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Jegers, Kalle
Publications (10 of 16) Show all publications
Jegers, K. (2009). Elaborating Eight Elements of Fun: Supporting Design of Pervasive Player Enjoyment. Computers in Entertainment, 7(2)
Open this publication in new window or tab >>Elaborating Eight Elements of Fun: Supporting Design of Pervasive Player Enjoyment
2009 (English)In: Computers in Entertainment, ISSN 1544-3574, E-ISSN 1544-3981, Vol. 7, no 2Article in journal (Refereed) Published
Abstract [en]

This paper presents the validation of the Pervasive GameFlow model (PGF), a model for analysing Player enjoyment in Pervasive gaming. The model can be used as both a heuristic guideline for designers and as evaluation criteria in user centred evaluation of Pervasive games, but also as a framework for understanding player experiences in Pervasive gaming on a more general level. The theoretical background and perspective on game design and the design support approach that the PGF model represents is explained, and the concept of the magic circle is discussed. The eight elements of the PGF model (Concentration, Challenge, Player skills, Control, Clear goals, Feedback, Immersion and Social interaction) were validated by evaluation of a Crossmedia game prototype (a sub genre of Pervasive games) called Furiae. The comparative importance of the eight elements in the PGF model when it comes to affecting Pervasive gaming experiences was in focus for the evaluation, where Questionnaires (qualitative) and Focus group interviews were used in order to capture how the players graded the eight elements in terms of their importance for the player experience when playing Furiae. The study revealed that seven of eight elements seem to be of specific importance as they scored relatively high in the validation. The top three elements according to the results here are Concentration (Games should require concentration and the player should be able to concentrate on the game), Challenge (Games should be sufficiently challenging and match the player’s skill level) and Immersion (Players should experience deep but effortless involvement in the game). Finally, some implications for design are discussed in terms of how some of the most important elements present challenges and possibilities for Crossmedia game development.

Place, publisher, year, edition, pages
ACM Press, 2009
Keywords
Pervasive Games, Playability, GamePlay
National Category
Information Systems
Research subject
människa-datorinteraktion
Identifiers
urn:nbn:se:umu:diva-21861 (URN)
Available from: 2009-04-22 Created: 2009-04-21 Last updated: 2018-06-08Bibliographically approved
Wiberg, C., Jegers, K. & Desurvire, H. (2009). How Applicable is Your Evaluation Methods–Really?: Analysis and Re-design of Evaluation Methods for Fun and Entertainment. In: ACHI'09: . Paper presented at Advances in Computer-Human Interactions (pp. 324-328). IEEE
Open this publication in new window or tab >>How Applicable is Your Evaluation Methods–Really?: Analysis and Re-design of Evaluation Methods for Fun and Entertainment
2009 (English)In: ACHI'09, IEEE , 2009, p. 324-328Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents an approach to analyze and re-design evaluation methods. The domain explored in this paper is evaluation methods for evaluating fun and entertainment. However, the approach presented may be applied in other domains as well. The approach is conceptually described and two examples of processes where the approach were used in practice are further discussed. As the map of IT applications and digital media is continuously redesigned, there is a constant need of re-designing evaluation methods.

Place, publisher, year, edition, pages
IEEE, 2009
National Category
Other Engineering and Technologies
Research subject
business data processing
Identifiers
urn:nbn:se:umu:diva-113966 (URN)
Conference
Advances in Computer-Human Interactions
Available from: 2016-01-09 Created: 2016-01-09 Last updated: 2025-02-18Bibliographically approved
Jegers, K. (2009). Pervasive GameFlow: Identifying and Exploring the Mechanisms of Player Enjoyment in Pervasive Games. (Doctoral dissertation). Umeå: Umeå Universitet, Inst för Informatik
Open this publication in new window or tab >>Pervasive GameFlow: Identifying and Exploring the Mechanisms of Player Enjoyment in Pervasive Games
2009 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Pervasive games are computer games that build, to various extents, on social interaction as a driving force in the game play, on integration between physical and virtual worlds and on constant access to constantly ongoing games from virtually every existing context (anytime, anywhere gaming). This new genre of computer games presents many challenges for both researchers and industry; one of the most important is how to understand enjoyable player experiences in this new kind of computer gaming.

The purpose of this thesis is to identify and explore the mechanisms in pervasive game designs that are of most importance for creating enjoyable Pervasive gaming experiences, and further to translate the findings of the exploration into a playability model for pervasive games.

My empirical work focuses on the most important aspects for creating enjoyable player experiences when playing pervasive games. Evaluation methods from the usability and playability area have been deployed in order to identify what factors and aspects the players consider of most importance for their experience when they play pervasive games. Three specific pervasive games have been studied; SupaFly, Pervasive Treasure Hunt and Furiae.

Theoretically, the thesis departs from existing knowledge about Playability, and the most prominent and accepted frameworks for understanding player experiences in computer gaming have been considered. Of the existing models and frameworks, the GameFlow model was selected as a theoretical point of departure.

The main contribution of the thesis consists of a model for understanding player enjoyment in pervasive games - the Pervasive GameFlow model. Pervasive GameFlow elaborates the GameFlow model by adding 14 new criteria identified in the empirical evaluations of three pervasive games, criteria of great importance for enjoyable Player experiences in pervasive games.

Further, the thesis answers questions concerning how the players are putting the anytime, anywhere and mobility aspects of pervasive games into practice - how they perceive and handle games that offer constantly ongoing game play. The results also provide insights into the reach or impact of the novel Pervasive aspects of pervasive games and their importance for the players and player experiences. Finally, the thesis provides notes on how evaluation of pervasive games should be performed.

Place, publisher, year, edition, pages
Umeå: Umeå Universitet, Inst för Informatik, 2009. p. 250
Series
Research reports in informatics, ISSN 1401-4572 ; 09.01
Keywords
Pervasive games, Playability, Flow, GameFlow
National Category
Information Systems
Research subject
människa-datorinteraktion
Identifiers
urn:nbn:se:umu:diva-22051 (URN)978-91-7264-771-8 (ISBN)
Public defence
2009-05-15, MA 121, MIT huset, Umeå Universitet, Umeå, 13:15 (English)
Opponent
Supervisors
Available from: 2009-04-27 Created: 2009-04-22 Last updated: 2018-06-08Bibliographically approved
Jegers, K. (2008). Investigating the Applicability of Usability and Playability Heuristics for Evaluation of Pervasive Games.. In: proceedings of ICIW'08: Third International Conference on Internet and Web applications and Services, Athens, Greece, 8-13 June, 2008. (IEEE XPlore).: . : IEEE Computer society Press
Open this publication in new window or tab >>Investigating the Applicability of Usability and Playability Heuristics for Evaluation of Pervasive Games.
2008 (English)In: proceedings of ICIW'08: Third International Conference on Internet and Web applications and Services, Athens, Greece, 8-13 June, 2008. (IEEE XPlore)., IEEE Computer society Press , 2008Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
IEEE Computer society Press, 2008
National Category
Information Systems
Identifiers
urn:nbn:se:umu:diva-20800 (URN)
Available from: 2009-03-25 Created: 2009-03-25 Last updated: 2018-06-09
Wiberg, C., Bodén, J. & Jegers, K. (2007). Cross media interaction design. In: : Workshop HCI and New Media Arts: Technology and Evaluation. Paper presented at CHI'07, CHI Conference on Human Factors in Computing Systems, San Jose, CA, USA, April 28 - May 3, 2007.
Open this publication in new window or tab >>Cross media interaction design
2007 (English)In: : Workshop HCI and New Media Arts: Technology and Evaluation, 2007Conference paper, Oral presentation only (Other (popular science, discussion, etc.))
Keywords
Cross Media
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:umu:diva-7971 (URN)
Conference
CHI'07, CHI Conference on Human Factors in Computing Systems, San Jose, CA, USA, April 28 - May 3, 2007
Note

Presented at the workshop 'HCI and New Media Arts: Technology and Evaluation'.

Available from: 2008-01-14 Created: 2008-01-14 Last updated: 2024-07-05Bibliographically approved
Wiberg, C., Jegers, K. & Desurvire, H. (2007). Evaluating fun and entertainment: Developing a conceptual framework design of evaluation methods. In: : . Paper presented at INTERACT'07, 11th IFIP TC 13 International Conference, Rio de Janeiro, Brazil, September 10-14, 2007.
Open this publication in new window or tab >>Evaluating fun and entertainment: Developing a conceptual framework design of evaluation methods
2007 (English)Conference paper, Oral presentation only (Refereed)
Abstract [en]

This paper presents an approach to analyze and re-design evaluation methods. The domain explored in thispaper is evaluation methods for evaluating fun and entertainment. However, the approach presented may be appliedin other domains as well. The approach is conceptually described and two examples of processes where the approachwere used in practice are further discussed. As the map of IT applications and digital media is continuously redesigned,there is a constant need of re-designing evaluation methods.

National Category
Other Engineering and Technologies
Research subject
computer and systems sciences
Identifiers
urn:nbn:se:umu:diva-113967 (URN)
Conference
INTERACT'07, 11th IFIP TC 13 International Conference, Rio de Janeiro, Brazil, September 10-14, 2007
Available from: 2016-01-09 Created: 2016-01-09 Last updated: 2025-02-18Bibliographically approved
Jegers, K. (2007). Pervasive game flow: understanding player enjoyment in pervasive gaming. Computers in Entertainment, 5(1), Article ID 1236238.
Open this publication in new window or tab >>Pervasive game flow: understanding player enjoyment in pervasive gaming
2007 (English)In: Computers in Entertainment, ISSN 1544-3574, E-ISSN 1544-3981, Vol. 5, no 1, article id 1236238Article in journal (Refereed) Published
Abstract [en]

Player enjoyment is perhaps the most important issue in successful game design, but so far it has not been addressed in the area of pervasive games. Departing from the general gameflow model, this article presents an initial outline for a new model of pervasive player enjoyment, that is, the pervasive gameflow model, which is described and discussed in terms of additions and elaborations to the general gameflow model. It is intended to serve as a departure point for further empirical studies on player enjoyment in pervasive games.

Place, publisher, year, edition, pages
ACM Digital Library, 2007
Keywords
Pervasive gaming, gameplay, enjoyment, flow, evaluation
National Category
Information Systems
Identifiers
urn:nbn:se:umu:diva-7970 (URN)10.1145/1236224.1236238 (DOI)2-s2.0-34147224241 (Scopus ID)
Available from: 2008-01-14 Created: 2008-01-14 Last updated: 2021-03-25Bibliographically approved
Jegers, K. (2007). Pervasive GameFlow.: A Validated Model of Player Enjoyment in Pervasive Gaming. In: Concepts and Technologies for Pervasive Games: A Reader for Pervasive Gaming Research vol 1. : Shaker Verlag, Aachen, Germany
Open this publication in new window or tab >>Pervasive GameFlow.: A Validated Model of Player Enjoyment in Pervasive Gaming
2007 (English)In: Concepts and Technologies for Pervasive Games: A Reader for Pervasive Gaming Research vol 1, Shaker Verlag, Aachen, Germany , 2007Chapter in book (Other academic)
Place, publisher, year, edition, pages
Shaker Verlag, Aachen, Germany, 2007
Keywords
Pervasive Games
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:umu:diva-7975 (URN)978-3-8322-6223-5 (ISBN)
Available from: 2008-01-14 Created: 2008-01-14 Last updated: 2018-06-09Bibliographically approved
Bodén, J., Jegers, K., Lidström, M., Wiberg, C. & Wiberg, M. (2007). Point or click?: Evaluating two input modalities for mobile games. In: Second International Conference on Internet and Web Applications and Services (ICIW'07): . Paper presented at ICIW'07: Second International Conference on Internet and Web Applications and Services, Morne, Mauritius, May 13-19, 2007. IEEE, Article ID 4222967.
Open this publication in new window or tab >>Point or click?: Evaluating two input modalities for mobile games
Show others...
2007 (English)In: Second International Conference on Internet and Web Applications and Services (ICIW'07), IEEE, 2007, article id 4222967Conference paper, Published paper (Refereed)
Abstract [en]

Previous research in computer games have focused on user experience from the perspectives of game content, graphics, interactivity and underling game story while missing to address the effect of a certain input modality on the user experience. In this paper we report from two user studies that focus on players' experience and performance in relation to the use of two different input modalities for the same game and whether it changes the flow and gameplay in any way. The overall research was according to this whether a game can be more fun to play with a certain input modality? The paper presents the results from these studies and draws conclusions based on these data in relation to computer games and user experiences in the context of mobile game playing.

Place, publisher, year, edition, pages
IEEE, 2007
National Category
Computer and Information Sciences
Research subject
computer and systems sciences
Identifiers
urn:nbn:se:umu:diva-7974 (URN)10.1109/ICIW.2007.47 (DOI)2-s2.0-34548771272 (Scopus ID)0-7695-2844-9 (ISBN)9780769528441 (ISBN)
Conference
ICIW'07: Second International Conference on Internet and Web Applications and Services, Morne, Mauritius, May 13-19, 2007
Available from: 2008-01-14 Created: 2008-01-14 Last updated: 2024-07-05Bibliographically approved
Jegers, K. (2007). Usability Evaluation and Cross Media Entertainment. In: Proceedings of the 1st International Conference on Cross Media Interaction Design.
Open this publication in new window or tab >>Usability Evaluation and Cross Media Entertainment
2007 (English)In: Proceedings of the 1st International Conference on Cross Media Interaction Design, 2007Conference paper, Published paper (Refereed)
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:umu:diva-7976 (URN)
Available from: 2008-01-14 Created: 2008-01-14 Last updated: 2018-06-09Bibliographically approved
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