DDR by xiaoyounan


									Evaluating Fun Factor of
Entertainment Software Using
Different Modes of Input

Christin Hamilton
Katie Nobles
Brandi Smith
Jamey White

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

   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

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

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

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

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

   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

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

   Additional DDR screenshots

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

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

          Experience with videogames, DDR, and
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
       Phase 2: DDR with partner and dance
       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
       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.
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
       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
   Eight: playing alone was most enjoyable
    and the Eye Toy least enjoyable.
   Five: playing alone was the 2nd most
       4/5: Eye Toy was the least enjoyable
   Four: playing alone was the least
       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
neither inaccurate nor accurate
             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
   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
   11 felt that games like DDR were more
    entertaining than traditional video games all the
    time and 7 felt they were more entertaining
       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
       found it more inaccurate
       Always found solo neither exciting nor
       found solo happier
       on average were more satisfied
       With a partner, satisfaction and
        happiness were always scored the
“Live” Demo

   IGN Gameplay Demo [5]
   Fun Factor – The Music Video (on
    CD) [6]
   [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.
   [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

To top