Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Problem-Solving01:29

Problem-Solving

Effective problem-solving consists of two steps: 1. identifying the problem and 2. selecting the appropriate problem-solving strategy (i.e., a plan of action used to find a solution). Humans use four problem-solving strategies:
Friction: Problem Solving01:17

Friction: Problem Solving

Friction is an essential force that influences the motion of objects in daily life. Depending on the situation, it can be either beneficial or problematic. Consider a bus with a mass of three megagrams and its center of mass at a specific point, moving along a banked road at a constant speed. The coefficient of static friction between the tires and the road is 0.5. Find the maximum angle of the banked road at which the bus would not slip or tip.
Initially, a visual representation of the...
Machines: Problem Solving I01:22

Machines: Problem Solving I

A toggle clamp is a mechanical device commonly used for holding and clamping objects in various applications, such as woodworking, metalworking, and assembly operations. Consider a toggle clamp subjected to a force of 200 N at the handle. The vertical clamping force can be calculated, provided the dimensions of the toggle clamp are known.
The toggle clamp system is a machine structure consisting of movable, pin-connected multi-force members that form a stabilized system to transmit forces. The...
Machines: Problem Solving II01:30

Machines: Problem Solving II

Machines are complex structures consisting of movable, pin-connected multi-force members that work together to transmit forces. Consider a lifting tong carrying a 100 kg load. It comprises movable sections DAF and CBG linked together with member AB.
Hydraulic Jump: Problem Solving01:16

Hydraulic Jump: Problem Solving

To analyze a hydraulic jump in a rectangular channel with a flow speed of 6 meters per second, follow these steps:Calculate Effective Upstream Velocity:When the downstream gate closes, a hydraulic jump forms, traveling upstream at 2 meters per second. This wave speed combines with the initial channel flow velocity, creating an effective upstream velocity.Identify Flow Velocities Before and After the Hydraulic Jump:Upstream of the hydraulic jump, the effective flow velocity includes both the...

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Pulmonary resection of colorectal metastases in patients with or without a history of hepatic metastases.

European journal of surgical oncology : the journal of the European Society of Surgical Oncology and the British Association of Surgical Oncology·2008
Same author

Soft-tissue artefact assessment during step-up using fluoroscopy and skin-mounted markers.

Journal of biomechanics·2007
See all related articles

Related Experiment Video

Updated: Jul 18, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

Developing a coding scheme for detecting usability and fun problems in computer games for young children.

W Barendregt1, M M Bekker

  • 1Faculty of Industrial Design, Eindhoven University of Technology, Den Dolech 2, P.O. Box 513, 5600 MB Eindhoven, The Netherlands. wolmetb@hotmail.com

Behavior Research Methods
|December 26, 2006
PubMed
Summary

This study introduces a new coding scheme to identify usability and fun issues in children's computer games. Training significantly improves evaluator agreement, enhancing the reliability of game user testing for children.

More Related Videos

Measuring the Functional Abilities of Children Aged 3-6 Years Old with Observational Methods and Computer Tools
11:29

Measuring the Functional Abilities of Children Aged 3-6 Years Old with Observational Methods and Computer Tools

Published on: June 20, 2020

Experimental Paradigm for Measuring the Effects of Self-distancing in Young Children
07:01

Experimental Paradigm for Measuring the Effects of Self-distancing in Young Children

Published on: March 1, 2019

Related Experiment Videos

Last Updated: Jul 18, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

Measuring the Functional Abilities of Children Aged 3-6 Years Old with Observational Methods and Computer Tools
11:29

Measuring the Functional Abilities of Children Aged 3-6 Years Old with Observational Methods and Computer Tools

Published on: June 20, 2020

Experimental Paradigm for Measuring the Effects of Self-distancing in Young Children
07:01

Experimental Paradigm for Measuring the Effects of Self-distancing in Young Children

Published on: March 1, 2019

Area of Science:

  • Human-Computer Interaction
  • Game Design
  • Usability Engineering

Background:

  • Traditional usability methods, like the detailed video analysis method (DEVAN), are designed for adult users and task-based products.
  • Assessing children's computer games requires considering both usability and 'fun' factors, as children's behavior differs from adults.
  • Existing methods may not adequately capture the nuances of young users' experiences in game environments.

Purpose of the Study:

  • To develop and assess a novel coding scheme for identifying usability and fun problems in children's computer games during user testing.
  • To adapt existing usability assessment frameworks for the specific context of child game users.
  • To improve the accuracy and reliability of observational data in child-centered game evaluations.

Main Methods:

  • The study adapted the detailed video analysis method (DEVAN) by retaining 8 original breakdown indications and introducing 7 new ones tailored for children's game interactions.
  • A reliability assessment was conducted using the any-two agreement measure to evaluate evaluator consistency.
  • A pilot study was performed to investigate the impact of training on improving evaluator agreement.

Main Results:

  • The initial reliability assessment showed variability in coding thresholds among evaluators (any-two agreement of 38.5%).
  • However, a high agreement (any-two agreement of .92) was achieved for a fixed list of observation points, indicating clear distinctions between the defined codes.
  • A pilot study demonstrated that targeted training substantially increased inter-evaluator agreement by reducing the number of unique observations.

Conclusions:

  • The developed coding scheme effectively addresses the unique aspects of evaluating children's computer games, incorporating both usability and fun.
  • While initial evaluator agreement may vary, the clarity of the defined codes is high.
  • Training is a crucial factor in enhancing the reliability and consistency of observational data in usability testing with child game players.