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Usability testing of a three-dimensional library orientation game

Araştırma sonucu: Kitap/Rapor/Konferans Bildirisinde BölümBölümbilirkişi

1 Alıntı (Scopus)

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 dilİngilizce
Ana bilgisayar yayını başlığıGames User Research
Ana bilgisayar yayını alt yazısıA Case Study Approach
YayınlayanCRC Press
Sayfalar77-96
Sayfa sayısı20
ISBN (Elektronik)9781498706421
ISBN (Basılı)9781498706407
DOI'lar
Yayın durumuYayınlandı - 1 Oca 2017

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