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