“…Creating a universal conceptual model with quality dimensions that apply to all games becomes particularly tricky. As Orehovački and Babić [32,33] concluded in their studies on evaluating games designed for learning programming, the specific features of each genre, such as educational games, can impact one or several quality dimensions. This highlights the importance of tailoring assessment methods and models to the unique characteristics of individual games, to ensure a more accurate and relevant evaluation of the gaming experience.…”
Section: Evaluation Methods Instruments and Modelsmentioning
Video games have become a ubiquitous form of entertainment and have been enjoyed by people of all ages around the world. The gaming industry has evolved rapidly, with new games being released every year that push the boundaries of technology and creativity. To ensure that video games are not just technically advanced, but also enjoyable and engaging, measuring the gaming experience is essential because it helps game designers understand how players interact with the game and identify areas for its improvement. The objective of this paper is to examine an interplay of gaming experience dimensions in the context of platform video games and to determine the extent to which they contribute to players’ behavioral intentions. To fulfil this objective, an empirical study was undertaken, involving participants with diverse gaming backgrounds. They were requested to engage in the gameplay of the Stranded Away platformer game and subsequently respond to a post-use questionnaire. The psychometric features of the introduced conceptual model were evaluated with the partial least squares structural equation modeling (PLS-SEM) method. The reported findings demonstrate the importance of evaluating different facets of the gaming experience in video games and showcase the potential of the proposed model and measuring instrument as tools for game designers to enhance the overall quality of their products.
“…Creating a universal conceptual model with quality dimensions that apply to all games becomes particularly tricky. As Orehovački and Babić [32,33] concluded in their studies on evaluating games designed for learning programming, the specific features of each genre, such as educational games, can impact one or several quality dimensions. This highlights the importance of tailoring assessment methods and models to the unique characteristics of individual games, to ensure a more accurate and relevant evaluation of the gaming experience.…”
Section: Evaluation Methods Instruments and Modelsmentioning
Video games have become a ubiquitous form of entertainment and have been enjoyed by people of all ages around the world. The gaming industry has evolved rapidly, with new games being released every year that push the boundaries of technology and creativity. To ensure that video games are not just technically advanced, but also enjoyable and engaging, measuring the gaming experience is essential because it helps game designers understand how players interact with the game and identify areas for its improvement. The objective of this paper is to examine an interplay of gaming experience dimensions in the context of platform video games and to determine the extent to which they contribute to players’ behavioral intentions. To fulfil this objective, an empirical study was undertaken, involving participants with diverse gaming backgrounds. They were requested to engage in the gameplay of the Stranded Away platformer game and subsequently respond to a post-use questionnaire. The psychometric features of the introduced conceptual model were evaluated with the partial least squares structural equation modeling (PLS-SEM) method. The reported findings demonstrate the importance of evaluating different facets of the gaming experience in video games and showcase the potential of the proposed model and measuring instrument as tools for game designers to enhance the overall quality of their products.
“…Orehovački and Babic [67] studied the feasibility of "CodeCombat" in which participants had to develop and execute Python code to solve quests. Typically, the code is written to move a character from one point to another.…”
Section: E Game-based Tools For Programmingmentioning
Currently, there are a plethora of solutions developed to help students learn the basics of programming. However, there is a relative paucity of solutions that cater to problems students face when learning programming that is mainly caused by the abstract nature of programming, misconceptions of programming concepts, and lack of motivation. Hence, in this study, a framework to address the abstract nature of programming and common programming misconceptions is developed. The framework consists of three modules that correspond to each issue, powered by a simulation engine. The first module is developed to address the abstract nature of programming by representing programming concepts with concrete objects in the virtual environment. The second module employs simulation techniques such as interactions and player perspectives to address common programming misconceptions. Lastly, the third module employs elements in the virtual environment to engage students when learning through the system. To evaluate the system, 60 participants were randomly divided into the control group (N=30) and the experimental group (N=30). Participants in the control group were taught using a video lecture while participants in the experimental group were taught using the developed intervention. Evaluation results gathered quantitatively indicated that the VR intervention was able to significantly increase programming concepts comprehension and address common programming misconceptions. Participants also rated the developed VR intervention to be significantly more engaging than the video lecture.
“…As a follow up to the initial set of quality attributes proposed by Orehovački [27], evaluation methodology introduced in [24], their validation on the representative sample of various Web 2.0 applications when they have been used in their native environment [26,[31][32][33] as well as games [28], and their refinements [25,29], a novel evaluation framework adapted to the context of using social web application on mobile devices was proposed. The adapted version of the conceptual model is comprised of five quality categories which are further decomposed into 37 quality attributes.…”
Abstract. Social web applications are nowadays commonly employed in all fields of human endeavor. It is therefore of a high importance that they meet requirements of as many quality dimensions as possible. This paper reports findings of an empirical study which was carried out with an aim to examine quality of social web applications when they are used in a mobile environment. Participants in the study were students from two Croatian higher education institutions who carried out predefined scenario of interaction with two social web applications for collaborative writing on their smartphones and afterwards evaluated their perceived quality by completing the post-use questionnaire. The analysis of collected data uncovered the relevance of pragmatic and hedonic facets of mobile quality in the context of evaluating social web applications for collaborative writing.
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