As the game industry expresses a growing demand for effective evaluation methods, it is worth investigating if the commonly used questionnaires can be replaced by alternative ways of measuring user experience in interactive environments. This paper describes an experiment where an existing presence measurement method was modified for use in computer game development. 39 subjects were part of the experiment, which was designed to test applicability of the adapted presence measuring method. Besides playing a game prototype, test participants were asked to press a button when a visual signal, triggered by an in-game event, would appear on the screen in the periphery of sight. Noting how strong the signal was is assumed to infer how strong the ...
abstract: Virtual reality (VR) educational games are growing in demand, partly because of evidence f...
The concept of presence, i.e. the sensation of 'being there' in a mediated environment, has received...
This paper describes a study performed to evaluate two commonly used measures of presence. The study...
As the game industry expresses a growing demand for effective evaluation methods, it is worth invest...
As the game industry expresses a growing demand for effective evaluation methods, it is worth invest...
A large body of literature is concerned with models of presence— the sensory illusion of being part ...
Location-aware augmented reality games provide players with a rich and potentially unlimited range o...
Location-aware augmented reality games provide players with a rich and potentially unlimited range o...
To assess and improve the user experience in entertainment products, developers need results of eval...
A large body of literature is concerned with models of presence-the sensory illusion of being part o...
In this paper we investigate the relation between immersion in a game and the player’s intensity of ...
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence repor...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
abstract: Virtual reality (VR) educational games are growing in demand, partly because of evidence f...
The concept of presence, i.e. the sensation of 'being there' in a mediated environment, has received...
This paper describes a study performed to evaluate two commonly used measures of presence. The study...
As the game industry expresses a growing demand for effective evaluation methods, it is worth invest...
As the game industry expresses a growing demand for effective evaluation methods, it is worth invest...
A large body of literature is concerned with models of presence— the sensory illusion of being part ...
Location-aware augmented reality games provide players with a rich and potentially unlimited range o...
Location-aware augmented reality games provide players with a rich and potentially unlimited range o...
To assess and improve the user experience in entertainment products, developers need results of eval...
A large body of literature is concerned with models of presence-the sensory illusion of being part o...
In this paper we investigate the relation between immersion in a game and the player’s intensity of ...
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence repor...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
abstract: Virtual reality (VR) educational games are growing in demand, partly because of evidence f...
The concept of presence, i.e. the sensation of 'being there' in a mediated environment, has received...
This paper describes a study performed to evaluate two commonly used measures of presence. The study...