Evaluating the User Experience of Adult Users in Pokémon GO Game
Daniela Gorski Trevisan, Izabella Maria Barboza Pinheiro Reis, Maira Beatriz Hernández Morán, Luciana Cardoso de Castro Salgado · 2017
Considering the increase in life expectancy in several countries, including Brazil, and that the average age of digital game players is 31 years, studies and the development of games for adults and senior people as their target audience become necessary. The objective of this paper is to provide the analysis of the impact of the use of Augmented Reality in games with adult users above 45 years. The hypotheses investigated are that the adult user experience is intensified positively and negative emotions are diminished with the use of Augmented Reality rather than Virtual Reality, and also that data collected through subjective and objective methods correlate, thereby increasing the reliability of the approach employed. To prove the proposed hypothesis, an experiment was conducted in which participants above 45 years old and with no habits of playing digital games played the Pokémon GO game with Virtual Reality and Augmented Reality. Their perceptions and the results from an electroencephalogram from their experiences were analyzed in both realities, and it was observed that for the dimmensions Stress, Immersion and Tension and irritability the difference was statistically significant, indicating that such emotions can be approached and treated differently by game designers in each of the environments. There were some positive and negative correlations observed during the evaluation.