“…The nuanced perception of challenge, inclusive of its emotional dimensions, is deemed indispensable for elucidating its nexus with narrative immersion. Quantifying perceived challenge assumes significance and can be operationalized through instruments such as the CORGIS, designed to capture various facets of challenge, including emotional ones [19,20,42,44].…”
Section: Resultsmentioning
confidence: 99%
“…Lastly, the complexity of players' experiences may not have been fully captured by the scales used. It might be necessary to complement the approach with biometric measurement equipment, such as Electroencephalogram (EEG) and Electrocardiogram (ECG) or Galvanic Skin Response (GSR), or the analysis of player emotions through facial expression [42][43][44], for a more in-depth understanding of the cognitive processes involved.…”
Section: Limitationsmentioning
confidence: 99%
“…Therefore, the aggregation of participants' experiences concerning each video game led to the effective compilation of a sample size of n = 30, despite direct involvement being limited to ten individuals. Despite the limited sample size, past research utilizing identical surveys (QPICGN and CORGIS) with comparable amounts of collected data has been referenced extensively [17,[41][42][43][44].…”
This paper explores the intricate interplay between perceived challenge and narrative immersion within role-playing game (RPG) video games, motivated by the escalating influence of game difficulty on player choices. A quantitative methodology was employed, utilizing three specific questionnaires for data collection on player habits and experiences, perceived challenge, and narrative immersion. The study consisted of two interconnected stages: an initial research phase to identify and understand player habits, followed by an in-person intervention involving the playing of three distinct RPG video games. During this intervention, selected players engaged with the chosen RPG video games separately, and after each session, responded to two surveys assessing narrative immersion and perceived challenge. The study concludes that a meticulous adjustment of perceived challenge by video game studios moderately influences narrative immersion, reinforcing the enduring prominence of the RPG genre as a distinctive choice in narrative.
“…The nuanced perception of challenge, inclusive of its emotional dimensions, is deemed indispensable for elucidating its nexus with narrative immersion. Quantifying perceived challenge assumes significance and can be operationalized through instruments such as the CORGIS, designed to capture various facets of challenge, including emotional ones [19,20,42,44].…”
Section: Resultsmentioning
confidence: 99%
“…Lastly, the complexity of players' experiences may not have been fully captured by the scales used. It might be necessary to complement the approach with biometric measurement equipment, such as Electroencephalogram (EEG) and Electrocardiogram (ECG) or Galvanic Skin Response (GSR), or the analysis of player emotions through facial expression [42][43][44], for a more in-depth understanding of the cognitive processes involved.…”
Section: Limitationsmentioning
confidence: 99%
“…Therefore, the aggregation of participants' experiences concerning each video game led to the effective compilation of a sample size of n = 30, despite direct involvement being limited to ten individuals. Despite the limited sample size, past research utilizing identical surveys (QPICGN and CORGIS) with comparable amounts of collected data has been referenced extensively [17,[41][42][43][44].…”
This paper explores the intricate interplay between perceived challenge and narrative immersion within role-playing game (RPG) video games, motivated by the escalating influence of game difficulty on player choices. A quantitative methodology was employed, utilizing three specific questionnaires for data collection on player habits and experiences, perceived challenge, and narrative immersion. The study consisted of two interconnected stages: an initial research phase to identify and understand player habits, followed by an in-person intervention involving the playing of three distinct RPG video games. During this intervention, selected players engaged with the chosen RPG video games separately, and after each session, responded to two surveys assessing narrative immersion and perceived challenge. The study concludes that a meticulous adjustment of perceived challenge by video game studios moderately influences narrative immersion, reinforcing the enduring prominence of the RPG genre as a distinctive choice in narrative.
“…One approach could be to track players' "downtime" using biometric data (e.g. [43]) and presenting questionnaires during those moments to evaluate their present experience (e.g. see [24]).…”
Section: 12mentioning
confidence: 99%
“…Facial expressions [49], physiological data (e.g. heart rate [43,48]) as well as gaze, emotions and movement [19,31] can be similarly captured alongside the video footage. Further solutions, e.g.…”
Playtesting is a games user research (GUR) method used to evaluate design decisions based on feedback gathered from players with the goal to improve player experiences (PX). HCI games research has been actively working on and promoting best practices in GUR. However, these practices often require resources, knowledge and expertise, which are not readily available for indie video games developers. Thus, to better understand how GUR can support these developers, we conducted an interview study with 13 indie games professionals to learn about their practices and the challenges they face when doing playtesting. We report on the key findings from this study, including challenges with finding appropriate participants and handling the data from playtests. We provide a discussion of how existing GUR practices can be adapted and what HCI games research can do to help mitigate these challenges to make playtesting more accessible and impactful to indie video games developers.
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