In this thesis I have collected information about pervasive games and especially about their evaluation. This is a novel attempt since so far in the field there are no extensive disquisitions made about the evaluation of pervasive games. This thesis offers an extensive overview to existing pervasive mobile games and their evaluations. Also the efficiency of different data gathering methods are shown, not merely comparing two methods against each other as has been done so far, but taking a broader approach and comparing the methods in all the game development phases.
I have discussed the phenomenon of pervasive games and how the special nature of pervasive games affects their playability evaluation. Playability is part of the player experience that can be evaluated in different ways. I have made an attempt to clarify these concepts of playability and player experience, since there is a lack of definitions that can be used in evaluation.
I have also gathered some pervasive game evaluation guidelines based on my experiences and publications about pervasive games. These guidelines give some instructions for how to avoid some complications that may occur in pervasive game evaluations.
The results show that playtesting with real participants is in many game development phases the best way to gather accurate data, but also other data gathering methods can be used as part of the evaluation. Still none of the methods seemed to be efficient enough when used alone; the possibility to make wrong conclusions out of that data grows too high. If one can use only one data gathering method it should be interviewing after the playtest period where players have had the chance to play the game properly in their own time. Some methods like focus group discussions may work well in some situations but in others they can be problematic. It is hard to explain a pervasive game concept to participants if they do not have any previous experiences with them. To make it easier for the participants to imagine the game concept, comic strips and paper prototypes can be used. The comic strips should be designed from the players’ perspective so that the participants can take the position of a
game player. The paper prototype works better in clarifying the game concept, but it also demands a further developed game concept. Pervasive features change the whole player experience and also the way of playing so dramatically that it is usually very hard for the participants to imagine what it would feel like to actually play the game. It was shown that after a play session participants had more positive opinions about the game than in focus group discussions. So a paper prototype makes it easier for evaluators to discuss about the pervasive game with the participants.
In the example game evaluations also some novel evaluation methods were tried out. Heuristic evaluation is one of the expert evaluation methods that have recently been used to evaluate playability of games. Especially the modular approach seems efficient and flexible to use in the game context. Still there is no valid and tested heuristic module made for pervasive games so far. The next research issue could be developing and testing a special module for pervasive games.
The main research questions were whether the existing data gathering methods are suitable for evaluating pervasive games, and how they should be used. As the results presented in Chapter 6 show, it is possible to detect playability issues of pervasive mobile games using the existing methods, but the evaluation process and methods vary a lot between the games.
To conclude, the most important finding of this thesis is that new improved practices for evaluating pervasive games are needed as well as new methods like heuristics. Currently the practices vary a lot and there is no coherence in discussions about evaluations.
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Links to Games
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[Mogi, 2003] Mogi, Newt Games, 2003. Available:
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Appendix A The questionnaire
This questionnaire was used in Coup. Insectopia had a similar questionnaire but with some modifications.
PLAYER
Your player name
THE GAME EXPERIENCE
(likert scale: I totally agree / I partly agree / I don't agree nor disagree / I partly disagree / I totally disagree / I can't say)
It was easy to understand the basic idea of the game It was easy to download the game
The game offered enough different kinds of tasks for everyone The game was too challenging for me
The requirement level of the game was suitable for me
When I started the game and was on low levels of game's hierarchy, it was a challenge to me It was easy to learn how to make basic actions in the game
When making a mistake, the game gave me useful information that helped me recover from that It was easy to understand the information on screen when playing the game
The game is targeted to a different kinds of people than me The visual appearance of the game was appealing
I liked the theme of the game The game world was appealing The game is made for people like me The game offered clear and varying tasks
The game offered enough meaningful things to do
It was easy to monitor my successes and defeats in the game I had clear goals while I was playing the game
I had a clear conception about what I was doing and how I am going to proceed I had trouble finding time for playing
I was annoyed by the attention of bystanders The battles were held at difficult hours
There were too much waiting periods in the game There were not much to do during the game
There was nothing happening in the game at times when I wanted to play