Player Experience Framework

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Towards a PX framework Anders Drachen, Lennart Nacke

Transcript of Player Experience Framework

Page 1: Player Experience Framework

Towards a PX frameworkAnders Drachen, Lennart Nacke

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Content

What is UX and PX?

Games: not productivity tools

Towards a PX framework?

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Background

User experience in games is gaining momentum (or no EPEX11)

Past decade a ton of new research and industry attention

Research touches upon a number of fields (HCI, CS, Neuroscience, Media, Psychology, AI, Informatics, Data Mining,Physiology etc.)

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What is PX?

Terminology? (non-existent)

Player Experience – User Experience in Games – Gameplay Experience – Game Experience – Play Experience….

Let´s please just agree on something – anything!

Here we use play experience

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What is PX?

PX is something that occurs before, during and after we play games …

Most interest in the ”during” - PX in runtime:

Wow this is cool! I´m bored …S¤&% run! Run! Run!Mhmmm … night elves …… deep concentration …

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What is PX?

ISO 9241-210 defines user experience as:

"a person's perceptions and responses that result from the use or anticipated use of a product, system or service".

User experience is subjective and focused on the use of something.

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What is PX?

Additional ISO notes:

User experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and accomplishments that occur before, during and after use -> temporal factor.

Three factors that influence user experience: system properties, user state and the context of use.

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What is PX? Example: John is

playing RIFT in a net café - what affects his PX?

Context: The physical properties of the café

Social: The influence of other people present physically and those in the RIFT environment

John

RIFT

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What is PX? Temporal: the duration fo play and when he

plays, constraints on time (10 minutes to server maintenance…)

Infrastructural: Server breakdowns, network outages

Task: The specific task of playing RIFT is an example of a two-way task

System: The RIFT GUI, game system and the cafés hosting system

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What is PX?

The sum of experiences: Using one aspect of RIFT will impact on the

experience of other aspects. The overall PX is not just a sum of small

experiences – some enhance each other, some are more important to John, etc.

PX is the end result of all of these incluences = emotional state and attitudes of the user (towards RIFT)

(often at a given point in time, e.g. after a playtest).

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What is PX? But wait, there is more!:

Aspects outside the specific interaction period potentially important: Brand recognition, pricing, peer opinions, etc.

Often research focus on: PX during interaction (emotion evaluation) long-term/episoidic PX (attitudes)

Methods to evaluate these temporal levels vary – as do design approaches

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What is PX?

That is a lot of things to consider when playtesting or evaluating a game!

And now it get´s worse …

Games are different beasts than productivity applications: PX is king.

PX optimized, complex,time

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How are games different?

PX optimized

Focus on entertainment, not productivity (usability)

Every aspect of a game must be made to optimize PX

Usability likely assists PX

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How are games different?Complexity

Contemporary commercial games can be massively complex pieces of software

Thousands of potential user actions

Users can even change games! (modding)

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How are games different?Time

The temporal dimension is central, both for design and assessment – measures of PX are heavily influenced by the temporal dimension

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Towards a PX framework

The challenge is clear – how to proceed?

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Towards a PX framework

Knowledge from UX, UX design and usability

Theoretical models of PX – none are inclusive of all aspects

Empirical research – hard data on PX - but situation-specific

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Towards a PX framework

Get the pieces organized …

Important dimensions:

Time

Abstraction

Agents

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Towards a PX frameworkTwo important agents in play:

Designer creates the game with the intent of creating an experience

Player interacts with the game and experiences something, but framed in the context of use etc.

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Towards a PX framework3 levels of abstraction:

System: Concretely graspable and technical game system experience

Player: Individual player experience that influences and is influenced by the perceptive and operational actions of the player

Context: Processed experience. Abstract experience level, shaped by the player interacting with others, technologies, brands, etc.

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Towards a PX framework

Time operatesat all levels of abstraction

Past experiences influence the present

Current experiences influence the future

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Towards a PX framework

Assemblingthe dimensions

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Towards a PX framework

And we still have not talked about the actualElements of PX (emotions,attitudes , flow, etc.)

EngagementFunFlowChallengeEmotionAttitudes…

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Thank you