In this paper we present a game design and evaluation model centered on the concept of participation, the way players take part in gameplay activity, from which gameplay experience emerges. The variety and subjectiveness of experiences enabled by the videogame medium lead us to consider the challenge of how to frame the notion of participation in a model of gameplay experience, that could serve as a guide for designers. The proposed model aims to contribute to an informed game design process by focusing on six perspectives of player participation: Playfulness, Challenge, Embodiment, Sociability, Sensemaking and Sensoriality. These perspectives are then exercised along three operational levels: Intention, Artifact and Participation -the setting of gameplay experience goals, the characterization of the videogame object, and the evaluation of the player experience.
In this paper we demonstrate the use of a model that supports gameplay experience evaluation through gameplay metrics of player's participation in the game context. This model aims to have a guiding role in the identification and interpretation of the metrics that are best suited to the character of a given videogame, so as to close the gap between game experience evaluation and the game design domain. In order to illustrate the use of this participation model as support for game experience evaluation, we describe the analysis of "Fátima", a videogame which places the sightings of Our Lady of Fátima, in a playful context. As a result, by characterizing players' participation, it was possible to objectively measure the game design's success in accomplishing its originally established design intentions.
The work Machines of Disquiet (http://mofd.dei.uc.pt) has been developed in the context of an ongoing research project whose goal is to create a dynamic digital archive of the Book of Disquiet, an unfinished work written by Fernando Pessoa between 1913 and 1935 (LdoD Archive, 2017, https://ldod.uc.pt/). This paper intends to show the workings of Machines of Disquiet in experiencing Fernando Pessoa’s text as electronic literature. We start by showing the rationale of the LdoD Archive, followed by a discussion of the Machines of Disquiet as both electronic writing and gameplay experiment, before moving on to a demonstration of the various types of machines. We conclude by describing these textual experiments as an opening up of the Book of Disquiet to further acts of writing.
In this paper, we present the results from an experiment designed to evaluate the user experience of five different control schemes (buttons, steering wheel, joystick, joystick+button and accelerometer-based tilting) in a 2D top-down racing mobile game designed specifically for children. The experiment was conducted with 24 children from ages 6 to 14, both male and female, and with different levels of experience with mobile devices and mobile gaming. We present the results from our observations from the participants' interaction with the game as well as the results from a questionnaire and interview. Results indicate that the joystick controller provides a better experience than the proposed alternatives to inexperienced players.
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