Measuring overt and covert responses in videogame context
Autor(a) principal: | |
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Data de Publicação: | 2014 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10773/13453 |
Resumo: | The videogame industry is huge and is in continuous growth. Given this, there is interest in empirical studies that enlighten different concepts in the research field of gaming experience like engagement, immersion, presence, arousal or flow. It is relevant to understand which technology or instruments can be used to identify the desired indicators to access gaming experience in a product testing situation. The main focus of the work here presented is to compare the gaming experience felt by players with different skill levels with the object of this study – FIFA14. To access the gaming experience of the players I used different instruments like the iGEQ (in-game experience questionnaire), self-assessment manikin scale, eye tracking technology and electro dermal activity. Additionally the effectiveness of an in-game brand placement was tested, with the help of eye tracking technology and a questionnaire. There was a total of 41 participants in the empirical tests playing FIFA14. They played three skill challenges and one match against a computer controlled opponent. While they were performing this, their gaze behavior, pupil dilation and electro dermal activity were recorded. Additionally they were asked to answer a questionnaire. The results showed that the method used to form groups based on the skill of the participant was a success. Low skilled participants appeared to experience more arousal than the higher skilled ones. However high skilled participants revealed to have a more positive experience playing FIFA14 than the low skilled ones. Further evidences were not so clear, but still interesting for the theoretical understanding and practical relevance of the named concepts. |
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Measuring overt and covert responses in videogame contextComunicação multimédiaVideojogosJogos multimediaMultimédia interactivaInteracção homem-computadorPercepção sensorialEstimulação da percepçãoPublicidadeEye TrackingThe videogame industry is huge and is in continuous growth. Given this, there is interest in empirical studies that enlighten different concepts in the research field of gaming experience like engagement, immersion, presence, arousal or flow. It is relevant to understand which technology or instruments can be used to identify the desired indicators to access gaming experience in a product testing situation. The main focus of the work here presented is to compare the gaming experience felt by players with different skill levels with the object of this study – FIFA14. To access the gaming experience of the players I used different instruments like the iGEQ (in-game experience questionnaire), self-assessment manikin scale, eye tracking technology and electro dermal activity. Additionally the effectiveness of an in-game brand placement was tested, with the help of eye tracking technology and a questionnaire. There was a total of 41 participants in the empirical tests playing FIFA14. They played three skill challenges and one match against a computer controlled opponent. While they were performing this, their gaze behavior, pupil dilation and electro dermal activity were recorded. Additionally they were asked to answer a questionnaire. The results showed that the method used to form groups based on the skill of the participant was a success. Low skilled participants appeared to experience more arousal than the higher skilled ones. However high skilled participants revealed to have a more positive experience playing FIFA14 than the low skilled ones. Further evidences were not so clear, but still interesting for the theoretical understanding and practical relevance of the named concepts.A industria dos videojogos é enorme e está em constante crescimento. Tendo isto em consideração, existe interesse em estudos empiricos que esclareçam diferentes conceitos no campo de investigação de gaming experience, tais como engagement, imersão, presença, arousal ou flow. É relevante perceber que tecnologias ou instrumentos podem ser utilizados em articulação com os indicadores que permitem avaliar a gaming experience em situações de teste. O principal foco deste trabalho é comparar a gaming experience de jogadores com diferentes niveis de pericia com o objecto de estudo – FIFA14. Usei variados instrumentos para conseguir aceder à gaming experience dos jogadores, tais como o iGEQ (in-game experience questionnaire), a escala self-assessment manikin, tecnologia eye tracking e medição da actividade electrodermal. Adicionalmente foi testada a eficácia de uma inserção de marca dentro do jogo. Para isto recorri à tecnologia eye tracking e a um questionário. Foram utilizados 41 participantes no decorrer dos testes empiricos. Foram convidados a jogar três desafios de pericia e uma partida de FIFA14 contra um adversário controlado pelo computador. Durante isto eram recolhidas informações acerca do olhar, dilatação das pupilas e atividade electrodermal. Adicionalmente foram convidados a preencher um questionário. Os resultados mostram que o método usado para a criação de grupos baseados na pericia do jogador foram um sucesso. Os participantes com menor pericia demonstraram sentir mais arousal que os mais peritos. No entanto, os mais peritos revelaram ter uma melhor experiencia com o objecto de estudo que os com menor pericia. Outras evidências não foram tão claras, mas ainda assim interessantes para uma compreensão teórica e prática da relevância dos conceitos referidos.Universidade de Aveiro2015-02-20T16:27:39Z2014-01-01T00:00:00Z2014info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10773/13453TID:201595745engTeixeira, Tiago Barrosoinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-22T11:24:33Zoai:ria.ua.pt:10773/13453Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T02:49:20.104428Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Measuring overt and covert responses in videogame context |
title |
Measuring overt and covert responses in videogame context |
spellingShingle |
Measuring overt and covert responses in videogame context Teixeira, Tiago Barroso Comunicação multimédia Videojogos Jogos multimedia Multimédia interactiva Interacção homem-computador Percepção sensorial Estimulação da percepção Publicidade Eye Tracking |
title_short |
Measuring overt and covert responses in videogame context |
title_full |
Measuring overt and covert responses in videogame context |
title_fullStr |
Measuring overt and covert responses in videogame context |
title_full_unstemmed |
Measuring overt and covert responses in videogame context |
title_sort |
Measuring overt and covert responses in videogame context |
author |
Teixeira, Tiago Barroso |
author_facet |
Teixeira, Tiago Barroso |
author_role |
author |
dc.contributor.author.fl_str_mv |
Teixeira, Tiago Barroso |
dc.subject.por.fl_str_mv |
Comunicação multimédia Videojogos Jogos multimedia Multimédia interactiva Interacção homem-computador Percepção sensorial Estimulação da percepção Publicidade Eye Tracking |
topic |
Comunicação multimédia Videojogos Jogos multimedia Multimédia interactiva Interacção homem-computador Percepção sensorial Estimulação da percepção Publicidade Eye Tracking |
description |
The videogame industry is huge and is in continuous growth. Given this, there is interest in empirical studies that enlighten different concepts in the research field of gaming experience like engagement, immersion, presence, arousal or flow. It is relevant to understand which technology or instruments can be used to identify the desired indicators to access gaming experience in a product testing situation. The main focus of the work here presented is to compare the gaming experience felt by players with different skill levels with the object of this study – FIFA14. To access the gaming experience of the players I used different instruments like the iGEQ (in-game experience questionnaire), self-assessment manikin scale, eye tracking technology and electro dermal activity. Additionally the effectiveness of an in-game brand placement was tested, with the help of eye tracking technology and a questionnaire. There was a total of 41 participants in the empirical tests playing FIFA14. They played three skill challenges and one match against a computer controlled opponent. While they were performing this, their gaze behavior, pupil dilation and electro dermal activity were recorded. Additionally they were asked to answer a questionnaire. The results showed that the method used to form groups based on the skill of the participant was a success. Low skilled participants appeared to experience more arousal than the higher skilled ones. However high skilled participants revealed to have a more positive experience playing FIFA14 than the low skilled ones. Further evidences were not so clear, but still interesting for the theoretical understanding and practical relevance of the named concepts. |
publishDate |
2014 |
dc.date.none.fl_str_mv |
2014-01-01T00:00:00Z 2014 2015-02-20T16:27:39Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10773/13453 TID:201595745 |
url |
http://hdl.handle.net/10773/13453 |
identifier_str_mv |
TID:201595745 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
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openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade de Aveiro |
publisher.none.fl_str_mv |
Universidade de Aveiro |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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