Abstract
High-level user experience has become the key factor that one game can be successful in the game market. The home page of mobile games, especially the design of the navigation interface, has a significant impact on users’ initial experience, which is an important determent to users’ preferences and purchase decision. Hence, measuring users’ perceptual experiences of the navigation interface can help designers understand real demands from users. Previous studies primarily used self-report scales or interviews to measure gamers’ perceptual experiences. However, it may not reflect gamers’ real perceptions that they are feeling as most of time the feeling is short-lived and implicit. To fill this gap, the current study attempted to combine subjective evaluation with event-related potentials (ERP) to objectively measure gamers’ perceptual experience evoked by the navigation interface of the mobile game. The navigation interfaces of mobile games with low, medium, and high perceptual experience were developed and the ERP experiment was conducted to detect the differences in users’ electroencephalograph (EEG) components when subjects were exposed to the different design levels of navigation interface. The results showed that N1 reaction showed asymmetry in brain regions, and P2 and N2 showed symmetry, and relative to the navigation interface with low and medium perceptual experiences, the high level of navigation interface induced a larger amplitude of N2 in the anterior scalp and P2 in the frontal scalp. These EEG components can, therefore, be regarded as significant indicators reflecting gamers’ perceptions of the navigation interface. The findings benefit game companies of navigation interface designs.
Highlights
In recent years, with the popularization of smart mobile devices, the number of mobile games and mobile gamers has increased rapidly, and playing mobile games has become an important leisure and entertainment activity in people’s daily lives
Based on previous studies on user experience and brain cognition [24,25], this paper aims to explore the differences in event-related potentials (ERP) induced by navigation interfaces of the mobile game with different levels, to fulfill for the shortcomings of traditional user experience methods
The experiment investigated the differences in ERP responses caused by the navigation interfaces of mobile games with different perceptual experiences under an oddball paradigm, in which the navigation interfaces of mobile games serve as non-target stimuli and landscape pictures serve as target stimuli
Summary
With the popularization of smart mobile devices, the number of mobile games and mobile gamers has increased rapidly, and playing mobile games has become an important leisure and entertainment activity in people’s daily lives. There are more than 20,000 mobile games operating online, but few of them have achieved great success. 50% of gamers choose to remove mobile games because their poor initial impression [1]. The navigation interface is the first channel for gamers to interact with a game, which directly affects gamers’ perceptual experiences and their subsequent purchase decisions [2,3]. The design of the game interface was mostly based on the designers’ own preferences and knowledge, which could not meet the real needs of gamers. Game designers began to pay more and more attention to the gamers’ subjective feelings. Gamers’ behaviors and decisions in the game are influenced by their
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