巴西口音演奏者经验:葡萄牙语总结性乐器PX-BR的开发和验证

R. V. Aranha, F. L. S. Nunes
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引用次数: 1

摘要

情境:评估数字游戏中的玩家体验(PX)自然是一个复杂的过程,在考虑语言和文化因素时更具挑战性。问题:文献中用于PX评价的主要工具都是用英文编写的,这使得它们在巴西用户中的采用受到翻译的影响,并且用户的理解存在潜在的不确定性。此外,工具通常包含大量语句,这使得它们无法随时间计算PX。解决方案:这项研究展示了巴西葡萄牙语乐器的开发和评估,以评估玩家的体验,包含三个问题,总结了与沉浸感/存在感、乐趣和游戏玩法相关的特征。IS理论:流动理论。方法:在巴西游戏、虚拟现实和人机交互社区的合作下,定义了三个陈述来评估沉浸/在场、乐趣和参与的组成部分,组成了一个总结工具。然后,使用两个游戏进行评估,以分析文献中经典仪器中所提出仪器的相关性。结果:除了新仪器的构建之外,验证过程显示新仪器的陈述与用作参考的信息存在强或中度相关性。IS领域的贡献和影响:该研究报告通过支持对数字游戏玩家体验的评估,提出了一种针对巴西用户的新工具,可用于需要通过工具进行重复评估的研究,从而对社区做出了贡献。
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Player Experience with Brazilian accent: development and validation of PX-BR, a summarized instrument in Portuguese
Context: Evaluating player experience (PX) in digital games is naturally a complex process, being even more challenging when considering the linguistic and cultural factors. Problem: The main instruments available in the literature for PX evaluation are written in English, making their adoption with Brazilian users subject to translations and the potential uncertainty of users’ understanding. In addition, instruments usually contain a large number of statements, which can make them unfeasible to evaluate PX over time. Solution: This study presents the development and evaluation of an instrument in Brazilian Portuguese to assess the player’s experience, containing three questions that summarize features related to immersion/presence, fun, and gameplay. IS Theory: Flow theory. Methods: With the collaboration of the Brazilian community of Games, Virtual Reality, and Human-Computer Interaction, three statements were defined to assess the components of immersion / presence, fun, and engagement, composing a summarized instrument. Then, an evaluation was performed with two games to analyze the correlation of the proposed instruments within the classic instruments from literature. Results: In addition to the construction of a new instrument, a validation process revealed that the statements of the new instrument present strong or moderate correlations with the information used as a reference. Contributions and Impact in the IS area: The research reported in this study contributes to the community by supporting the assessment of player experience in digital games, by proposing a new instrument focused on Brazilian users that can be used in studies that require repeated assessments through instruments.
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