Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game

Each game has their own unique feature, which attracts gamers by constantly playing the game daily. The game appeal also regards the interface attributes, Game mechanics, and interfaces as a factor towards excitement in playing the game. Nevertheless, there is limited discussion pertaining to percei...

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Main Authors: Ahmad Azaini, Bin Abdul Manaf, Jaibi, Sabian
Format: E-Article
Language:English
Published: Blue Eyes Intelligence Engineering & Sciences Publication 2019
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Online Access:http://ir.unimas.my/id/eprint/25285/1/H6668068819%20Dr%20Ahmad%20Azaini%20FSGK.pdf
http://ir.unimas.my/id/eprint/25285/
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spelling my.unimas.ir.252852020-06-18T00:43:39Z http://ir.unimas.my/id/eprint/25285/ Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game Ahmad Azaini, Bin Abdul Manaf Jaibi, Sabian N Visual arts (General) For photography, see TR T Technology (General) TR Photography Each game has their own unique feature, which attracts gamers by constantly playing the game daily. The game appeal also regards the interface attributes, Game mechanics, and interfaces as a factor towards excitement in playing the game. Nevertheless, there is limited discussion pertaining to perceived visual enjoyment factor in artistic playability, especially among youth based on the Real Time Strategy (RTS) game to support the statement. For this purpose, Defence of the Ancients 2 (DOTA 2) were used as a case study as inspired game play. The game according to gamers is essential for each level to deliver challenges that encourage the gamers themselves as motivational goal. In contrary in winning factor, there are also aspects of UX indicates substantially important as the game experience, that is: anatomy of function, and menus, plays important role in achieving goals, especially for the gamers. Therefore, this paper discusses the components of successful game. Method: The sample was tested using System Usability Scale (SUS) for interviews and questionnaire. Despite of a small sampling, SUS is trusted with its accuracy and reliability, also has established an industry standard, with numerous previous references. Based on findings, the online questionnaire distribution (N=10) Results: The result indicates that the players were satisfied with the mechanics of the game, comparatively, the player felt enthusiastic with the competitive challenge to finish the game, and to achieve their objectives. The findings in the paper also established that the visual was not the driven factor for the user’s engagement in continuously playing the game, but desire to complete the challenge in order to gain satisfaction upon completion. The significant finding in this article, that DOTA 2 game largely by definition depends on CTPM (Critical Thoughts Per-Minutes) and communication within the team because critical thinking is highly required in other to perceive the enjoyment; but the intensity, breadth, and acceleration also significantly Blue Eyes Intelligence Engineering & Sciences Publication 2019-06-15 E-Article PeerReviewed text en http://ir.unimas.my/id/eprint/25285/1/H6668068819%20Dr%20Ahmad%20Azaini%20FSGK.pdf Ahmad Azaini, Bin Abdul Manaf and Jaibi, Sabian (2019) Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game. International Journal of Innovative Technology and Exploring Engineering (IJITEE), 8 (8). pp. 1551-1554. ISSN 2278-3075 https://www.ijitee.org/
institution Universiti Malaysia Sarawak
building Centre for Academic Information Services (CAIS)
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sarawak
content_source UNIMAS Institutional Repository
url_provider http://ir.unimas.my/
language English
topic N Visual arts (General) For photography, see TR
T Technology (General)
TR Photography
spellingShingle N Visual arts (General) For photography, see TR
T Technology (General)
TR Photography
Ahmad Azaini, Bin Abdul Manaf
Jaibi, Sabian
Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game
description Each game has their own unique feature, which attracts gamers by constantly playing the game daily. The game appeal also regards the interface attributes, Game mechanics, and interfaces as a factor towards excitement in playing the game. Nevertheless, there is limited discussion pertaining to perceived visual enjoyment factor in artistic playability, especially among youth based on the Real Time Strategy (RTS) game to support the statement. For this purpose, Defence of the Ancients 2 (DOTA 2) were used as a case study as inspired game play. The game according to gamers is essential for each level to deliver challenges that encourage the gamers themselves as motivational goal. In contrary in winning factor, there are also aspects of UX indicates substantially important as the game experience, that is: anatomy of function, and menus, plays important role in achieving goals, especially for the gamers. Therefore, this paper discusses the components of successful game. Method: The sample was tested using System Usability Scale (SUS) for interviews and questionnaire. Despite of a small sampling, SUS is trusted with its accuracy and reliability, also has established an industry standard, with numerous previous references. Based on findings, the online questionnaire distribution (N=10) Results: The result indicates that the players were satisfied with the mechanics of the game, comparatively, the player felt enthusiastic with the competitive challenge to finish the game, and to achieve their objectives. The findings in the paper also established that the visual was not the driven factor for the user’s engagement in continuously playing the game, but desire to complete the challenge in order to gain satisfaction upon completion. The significant finding in this article, that DOTA 2 game largely by definition depends on CTPM (Critical Thoughts Per-Minutes) and communication within the team because critical thinking is highly required in other to perceive the enjoyment; but the intensity, breadth, and acceleration also significantly
format E-Article
author Ahmad Azaini, Bin Abdul Manaf
Jaibi, Sabian
author_facet Ahmad Azaini, Bin Abdul Manaf
Jaibi, Sabian
author_sort Ahmad Azaini, Bin Abdul Manaf
title Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game
title_short Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game
title_full Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game
title_fullStr Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game
title_full_unstemmed Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game
title_sort perceived visual enjoyment factor in artistic playability : in case study real time strategy (rts) game
publisher Blue Eyes Intelligence Engineering & Sciences Publication
publishDate 2019
url http://ir.unimas.my/id/eprint/25285/1/H6668068819%20Dr%20Ahmad%20Azaini%20FSGK.pdf
http://ir.unimas.my/id/eprint/25285/
https://www.ijitee.org/
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