Author(s)
Term
4. term
Education
Publication year
2019
Submitted on
2019-06-10
Pages
72 pages
Abstract
Dette studie undersøgte brugeres spiloplevelse og engagement i et co-lokaliseret samarbejdsspil udviklet til Væbnermesterskabet 2019. Spillet blev udviklet igennem en iterativ process, hvor kravene til systemet blev undersøgt og defineret ved hjælp af brugerundersøgelser. Derefter blev en prototype produceret, som udviklede sig igennem flere iterationer og evalueringer. Til Væbnermesterskabet 2019 prøvede 183 grupper spillet og der blev indsamlet 642 spørgeskemabesvarelser. Spørgeskemaerne viste en signifikant sammenhæng mellem køn og følelse af kompetence, og mellem alder, træthedsfølelse og adfærdsmæssig involvering. Derudover blev den færdige version af spillet sammenlignet med den næstesidste version og der blev fundet signifikant lavere niveauer i deltagernes følelse af; anspændthed/irritation, udfordring, negativ oplevelse og psykologisk involvering - negative følelser.
This study explored the game experience and engagement in a collaborataive, co-located augmented reality game, producet for Væbnermesterskabet 2019. The game was developed through an iterative process, where the requirements to the system were investigated and defined through context of use investigations. A prototype was then devoloped through iterations and user evaluations. At the event Væbnermesterskabet 2019, 183 teams tried the game and 642 questionnaire answers were collected. The study showed that gender affects the feeling of competence, and the age affects the reported levels of tiredness and behavioural involvement. The final version of the game was compared to the previous version of the game, which showed that the participants reported less tension/annoyance, challenge, negative experience and psychological involvement - negative feelings.
Keywords
Documents
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