USERSâ€™ EXPERIENCE IN ROLE-PLAYING GAME: MEASURING THE PLAYERâ€™S GAMEPLAY EXPERIENCE
Keywords:Game Interface Design, User experiences, RPG
AbstractThis study is related to the usersâ€™ gaming experience which is gained through a set of usersâ€™ activities to play computer games. The activities are designed based on the features of games that are desired by the users. As a result, the RPG computer games have been designed and user gaming experience via questionnaire has been tested. There are seven constructs measuring the immersive, flow, competence, tension, challenge, positive affect and negative affect. The results showed the constructs that lead to positive values is indicated by the mean value for the userâ€™s gaming experience is very good, and vice versa for the mean construct geared negative value
J. Laird and M. VanLent. 2001. Human-level AI's Killer Application: Interactive Computer Games. AI Magazine. 22: 15.
A. J. Champandard. 2003. AI Game Development: Synthetic Creatures With Learning and Reactive Behaviors. New Riders Pub.
G. Yannakakis, J. Hallam, and H. Lund. 2006. Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground. Entertainment Computing-ICEC 2006. 314-317.
G. Yannakakis and J. Hallam. 2006. Towards Capturing and Enhancing Entertainment in Computer Games. Advances in Artificial Intelligence. 432-442.
L. Nacke. 2009. Affective ludology: Scientific Measurement of User Experience iIn Interactive Entertainment. Ph.D PhD, Blekinge Institute of Technology.
E. Aarseth. 2001. Computer Game Studies, Year One. Game Studies. 1: 1-15.
J. Nielsen. 2003. Visual Cognition and Multimedia Artifacts. Learning and Narrativity in Digital Media: Samfundslitteratur.
F. F. Mueller, M. R. Gibbs, and F. Vetere. 2009. Design Influence on Social Play in Distributed Exertion Games. In Proceedings of the 27th International Conference on Human Factors in Computing Systems. 1539-1548.
A. Al Mahmud, O. Mubin, S. Shahid, and J. B. Martens. 2008. Designing and Evaluating the Tabletop Game Experience for Senior Citizens. In Proceedings of the 5th Nordic Conference on Human-Computer Interaction: Building Bridges. 403-406.
J. Sykes and S. Brown. 2003. Affective Gaming: Measuring Emotion Through the Gamepad. In CHI'03 Extended Abstracts on Human Factors in Computing Systems. 732-733.
B. Phillips. 2006. Talking About Games Experiences: A View from the Trenches Interactions. 13: 22-23.
E. Brown and P. Cairns. 2004. A Grounded Investigation of Game Immersion. In CHI'04 Extended Abstracts on Human Factors in Computing Systems. 1297-1300.
C. Moser, V. Fuchsberger, and M. Tscheligi. 2012. Rapid Assessment of Game Experiences in Public Settings. In Proceedings of the 4th International Conference on Fun and Games. 73-82.
L. Nacke and C. Lindley. 2008. Boredom, Immersion, Flow-A Pilot Study Investigating Player Experience. Proceedings of the IADIS Gaming 2008: Design for Engaging Experience and Social Interaction. 25-27.
K. Poels, Y. de Kort, and W. Ijsselsteijn. 2007. It is Always a Lot of Fun!: Exploring Dimensions of Digital Game Experience Using Focus Group Methodology. In Proceedings of the 2007 conference on Future Play. 83-89.
N. Lazzaro. 2009. Understanding Emotions. In Beyond Game Design: Nine Step Toward Creating Better Videogames, C. Bateman, Ed. Pertama ed Rockland, MA., USA: Charles River Media. 3-48.
M. Csikszentmihalyi and I. S. Csikszentmihalyi. 1992. Optimal Experience: Psychological Studies of Flow in Consciousness. Cambridge University Press,
C. Jennett, A. L. Cox, P. Cairns, S. Dhoparee, A. Epps, T. Tijs, and A. Walton. 2008. Measuring and Defining the Experience of Immersion in Games. International Journal Of Human-Computer Studies. 66: 641-661.
L. E. Nacke, A. Drachen, K. Kuikkaniemi, J. Niesenhaus, H. J. Korhonen, W. M. Hoogen, K. Poels, W. Ijsselsteijn, and Y. Kort. 2009. Playability and Player Experience Research. In Proceedings of DiGRA.
W. IJsselsteijn, W. van den Hoogen, C. Klimmt, Y. de Kort, C. Lindley, K. Mathiak, K. Poels, N. Ravaja, M. Turpeinen, and P. Vorderer. 2008. Measuring the Experience of Digital Game Enjoyment. In Proceedings of Measuring Behavior. 88-89.
Y. A. W. de Kort, W. A. IJsselsteijn, and K. Poels. 2007. Digital Games as Social Presence Technology: Development of the Social Presence in Gaming Questionnaire (SPGQ). In Proceedings of PRESENCE 2007: The 10th International Workshop on Presence. 195-203.
W. IJsselsteijn, Y. de Kort, and K. Poels. 2008. The Game Experience Questionnaire: Development of a Self-Report Measure to Assess the Psychological Impact of Digital Games. Manuscript In Preparation.
R. Appelman. 2007. Experiential Modes of Game Play. in Situated Play, Proceedings of the DiGRA 2007 Conference. 815-822.
L. Nacke and C. A. Lindley. 2008. Flow and Immersion in First-Person Shooters: Measuring the Player's Gameplay Experience. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share. 81-88.
How to Cite
Copyright of articles that appear in Jurnal Teknologi belongs exclusively to Penerbit Universiti Teknologi Malaysia (Penerbit UTM Press). This copyright covers the rights to reproduce the article, including reprints, electronic reproductions, or any other reproductions of similar nature.