HEURISTICS AND USABILITY GUIDELINES FOR THE CREATION AND EVALUATION OF FUN IN VIDEO GAMES
By Melissa Federoff. 2002
435 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/e1d477b7a81d812d5e7ca874aa2bc7ae2495ba52
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Citations in the corpus
- Heuristic evaluation for games: usability principles for video game design (2008, methodology): “[7] developed Heuristics for Evaluating Playability (HEP), a set of game heuristics that have strong similarities to those developed by Federoff [12].”
- The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016, background): “It is not as simple as asking a few questions regarding how much people like or dislike a certain game, because video game satisfaction is a multidimensional construct that involves different dimensions, such as immersion, fun, aesthetics, and motivation (Federoff, 2002).”
- Using heuristics to evaluate the playability of games (2004, methodology): “In 2002, Federoff [4] [5] compiled a list of game heuristics from a case study at a game development company and compared them with current game industry guidelines and J. Nielsen's heuristics from 1994 [7].”
- Playability heuristics for mobile games (2006, background): “The number of modules is smaller than what Federoff and Desurvire et al have proposed [5],[3].”
- Studying Gamification: The Effect of Rewards and Incentives on Motivation (2015, background): “Points encourage mastery of the game (Federoff, 2002 ).”
- GameFlow: a model for evaluating player enjoyment in games (2005, background): “The three aspects are interface (controls and display); mechanics (interacting with the game world); and gameplay (problems and challenges) [Federoff 2002].”