Reference Title Author (s) and Date Methodology Used Major Findings

Paper Type:  Research proposal
Pages:  2
Wordcount:  456 Words
Date:  2022-10-10

Evaluating Affective User-Centered Design of Video Games Using Qualitative Methods. (Ng, Khong, & Nathan, 2018). Several case studies were conducted

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Interview method of user feedback was applied

Non-invasive observation method was used Interview results showed that every sample has different and similar perceptions and opinions on the design components of the game

Observation findings indicated variations in similarity patterns in the game users

Problematic involvement in online games: A cluster analytic approach (Billieux et al., 2015) There was the use of validated questionnaires

1057 online game players were interviewed

Comparative analysis was carried out Psychological factors differentially contribute to online gaming

Problem online games depend on psychological factors

Conceptualized problems of online games lead to multi-determined problematic habits in players.

A New Methodology of Design and Development of Serious Games (Barbosa, Pereira, Dias, & Silva, 2014). There was the development of "Clean World" games to be played with Xbox controller

The researcher divided the game into three levels that showed the level of the players' learning mechanisms to complete

The game involved 15 players, five at each level of the game Playing the game with the Xbox controller attracted the user to the game

Higher levels of the game engaged the player than lower levels

Learning method, play styles and behaviors of players vary.

Hi-storya: A Game-Based Mobile Learning Application (Miguel, Salvador, Gulien, & Nisperos, 2015). The use of unstructured interviews during data collection

A survey was done to grade 8 students

Digital game-based learning-instructional design model was applied 63% of respondents use the Android operating system

The preferred games were four pics 1 Word and logo

Sync tool helps the user to upload statistics to the database for assessment by the teacher

Continuance Intention to Use Social Network Game: The Philipines Case (Piguing & Ko, 2016) Online surveys were carried out in the Philippines

122 online users were used

Quantitative analysis was used Designing of online social games are popular among the Philippines

Online games are the best entertainment technology

Continuance theory explains the habit and playfulness of the user

References

Barbosa, A., Pereira, P., Dias, J., & Silva, F. (2014). A New Methodology of Design and Development of Serious Games. International Journal of Computer Games Technology, 2014, 1-8. doi: 10.1155/2014/817167

Billieux, J., Thorens, G., Khazaal, Y., Zullino, D., Achab, S., & Van der Linden, M. (2015). Problematic involvement in online games: A cluster analytic approach. Computers In Human Behavior, 43, 242-250. doi: 10.1016/j.chb.2014.10.055

Miguel R., Salvador C., Gulien D., & Nisperos F., (2015). HiStorya: A Game-Based Mobile Learning Application. Retrieved: from http://ijodel.com/wp-content/uploads/2016/03/003_Miguel_Salvador_Guillen_Nisperos.pdf

Ng, Y., Khong, C., & Nathan, R. (2018). Evaluating Affective User-Centered Design of Video Games Using Qualitative Methods. International Journal of Computer Games Technology, 2018, 1-13. doi: 10.1155/2018/3757083

Piguing, A., & Ko, I. (2016, January). Continuance Intention to Use Social Network Game: The Philipines Case. In System Sciences (HICSS), 2016 49th Hawaii International Conference on (pp. 268-276). IEEE. Retrieved from https://ieeexplore.ieee.org/abstract/document/7427216

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