There is a growing interest in HCI, especially in Game User Research, in understanding and evaluating aspects such as fun, motivation, playability, and player experience throughout the development process, focusing on the interactions during game sessions. Game evaluation can be performed using techniques such as observation, heuristics, interviews, or playtests. Hybrid board games mix tangible and intangible components, bringing new challenges to evaluating the player experience. Some research investigates different aspects of the development and evaluation of hybrid games. However, research shows that there is still a research gap to evaluate the challenges of the hybrid experience. HybridGamePX was proposed to help researchers and game designers plan the playtest of hybrid games. This article presents the experience report of students of the Federal University of Ceará using HybridGamePX to evaluate different hybrid games. The research is empirical and qualitative. Data were collected in the form of questionnaires. The results highlight situations where the use of the model helped, points of improvement, and suggestions for the evolution of HybridGamePX.

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Experience Report on Using HybridGamePX

  • José Olinda da Silva,
  • Paulyne Matthews Jucá

摘要

There is a growing interest in HCI, especially in Game User Research, in understanding and evaluating aspects such as fun, motivation, playability, and player experience throughout the development process, focusing on the interactions during game sessions. Game evaluation can be performed using techniques such as observation, heuristics, interviews, or playtests. Hybrid board games mix tangible and intangible components, bringing new challenges to evaluating the player experience. Some research investigates different aspects of the development and evaluation of hybrid games. However, research shows that there is still a research gap to evaluate the challenges of the hybrid experience. HybridGamePX was proposed to help researchers and game designers plan the playtest of hybrid games. This article presents the experience report of students of the Federal University of Ceará using HybridGamePX to evaluate different hybrid games. The research is empirical and qualitative. Data were collected in the form of questionnaires. The results highlight situations where the use of the model helped, points of improvement, and suggestions for the evolution of HybridGamePX.