User-System-Experience Model for User Centered Design in Computer Games

Benjamin Cowley, Darryl Charles, Michaela Black, Ray Hickey

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

    Abstract

    This paper details the central ideas to date, from a PhD entitled ‘Player Profiling for Adaptive Artificial Intelligence in Computer and Video Games’. Computer and videogames differ from other web and productivity software in that games are much more highly interactive and immersive experiences. Whereas usability and user modelling for other software may be based on productivity alone, games require an additional factor that takes account of the quality of the user experience in playing a game. In order to describe that experience we describe a model of User, System and Experience (USE) in which the primary construct for evaluation of a player’s experience will be the Experience Fluctuation Model (EFM), taken from Flow theory. We illustrate with a straightforward example how this system may be automated in real-time within a commercial game.
    Original languageEnglish
    Title of host publicationAdaptive Hypermedia and Adaptive Web-Based Systems
    Number of pages6
    Volume4018
    Place of PublicationDublin
    PublisherSpringer
    Publication date2006
    Pages419-424
    DOIs
    Publication statusPublished - 2006
    MoE publication typeA4 Article in conference proceedings

    Cite this

    Cowley, B., Charles, D., Black, M., & Hickey, R. (2006). User-System-Experience Model for User Centered Design in Computer Games. In Adaptive Hypermedia and Adaptive Web-Based Systems (Vol. 4018, pp. 419-424). Dublin: Springer. https://doi.org/10.1007/11768012_62
    Cowley, Benjamin ; Charles, Darryl ; Black, Michaela ; Hickey, Ray. / User-System-Experience Model for User Centered Design in Computer Games. Adaptive Hypermedia and Adaptive Web-Based Systems. Vol. 4018 Dublin : Springer, 2006. pp. 419-424
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    title = "User-System-Experience Model for User Centered Design in Computer Games",
    abstract = "This paper details the central ideas to date, from a PhD entitled ‘Player Profiling for Adaptive Artificial Intelligence in Computer and Video Games’. Computer and videogames differ from other web and productivity software in that games are much more highly interactive and immersive experiences. Whereas usability and user modelling for other software may be based on productivity alone, games require an additional factor that takes account of the quality of the user experience in playing a game. In order to describe that experience we describe a model of User, System and Experience (USE) in which the primary construct for evaluation of a player’s experience will be the Experience Fluctuation Model (EFM), taken from Flow theory. We illustrate with a straightforward example how this system may be automated in real-time within a commercial game.",
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    Cowley, B, Charles, D, Black, M & Hickey, R 2006, User-System-Experience Model for User Centered Design in Computer Games. in Adaptive Hypermedia and Adaptive Web-Based Systems. vol. 4018, Springer, Dublin, pp. 419-424. https://doi.org/10.1007/11768012_62

    User-System-Experience Model for User Centered Design in Computer Games. / Cowley, Benjamin; Charles, Darryl; Black, Michaela; Hickey, Ray.

    Adaptive Hypermedia and Adaptive Web-Based Systems. Vol. 4018 Dublin : Springer, 2006. p. 419-424.

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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    Y1 - 2006

    N2 - This paper details the central ideas to date, from a PhD entitled ‘Player Profiling for Adaptive Artificial Intelligence in Computer and Video Games’. Computer and videogames differ from other web and productivity software in that games are much more highly interactive and immersive experiences. Whereas usability and user modelling for other software may be based on productivity alone, games require an additional factor that takes account of the quality of the user experience in playing a game. In order to describe that experience we describe a model of User, System and Experience (USE) in which the primary construct for evaluation of a player’s experience will be the Experience Fluctuation Model (EFM), taken from Flow theory. We illustrate with a straightforward example how this system may be automated in real-time within a commercial game.

    AB - This paper details the central ideas to date, from a PhD entitled ‘Player Profiling for Adaptive Artificial Intelligence in Computer and Video Games’. Computer and videogames differ from other web and productivity software in that games are much more highly interactive and immersive experiences. Whereas usability and user modelling for other software may be based on productivity alone, games require an additional factor that takes account of the quality of the user experience in playing a game. In order to describe that experience we describe a model of User, System and Experience (USE) in which the primary construct for evaluation of a player’s experience will be the Experience Fluctuation Model (EFM), taken from Flow theory. We illustrate with a straightforward example how this system may be automated in real-time within a commercial game.

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    Cowley B, Charles D, Black M, Hickey R. User-System-Experience Model for User Centered Design in Computer Games. In Adaptive Hypermedia and Adaptive Web-Based Systems. Vol. 4018. Dublin: Springer. 2006. p. 419-424 https://doi.org/10.1007/11768012_62