Title
PLEX as input and evaluation tool in persuasive game design: pilot study
Abstract
One of the main objectives in game design is to create game experiences that enhance the motivation to start and continue to play the game. To gain insight into which game experiences can be evolved by the game, designers have been using PLEX cards in the user input phase or in the product evaluation phase of the design process. However, to our knowledge, no research has been conducted to check if the PLEX gathered design input experiences matches the experiences that are evolved by the game in the final design. This study checks if such a use of PLEX is possible in a game design procedure for youngsters in treatment for drug addiction. Youngsters firstly selected their preferred PLEX experiences. Secondly, a game designer created a prototype based on the user's motivating experiences and a prototype based on the user's least motivating experiences. Thirdly, other youngsters from the addiction clinic evaluated both prototypes by selecting the PLEX cards that matched their game experiences best. Results suggested that motivating PLEX experiences resulted in a better tailored prototype. However, PLEX experiences derived in the user input phase could not be matched one-on-one to the ones in the evaluation phase. This can problematize the usage of PLEX as a general tool for experience-based game design.
Year
DOI
Venue
2014
10.1145/2658537.2661314
CHI PLAY
Field
DocType
Citations 
Video game design,Computer science,Simulation,Paper prototyping,Game design,Game design document,Engineering design process,Multimedia
Conference
1
PageRank 
References 
Authors
0.36
2
5