Proceedings of the 12th International Conference on Interaction Design and Children 2013
DOI: 10.1145/2485760.2485769
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Understanding the fidelity effect when evaluating games with children

Abstract: There have been a number of studies that have compared evaluation results from prototypes of different fidelities but very few of these are with children. This paper reports a comparative study of three prototypes ranging from low fidelity to high fidelity within the context of mobile games, using a between subject design with 37 participants aged 7 to 9. The children played a matching game on either an iPad, a paper prototype using screen shots of the actual game or a sketched version. Observational data was … Show more

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Cited by 29 publications
(16 citation statements)
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References 35 publications
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“…In a study of a matching game the children could physically play the low-fidelity version and this resulted in there being no significant difference between the versions after they had played the game (Sim et al, 2013). However it may simply be down to the fact that the children struggled to imagine how the game mechanics would work, as well as finding it difficult to visualise the game play.…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…In a study of a matching game the children could physically play the low-fidelity version and this resulted in there being no significant difference between the versions after they had played the game (Sim et al, 2013). However it may simply be down to the fact that the children struggled to imagine how the game mechanics would work, as well as finding it difficult to visualise the game play.…”
Section: Discussionmentioning
confidence: 99%
“…It is noted from the literature that the majority of these studies have been performed with adults and it is unclear whether the findings can be generalized to children. In one study evaluating usability and user experience with children (Sim et al, 2013), a matching game of various levels of fidelity revealed no significant difference in user experience and the same usability problems were reported across the three prototypes. The limitations of this study were that it only analysed one game genre in which the children could physically interact with all prototype versions, and this is not always the case in game genres such as, first person shooters and platform games.…”
Section: Background and Related Workmentioning
confidence: 99%
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“…It is considered a useful descriptor for user experience (Sim, Cassidy, & Read, 2013), but also important for keeping children's attention in educational software (MacFarlane, Sim, & Horton, 2005), and for assessing their willingness to use a product altogether Sim, MacFarlane, & Read, 2006). Fun appeared as an evaluation metric in both the user experience evaluation review by Lachner et al (2016) and in the creativity support system literature in the description of casual creators by Compton and Mateas (2015).…”
Section: Evaluation Metrics and Their Backgroundmentioning
confidence: 99%
“…Here, we aimed to examine how MemoLine could be utilized in other environments in which children access technology on a regular basis. There are a large number of studies within CCI that are run within schools [48,49] and it is important to understand whether the tool is appropriate within this environment. Based upon the case studies presented, the MemoLine will be critiqued on its use for different applications and guidelines will be synthesized for the use of MemoLine in a variety of contexts.…”
Section: The Studiesmentioning
confidence: 99%