2013
DOI: 10.14236/ewic/hci2013.62
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Investigating the Fidelity Effect when Evaluating Game Prototypes with Children

Abstract: The development and evaluation of prototypes is an important part of game development. Using an iPad, this study aimed to establish whether the fidelity of the prototype affects the ability of children to evaluate the user experience of a game. The participants were aged between 11 and 13 and used the Fun Toolkit to measure user experience in both fidelities. The results showed that the majority of children rated the low-fidelity version lower in terms of look, control and idea with the most significant differ… Show more

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Cited by 5 publications
(2 citation statements)
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“…The other questions focused on comparing the children’s experience of their conventional rehabilitation and this Kinect-based CIT program. The Smileyometer rating scale combined with a visual analogue scale, which is frequently used to evaluate children’s experiences with technology, was used in our questionnaire ( Sim and Cassidy, 2013 ). As shown in Appendix A of Supplementary Material , each item of this questionnaire was scored on a 10 cm-long horizontal line with six faces showing a range of emotions from happy to sad above it.…”
Section: Methodsmentioning
confidence: 99%
“…The other questions focused on comparing the children’s experience of their conventional rehabilitation and this Kinect-based CIT program. The Smileyometer rating scale combined with a visual analogue scale, which is frequently used to evaluate children’s experiences with technology, was used in our questionnaire ( Sim and Cassidy, 2013 ). As shown in Appendix A of Supplementary Material , each item of this questionnaire was scored on a 10 cm-long horizontal line with six faces showing a range of emotions from happy to sad above it.…”
Section: Methodsmentioning
confidence: 99%
“…The child computer interaction (CCI) community has sought to improve experiences of children using a range of technology in different contexts including education (Wen, Lin, Chen, & Andersen, 2019), gaming (Read, et al, 2018, Sim andCassidy, 2013) and communication (Fitton, Read, Sim, & Cassidy, 2018). Recently, the community has also included areas such as parental concerns and education (Assal et al, 2018, Bell, 2019, Nouwen and Zaman, 2018.…”
Section: Introductionmentioning
confidence: 99%