player experience framework
TRANSCRIPT
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Towards a PX frameworkAnders Drachen, Lennart Nacke
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Content
What is UX and PX?
Games: not productivity tools
Towards a PX framework?
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Background
User experience in games is gaining momentum (or no EPEX11)
Past decade a ton of new research and industry attention
Research touches upon a number of fields (HCI, CS, Neuroscience, Media, Psychology, AI, Informatics, Data Mining,Physiology etc.)
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What is PX?
Terminology? (non-existent)
Player Experience – User Experience in Games – Gameplay Experience – Game Experience – Play Experience….
Let´s please just agree on something – anything!
Here we use play experience
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What is PX?
PX is something that occurs before, during and after we play games …
Most interest in the ”during” - PX in runtime:
Wow this is cool! I´m bored …S¤&% run! Run! Run!Mhmmm … night elves …… deep concentration …
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What is PX?
ISO 9241-210 defines user experience as:
"a person's perceptions and responses that result from the use or anticipated use of a product, system or service".
User experience is subjective and focused on the use of something.
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What is PX?
Additional ISO notes:
User experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and accomplishments that occur before, during and after use -> temporal factor.
Three factors that influence user experience: system properties, user state and the context of use.
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What is PX? Example: John is
playing RIFT in a net café - what affects his PX?
Context: The physical properties of the café
Social: The influence of other people present physically and those in the RIFT environment
John
RIFT
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What is PX? Temporal: the duration fo play and when he
plays, constraints on time (10 minutes to server maintenance…)
Infrastructural: Server breakdowns, network outages
Task: The specific task of playing RIFT is an example of a two-way task
System: The RIFT GUI, game system and the cafés hosting system
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What is PX?
The sum of experiences: Using one aspect of RIFT will impact on the
experience of other aspects. The overall PX is not just a sum of small
experiences – some enhance each other, some are more important to John, etc.
PX is the end result of all of these incluences = emotional state and attitudes of the user (towards RIFT)
(often at a given point in time, e.g. after a playtest).
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What is PX? But wait, there is more!:
Aspects outside the specific interaction period potentially important: Brand recognition, pricing, peer opinions, etc.
Often research focus on: PX during interaction (emotion evaluation) long-term/episoidic PX (attitudes)
Methods to evaluate these temporal levels vary – as do design approaches
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What is PX?
That is a lot of things to consider when playtesting or evaluating a game!
And now it get´s worse …
Games are different beasts than productivity applications: PX is king.
PX optimized, complex,time
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How are games different?
PX optimized
Focus on entertainment, not productivity (usability)
Every aspect of a game must be made to optimize PX
Usability likely assists PX
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How are games different?Complexity
Contemporary commercial games can be massively complex pieces of software
Thousands of potential user actions
Users can even change games! (modding)
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How are games different?Time
The temporal dimension is central, both for design and assessment – measures of PX are heavily influenced by the temporal dimension
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Towards a PX framework
The challenge is clear – how to proceed?
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Towards a PX framework
Knowledge from UX, UX design and usability
Theoretical models of PX – none are inclusive of all aspects
Empirical research – hard data on PX - but situation-specific
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Towards a PX framework
Get the pieces organized …
Important dimensions:
Time
Abstraction
Agents
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Towards a PX frameworkTwo important agents in play:
Designer creates the game with the intent of creating an experience
Player interacts with the game and experiences something, but framed in the context of use etc.
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Towards a PX framework3 levels of abstraction:
System: Concretely graspable and technical game system experience
Player: Individual player experience that influences and is influenced by the perceptive and operational actions of the player
Context: Processed experience. Abstract experience level, shaped by the player interacting with others, technologies, brands, etc.
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Towards a PX framework
Time operatesat all levels of abstraction
Past experiences influence the present
Current experiences influence the future
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Towards a PX framework
Assemblingthe dimensions
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Towards a PX framework
And we still have not talked about the actualElements of PX (emotions,attitudes , flow, etc.)
EngagementFunFlowChallengeEmotionAttitudes…
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Thank you