Visual Delegate Generalization Frame - Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments

Honorable Mention
Immersion & Presence ResearchGame UX & Player BehaviorGame Developers & Designers

Literature Title

Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments

Literature Information

  • Subject Area: Evaluating the impact of visual effects on player and user experiences in video games and virtual environments
  • Keywords: Graphical user interface, visual perception, visual delegate, user experience, virtual reality, game analysis, literature review, semi-structured interviews

Research Background and Issues

  • Problem or Challenge: The authors identified that existing research primarily focuses on the impact of individual visual delegates (VDs) on user experience, lacking a comprehensive evaluation framework for VDs. Additionally, user research is often costly and challenging to adapt to the fast-paced iterative development demands, especially for independent developers and inexperienced designers.
  • Significance: Visual delegates not only convey basic information but also help users experience complex perceptions, such as presence, pain, and speed. This sensory delegation is crucial for enhancing immersive user experiences.
  • Research Motivation and Related Work: Current studies emphasize the informational capabilities of visual effects in user interfaces rather than the perceptual delegation capabilities of visual delegates. The authors analyzed related theoretical work and proposed the need for a framework that effectively evaluates the characteristics of visual delegates to deepen user experience.

Solution

  • Proposed Solution: Develop a visual delegate framework (VD-frame) that enables developers to systematically analyze the visual characteristics of VDs and assess their impact on player and user experiences.
  • Innovations:
    • The VD-frame framework categorizes the visual characteristics of VDs into three categories and multiple attributes.
    • Combines game analysis, literature review, and semi-structured interviews with expert players to comprehensively evaluate the performance of visual delegates.
    • The framework allows for rapid evaluation without extensive user research.
  • Implementation Steps:
    1. Visual Delegate Game Analysis: Analyze 67 types of VDs across 102 3D character-centric games to summarize VD visual characteristic classifications.
    2. Literature Review: Systematically analyze related literature to identify the relationships between VD characteristics and user experience.
    3. Semi-Structured Interviews: Conduct interviews with expert players to investigate their preferences and perceived impacts of different VD categories and attributes.

Research Outcomes

  • Specific Outcomes:
    • Established the VD-frame framework, which includes three main categories (depth, abstraction, control) and 11 specific attributes (e.g., "game menu," "naturalistic," "modifiability").
    • Identified correlations between visual delegates and specific user experiences (PUX), such as immersion, engagement, and visual load.
    • Collected detailed feedback from expert players on different categories and attributes, such as preferences for "naturalistic" visual characteristics and concerns about "modifiability."
  • Advantages Over Existing Solutions:
    • The VD-frame framework is highly versatile and can be widely applied in 3D game design and virtual environments.
    • Helps reduce the complexity of evaluation and provides guidance for designers to optimize visual delegates.
  • Experimental or Evaluation Results:
    • Found that players significantly prefer "naturalistic" visual delegates in environmental presentations.
    • Two VD combinations were able to balance perceptual delegation and information delivery, receiving positive feedback from players.
    • Most players believed that "active control" visual delegates significantly enhanced interactivity and resonance between players and characters.
  • Limitations and Future Directions:
    • Limitations: Does not comprehensively cover 2D games and certain specific game genres (e.g., serious games); research primarily focused on experienced players, without fully considering novices or other user groups.
    • Future Directions:
      • Expand to other game types, such as 2D games and serious games.
      • Include the experiences of different user groups, such as novice players and "serious players" in educational or medical contexts.
      • Explore the potential impact of technological differences (e.g., virtual reality vs. non-virtual reality) on visual delegates.

Conclusion

This study provides a systematic framework for describing and evaluating visual delegates, demonstrating their potential to enhance player and user experiences through game analysis, literature review, and user interviews. The development of the framework not only advances theoretical research on visual delegates but also holds significant practical value for designers and developers in optimizing user experiences. Future work will continue to expand research to more game types and user groups, as well as delve deeper into the impact of technological environments on visual delegates.

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https://hci.top/en/papers/chi/68854/2022

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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3501885
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Source
CHI
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Year
2022
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Honorable Mention
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Authors
2 authors
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Subtopics
Immersion & Presence Research, Game UX & Player Behavior
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Professions
Game Developers & Designers
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Full text indexed
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Related Papers
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