Skip to main content
UsabilityNews.com - for all the latest in usability and human-computer interaction
The British HCI Group
 
 
The All the Latest section presents all general usability news articles


 
  advanced search
 
all the latest

Feature - Usability and Games: Enjoyability and how People choose what to Play


Source: UN, 25 September 2003
Submitted by Ann Light

"Accounting for User Needs and Motivations in Game Design" by Lucy A. Joyner and Jim TerKeurst of IC CAVE at the University of Abertay Dundee, is that unusual thing: a bridge between design, psychology, culture and games. The second part of their findings are summarised below (read the main conclusions at UN story: Cultural Dimensions determine Use).

Joyner and TerKeurst employed usability testing to explore how far intrinsic and interpersonal motivations were responsible for the difference in popularity of games. Usability testing of some console games in development gave the researchers insight into players' attitudes towards what makes them enjoy a game, and why they want to continue playing it.

When testing a prototype cartoon game with 8 to 12 year olds, initially some children selected a small character that they thought looked cute and would be fast. However, after using that character once, and losing to their opponent, the children asked to change character as it was perceived to be slow and weak. Typically the children would then choose to play with the character that had beaten them in the previous game – even when the game designers had made both characters have identical strengths and speed.

Observing pairs of opponents where one player was consistently winning, revealed that the losing player characteristically didn't think the game was fun and wouldn't want to play it again. By allowing each opponent to play at a different and better-matched difficulty level, both players reported that they were having fun. The weaker opponent was able to compete for longer, and have some fun fighting, allowing the stronger player time to demonstrate their skill and gaming moves before declaring victory.

These findings have been replicated in subsequent usability tests. Undergraduates played a prototype multi-player car racing game in groups of eight. The adults were able to articulate that beating a much weaker opponent is not satisfactory because of the lack of challenge.

Players wanted to demonstrate their skill and expertise by winning a "fair competition".
Children and adults in the UK tend to prefer playing games that they excel at and frequently win. However, it is important to evaluate the initial level of challenge present in the game and its optimal increments. "Unfair competition" can frustrate both opponents. Games help children recognise their skills, abilities and the enjoyment of being good at something. Being good at a game can provide children with an almost cult status amongst peers as they demonstrate their skills to their friends and are revered for them. British adults do report enjoying the social aspect of playing games, but this also relates to having conversations and discussions about the game, demonstrating one's knowledge of the skills involved with completing levels.

Additional findings have specific implications for bridging some of the common cultural gaps experienced by the games industry. Comments raised while evaluating the car racing game emphasised the importance of having culturally meaningful content in games. Players reported finding it difficult to engage with the game because level names were given in a language that they were not familiar with. Similarly, they wanted to see environments and scenery that they recognised, be able to choose and drive their dream cars, few of which were present in the game. Music and soundtracks were other areas of content that needed to be culturally grounded and appropriate.

Familiarity with language and game content at the most basic level is a crucial consideration when designing a game, perhaps even the most important consideration. These findings suggest the centrality of incorporating socially and culturally relevant material in to game design, and highlight the constrained nature of the player's relationship to the game.

other news

Online videos: Engaging your users
Source: Webcredible, 6 September 2008
 
A guide to using online video on your site to offer more enticing content and provide a more compelling user experience.

The Office of the Future?
Source: Occupational Hazards via Ergonomics in the News, 5 September 2008
 
The office of the future is less about technology and more about physiology.

This year's 10 best-designed Application User Interfaces
Source: NNg, 4 September 2008
 
Nielsen Norman Group recently announced the winners in its inaugural competition to find the 10 best-designed application user interfaces of the Application Design Annual 2008.

Caroline's Corner: Buttons on Forms - where to put them, and what to call them
Source: Caroline Jarrett, 3 September 2008
 
Should you put the ‘OK’ button to the left or the right of the ‘Cancel’ button? Like so much in forms, the simple answer isn’t really appropriate. And yet, who needs another ‘it depends’?

Three Usability Gurus
Source: avangate blog, 2 September 2008
 
A personal view, but lots of good links, especially if you're new to usability.

Ofcom publishes report on Usability Event
Source: Ofcom, 1 September 2008
 
Independent regulator and competition authority for the UK communications industries, Ofcom, has published its report on usability issues.

Get Fit for Remote Working
Source: UN, 30 August 2008
 
BT Business has announced the launch of a practical guide 'Get fit for mobile working' designed to help mobile workers avoid back, neck and arm problems.

Site Visit Interviews: from Good to Great
Source: User Focus, 29 August 2008
 
For those of you for whom the Basic Introduction to User Interviews wasn't quite enough.

Six Metrics for Managing UI Design
Source: Russell Wilson, 28 August 2008
 
A proposal of six metrics to be used for managing a user interface design department.

Don't Judge a Form by its Cover
Source: Formulate Information Design, 27 August 2008
 
The saying "don't judge a book by its cover" reminds us that looks are deceptive. It turns out that this idiom applies to forms too.

 
 

 

home | contribute | subscribe | news feed/RSS | search | contact us | disclaimer

UsabilityNews.com (version 1.4), along with its associated web site and content,
are all strictly © Copyright of the British HCI Group 2001-2008. All rights reserved.

Joanna Bawa (editor), Dave Clarke (founder, designer and developer). Ian Parry (graphics).