Monday, September 30, 2013

Not Doing But Thinking: The Role of Challenge in the Gamming Experience.


 The aim of this Article was to present the observations and results of the impact of altering the level of challenge on the user experience when they played video games.
Videogames is a huge and popular industry all around the world. The success of this industry directly depends of the experiences that the people have with games and how they get engaged in them. However, the big question designing games is what are exactly those experiences. This study is focused on the role of challenge in game experience.

Understanding the concepts surrounding challenge in game experience is important in order to understand the experiment. In the first place, Immersion, the sense of being involved in the game to exclusion of the world around with consequences as dissociation from the real world, a loss of sense of time, and a high degree of cognitive and emotional involvement.
The next concept is challenge. It can be described as the player’s perception of difficulty, and it can be achieved in terms of pushing the gamer’s to physical limits (interaction speed and the action accuracy) or cognitive limits (problem solving skill required in the game). The level of challenge experienced in the game is related with the immersion achieved by the gamer.
The last concept used in this study is expertise and the role of expertise in immersion. This is the skill level of the gamer. The aim of this experiment is to investigate the relation between expertise and challenge and its impact in the game immersion. In other words, for example if the gamer finds the level of challenge too high in proportion with their skills, the gamer will experience anxiety, while, if the gamer has very high skills and the game is not challenging enough, the gamer will experience boredom, and consequently, immersion will be harder to achieve.

Overall, the research was conducted through two experiments; the objective of the first experiment was to investigate the effect of the speed of interaction on immersion. In this, the level of activity required to play the game was manipulated, and two variables were measured, the relative amount of effort required playing the game (low effort and high effort) as the independent variable and the participant perception of immersion calculated through an Immersive Experience Questionnaire (IEQ) as the dependent variable. Also the effect of expertise was taken into account dividing the group of players according to the prior experience with the game. The game played was Tower Defense (try to stop enemies from crossing the defined path).
As a result of this first experiments, the major conclusions are that the variation of the effort while the game difficulty remains constant does not have a significant impact on the immerse experience and once the gamers are immerse, low experience players experimented the high effort and low effort conditions equally, while those players with a higher expertise level were less immerse in the high effort condition than the low effort condition, meaning that playing faster was frustrating for them because the increasing speed impacted negatively their ability to apply their strategies.

The second experiment was conducted to investigate the effect of time pressure on immersion. The idea was to manipulate the level of cognitive challenge and make the gamer play and think faster in order to stay in the game and maintain the immersion.  In this case, the independent variable was the level of challenge (with time pressure and without time pressure) and dependent variable was the participant perception of immersion questionnaire (IEQ). The game played was Bejeweled (tile-matching puzzle) in the two modes, simple (no time pressure) and timed (with timer pressure). The players were divided in two groups based on the prior experience with the game. One group plays the simple version and the other played the timed version.  The result was that the players with the time pressure condition had much higher immersion that the group with no time pressure, this means that the cognitive challenge had an impact on the game experience.  

In the last experiment, the expertise factor was included in the equation; it means the objective was to investigate the interaction between the time pressure and the expertise on the immersion. The game played in this experiment was Tetris, and two groups were conformed, experts and novices.  The challenge was determined based on the level of the participant in the game if the participant was at a higher level, then the game became more challenging. The hypothesis in this case was that the experts would be more immersed playing at higher levels and boredom at lower levels, while novices would be more immerse at lower levels and in a state of anxiety when at higher levels. The independent variable used in this experiment was the level challenge (low level or high level), the between subject variable was the level of expertise (expert and novice) and the dependent variable was the participant perception of immersion questionnaire (IEQ). As a result of this final experiment experts were more immerse playing at higher level than playing at lower level and novices were more immerse playing at lower than higher level. In this case we saw how the expertise and challenge relation had a significant impact leading to the immersion.

As final point the role of challenge leads to a positive game experience, but it has to be related with the expertise of the players.


Reference
Anna Cox, Paul Cairns, Pari Shah, and Michael Carroll. 2012. Not doing but thinking: the role of challenge in the gaming experience. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). ACM, New York, NY, USA, 79-88. DOI=10.1145/2207676.2207689


Sunday, September 29, 2013

#2 File synchronization!

I have realized that with the increasing number of devices that one person can use in the daily routine (in my case I have an iPhone, android Phone, iPad, and MacBook Pro), this kind of file synchronization applications (dropbox, google docs, etc) are very convenient an useful tool for users who need access to their documents.

I used Dropbox and for example for my classes in the university I have the e-books, and when I am sitting in my desk I can open my e-books and read them from my laptop, make the corresponding comments and notes, but if I have to travel or I am somewhere else where I don’t have my laptop but I have my iPad I can continue reviewing my documents and edit them without the worries of carrying the files in an external device (e.g. a usb stick).
In addition, even if don’t have any of my devices, I can access those document through a web browser in other computers. I think that the flexibility that this application provides really improves my user experience because allow me to access my documents no matter which device I am using or where I am.

The user interface varies depending on the access point, this means, from my laptop it just look like any other regular folder, where I can create, modify and delete documents, folders, subfolders, just like in any other location of my computer making it a seamless experience. For the iPhone, iPad and web browser, it provides different applications designed for each type of device.

The space provided by the free version can be not enough, only 2GB for most of the users, but because In my case I got 50GB for free then I have no complains about it.


Sunday, September 22, 2013

#1 Gift card experience.

For my mother’s birthday I gave her two VISA gift cards, which I found very convenient at the first time because she could choose her gifts whenever she will have time and buy whatever she will want to buy.

I remember that the gift card came with a long instruction booklet that we didn’t read at that moment because we were all busy opening other birthday presents and with the celebration and finally she threw it away.

Next day, I went with her to a shoe store we had a look and she decided to buy a pair of nice shoes, when we arrived at the cashier we tried to pay with her  gift card, and the cashier looked at the card and told us that  we have to slide it in the card reader device, I followed her instructions and the card reader ask me for a pin, our first problem,  we didn’t have a pin, it was a gift card, at that moment I remembered that we didn’t read the instructions and that my mother threw them away.  I checked the card and it had a message that indicated to go to a website, the card also had a QR code which I tried to read but which open a website and ask me to download an app for my phone or fill a form where I had to enter all the data from the card, which included the 16 digits number. I did not have the time to do that at that moment, then I paid the shoes with my regular credit card and we went home.
At home, I started to check how the gift card worked, I entered to the website and I had to sign in and fill many fields like the number of the card (16 digits), create a pin for the gift card, etc., it was a  lot of work for just a gift card.
Considering that my mom is a 60 years old woman, and I can say she doesn’t have too much experience with technology, I started to realize that maybe my gift was not the best idea for her.


Finally with this experience I realized that at this moment we are living in world where we will find an app for almost everything, but we have to be careful because with some products a simple gift like a gift card (which has nothing to do with technology) can become a very cumbersome process for someone with is not very tech savvy.