TY - GEN
T1 - Developing a user-centric taxonomy of games using repertory grid analysis
AU - Min, Aehong
AU - Lee, Hyejung
AU - Lee, Jungwoo
PY - 2015
Y1 - 2015
N2 - In general, game users (or players) recognize and classify games based on their own experience rather than the genre of game itself. The objective of this study is to identify the attributes of game based on user's perspectives, paying attention to understanding of game users and the diversification of game genres. To find those attributes, we conduct in-depth interview with twenty-two game users by using the Repertory Grid technique, which is a qualitative research method drawing personal cognitive constructs. As a result, we get to propose a new user-centric taxonomy of games, which includes general elements of games such as space, time, player structure, player relation, character, item in game, and user-based elements such as user's past experience, capacity, ownership and presentation. A meaningful implication of this study is that we can find cognitive attributes of games, which are elicited from game users without using general framework of game genre and elements. Also, the user-centric taxonomy of games is organized based on user's perspective and theoretical basis. We conclude that this taxonomy will contribute future game design and development to reflect users' perspectives, which is important to provide more user-centric games.
AB - In general, game users (or players) recognize and classify games based on their own experience rather than the genre of game itself. The objective of this study is to identify the attributes of game based on user's perspectives, paying attention to understanding of game users and the diversification of game genres. To find those attributes, we conduct in-depth interview with twenty-two game users by using the Repertory Grid technique, which is a qualitative research method drawing personal cognitive constructs. As a result, we get to propose a new user-centric taxonomy of games, which includes general elements of games such as space, time, player structure, player relation, character, item in game, and user-based elements such as user's past experience, capacity, ownership and presentation. A meaningful implication of this study is that we can find cognitive attributes of games, which are elicited from game users without using general framework of game genre and elements. Also, the user-centric taxonomy of games is organized based on user's perspective and theoretical basis. We conclude that this taxonomy will contribute future game design and development to reflect users' perspectives, which is important to provide more user-centric games.
UR - http://www.scopus.com/inward/record.url?scp=84928787510&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84928787510&partnerID=8YFLogxK
U2 - 10.3233/978-1-61499-503-6-68
DO - 10.3233/978-1-61499-503-6-68
M3 - Conference contribution
AN - SCOPUS:84928787510
T3 - Frontiers in Artificial Intelligence and Applications
SP - 68
EP - 75
BT - Advances in Digital Technologies - Proceedings of the 6th International Conference on Applications of Digital Information and Web Technologies 2015
A2 - Fong, Simon
A2 - Mizera-Pietraszko, Jolanta
PB - IOS Press
T2 - 6th International Conference on Applications of Digital Information and Web Technologies, ICADIWT 2015
Y2 - 12 February 2015
ER -