Francisco Luis Gutierrez Vela

Dr. Francisco Luis Gutierrez Vela

lenguajes y sistemas informaticos, University of Granada, Granada, Andalusia, Spain
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Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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31 August 2012 in Behaviour & Information Technology
Verified
Journal Article
Closed access
JSJosé Luis González Sánchez
José Luis González Sánchez
FVFrancisco Luis Gutierrez Vela
Francisco Luis Gutierrez Vela
FSFrancisco Montero Simarro
Francisco Montero Simarro
NZNatalia Padilla Zea
Natalia Padilla Zea
Currently, few studies focus on analysing the degree of the Player eXperience (PX) in video games. Video games have now become interactive entertainment systems with a high economic impact on society; these are interactive systems characterised by their subjectivity, which differ from other systems in that their main objective is to entertain and amuse the user (player). This work discusses the analysis and evaluation of the User eXperience (UX) in interactive entertainment systems, exploring how usability, given its definition, objectives and the fact it is one of the main dimensions of UX, is not sufficient to characterise the PX, giving rise to a new concept: Playability. In this paper, we present a framework for the analysis and evaluation of the UX in video games. The results show the need and importance of a framework to help us understand and measure the experience that players feel using these types of interactive systems, in order to improve the experience during play time. The proposed framework characterises the experience using attributes to identify and properties to measure UX. It thus provides a multifaceted analysis mechanism to assess the impact of the gaming experience and its relationship with the elements of a video game. We therefore present a system to represent UX based on this framework, with the aim of ensuring and measuring a satisfactory experience of the entertainment system. Finally, we discuss a practical experiment in which an evaluation of the playability of a commercial video game was carried out using the methods proposed in this work.

1 January 2012
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Conference Paper
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AAAndrés Francisco Aparicio
Andrés Francisco Aparicio
FVFrancisco Luis Gutierrez Vela
Francisco Luis Gutierrez Vela
JSJosé Luis González Sánchez
José Luis González Sánchez
JIJosé-Luis Isla-Montes
José-Luis Isla-Montes

1 February 2014 in Computers in Human Behavior
Verified
Journal Article
Closed access
NZNatalia Padilla Zea
Natalia Padilla Zea
FVFrancisco Luis Gutierrez Vela
Francisco Luis Gutierrez Vela
JLJosé Rafael López-Arcos
José Rafael López-Arcos
AAAna Abad-Arranz
Ana Abad-Arranz
Patricia PaderewskiPatricia Paderewski
Patricia Paderewski


1 December 2009 in Advances in Engineering Software
Verified
Journal Article
Closed access
NZNatalia Padilla Zea
Natalia Padilla Zea
JSJosé Luís González Sánchez
José Luís González Sánchez
FVFrancisco Luis Gutierrez Vela
Francisco Luis Gutierrez Vela
MCMarcelino J. Cabrera
Marcelino J. Cabrera
Patricia PaderewskiPatricia Paderewski
Patricia Paderewski

1 January 2017 in Entertainment Computing
Verified
Journal Article
Closed access
RLRafael Prieto de Lope
Rafael Prieto de Lope
JAJosé Rafael López Arcos
José Rafael López Arcos
NMNuria Medina-Medina
Nuria Medina-Medina
PPPatricia Paderewski
Patricia Paderewski
FVFrancisco Luis Gutierrez Vela
Francisco Luis Gutierrez Vela