Panagiotis zaharias assessing long term ux of mmo gs
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Transcript of Panagiotis zaharias assessing long term ux of mmo gs
Αποτιμώντασ την εμπειρία χρήςτη ςε βάθοσ χρόνου -
Μια μελέτη περίπτωςησ ςε M.M.O. Games
Δρ. Παναγιώτησ Ζαχαριάσ 3/7/2014
Time spans of UX
Source: http://www.allaboutux.org/files/UX-WhitePaper.pdf
UX in the long term: an important but
neglected issue (1)
While the importance of temporality has been
repeatedly highlighted in user experience research, it
has rarely been systematically addressed.
…Due to the effort involved in conducting longitudinal
studies.
or a lack of sufficient interest, induced by a belief that
motivating prolonged use does not necessarily lead to
increased commercial revenues.
UX in the long term: an important but
neglected issue (2)
2 Main Trends that highlight the importance of long term UX (Karapanos et al. 2010):
Products are becoming service-centered.
products sold for lower prices, and thus revenues are mainly coming from the supported service.
prolonged use therefore has a direct impact on the revenues of a company.
Time and coverage of product warranty increases due to legislation and competition enforcement.
An increasing number of users tend to complain about the experiential aspects of products that go beyond the out-of-the-box experience
Assessing long-term UX in the
context of MMOGs
Context of the study
Based on:
Moschou, E. and Zaharias, P. UX-Curve revisited; Assessing
long-term user experience of MMOGs. In CHI 2013 Workshop
on Games User Research, (2013).
Why long term UX in MMOGs?
Shortage of relevant studies so far
Players usually have a long lasting relationship with the game
they play
The main objective of the study:
To investigate, understand and interpret the changes of players’
experience over time
The method: A new version of UX Curve
UX Curve: A retrospective method for assessing long
term UX proposed by Kujala et al. (2011).
Based on drawings made by users
Cost efficient as a long term usage can be covered in a single session
Results give an overview of the most relevant experiences
Memories are as important or more than actual experiences
UX Curve templates
Towards a new version of UX Curve
The game: League of Legends
The players: 9 students aged between 18-20 years old
who had been playing LoL for periods ranging from 6 to
16 months (mean: 12.5 months SD: 3.1 months)
The new version of UX Curve:
UX Curve
• General UX
• Attractiveness
• Ease of use
• Utility
• Usage Volume
UX Curve (MMOG version)
• General UX
• Degree of usage
• Ease of use
• Immersion
• Social interaction
• Engagement
Indicative results (1)
A total of 54 curves were collected. Most of the curves
were improved revealing thus an increasing user
experience
General UX Curve for each user ID The immersion UX Curve for each user ID
Indicative results (2)
In order to draw the curves, players described the factors
that improved their experience over time or caused it to
deteriorate
Reason Categories Positive Negative
Usability 6 4
Utility 3 2
Aesthetics 7 0
Gameplay 5 3
Challenge 6 0
Social interaction 7 5
Interest 6 0
Miscellaneous 3 0
Sum 43 14
Table2 -The categories of the reasons for general UX curve
Reason Categories Positive Negative
General UX 43 14
Ease of use 41 26
Immersion 43 10
Social interaction 38 12
Engagement 32 10
Total 197 72
Table 1- Number of reasons for general and specific UX dimensions
Indicative results (3)
All except for two “Ease of use” curves were improving
or stable, with pragmatic-related reasons to be the most
frequent.
most negative perceptions related to usability and utilities
reasons
Overall, most of the issues influencing the long-term user
experience in the game were related to non-pragmatic
issues such as fun, immersion, challenge, interest and
control.
Key Takeaways
It is crucial to measure UX in the long term
Retrospective methods can greatly help in understanding how UX changes over time
Memories are as or more important than actual experiences
UX Curve is a cost efficient and effective method to use for analyzing and understanding long term UX
The new proposed version of UX Curve (adjusted for gaming environments) seems to be a valid and effective method for assessing long term UX of MMOG players
It can be applied to many other contexts for evaluating products/services/systems