{"title":"使用GameFlow方法评估基于虚拟现实的文化游戏化用户体验","authors":"Y. Heryadi, Ahmad Zakky Robbany, Hantze Sudarma","doi":"10.1109/ICGGAG.2016.8052644","DOIUrl":null,"url":null,"abstract":"This paper presents some empiric results on the effect of some game player profiles to their user experience. The cultural gamification prototype for this study is developed using Virtual Reality technology on Google Cardboard in which some elements of Indonesian culture is used in part of the game story. Dataset for the game evaluation is collected using survey method. Data collection is implemented using self-administered questionnaire which is developed based on GameFlow framework. The respondent population is the college students who like to play games. The survey samples are chosen using purposive sampling technique. The results of this study indicate that there is a strong association of playing frequency and personality traits to game user experiences. Also, there is a weak association between gender and age to game user experiences. These research findings are valuable for game designer to design enjoyable and educational games.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"189 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"User experience evaluation of virtual reality-based cultural gamification using GameFlow approach\",\"authors\":\"Y. Heryadi, Ahmad Zakky Robbany, Hantze Sudarma\",\"doi\":\"10.1109/ICGGAG.2016.8052644\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents some empiric results on the effect of some game player profiles to their user experience. The cultural gamification prototype for this study is developed using Virtual Reality technology on Google Cardboard in which some elements of Indonesian culture is used in part of the game story. Dataset for the game evaluation is collected using survey method. Data collection is implemented using self-administered questionnaire which is developed based on GameFlow framework. The respondent population is the college students who like to play games. The survey samples are chosen using purposive sampling technique. The results of this study indicate that there is a strong association of playing frequency and personality traits to game user experiences. Also, there is a weak association between gender and age to game user experiences. These research findings are valuable for game designer to design enjoyable and educational games.\",\"PeriodicalId\":186199,\"journal\":{\"name\":\"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)\",\"volume\":\"189 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICGGAG.2016.8052644\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICGGAG.2016.8052644","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
User experience evaluation of virtual reality-based cultural gamification using GameFlow approach
This paper presents some empiric results on the effect of some game player profiles to their user experience. The cultural gamification prototype for this study is developed using Virtual Reality technology on Google Cardboard in which some elements of Indonesian culture is used in part of the game story. Dataset for the game evaluation is collected using survey method. Data collection is implemented using self-administered questionnaire which is developed based on GameFlow framework. The respondent population is the college students who like to play games. The survey samples are chosen using purposive sampling technique. The results of this study indicate that there is a strong association of playing frequency and personality traits to game user experiences. Also, there is a weak association between gender and age to game user experiences. These research findings are valuable for game designer to design enjoyable and educational games.