{"title":"3.4关于影响问题:评价Jocoi","authors":"","doi":"10.14361/9783839444153-014","DOIUrl":null,"url":null,"abstract":"How can a game about grief be evaluated? What should be the ‘impact’ of play? This chapter discusses playtesting, and what playing Jocoi with the bereaved can mean for the future design of games about grief. The chapter is structured into three parts, each of which addresses a step within the iterative development process. When it comes to the first prototype, our main concern was whether players understood what actions are possible in the game. This concern can be split into questions of usability and user experience (UX). While usability asks for functionality, whether “players can use the controls and make the game progress” (Fullerton 2008: 270), UX tests whether the intended play experience occurs (Bargas-Avila/Hornbæk 2011). The latter is necessarily elusive and vague: Did Jocoi evoke a sense of mother-child bonding and subsequent loss in our players? Based on early player feedback, we devised a second iteration of Jocoi which was part of a cultural probe package (Gaver et al. 1999) which the women received to evaluate their involvement in the project. As a method carried out mid-term, the cultural probe package was intended to provide inspiration for refining the game feel1. Although functionality remained a concern, we focused more directly on the women’s","PeriodicalId":270610,"journal":{"name":"Games and Bereavement","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"3.4 On the Question of Impact: Evaluating Jocoi\",\"authors\":\"\",\"doi\":\"10.14361/9783839444153-014\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"How can a game about grief be evaluated? What should be the ‘impact’ of play? This chapter discusses playtesting, and what playing Jocoi with the bereaved can mean for the future design of games about grief. The chapter is structured into three parts, each of which addresses a step within the iterative development process. When it comes to the first prototype, our main concern was whether players understood what actions are possible in the game. This concern can be split into questions of usability and user experience (UX). While usability asks for functionality, whether “players can use the controls and make the game progress” (Fullerton 2008: 270), UX tests whether the intended play experience occurs (Bargas-Avila/Hornbæk 2011). The latter is necessarily elusive and vague: Did Jocoi evoke a sense of mother-child bonding and subsequent loss in our players? Based on early player feedback, we devised a second iteration of Jocoi which was part of a cultural probe package (Gaver et al. 1999) which the women received to evaluate their involvement in the project. As a method carried out mid-term, the cultural probe package was intended to provide inspiration for refining the game feel1. Although functionality remained a concern, we focused more directly on the women’s\",\"PeriodicalId\":270610,\"journal\":{\"name\":\"Games and Bereavement\",\"volume\":\"51 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-12-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Games and Bereavement\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.14361/9783839444153-014\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Bereavement","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14361/9783839444153-014","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
如何评估一款关于悲伤的游戏?游戏的“影响”应该是什么?这一章将讨论游戏测试,以及与丧亲者一起玩《Jocoi》对未来悲伤游戏设计的意义。本章分为三个部分,每个部分都涉及迭代开发过程中的一个步骤。当谈到第一个原型时,我们主要关心的是玩家是否理解游戏中可能的行动。这个问题可以分为可用性和用户体验(UX)两个方面。可用性要求的是功能性,即“玩家是否能够使用控制并推动游戏进程”(Fullerton 2008: 270),而用户体验测试的是预期的游戏体验是否出现(barga - avila /Hornbæk 2011)。后者必然是难以捉摸和模糊的:《Jocoi》是否唤起了玩家的母子关系和随后的失落感?基于早期玩家的反馈,我们设计了《Jocoi》的第二次迭代,这是文化探索包的一部分(Gaver et al. 1999),女性接受该包来评估她们在项目中的参与程度。作为一种中期执行的方法,文化探测包旨在为完善游戏感觉提供灵感。虽然功能仍然是一个问题,但我们更直接地关注女性
How can a game about grief be evaluated? What should be the ‘impact’ of play? This chapter discusses playtesting, and what playing Jocoi with the bereaved can mean for the future design of games about grief. The chapter is structured into three parts, each of which addresses a step within the iterative development process. When it comes to the first prototype, our main concern was whether players understood what actions are possible in the game. This concern can be split into questions of usability and user experience (UX). While usability asks for functionality, whether “players can use the controls and make the game progress” (Fullerton 2008: 270), UX tests whether the intended play experience occurs (Bargas-Avila/Hornbæk 2011). The latter is necessarily elusive and vague: Did Jocoi evoke a sense of mother-child bonding and subsequent loss in our players? Based on early player feedback, we devised a second iteration of Jocoi which was part of a cultural probe package (Gaver et al. 1999) which the women received to evaluate their involvement in the project. As a method carried out mid-term, the cultural probe package was intended to provide inspiration for refining the game feel1. Although functionality remained a concern, we focused more directly on the women’s