DDR by xiaoyounan

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									Evaluating Fun Factor of
Entertainment Software Using
Different Modes of Input


Christin Hamilton
Katie Nobles
Brandi Smith
Jamey White
Introduction

   Metrics exist to determine
    quantitative and qualitative aspects
    of software usability.
   There is currently no accepted
    model of measuring player
    enjoyment in games [1].
Introduction

   One heuristic evaluation of “fun-
    factor” [2]
       Log player’s actions, comments,
        failures, missteps.
       Code each as a positive or negative
        player experience
          Positive – anything that increases
           pleasure, immersion and the challenge of
           the game
          Negative – any situation where the player
           was bored, frustrated or wanted to quit
Introduction

   The goal of the project was to
    measure the fun factor of an
    Entertainment Software using
    different modes of input
Introduction

   The environment in which we
    inspected fun factor was Konami’s
    Dance Dance Revolution Extreme 2
    [3] on the Sony Playstation 2 [4].
Introduction

   Players use their feet to step on
    combinations of arrows that match
    patterns being played with a song
Introduction

   This version also supports play
    using the Sony EyeToy camera.
   Gesture recognition tracks player
    movements.
Introduction

   Players are still responsible for
    stepping on the arrows in rhythm,
    but the EyeToy requires them to
    include their hands.
Intro (cont)
   We focused on measuring the fun factor
    to determine the fun factor of different
    combinations which would have better a
    effect on the game for players to have
    fun.

   Combinations Included:
       Dance Pad w/USB camera (Universal Serious
        Bus)
       Collaborative Play
          Player w/Partner
Introduction

   Additional DDR screenshots
Background

   Past studies on collaborative play
    showed that there was no difference
    in boredom, based on the game
    outcome when DDR is played with a
    friend
   Also, post questionnaires
    determined that it was better for
    the players to play with a friend
    instead of a computer.
Method
Experiment Procedure

   Demographics and Backgrounds
       Each participant was asked a series of
        questions regarding demographic
        information and experience with
        videogames
          Age, gender
          Music/rhythm background

          Experience with videogames, DDR, and
           EyeToy
Experiment Procedure

   Participants were then asked to
    perform the experiment in three
    different phases, each altering the
    game environment or interaction
       Phase 1: DDR single player with dance
        pads
       Phase 2: DDR with partner and dance
        pads
       Phase 3: DDR singe player with EyeToy
         Experiment Procedure
   Phase 1
       Participant was allowed to choose any song on any
        difficulty setting and played alone




                      Person 1
         Experiment Procedure
   Phase 2
       Participant was allowed to choose any song on any
        difficulty setting and played with a partner




                    Person 1
                                          Person 1
         Experiment Procedure
   Phase 3
       Participant was allowed to choose any song on any
        difficulty setting and played alone with the EyeToy




                      Person 1
Experiment Procedure

   Participants completed a follow-up
    survey to evaluate their experience
    with the different modes of play.
   Participants were asked to rank the
    three phases based on the amount
    of enjoyment experienced.
Experiment Procedure

   For each phase, participants were
    then asked to rate the phases based
    on their experience

    Embarrassing    1   2   3   4   5   Comfortable
          Boring    1   2   3   4   5   Exciting
            Easy    1   2   3   4   5   Challenging
       Confusing    1   2   3   4   5   Simple
       Unhealthy    1   2   3   4   5   Healthy
      Inaccurate    1   2   3   4   5   Accurate
             Sad    1   2   3   4   5   Happy
     Dissatisfied   1   2   3   4   5   Satisfied
         Experiment Procedure
   Participants were then asked a series of
    yes/no questions to measure their
    lasting experience
       Would you play DDR again alone with the dance pad?
       Would you play DDR again alone with the EyeToy?
       Would you play DDR again with a partner?
       Do you feel better after playing DDR compared to how you
        felt before you played?
       If you feel better, do you think that this is attributed to
        fun?
       Do you think that physically engaging video games such as
        DDR are more entertaining than traditional controller-based
        video games?
Experiment Procedure

   Finally, participants were given
    room to discuss any problems that
    they may have encountered that
    could affect their experience.
Results
Pre-Survey (Demographics)

   18 participants
       13 males
       5 females
       Average age: 24
   Overall, participants consider
    themselves to have an average
    amount of rhythm
   Play video games approximately
    4.22 times a month
Pre-Survey (DDR Experience)
   Ten had previous experience with DDR
       7 played with dance pads
       6 typically played alone
       Most played DDR 0-2 times per month
       9 had an enjoyable experience last time they
        played
       Averagely, consider themselves an
        intermediate player
   Five had previous experience with gesture
    recognition in a game
       0 played DDR with Eye Toy
       3 found their last experience with gesture
        recognition enjoyable
Post-Survey
   Eight: playing alone was most enjoyable
    and the Eye Toy least enjoyable.
   Five: playing alone was the 2nd most
    enjoyable
       4/5: Eye Toy was the least enjoyable
   Four: playing alone was the least
    enjoyable
       3/4 found Eye Toy to be the 2nd worst.
          12 found Eye Toy to be the least enjoyable

   Only 1 person thought playing with a
    partner was the least enjoyable.
  What gave the most fun…?                                With Partner
                                                          With Eye Toy
                                                          Single player

               more satisfying
                       happier
neither inaccurate nor accurate
                        healthy
                       simpler
             more challenging
                 more exciting
             more comfortable
                                  0   1   2   3   4   5
Emotional Conclusions
   Single player without Eye Toy
       more comfortable than average and felt
        healthier
   Single players with eye toy
       more comfortable, much more excited,
        more challenged, slightly simpler,
        healthier, more accurate, and happier
   Partnered players felt that they
    were more confused and happier
Further Conclusions…
   16 would play DDR again alone without the Eye
    Toy or a partner
   Only 10 would use the eye toy again.
   Only 2 people felt they were a worse player
    afterwards
   11 felt that games like DDR were more
    entertaining than traditional video games all the
    time and 7 felt they were more entertaining
    sometimes.
       No one said they were never more entertaining.
   Problems
       11 felt they had problems with the game that
        affected their enjoyment
       7 said that any problems they had did not affect
        their enjoyment
Gender Conclusions

   Women
       mostly found dance with eye toy more
        confusing.
       found it more inaccurate
       Always found solo neither exciting nor
        boring
       found solo happier
       on average were more satisfied
       With a partner, satisfaction and
        happiness were always scored the
        same
Demo
“Live” Demo

   IGN Gameplay Demo [5]
   Fun Factor – The Music Video (on
    CD) [6]
Questions?
References
   [1] Sweetser, Penelope, Wyeth, Peta. Game Flow:
    A Model for Evaluating Player Enjoyment in
    Games. ACM Computers in Entertainment, Vol. 3,
    No. 3, ACM(2005).
   [2] Desurvire, Heather, Caplan, Martin, Toth,
    Jozsef. Late breaking result papers: Using
    heuristics to evaluate the playability of games.
    CHI ’04 extended abstracts on Human factors in
    computing systems, ACM Press (2004).
   [3] Konami Digital Entertainment.
    http://www.konami.com.
   [4] Sony Computer Entertainment of America.
    Sony Playstation 2. http://www.scea.com.
   [5] IGN. http://www.ign.com.
   [6] Music in Video from Lord of the Rings: Return
    of the King commercial

								
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