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A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation
BACKGROUND: Competitive and cooperative serious games have become increasingly popular in areas such as rehabilitation and education and have several potential advantages over single-player games. However, they are not suitable for everyone, and the user experience in competitive and cooperative ser...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6683649/ https://www.ncbi.nlm.nih.gov/pubmed/31339107 http://dx.doi.org/10.2196/12788 |
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author | Gorsic, Maja Clapp, Joshua D Darzi, Ali Novak, Domen |
author_facet | Gorsic, Maja Clapp, Joshua D Darzi, Ali Novak, Domen |
author_sort | Gorsic, Maja |
collection | PubMed |
description | BACKGROUND: Competitive and cooperative serious games have become increasingly popular in areas such as rehabilitation and education and have several potential advantages over single-player games. However, they are not suitable for everyone, and the user experience in competitive and cooperative serious games depends on many factors. One important factor is the verbal interaction between players, but the effect of this factor has not been extensively studied because of the lack of a validated measurement tool. OBJECTIVE: This paper aimed to validate a brief questionnaire that measures the verbal interaction between 2 players of a serious game. The questionnaire consists of 8 questions pertaining to the amount of conversation, its valence (positive or negative emotion), and its game relatedness. METHODS: The questionnaire was validated with 30 pairs of participants who played a competitive serious game for 10 min while being recorded with cameras. The questionnaire was filled out by both participants, an in-person observer, and 2 members of our research group who watched the videos. Results from these raters were used to develop questionnaire instructions, and the finalized questionnaire was given to 2 additional raters who were trained on 5 videos and then rated the other 25 videos independently. RESULTS: The questionnaire’s interrater reliability is excellent for the amount of conversation and its game relatedness (intraclass correlation coefficients [ICCs] above 0.9). Interrater reliability is fair to good for conversation valence (ICCs between 0.4 and 0.7). We believe that the lower interrater reliability for valence is primarily because of a limited spread of valence values in our sample. Furthermore, questionnaire ratings were significantly correlated with players’ personality characteristics (eg, amount of conversation was correlated with extraversion) and pressure/tension experienced in the competitive game. CONCLUSIONS: The validated questionnaire has the potential to be a useful tool for studying user experience in competitive and cooperative serious games. Furthermore, it could be adapted for other applications such as entertainment games. However, it has only been validated with unimpaired university students in a 2-player competitive serious game and should next be validated with different target populations (eg, stroke survivors) and different game designs (eg, cooperative games). |
format | Online Article Text |
id | pubmed-6683649 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-66836492019-08-20 A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation Gorsic, Maja Clapp, Joshua D Darzi, Ali Novak, Domen JMIR Serious Games Original Paper BACKGROUND: Competitive and cooperative serious games have become increasingly popular in areas such as rehabilitation and education and have several potential advantages over single-player games. However, they are not suitable for everyone, and the user experience in competitive and cooperative serious games depends on many factors. One important factor is the verbal interaction between players, but the effect of this factor has not been extensively studied because of the lack of a validated measurement tool. OBJECTIVE: This paper aimed to validate a brief questionnaire that measures the verbal interaction between 2 players of a serious game. The questionnaire consists of 8 questions pertaining to the amount of conversation, its valence (positive or negative emotion), and its game relatedness. METHODS: The questionnaire was validated with 30 pairs of participants who played a competitive serious game for 10 min while being recorded with cameras. The questionnaire was filled out by both participants, an in-person observer, and 2 members of our research group who watched the videos. Results from these raters were used to develop questionnaire instructions, and the finalized questionnaire was given to 2 additional raters who were trained on 5 videos and then rated the other 25 videos independently. RESULTS: The questionnaire’s interrater reliability is excellent for the amount of conversation and its game relatedness (intraclass correlation coefficients [ICCs] above 0.9). Interrater reliability is fair to good for conversation valence (ICCs between 0.4 and 0.7). We believe that the lower interrater reliability for valence is primarily because of a limited spread of valence values in our sample. Furthermore, questionnaire ratings were significantly correlated with players’ personality characteristics (eg, amount of conversation was correlated with extraversion) and pressure/tension experienced in the competitive game. CONCLUSIONS: The validated questionnaire has the potential to be a useful tool for studying user experience in competitive and cooperative serious games. Furthermore, it could be adapted for other applications such as entertainment games. However, it has only been validated with unimpaired university students in a 2-player competitive serious game and should next be validated with different target populations (eg, stroke survivors) and different game designs (eg, cooperative games). JMIR Publications 2019-07-23 /pmc/articles/PMC6683649/ /pubmed/31339107 http://dx.doi.org/10.2196/12788 Text en ©Maja Gorsic, Joshua D Clapp, Ali Darzi, Domen Novak. Originally published in JMIR Serious Games (http://games.jmir.org), 23.07.2019. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Gorsic, Maja Clapp, Joshua D Darzi, Ali Novak, Domen A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation |
title | A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation |
title_full | A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation |
title_fullStr | A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation |
title_full_unstemmed | A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation |
title_short | A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation |
title_sort | brief measure of interpersonal interaction for 2-player serious games: questionnaire validation |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6683649/ https://www.ncbi.nlm.nih.gov/pubmed/31339107 http://dx.doi.org/10.2196/12788 |
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