Inhalt des Dokuments
|Steven Schmidt, TU Berlin |
|Monday, May 27, 2013, 2.15 p.m., TU Hochhaus, 20th floor, Auditorium 1|
|HOST: Sebasian Möller|
Video gaming is becoming increasingly popular, as indicated by selling rates. Game providers try to improve the user experience (QoE) by developing new interaction techniques as well as better interfaces and game concepts. However, it is still unclear how to measure the QoE.
In the talk, I will first present a taxonomy listing important influence factors on the QoE and their interrelations. This will also show differences between video games and other multimedia services. In the second part of the talk, an empirical experiment to test the influence of packet loss and input delay on the player experience will be presented.
The Game Experience Questionnaire (GEQ) was used as an instrument for measuring the player experience. The results show significant effects for immersion and tension, which are important aspects of the QoE. Additionally the QoE was affected by several user factors. Overall the taxonomy can be used to derive experimental conditions, e.g. for controlling influencing factors and measuring the impact of the interesting independent variables.