{'fraction_non_alphanumeric': 0.017797552836484983, 'fraction_numerical': 0.0, 'mean_word_length': 5.25, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Gameplay experience evaluation centered on participation: the fátima game design case

In this paper we demonstrate the use of a model that supports gameplay experience evaluation through gameplay metrics of player's participation in the game context. This model aims to have a guiding role in the identification and interpretation of the metrics that are best suited to the character of a given videogame, so as to close the gap between game experience evaluation and the game design domain. In order to illustrate the use of this participation model as support for game experience evaluation, we describe the analysis of "Fátima", a videogame which places the sightings of Our Lady of Fátima, in a playful context. As a result, by characterizing players' participation, it was possible to objectively measure the game design's success in accomplishing its originally established design intentions.