Measuring Navigation Performance in Serious Games
Publication date
2018-06-05
Editors
Grant, R.A.
Allen, T.
Spink, A.
Sullivan, M.
Advisors
Supervisors
DOI
Document Type
Part of book
Metadata
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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.