论文标题
手机游戏用户研究:世界作为实验室?
Mobile Game User Research: The World as Your Lab?
论文作者
论文摘要
随着手机游戏的出现和发展且竞争激烈的市场,如果采用了与移动设备,游戏和使用场景引起的不同挑战相匹配的方法和过程,则游戏用户研究可以提供宝贵的见解和竞争优势。我们介绍了构建研究设置和程序的参数摘要,重点是实验室和现场研究之间的权衡以及是否采用定性方法伴随着大规模和定量或小规模的集中研究。然后,我们按照两种评估的含义对现实世界项目的含义进行了两种评估,对不同输入方法的手机手机游戏Somyeol:一项本地研究,有37位参与者和定性和定量方法的混合设计,以及对117,118用户的游戏播放数据的严格定量分析。这些发现强调了在发布之前进行小规模评估的重要性。
With the advent of mobile games and the according growing and competitive market, game user research can provide valuable insights and a competitive edge if methods and procedures are employed that match the distinct challenges that mobile devices, games and usage scenarios induce. We present a summary of parameters that frame the research setup and procedure, focusing on the trade-offs between lab and field studies and the related decision whether to pursue large-scale and quantitative or small-scale focused research accompanied by qualitative methods. We then illustrate the implications of these considerations on real world projects along the lines of two evaluations of different input methods for the action-puzzle mobile game Somyeol: a local study with 37 participants and a mixed design of qualitative and quantitative methods, and the strictly quantitative analysis of game-play data from 117,118 users. The findings underline the importance of small-scale evaluations prior to release.