Measuring Navigation Performance in Serious Games

Publication date

2018-06-05

Authors

Ferguson, C.ISNI 000000049286012X
van Oostendorp, H.ISNI 0000000034992416
Giezeman, G.J.ISNI 0000000396975496
de Redelijkheid, Sam
van den Broek, EgonORCID 0000-0002-2017-0141ISNI 0000000395166232

Editors

Grant, R.A.
Allen, T.
Spink, A.
Sullivan, M.

Advisors

Supervisors

DOI

Document Type

Part of book
Open Access logo

License

unspecified

Abstract

In serious games, in-game analytics is a major focus, as it is beneficial to see how a player is learning throughout the game. Different control schemes, such as ones often used in Virtual Reality (VR) games, open the door to a variety of existing analytical techniques. This article compares three measures adopted from two distinct areas to determine player’s navigation behaviour, namely: task-finding lostness, gathering lostness and sequence similarity. Results on 13 children playing a serious Virtual Reality (VR) game, show both resemblances and differences among the three measures. Moreover, each of the measures show their constraints when applied in a serious VR game context. If anything, the current article illustrates, once more, how complex the analysis of player behaviour is and the need for the absent ground truth measure.

Keywords

games, navigation, lostness, Virtual Reality (VR), Human-Computer Interaction, Applied Psychology

Citation

Ferguson, C, van Oostendorp, H, Giezeman, G J, de Redelijkheid, S & van den Broek, E L 2018, Measuring Navigation Performance in Serious Games. in R A Grant, T Allen, A Spink & M Sullivan (eds), Proceedings of Measuring Behavior 2018 : 11th International Conference on Methods and Techniques in Behavioral Research. Manchester Metropolitan University, Manchester, UK, pp. 274–277.