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[{"key": "dc.contributor.advisor", "value": "Kujala, Tuomo", "language": "", "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.advisor", "value": "Silvennoinen, Johanna", "language": "", "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.author", "value": "Hautaoja, Toni", "language": "", "element": "contributor", "qualifier": "author", "schema": "dc"}, {"key": "dc.date.accessioned", "value": "2021-12-09T06:45:31Z", "language": null, "element": "date", "qualifier": "accessioned", "schema": "dc"}, {"key": "dc.date.available", "value": "2021-12-09T06:45:31Z", "language": null, "element": "date", "qualifier": "available", "schema": "dc"}, {"key": "dc.date.issued", "value": "2021", "language": "", "element": "date", "qualifier": "issued", "schema": "dc"}, {"key": "dc.identifier.uri", "value": "https://jyx.jyu.fi/handle/123456789/78916", "language": null, "element": "identifier", "qualifier": "uri", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Videopelit ohjaavat pelaajia intuitiivisesti monin eri tavoin t\u00e4rkeit\u00e4 p\u00e4\u00e4m\u00e4\u00e4ri\u00e4 kohti k\u00e4ytt\u00e4en apunaan niin kutsuttuja merkitsij\u00f6it\u00e4 ja affordansseja. L\u00e4ht\u00f6kohtana molemmille elementeille on vailla eksplisiittist\u00e4 ohjeistusta pyrki\u00e4 antamaan informaatiota ja indikoida pelaajille erilaisista k\u00e4ytt\u00f6tapauksista, -tavoista ja mahdollisuuksista. Videopeleille ominaiset merkitsij\u00e4t ja affordanssit ovat vuosien saatossa vakiintuneet pelaajien keskuudessa monilta osin, mutta erilaisia n\u00e4kemyksi\u00e4 t\u00e4lt\u00e4kin saralta l\u00f6ytyy. T\u00e4ss\u00e4 pro gradu -tutkielmassa k\u00e4sitell\u00e4\u00e4n jatkuvasti suosiotaan kasvattavien videopelien kontekstissa erityylisten merkitsij\u00f6iden ja affordanssien havainnointia, tarkastelua, tulkintaa sek\u00e4 k\u00e4ytett\u00e4vyytt\u00e4 ja k\u00e4ytt\u00e4j\u00e4kokemusta eri tasoiset pelaajaryhm\u00e4t huomioon ottaen. Tutkielma koostuu kahdesta erillisest\u00e4 k\u00e4ytt\u00e4j\u00e4tutkimuksesta, joista ensimm\u00e4isess\u00e4 pelaajastatusryhmien havainnointia vertailtiin erilaisten symbolien sek\u00e4 video- ja \u00e4\u00e4nileikkeiden tunnistamiseen liittyviss\u00e4 teht\u00e4viss\u00e4. Toisessa tutkimuksessa koehenkil\u00f6t pelasivat lyhyen kohtauksen Inside-nimisest\u00e4 videopelist\u00e4, jonka visuaalisia vihjeit\u00e4, merkitsij\u00f6it\u00e4, affordansseja sek\u00e4 niiden toteutusta arvioitiin aineistodatan ja argumentoivan suunnittelun avulla. Tulokset antavat olettaa, ett\u00e4 s\u00e4\u00e4nn\u00f6llisemmin pelaavat henkil\u00f6t omaavat selv\u00e4sti vahvemmat l\u00e4ht\u00f6kohdat pelimaailman sanattoman kielen tulkitsemiseen, mutta tutkimuksen varjossa t\u00e4m\u00e4 ei selity kuitenkaan pelk\u00e4ll\u00e4 aiemmalla pelikokemuksella tietyst\u00e4 pelist\u00e4, vaan useammin pelaavien sis\u00e4isesti oppimalla kyvyll\u00e4 arvioida tietyntyyppist\u00e4 pelikontekstisidonnaista dataa paremmin. T\u00e4m\u00e4n lis\u00e4ksi huomattiin, kuinka affordansseista voidaan tehd\u00e4 n\u00e4kyv\u00e4mpi\u00e4 ja helpommin tulkittavia esimerkiksi muokkaamalla niiden visuaalisia attribuutteja, kuten v\u00e4rej\u00e4 ja kontrastia. Tutkielma antaa vihi\u00e4 affordanssien ja merkitsij\u00f6iden suunnitteluun eritasoiset pelaajaryhm\u00e4t huomioiden sek\u00e4 jatkotutkimusaiheita muun muassa tutkimusmetodina k\u00e4ytettyyn prospektiiviseen \u00e4\u00e4neenajatteluun liittyen.", "language": "fi", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Video games use so called signifiers and affordances to guide players intuitively towards important goals. These elements are used in a number of different ways and basically provide information and indicate to players about different viable use cases and possibilities without explicit instructions. Over the course of years, the most typical signifiers and affordances in video games have cemented their status among gamers, but different views persist in this area of design. This master\u2019s thesis covers the perception, observation, interpretation \u2013 as well as usability and user experience of signifiers and affordances in the context of evergrowing video game industry. The thesis explores these core concepts by taking into account different player levels and is based on two separate user research studies. The first one compared interpretations of different level player status groups in a various of different kind of symbol-, video- and audio identification tasks, whereas the second one had participants completing a short gaming scenario from a video game Inside. Based on the research data collected and with the help of explanatory design, the main goal of the second study was to evaluate the perceptible visual cues, signifiers and affordances identified in the game scenario. The results provided indicate that people who play video games more regularly possess greater competence in interpreting the nonverbal language the game world conveys. This is not explained only by the prior experience of the game however, but due to an internally learnt skill which makes it easier to estimate certain kind of data in the context of video games better. Additionally, the studies discovered, that affordances can be made more perceivable when for example adjusting their visual attributes, such as colors and contrast. The thesis suggests adequate design solutions for affordances and signifiers in the context of video games by considering the different levels of prior gaming background of the players, and also proposes some future research topics related to the prospective thinking-aloud -method and for other subjects.", "language": "en", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted by Paivi Vuorio (paelvuor@jyu.fi) on 2021-12-09T06:45:31Z\nNo. of bitstreams: 0", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Made available in DSpace on 2021-12-09T06:45:31Z (GMT). No. of bitstreams: 0\n Previous issue date: 2021", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.format.extent", "value": "93", "language": "", "element": "format", "qualifier": "extent", "schema": "dc"}, {"key": "dc.format.mimetype", "value": "application/pdf", "language": null, "element": "format", "qualifier": "mimetype", "schema": "dc"}, {"key": "dc.language.iso", "value": "fin", "language": null, "element": "language", "qualifier": "iso", "schema": "dc"}, {"key": "dc.rights", "value": "In Copyright", "language": "en", "element": "rights", "qualifier": null, "schema": "dc"}, {"key": "dc.subject.other", "value": "affordanssi", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "HCI", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "HTI", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "immersio", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "merkitsij\u00e4", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.title", "value": "Affordanssien soveltaminen ja tulkinta dynaamisten videopelien kontekstissa", "language": "", "element": "title", "qualifier": null, "schema": "dc"}, {"key": "dc.type", "value": "master thesis", "language": null, "element": "type", "qualifier": null, "schema": "dc"}, {"key": "dc.identifier.urn", "value": "URN:NBN:fi:jyu-202112095905", "language": "", "element": "identifier", "qualifier": "urn", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Pro gradu -tutkielma", "language": "fi", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Master\u2019s thesis", "language": "en", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Informaatioteknologian tiedekunta", "language": "fi", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Faculty of Information Technology", "language": "en", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Informaatioteknologia", "language": "fi", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Information Technology", "language": "en", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "Jyv\u00e4skyl\u00e4n yliopisto", "language": "fi", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "University of Jyv\u00e4skyl\u00e4", "language": "en", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Kognitiotiede", "language": "fi", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Cognitive Science", "language": "en", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "yvv.contractresearch.funding", "value": "0", "language": "", "element": "contractresearch", "qualifier": "funding", "schema": "yvv"}, {"key": "dc.type.coar", "value": "http://purl.org/coar/resource_type/c_bdcc", "language": null, "element": "type", "qualifier": "coar", "schema": "dc"}, {"key": "dc.rights.accesslevel", "value": "openAccess", "language": null, "element": "rights", "qualifier": "accesslevel", "schema": "dc"}, {"key": "dc.type.publication", "value": "masterThesis", "language": null, "element": "type", "qualifier": "publication", "schema": "dc"}, {"key": "dc.subject.oppiainekoodi", "value": "601", "language": "", "element": "subject", "qualifier": "oppiainekoodi", "schema": "dc"}, {"key": "dc.subject.yso", "value": "tunteet", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "havainnointi", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "intuitio", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "k\u00e4ytett\u00e4vyys", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "k\u00e4ytt\u00e4j\u00e4kokemus", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "videopelit", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "tietokonepelit", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "pelaajat", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "k\u00e4ytt\u00e4j\u00e4tutkimus", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "digitaaliset pelit", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.format.content", "value": "fulltext", "language": null, "element": "format", "qualifier": "content", "schema": "dc"}, {"key": "dc.rights.url", "value": "https://rightsstatements.org/page/InC/1.0/", "language": null, "element": "rights", "qualifier": "url", "schema": "dc"}, {"key": "dc.type.okm", "value": "G2", "language": null, "element": "type", "qualifier": "okm", "schema": "dc"}]
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