2006
DOI: 10.1016/j.ijhcs.2006.03.004
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Identifying usability and fun problems in a computer game during first use and after some practice

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Cited by 57 publications
(32 citation statements)
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References 16 publications
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“…In our case study of the Discourse Analysis approach, the ratio of interview time to analysis time was approximately 1:30 or 1:33, a ratio slightly higher than the ratio of 1:25-1:29 reported for observation analysis of video data (Barendregt et al, 2006). This long analysis time implies practical limitations for large groups.…”
Section: Comparison With Other Approachescontrasting
confidence: 58%
See 1 more Smart Citation
“…In our case study of the Discourse Analysis approach, the ratio of interview time to analysis time was approximately 1:30 or 1:33, a ratio slightly higher than the ratio of 1:25-1:29 reported for observation analysis of video data (Barendregt et al, 2006). This long analysis time implies practical limitations for large groups.…”
Section: Comparison With Other Approachescontrasting
confidence: 58%
“…The field of computer games is notable here, since it carries some of the features of live music-making: it can involve complex multimodal interactions, with elements of goaloriented and affective involvement, and a degree of learning. For example, Barendregt et al (2006) investigates the usability and affective aspects of a computer game for children, during first use and after some practice. Mandryk and Atkins (2007) use a combination of physiological measures to produce a continuous estimate of the emotional state (arousal and valence) of subjects playing a computer game.…”
Section: Previous Workmentioning
confidence: 99%
“…It may be more difficult to identify some of these issues with other approaches used to capture changes in user experience over time; such as cross-sectional or longitudinal research design. For example, using a pre and post-test with survey tools, as in the study by Barendregt et al [26], it would be difficult to capture specific events that might trigger boredom or identify the challenges faced by the children in higher levels. Barendregt et al used the Smileyometer to capture children's experiences and this limits the type of data that can be captured.…”
Section: Discussionmentioning
confidence: 99%
“…Although the majority of survey-based evaluation methods in CCI have been used to capture momentary experiences, they have the potential to be used within a repeated measures study to better account for changes in user experiences over time. Barendregt et al [26] have used the Smileyometer instrument in a pre-post research design that spanned over a 3 week period. These findings suggest that the Smileyometer may be a viable option for use in long-term user experience studies when employed in a pre-post study design, but further work would still be required to validate the tool within this context.…”
Section: User Experience Evaluation Methods and Childrenmentioning
confidence: 99%
“…Usability is related to efficiency and user satisfaction [12]. Accessibility refers to not only the ability to reach a resource but also the potential for using a resource in a satisfactory manner [13].…”
Section: Introductionmentioning
confidence: 99%