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Bir Bulmaca Oyununda VR ve Masaüstü Oyun Kullanıcı Deneyimi Kıyaslaması: “Keep Talking and Nobody Explodes”

Yıl 2020, Cilt: 11 Sayı: 42, 180 - 204, 17.10.2020
https://doi.org/10.5824/ajite.2020.03.008.x

Öz

Çağdaş oyun üretim süreci Entegre Geliştirme Ortamı (IDE) uygulamalarına dayandığından, geliştiricilerin oyunlarının hem VR hem de masaüstü platformları için birden çok sürümünü oluşturmaları daha kolaydır. Bu drum, araştırmacılara da, sanal gerçeklik uygulamalarının kullanıcı deneyimini karşılaştırmalı olarak değerlendirme fırsatı sağlamaktadır. Bu çalışmada, oyun başarısı ve oynanış süresi objektif ölçümlerinin yanında, oyun kullanıcısı deneyimini değerlendirmek için birçok öznel ölçümü de kullanarak bir bulmaca oyununu masaüstü ve VR'yi karşılaştırması yaparak değerlendirdik. GUESS ölçeğinin (Oyun Kullanıcı Deneyimi Memnuniyeti Ölçeği) seçilen boyutlarına ek olarak, mevcudiyeti ölçmek için MEC-SPQ (Ölçüm Etkileri Koşulları - Mekansal Mevcudiyet Anketi) kullanıldı. Ayrıca, VR ve masaüstü oyun ortamlarında yürütülen aynı görevin algılanan görev karmaşıklığını kıyaslamak için NASA-TLX (NASA Görev Yük Endeksi) ölçeğinden yararlanıldı. Sonuçlar, VR ve masaüstü ortamı karşılaştırıldığında, oyuncu performansının objektif ölçümlerinde önemli bir fark olmadığını ortaya koydu. Oyun Kullanıcı Deneyimi Memnuniyeti Ölçeği, VR ve masaüstü deneyimlerinin ortalama puanları arasında anlamlı bir fark görülmedi. MEC-SPQ'nun mekansal mevcudiyetle ilgili boyutları olan Olası Eylemler ve Öz-Konum boyutları için VR ortamında anlamlı biçimde daha yüksek skorlar gözlendi. NASA-TLX ağırlıklı skorlar fiziksel yük boyutunda VR ve hayal kırıklığı boyutunda masaüstü için anlamlı olarak daha yüksektir. Sonuçlar, VR'de deneyimlenen bulmaca tabanlı bir oyunun, oyun kullanıcı deneyimi açısından daha yüksek bir memnuniyet düzeyine yol açmadığını, ancak mekansal mevcudiyet duygusunu tetiklediğini göstermektedir. Farklı kontrol şemaları nedeniyle, oyuncular kafaya takılan ekran tabanlı oyunun daha fazla fiziksel görev yükü gerektirdiğini düşünmektedirler. Bununla birlikte, oyun süresi ve oyun başarı oranı önemli ölçüde farklı değildir. Masaüstü oyunlarındaki başarısızlık, deneyim oyunculara daha tanıdık geldiği için daha yüksek hayal kırıklığına yol açmıştır. Sonuçlar daha önceki çalışmalarla kısmen uyumlu olduğu için, farklı sürükleyici teknolojilerin oyun kullanıcı deneyimi üzerindeki etkisine ilişkin kesin bir sonuç çıkarmak mümkün değildir. Oyun türünden ziyade oyun tasarımı bileşenlerine odaklanan daha tutarlı bir metodoloji yoluyla daha fazla çalışmaya ihtiyaç vardır.

Kaynakça

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Comparison of VR and Desktop Game User Experience in a Puzzle Game: “Keep Talking and Nobody Explodes”

Yıl 2020, Cilt: 11 Sayı: 42, 180 - 204, 17.10.2020
https://doi.org/10.5824/ajite.2020.03.008.x

Öz

Since the contemporary game production process is based on the Integrated Development Environment (IDE) applications, it is easier for developers to create multiple versions of their game for both VR and desktop platforms. This provided a great opportunity for researchers to conduct comparative studies to explore the user experience of the relatively novel virtual reality applications In this study, we evaluated a puzzle game through a within-subjects experiment design using objective measures of game success and gameplay duration, as well as plenty of subjective measures in order to assess game user experience, comparing desktop and VR. In addition to selected dimensions of GUESS (Game User Experience Satisfaction Scale), we employed MEC-SPQ (Measurement Effects Conditions - Spatial Presence Questionnaire) to measure presence. Furthermore, we employed NASA-TLX (NASA Task Load Index) to compare the perceived task complexity of the same task executed in VR and desktop gaming environments. Results revealed that there is not a significant difference in objective measures of player performance, comparing the VR and desktop gameplay. The Game User Experience Satisfaction Scale did not reveal any significant difference between the mean scores of VR and desktop experiences. The spatial presence related dimensions of MEC-SPQ revealed significantly higher scores of VR, for Possible Actions and Self Location dimensions. NASA-TLX weighted scores were significantly higher for VR in physical load and for desktop in frustration. Our results show that a puzzle-based game experienced in VR does not lead to a higher level of satisfaction in terms of game user experience but triggers a sense of spatial presence. Due to the different control schemes, players perceive that HMD based gameplay demands more physical task load. However, the gameplay duration and game success rate are not significantly different. The failure in desktop gameplay might have led to higher frustration, since the experience seems more familiar to players. Since the results are partially concordant with previous studies, it is not possible to make a strict conclusion on the effect caused by different immersive technologies on game user experience. Further studies are required through a more consistent methodology with a focus on game design components rather than game genre.

Kaynakça

  • Abeele, V. Vanden, Spiel, K., Nacke, L., Johnson, D., & Gerling, K. (2020). Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. International Journal of Human Computer Studies. https://doi.org/10.1016/j.ijhcs.2019.102370
  • Aksayim, A., & Berkman, M. İ. (2020). Effect of Physical Activity on VR Experience: An Experimental Study. In S. Richir (Ed.), Laval Virtual ConVRgence (VRIC) Virtual Reality International Conference - VRIC 2020. Retrieved from https://ijvr.eu/article/view/3316
  • Anton, D., Kurillo, G., & Bajcsy, R. (2018). User experience and interaction performance in 2D/3D telecollaboration. Future Generation Computer Systems. https://doi.org/10.1016/j.future.2017.12.055
  • Aoki, H., Oman, C. M., Buckland, D. A., & Natapoff, A. (2008). Desktop-VR system for preflight 3D navigation training. Acta Astronautica. https://doi.org/10.1016/j.actaastro.2007.11.001
  • Arns, L., Cook, D., & Cruz-Neira, C. (1999). Benefits of statistical visualization in an immersive environment. Proceedings - Virtual Reality Annual International Symposium.
  • Bacim, F., Ragan, E., Scerbo, S., Polys, N. F., Setareh, M., & Jones, B. D. (2013). The effects of display fidelity, visual complexity, and task scope on spatial understanding of 3D graphs. Proceedings - Graphics Interface.
  • Berkman, M. İ., Bostan, B., & Yalçın, B. (2020). Controllers in VR Game User Experience: Perceived User Performance on a VR Puzzle Game. In Contemporary Topics in Computer Graphics and Games: Selected Papers from the Eurasia Graphics Conference Series.
  • Berkman, M. I., & Akan, E. (2019). Presence and Immersion in Virtual Reality. In Encyclopedia of Computer Graphics and Games (pp. 1–10). https://doi.org/10.1007/978-3-319-08234-9_162-1
  • Brooke, J. (1996). SUS-A quick and dirty usability scale. Usability Evaluation in Industry.
  • Buttussi, F., & Chittaro, L. (2018). Effects of Different Types of Virtual Reality Display on Presence and Learning in a Safety Training Scenario. IEEE Transactions on Visualization and Computer Graphics. https://doi.org/10.1109/TVCG.2017.2653117
  • Carroll, M., Osborne, E., & Yildirim, C. (2019). Effects of VR gaming and game genre on player experience. 2019 IEEE Games, Entertainment, Media Conference, GEM 2019. https://doi.org/10.1109/GEM.2019.8811554 Chirico, A., Cipresso, P., Yaden, D. B., Biassoni, F., Riva, G., & Gaggioli, A. (2017). Effectiveness of Immersive Videos in Inducing Awe: An Experimental Study. Scientific Reports. https://doi.org/10.1038/s41598-017-01242-0
  • Chirico, A., Ferrise, F., Cordella, L., & Gaggioli, A. (2018). Designing awe in virtual reality: An experimental study. Frontiers in Psychology, 8(JAN), 2351. https://doi.org/10.3389/fpsyg.2017.02351
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  • Martel, E., Su, F., Gerroir, J., Hassan, A., Girouard, A., & Muldner, K. (2015). Diving Head-First into Virtual Reality—Evaluating HMD Control Schemes for VR Games. Proceedings of the 10th International Conference on the Foundations of Digital Games - FDG 2015. Retrieved from https://pdfs.semanticscholar.org/2c7d/b9069822f2599cdb466d51f17b28fd2baad6.pdf?_ga=2.187769836.550852407.1589226699-1224180204.1587306111
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  • Phan, M. H., Keebler, J. R., & Chaparro, B. S. (2016). The Development and Validation of the Game User Experience Satisfaction Scale (GUESS). Human Factors. https://doi.org/10.1177/0018720816669646
  • Qi, W., Taylor, R. M., Healey, C. G., & Martens, J. B. (2006). A comparison of immersive HMD, fish tank VR and fish tank with haptics displays for volume visualization. Proceedings - APGV 2006: Symposium on Applied Perception in Graphics and Visualization. https://doi.org/10.1145/1140491.1140502
  • Ragan, E. D., Kopper, R., Schuchardt, P., & Bowman, D. A. (2013). Studying the effects of stereo, head tracking, and field of regard on a small-scale spatial judgment task. IEEE Transactions on Visualization and Computer Graphics. https://doi.org/10.1109/TVCG.2012.163
  • Riddle, K. (2010). Remembering Past Media Use: Toward the Development of a Lifetime Television Exposure Scale. Communication Methods and Measures, 4(3), 241–255. https://doi.org/10.1080/19312458.2010.505500
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  • Ruddle, R. A., & Péruch, P. (2004). Effects of proprioceptive feedback and environmental characteristics on spatial learning in virtual environments. International Journal of Human Computer Studies. https://doi.org/10.1016/j.ijhcs.2003.10.001
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  • Wirth, W., Vorderer, P., Hartmann, T., Klimmt, C., & Schramm, H. (2003). Constructing Presence : Towards a two-level model of the formation of Spatial Presence experiences. In Communication (Vol. 2003). Retrieved from https://www.researchgate.net/publication/318531733_Constructing_Presence_Towards_a_two-level_model_of_the_formation_of_Spatial_Presence
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Toplam 68 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Araştırma Makaleleri
Yazarlar

Mehmet Berkman 0000-0002-2340-9373

Güven Çatak 0000-0002-4679-8973

Mıstık Eremektar Bu kişi benim 0000-0002-1250-6653

Yayımlanma Tarihi 17 Ekim 2020
Gönderilme Tarihi 25 Mayıs 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 11 Sayı: 42

Kaynak Göster

APA Berkman, M., Çatak, G., & Eremektar, M. (2020). Comparison of VR and Desktop Game User Experience in a Puzzle Game: “Keep Talking and Nobody Explodes”. AJIT-E: Academic Journal of Information Technology, 11(42), 180-204. https://doi.org/10.5824/ajite.2020.03.008.x