Abstract
Games require constant interaction, which makes usability one of the fundamental elements of the game development process. A high level of usability in games developed for educational purposes is important for sustaining the user’s game experience. Orientation is crucial for freshmen at universities. Performing orientation in a three-dimensional virtual and gamified environment enables users to feel like they are in a real environment and to experience an entertaining and sustainable process. With this aim, the Hacettepe University Beytepe Campus Library Orientation Game was designed and created in a three-dimensional virtual environment. This study conducted two different usability studies of the three-dimensional library orientation game based on user participation. The first asked users to fill out a survey after their gaming experience to collect their subjective data. In the second, a usability evaluation was done to collect objective data based on the users’ eye tracking. This study presents the results of these two approaches.
| Original language | English |
|---|---|
| Title of host publication | Games User Research |
| Subtitle of host publication | A Case Study Approach |
| Publisher | CRC Press |
| Pages | 77-96 |
| Number of pages | 20 |
| ISBN (Electronic) | 9781498706421 |
| ISBN (Print) | 9781498706407 |
| DOIs | |
| Publication status | Published - 1 Jan 2017 |
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