Usability testing of a three-dimensional library orientation game
Küçük Resim Yok
Tarih
2017
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
CRC Press
Erişim Hakkı
info:eu-repo/semantics/closedAccess
Özet
Games require constant interaction, which makes usability one of the fundamental elements of the game development process. A high level of usability in games developed for educational purposes is important for sustaining the user’s game experience. Orientation is crucial for freshmen at universities. Performing orientation in a three-dimensional virtual and gamified environment enables users to feel like they are in a real environment and to experience an entertaining and sustainable process. With this aim, the Hacettepe University Beytepe Campus Library Orientation Game was designed and created in a three-dimensional virtual environment. This study conducted two different usability studies of the three-dimensional library orientation game based on user participation. The first asked users to fill out a survey after their gaming experience to collect their subjective data. In the second, a usability evaluation was done to collect objective data based on the users’ eye tracking. This study presents the results of these two approaches. © 2016 by Taylor & Francis Group, LLC.
Açıklama
Anahtar Kelimeler
Data acquisition, Digital libraries, Eye tracking, Usability engineering, Virtual reality, Game development, Gaming experiences, Real environments, Sustainable process, Usability evaluation, Usability studies, Usability testing, User participation, Software design
Kaynak
Games User Research: A Case Study Approach
WoS Q Değeri
Scopus Q Değeri
N/A