Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritage
The sustainable development of serious games dedicated to Chinese cultural heritage faces challenges due to the lack of prolonged user engagement and iterative optimization based on long-term user feedback. This situation not only hinders the sustainable growth of these games but also limits the tra...
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Format: | Article |
Language: | English |
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Frontiers Media S.A.
2024-02-01
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Series: | Frontiers in Psychology |
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Online Access: | https://www.frontiersin.org/articles/10.3389/fpsyg.2024.1300686/full |
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author | Pingting Mao Dong Min Cho |
author_facet | Pingting Mao Dong Min Cho |
author_sort | Pingting Mao |
collection | DOAJ |
description | The sustainable development of serious games dedicated to Chinese cultural heritage faces challenges due to the lack of prolonged user engagement and iterative optimization based on long-term user feedback. This situation not only hinders the sustainable growth of these games but also limits the transmission of Chinese cultural heritage, a problem that demands urgent attention yet remains under-acknowledged. This study synthesizes literature to unearth user needs from three dimensions: motivational use, quality requirements of games, and continuous usage intention. It identifies 14 influential factors, including cognitive satisfaction, immersion satisfaction, and achievement satisfaction. Drawing from the User Experience Rubric for Educational Games-CH (UEREG-CH) evaluation rubric and the Delphi method, these factors are expanded into an evaluation system model comprising six primary indicators, 14 secondary indicators, and 38 tertiary indicators. The analytic hierarchy process (AHP) is utilized for expert scoring to assign weights to each indicator. This is combined with the fuzzy comprehensive evaluation method to arrive at a final user score of Z = 3.4228, indicating that the evaluation rubric is close to ‘good’ and has received positive user feedback. Ultimately, this generates an evaluation rubric tailored to the specific context of serious games for cultural heritage. By integrating qualitative and quantitative methods, this paper confirms the scientific and rational nature of the evaluation rubric. The study aims to establish a user-approved rubric that encourages continuous usage intention, thereby providing effective guidance for game developers and assisting users in selecting appropriate games, while also addressing the theoretical gap in the field of evaluation for serious games related to cultural heritage. |
first_indexed | 2024-03-08T00:51:07Z |
format | Article |
id | doaj.art-89075ff3f19042e9ae97ac8dfed04c9f |
institution | Directory Open Access Journal |
issn | 1664-1078 |
language | English |
last_indexed | 2024-03-08T00:51:07Z |
publishDate | 2024-02-01 |
publisher | Frontiers Media S.A. |
record_format | Article |
series | Frontiers in Psychology |
spelling | doaj.art-89075ff3f19042e9ae97ac8dfed04c9f2024-02-15T04:53:22ZengFrontiers Media S.A.Frontiers in Psychology1664-10782024-02-011510.3389/fpsyg.2024.13006861300686Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritagePingting Mao0Dong Min Cho1Department of Design and Manufacturing Engineering, Jeonbuk National University, Jeonju-si, Republic of KoreaDepartment of Industrial Design, Jeonbuk National University, Jeonju, Republic of KoreaThe sustainable development of serious games dedicated to Chinese cultural heritage faces challenges due to the lack of prolonged user engagement and iterative optimization based on long-term user feedback. This situation not only hinders the sustainable growth of these games but also limits the transmission of Chinese cultural heritage, a problem that demands urgent attention yet remains under-acknowledged. This study synthesizes literature to unearth user needs from three dimensions: motivational use, quality requirements of games, and continuous usage intention. It identifies 14 influential factors, including cognitive satisfaction, immersion satisfaction, and achievement satisfaction. Drawing from the User Experience Rubric for Educational Games-CH (UEREG-CH) evaluation rubric and the Delphi method, these factors are expanded into an evaluation system model comprising six primary indicators, 14 secondary indicators, and 38 tertiary indicators. The analytic hierarchy process (AHP) is utilized for expert scoring to assign weights to each indicator. This is combined with the fuzzy comprehensive evaluation method to arrive at a final user score of Z = 3.4228, indicating that the evaluation rubric is close to ‘good’ and has received positive user feedback. Ultimately, this generates an evaluation rubric tailored to the specific context of serious games for cultural heritage. By integrating qualitative and quantitative methods, this paper confirms the scientific and rational nature of the evaluation rubric. The study aims to establish a user-approved rubric that encourages continuous usage intention, thereby providing effective guidance for game developers and assisting users in selecting appropriate games, while also addressing the theoretical gap in the field of evaluation for serious games related to cultural heritage.https://www.frontiersin.org/articles/10.3389/fpsyg.2024.1300686/fullserious gamescultural heritagecontinuous usage intentionevaluation rubricDelphi methodanalytic hierarchy process |
spellingShingle | Pingting Mao Dong Min Cho Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritage Frontiers in Psychology serious games cultural heritage continuous usage intention evaluation rubric Delphi method analytic hierarchy process |
title | Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritage |
title_full | Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritage |
title_fullStr | Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritage |
title_full_unstemmed | Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritage |
title_short | Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritage |
title_sort | research on an evaluation rubric for promoting user s continuous usage intention a case study of serious games for chinese cultural heritage |
topic | serious games cultural heritage continuous usage intention evaluation rubric Delphi method analytic hierarchy process |
url | https://www.frontiersin.org/articles/10.3389/fpsyg.2024.1300686/full |
work_keys_str_mv | AT pingtingmao researchonanevaluationrubricforpromotinguserscontinuoususageintentionacasestudyofseriousgamesforchineseculturalheritage AT dongmincho researchonanevaluationrubricforpromotinguserscontinuoususageintentionacasestudyofseriousgamesforchineseculturalheritage |