Özet
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.
| Orijinal dil | İngilizce |
|---|---|
| Ana bilgisayar yayını başlığı | Games User Research |
| Ana bilgisayar yayını alt yazısı | A Case Study Approach |
| Yayınlayan | CRC Press |
| Sayfalar | 77-96 |
| Sayfa sayısı | 20 |
| ISBN (Elektronik) | 9781498706421 |
| ISBN (Basılı) | 9781498706407 |
| DOI'lar | |
| Yayın durumu | Yayınlandı - 1 Oca 2017 |
Parmak izi
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