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A master's thesis from Aalborg University
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Information architecture and User Experience in First-Person-Shooter (FPS) video games

Author

Term

4. Term

Publication year

2019

Submitted on

Pages

46

Abstract

This thesis explores how Information Architecture (IA) and User Experience (UX) can be combined to evaluate and improve first-person shooter (FPS) games, using Ion Fury as the primary case. Motivated by a research gap that treats IA and UX together within FPS, the study first examines each field and then applies them jointly to a game context. The central question asks what effect IA has on user experiences in a game like Ion Fury, supported by sub-questions on how UX complements IA, how to measure UX quality in FPS, and what sustains player engagement. Methodologically, the work follows an IA-driven research process that maps context, content, and users in the game's information environment and evaluates the game through key IA components to identify strengths and areas for improvement. UX methods complement this by assessing usability through players' needs, behaviors, and feedback. Data are gathered through a narrative literature review and empirical techniques including heuristic evaluation, benchmarking, questionnaires, observation, interviews, and analysis of community sources (e.g., Steam). Conducted in collaboration with 3D Realms and informed by the genre’s history from titles like DOOM, Duke Nukem 3D, and Quake, the study also considers how a modern retro-styled FPS adapts information for contemporary players. The outcomes consolidate IA and UX insights into a strategy phase with recommendations to enhance Ion Fury’s user experience; specific empirical findings are presented in later chapters and are not detailed in this excerpt.

Dette speciale undersøger, hvordan informationsarkitektur (IA) og brugeroplevelse (UX) kan kombineres til at evaluere og forbedre førstepersonsskydespil (FPS), med Ion Fury som primært casestudie. Med afsæt i et forskningsmæssigt hul, hvor IA og UX sjældent behandles samlet i FPS, gennemgås felterne hver for sig og anvendes derefter i fællesskab i en spilkontekst. Hovedspørgsmålet er, hvilken effekt IA har på brugeroplevelsen i et spil som Ion Fury, suppleret af delspørgsmål om, hvordan UX komplementerer IA, hvordan UX-kvalitet kan måles i FPS, og hvad der fastholder spilleres engagement. Metodisk følger arbejdet en IA-drevet forskningsproces, der kortlægger kontekst, indhold og brugere i spillets informationsmiljø og evaluerer spillet via centrale IA-komponenter for at identificere styrker og forbedringsmuligheder. UX-metoder supplerer ved at vurdere brugervenlighed ud fra spilleres behov, adfærd og feedback. Data indsamles gennem en narrativ litteraturgennemgang og empiriske teknikker som heuristisk evaluering, benchmarking, spørgeskemaer, observation, interviews og analyse af community-kilder (fx Steam). Projektet er udført i samarbejde med 3D Realms og informeret af genrens historie fra titler som DOOM, Duke Nukem 3D og Quake, og belyser hvordan et moderne retro-FPS tilpasser information til nutidens spillere. Resultaterne samles i en strategifase med anbefalinger til at forbedre brugeroplevelsen i Ion Fury; konkrete empiriske fund præsenteres i senere kapitler og fremgår ikke af dette uddrag.

[This apstract has been generated with the help of AI directly from the project full text]

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