In this work, I present a systematic review of the scientific literature assessing User Experience (UX) in 'recreational' videogames. Four research questions guide this review with the following goals: 1) individuate key concepts and guidelines related to the topic; 2) individuate questionnaire-based scales; 3) individuate alternative methods to questionnaires; 4) individuate game design factors and components affecting UX. In order to gather and systematize data collection in this review, I adopted the PRISMA 2020 method. The studies were obtained by querying the SCOPUS database and then singularly analyzed and evaluated against eligibility criteria of relevance for the topic. The obtained studies are here examined and discussed, together with implications, limitations, and future perspectives of the investigated field.
In this work, I present a systematic review of the scientific literature assessing User Experience (UX) in 'recreational' videogames. Four research questions guide this review with the following goals: 1) individuate key concepts and guidelines related to the topic; 2) individuate questionnaire-based scales; 3) individuate alternative methods to questionnaires; 4) individuate game design factors and components affecting UX. In order to gather and systematize data collection in this review, I adopted the PRISMA 2020 method. The studies were obtained by querying the SCOPUS database and then singularly analyzed and evaluated against eligibility criteria of relevance for the topic. The obtained studies are here examined and discussed, together with implications, limitations, and future perspectives of the investigated field.
Assessing User Experience in "Recreational" Videogames: A Systematic Review
LA ROSA, ANDREA
2022/2023
Abstract
In this work, I present a systematic review of the scientific literature assessing User Experience (UX) in 'recreational' videogames. Four research questions guide this review with the following goals: 1) individuate key concepts and guidelines related to the topic; 2) individuate questionnaire-based scales; 3) individuate alternative methods to questionnaires; 4) individuate game design factors and components affecting UX. In order to gather and systematize data collection in this review, I adopted the PRISMA 2020 method. The studies were obtained by querying the SCOPUS database and then singularly analyzed and evaluated against eligibility criteria of relevance for the topic. The obtained studies are here examined and discussed, together with implications, limitations, and future perspectives of the investigated field.File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/51587