An experience of fun can be an important factor for validating the value of games. Research on non-game HCI has been attempted to measure the enjoyment of work. However, a majority of the studies do not discuss the importance and value of the result. It is not clear as to how the term fun is understood in a non-game context. To analyze this shortcoming, we reviewed extant studies, and explored as to how researchers determine if the value of an activity is fun. Consequently, we discussed and categorized the usage of the terms and analyzed the methodologies that are used in extant studies that evaluate the effects of fun and related terms. To gain a better understanding of fun in HCI, we provided several directions that can be discussed for strengthening enjoyable HCI research beyond applications involving games.
翻译:玩乐体验可以成为确认游戏价值的一个重要因素。关于非游戏性 HCI 的研究已经试图测量工作享受情况。 但是,大多数研究并不讨论结果的重要性和价值。 不清楚如何在非游戏性背景下理解乐趣一词。 为了分析这一缺陷,我们审查了现有研究,并探讨了研究人员如何确定一项活动的价值是否有趣。因此,我们讨论并分类了术语的使用,并分析了用于评估乐趣和相关术语效果的现有研究的方法。为了更好地了解HCI的乐趣,我们提供了几个方向,可以讨论加强可享受的HCI研究,超越游戏的应用。