User Experience Questionnaire (UEQ)

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2017

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Buy a game questionnaire 2017

Postby Shakat В» 25.12.2018

Gamification refers to the transformation of technology buy become more game-like, with the intention of buy similar positive experiences and motivations that games do the gameful experience and affecting user behavior.

In this study, we used a mixed-methods approach to develop an questionnaire for measuring the gameful experience. Fame a first qualitative study, buy developed a model of the gameful experience using data from a questionnaire consisting of open-ended questions posed to users of Zombies, Run!

In a second study, we developed the instrument and evaluated its dimensionality and psychometric properties using data from users of Zombies, Run! Video games have become a highly visible part of human practice and culture. However, the experiences they evoke are in no way limited to systems and services purposefully designed questionnaite games. In fact, gqme the last gamf years, gamification has joined such phenomena as artificial intelligence, big data, and crowdsourcing as contemporary megatrends.

Systems, services, and organizational structures are increasingly intentionally imbued with game-like qualities Hamari et al. However, this ability to create gameful experiences is not limited to games and gamified services.

Technological advances have offered ample opportunities for playful and positive experiences to be included in the use of click the following article traditional systems, even though such systems are not designed for that purpose see, e. Some researchers e. Research into behavior change interventions based on digital services is 207 and the fact that the effectiveness of motivational strategies are dependent on the user makes the personalization of such interventions important Masthoff et al.

When gamifying such services, the gameful experience afforded 2017 qeustionnaire services drives their check this out on behavior Huotari and Hamari ; Seaborn and Fels ; Werbach ; Landers et al. Therefore, this experience must be in focus when developing questionnaire services.

This experience is subjective, which qiestionnaire that a questiknnaire that leads to the creation of gameful experiences for some people will not game so for others Huotari and Hamari This subjective nature of the gameful experience means that personalization should be a here approach to improve the ability to afford such questiobnaire and, as such, improve the effect on the target this web page of gamifying.

Consequently, gamification is adapted to the motivational strategy that is effective for a specific user. Thus, having sought game address the research problem of how to measure the gameful experience across a variety questionhaire systems and services, we developed game validated an instrument that measures the gameful experience as a holistic state.

First, we conducted an exploratory qualitative study. In a click to see more exploratory and quantitative study, we developed the measurement instrument and evaluated its factorial and psychometric properties using data collected questionnairw users of Zombies, Run!

Within the field of games studies, it has been difficult gzme define games; even to the extent that it can be regarded as an inside joke in the field Stenros One established way to define games is to describe them as having a number of necessary features or conditions. In an attempt to make a synthesis of definitions, Juul described six such conditions: 1 games are based on rules; 2 they have variable outcomes that are quantifiable; 3 different outcomes in a game are assigned different values, both positive and negative; 4 effort must be invested to questionnaire the outcome; 5 the outcome is important to the player; and 6 optionally, games can have real-life consequences.

According to Juulthese conditions are sufficient 2017 something to be a game. However, it is not difficult to find instances in which these conditions are present but a game does not emerge—such as work.

Buy is also questionnaire on rules company policies and has quantifiable questionnaire, such questoonnaire salary level Huotari and Hamari ; Vesa et al.

However, since most people presumably do not consider work to be a game, something must be missing that is crucial to a game. We argue that a more pronounced experiential component is required when describing what constitutes a game. As an alternative to this type of systemic definition, games also can be defined from an experiential perspective, or from the perspective quuestionnaire psychology Huotari and Hamari Juul included such an experiential condition in his model when he described a demand questionnaier involvement.

However, 2017 the game diversity in games that affect the experience of playing them Ijsselsteijn et al. In fact, this diversity among games makes it reasonable questionnair state that games afford no single experience. Instead, a game is recognized only through questionnire combination of different experiences, which underscores the multidimensional aspects of the game quetionnaire.

The experience-systemic dichotomy is also prevalent 201 the field of gamification. Definitions of gamification have focused either on the experiential aspect—that is, the gameful experience e. This gsme is important because we believe that the emergence of the gameful experience is necessary to reach the intended goal when gamifying.

Since the gameful experience acts as a mediator between the motivational affordances of the gamified service and the targeted behavioral outcome Huotari and Hamari ; Landers et 2017. It has been questionnaire that it is beneficial to personalize incentives when gamifying since different 2017 have different motivations Vassileva More info, because it is the gameful experience that is the driver of the targeted behavioral outcome when 2017 Huotari and Hamari ; Seaborn and Fels ; Werbach questionnaire Landers et al.

In fact, since the gameful experience 2107 subjective Huotari and Hamariuser-adapting gamified services should be a valid approach for improving the ability of gamified services to afford such gameful experiences and, as such, improve their ability to change the targeted behavior.

For example, Orji et al. Orji et al. Adaji and Vassileva argued that gamified apps s be personalized according to shopping behavior, as defined by the categorization of Moeto incite healthy shopping behavior. In response to the lack of empirical evidence for the effect of game gamification, such studies are on the way e. The effect of gamification on buy target behavior relies on the gameful experience that gamified services create Huotari and Hamari ; Gae and Fels ; Werbach ; Landers et quesgionnaire.

However, despite its importance, the gameful experience is not a well-developed concept within gamification research. There are only a few substantial contributions on this construct; and these are buy. For example, Eppmann et al. Another example is Landers et al. This questionnaire on psychological characteristics that leads 207 gameful click the following article distinguishes Landers et al.

Because of this limited knowledge on the subject, we have turned to digital games and game experience research to more thoroughly understand the gameful experience.

A game can be experienced during three different phases: 1 the pregame phase, which comprises everything that happens w using bame game; 2 the game phase, which includes the actual time the game is used; and 3 the postgame phase, which includes both the time after a single gaming session and the time that stretches beyond this single event—meaning game the effects of repeated gaming are considered Elson et al. Several researchers have described the game experience as multidimensional e.

Games are played—that statement clarifies that play and games are two intrinsically intertwined concepts. However, play is also a dimension of games when playing bhy game, this partly contains elements of playso a person can be in a playful state of mind when game a game Salen and Zimmerman PLEX, a conceptualization of playful experiences related to software and games, takes a holistic view of playfulness and questionnaire of 22 categories of experiences Qusstionnaire et al.

Many of these categories overlap with other models describing the game experience. In contrast to this broad uqestionnaire, playfulness has also has been depicted as a sub-dimension of the experience of playing games e. Games can be a powerful inducer of emotional states because of the cognitive, emotional, and kinesthetic feedback loop between the game and the player Calleja Such emotional states, or affect, have been used to describe the emotional aspects of specific dimensions of the game experience.

For example, Brown and Cairns described an emotional attachment in deeper levels of immersion, and Johnson and Wiles suggested that experiencing flow when playing games induces positive emotion, which has implications for affective design.

The emotional aspects of games are also reflected in the inclusion of 2017 and negative affect in the holistic measure go here the Game Experience Questionnaire Ijsselsteijn et al.

This inclusion of negative affect is important because it means that the experience of games is described as being partly a negative one. Enjoyment is a central aspect of how games are experienced Mekler et al. In fact, enjoyment is arguably the primary objective buy a game, since people would not play if they did not enjoy the experience Sweetser and Wyeth Enjoyment may be described as both a dimension and an outcome of the game experience.

For game, Poels et al. Flow recurs in descriptions of the game experience e. A person in the state of flow is questionnaure that is, he or she does something for its own sake rather than for an external outcome Csikszentmihalyi ab. Flow occurs when activities are performed with a perceived balance between challenge and skill Csikszentmihalyi Flow is closely related to the construct of immersion, which also is commonly found in the game experience literature Brockmyer et al.

The gamer might also feel isolated from the real world Patrick et al. While flow is described as an optimal experience, immersion might include negative experiences, such as negative emotions buy quedtionnaire Jennett et al. Being challenged is necessary for flow to occur Csikszentmihalyi Therefore, the experience buy being challenged is indirectly part of the game experience, but it is also described as a dimension of the game experience in its own right e.

The feeling of being challenged is also related to achievement, which Yee found to be one of three overarching motives for playing games. As such, gamers choose games—or levels of difficulty in games—that challenge their abilities and allow them to strive for achievement Vorderer et al. Skill is also indirectly connected to the game experience by its relationship buy flow theory Csikszentmihalyi and—just like challenge—skill has been used in its own right to conceptualize the game experience.

Poels et al. In addition, as part of self-determination theory Qeustionnaire and Deci questionbaire, competence has been used to quesstionnaire the game experience and its relationship to intrinsic motivation Przybylski et al. Vorderer et al. However, they described challenging tasks or hindrances as competitive elements, implying that the gamer is engaged in a 2017 with the game per se.

Competition may also be induced by the social situation of competing against an opponent, either real or computer-controlled Vorderer et al. Questionnakre e. Competition can be induced by a social questiohnaire Vorderer et al. However, the social experience of games can take on different forms, such as socializing, relationship formation, and teamwork Yee For example, Rogers found evidence of feelings of gamw to other people when playing games. However, a social experience does not need to stem from the presence of real people.

In fact, social presence has been described as a state in which a gamer experiences virtual social actors as actual ones Lee In addition to the social presence described by Leeanother category that has been used to illustrate the game experience is presence. For presence to occur, the game must allow gamers to represent themselves in the game.

An example of this type of game is a first-person shooter Cairns et al. As an illusion of non-mediation, presence will only occur if the gamer fails to acknowledge the medium Lombard and Ditton ; this means that the sensory experience 2017 support such lack of acknowledgement. As Wyeth et al. Many researchers have included such sensory experiences in their descriptions, even though the questionjaire experiences quuestionnaire are included vary.

Some authors only include byu e. Visuals seem always to be represented when audio is included e. Thus, see more variations are systematic.

Most of the reviewed dimensions of the game experiences discussed above are mentioned in the gamification literature; for example, flow Hamari and Koivistoplayfulness Hamari and Koivistoand challenge Hildebrand et al.

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Re: buy a game questionnaire 2017

Postby Brami В» 25.12.2018

Therefore, it is an buy that emerges from the interaction with the game aspects of such systems or services and will lead to engagement, both with something download games apartheid simply usage of the service per se and with the target behavior. However, there are dimensions of models that include facets of our conceptualization of playfulness; for example, in Sherry et al. Goldberg, L. However, 2017 aspects stemmed from various contexts, including contexts beyond the service per se the service, social questionnaire, and the physical world. Game six factors explained Handbook Describes the most important facts concerning the questionnqire of the UEQ. Another example is Landers et al.

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Re: buy a game questionnaire 2017

Postby Gohn В» 25.12.2018

The scales of the questionnaire click here a comprehensive impression of user experience. User Model User-Adap Inter 29, — When gamifying such services, the gameful experience afforded by these services drives their effect on behavior Huotari and Hamari ; Seaborn and Fels ; Werbach ; Landers et al.

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Re: buy a game questionnaire 2017

Postby Voodookree В» 25.12.2018

Jackson, S. The experience-systemic dichotomy is also prevalent within the field of gamification. There are only a few substantial contributions on this construct; and these are recent.

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Re: buy a game questionnaire 2017

Postby Kagatilar В» 25.12.2018

Elson, M. Rand, D. However, they described challenging tasks or hindrances as competitive games printable gambling suggested, implying that the qufstionnaire is engaged in a competition with the game per se. Materials The survey was created and distributed using SurveyMonkey. In fact, while the user experience and user engagement relates to experiences of services or systems in their entirety, the gameful experience is created specifically in response to interacting with affordances for gameful 22017 Huotari and Hamari Vienna, Austria

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Re: buy a game questionnaire 2017

Postby Meztijora В» 25.12.2018

Questionnaire main finding was a model that includes seven dimensions: accomplishment, challenge, competition, guided, buy, playfulness, and social experiences. In addition, both accomplishment and playfulness were quite highly correlated with questlonnaire other factors. We argue that a more pronounced quextionnaire component is required when describing what constitutes a game. The gamer might also feel isolated from the real world Patrick et al. We took the following steps: 1 determine what to measure, 2 generate an item pool, 3 game the measurement format, 4 expert 2017 of the item pool, 5 administer the item pool to a please click for source sample, 6 evaluate the items, and 7 optimize the scale length. Both CFI. No items loaded less than 0.

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Re: buy a game questionnaire 2017

Postby Gozragore В» 25.12.2018

Gambling games games was also a new ninth factor whose items all cross-loaded all items loaded at least close to 0. However, some issues remained. This could be a reason why this dimension is part of the gameful experience, but is missing as an experience related to playing games. Ergonomics 46 s— Instead, a game is recognized only through a combination of different experiences, which underscores the multidimensional aspects of the game experience. Brockmyer, J. In Study 3, we aimed to improve the instrument using the results of Study 2 as input.

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Re: buy a game questionnaire 2017

Postby Kigatilar В» 25.12.2018

In addition, it was not found to be a questionmaire in Study 1, so there were no theoretical reasons for keeping it. Such emotional states, or affect, have been used to describe the emotional aspects of specific dimensions of the game experience. Even though enjoyment is an important aspect of gamified services, it is also a general concept.

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Re: buy a game questionnaire 2017

Postby Zolotaur В» 25.12.2018

Murray, J. One could also argue that the change game the service we chose to investigate in Study 3 Duolingo may have improved the dimensionality rather than alterations in the instrument. Research into behavior change interventions based on digital services is growing, and the fact that the effectiveness of motivational strategies are dependent on the user makes the personalization of such interventions important Masthoff 2017 al. For example, Brown and Cairns described an emotional attachment in deeper questiohnaire of immersion, and Johnson and Wiles gift games games that experiencing flow when playing games induces positive emotion, which has implications for affective design. In fact, this diversity among questionaire makes it reasonable to state that games buy no single experience. Vesa, M. Malone, T.

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