Using heuristics to evaluate the playability of games
By Heather Desurvire, Martin Caplan, J. Toth. CHI EA '04, 2004
684 citations recorded by the source corpus.
Subfields: Information Systems, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/f5469c5fd531098dc08277c2cd2297600801aa18
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Citations in the corpus
- Heuristic evaluation for games: usability principles for video game design (2008, methodology): “[7] describe a heuristic related to consistency: “Game should react in a consistent, challenging, and exciting way to the player’s actions (e.”
- Dark patterns in the design of games (2013, background): “With some exceptions (e.g. work in game usability [18; 24]), this notion has not been explored much in academia.”
- GameFlow: a model for evaluating player enjoyment in games (2005, background): “An appropriate pace in games applies pressure but does not frustrate the player [Federoff 2002; Desurvire et al. 2004].”
- A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies (2007, methodology): “There has been some recent research on using inspection methods, such as heuristics (Wiberg, 2003; Desurvire et al., 2004; Sweetsner and Wyeth, 2005) to evaluate the playability of an entertainment technology, but these discount methods do not involve actual users, but are administered by usability…”
- A continuous and objective evaluation of emotional experience with interactive play environments (2006, background): “Standard discount usability methods, such as heuristic evaluation, are useful for uncovering usability issues within play environments; however, there has been minimal research on using heuristics to evaluate the playability of an entertainment technology [7, 31], or to evaluate the impact of emergi”
- Optimising engagement for stroke rehabilitation using serious games (2009, methodology): “Questionnaires [6] were again used to gather feedback from participants.”
- Playability heuristics for mobile games (2006, background): “Desurvire et al have created heuristics that are best suited for evaluating general issues in early development phase with a prototype or mock-up [3].”