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    Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10259/9518

    Título
    Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade: Senua’s Sacrifice
    Autor
    Martínez García, KimUBU authority Orcid
    Checa Cruz, DavidUBU authority Orcid
    Bustillo Iglesias, AndrésUBU authority Orcid
    Publicado en
    Electronics. 2024, V. 13, n. 2, 281
    Editorial
    MDPI
    Fecha de publicación
    2024-01-08
    ISSN
    2079-9292
    DOI
    10.3390/electronics13020281
    Abstract
    Research into the design of serious games still lacks metrics to evaluate engagement with the experience so that users can achieve the learning aims. This study presents the new EPUX metric, based on playability and User eXperience (UX) elements, to measure the capability of any serious game to maintain the attention of players. The metric includes (1) playability aspects: game items that affect the emotions of users and that constitute the different layers of the game, i.e., mechanics, dynamics and aesthetics; and (2) UX features: motivation, meaningful choices, usability, aesthetics and balance both in the short and in the long term. The metric is also adapted to evaluate virtual reality serious games (VR-SGs), so that changes may be considered to features linked to playability and UX. The case study for the assessment of the EPUX metric is Hellblade, developed in two versions: one for 2D-screens and the other for VR devices. The comparison of the EPUX metric scores for both versions showed that (1) some VR dynamics augmented the impact of gameplay and, in consequence, engagement capacity; and (2) some game design flaws were linked to much lower scores. Among those flaws were low numbers of levels, missions, and items; no tutorial to enhance usability; and lack of strategies and rewards to increase motivation in the long term.
    Palabras clave
    Serious games
    Game design
    Game evaluation
    Game engagement
    Virtual reality
    Materia
    Videojuegos
    Video games
    Realidad virtual
    Virtual reality
    URI
    http://hdl.handle.net/10259/9518
    Versión del editor
    https://doi.org/10.3390/electronics13020281
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    Martinez-Electronics_2024.pdf
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