Engaging Gameplay in Theory and Practice: A Study of Engaging Gameplay and Practical Application through Iterative User Centered Design
Translated title
Engaging Gameplay i Teori og Praksis: Et Studie af Engaging Gameplay og Praktisk Applikation via Iterativt Brugercentreret Design
Authors
Asp, Stefan Erik ; Møller, Michael Labovic ; Nilsson, Niels Christian ; Skaarup, David
Term
4. term
Education
Publication year
2010
Submitted on
2010-05-28
Pages
297
Abstract
Formålet med specialet er at få ellers umotiverede personer, som har brug for ankelrehabilitering, til at udføre nødvendige proprioceptive øvelser ved at bruge spil som kilde til indre motivation. Første del forklarer centrale spilbegreber som gameplay, immersion (at være opslugt), flow (at være i zonen) og engagement, og konkluderer, at engagement er et kendetegn ved godt gameplay: spilleren har lyst til at fortsætte og bliver ved. Anden del gennemgår, hvad der kendetegner engagerende gameplay, og munder ud i en gameplay-model, der beskriver egenskaber ved både spiller og spil, som kan styrke eller svække engagement. Denne del introducerer også brugercentreret design som en passende metode til at skabe spil, der fremmer engagement. Næste del beskriver design og implementering af en prototype, baseret på gameplay-modellen og principperne for brugercentreret design. Derefter præsenteres to tests: en vurdering af en ekspert i ankelrehabilitering og en kvantitativ undersøgelse af 40 personer med en selvrapporteret måling af engagement. Afslutningsvis diskuteres resultaterne og processen, og konklusionen er, at prototypen sikrede korrekt proprioceptiv ankeltræning (øvelser for kropsfornemmelse og balance omkring anklen) og skabte engagement hos størstedelen af deltagerne.
This thesis aims to motivate people who need ankle rehabilitation, but are otherwise unmotivated, to complete necessary proprioceptive exercises by using games as a source of intrinsic motivation. The first part explains key game concepts—gameplay, immersion (feeling absorbed), flow (being in the zone), and engagement—and concludes that engagement is a hallmark of good gameplay: players want to keep playing and commit to it. The second part explores what makes gameplay engaging and results in a gameplay model describing features of both the player and the game that can strengthen or weaken engagement. It also introduces user-centered design as a suitable method for creating games that foster engagement. The next part describes the design and implementation of a prototype, guided by the gameplay model and user-centered design principles. This is followed by two tests: an evaluation by an ankle rehabilitation expert and a quantitative study of 40 individuals using a self-reported measure of engagement. Finally, the thesis discusses the results and process, concluding that the prototype ensured correct proprioceptive ankle training (exercises that improve body awareness and balance around the ankle) and facilitated engagement for most participants.
[This abstract was generated with the help of AI]
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