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ACM Headquarters: ACM HQ, 2 Penn Plaza Subscribe (Full Service)Register (Limited Service, Free) Login Search: The ACM DigitalLibrary The Guide Feedback Report a problem Satisfaction surveyApplying a phenomenological approach to games analysis: A casestudy Source Simulation and Gaming archive Volume 37 , Issue 2(June 2006) table of contents Pages: 209 - 225 Year of Publication:2006 ISSN:1046-8781 Authors Bride Mallon Brian Webb Queen'sUniversity of Belfast Publisher Sage Publications, Inc. ThousandOaks, CA, USA Additional Information: abstract references cited byindex terms collaborative colleagues Tools and Actions: Findsimilar Articles Review this Article Save this Article to a BinderDisplay Formats: BibTex EndNote ACM Ref DOI Bookmark:10.1177/1046878106287949 ABSTRACT One expressed need in computergames literature is for intrinsic evaluation methodologies andworkable operational research procedures to evaluate subjectivegame-play experiences and judgments and other user "pay-offs." Aphenomenological methodology provides an appropriate "bottom-up,"subject-centered, inductive, and empirically driven researchapproach. However, a need exists for case examples and specificmethods to follow on how to apply a phenomenological methodology togames research. The authors offer a case study of how they used itto develop and test evaluation criteria for games, illustratingtheir analysis with examples from two studies where 25 participantsplayed, then analyzed, offline adventure and role-play computergames. The authors' evaluation approach offers bridges between thedesign and analytical sciences. It contributes to the analyticalsciences by attempting to identify theoretical principles forevaluating quality in narrative adventure and role-play games. Itcontributes to the design sciences by supplying findings expressedas design principles for games improvement.