for game researchers to measure this experience in different video games ...
- research-articleMarch 2020
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences
International Journal of Human-Computer Studies (IJHC), Volume 135, Issue Chttps://doi.org/10.1016/j.ijhcs.2019.102370Highlights- Scale to measure player experience at functional and psychosocial level concurrently.
Games User Research (GUR) focuses on measuring, analysing and understanding player experiences to optimise game designs. Hence, GUR experts aim to understand how specific game design choices are experienced by players, and how these ...
- abstractMay 2019
FRVRIT: A Tool for Full Body Virtual Reality Game Evaluation
- Daniel MacCormick,
- Alain Sangalang,
- Jackson Rushing,
- Ravnik Singh Jagpal,
- Pejman Mirza-Babaei,
- Loutfouz Zaman
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: LBW1710, Pages 1–6https://doi.org/10.1145/3290607.3312825Virtual reality (VR) games continue to grow in popularity with the advancement of commercial VR capabilities such as the inclusion of full body tracking. This means game developers can design for novel interactions involving a player's full body rather ...
- research-articleOctober 2017
Evaluating the Onboarding Phase of Free-toPlay Mobile Games: A Mixed-Method Approach
CHI PLAY '17: Proceedings of the Annual Symposium on Computer-Human Interaction in PlayPages 377–388https://doi.org/10.1145/3116595.3125499The first few minutes of play, commonly referred to as the onboarding phase, of Free-to-Play mobile games typically display a substantial churn rate among new players. It is therefore vital for designers to effectively evaluate this phase to investigate ...
- articleMarch 2013
Game Analytics for Game User Research, Part 1: A Workshop Review and Case Study
IEEE Computer Graphics and Applications (ICGA), Volume 33, Issue 2Pages 6–11https://doi.org/10.1109/MCG.2013.26The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction ...