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Evaluating Game Heuristics for Measuring Player Experience
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2013 (English)In: GAME-ON'13 - The 14th International Conference on Intelligent Games and Simulations 2013: [proceedings] / [ed] Anton Eliens, Wim Lamotte, EUROSIS-ETI , 2013, 15-19 p.Conference paper, Published paper (Refereed)
Abstract [en]

Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In recent years, game researchers have developed heuristics aimed at special design issues within computer game design. This article examines if these game heuristics are able to capture and evaluate softer values of computer game interaction, based on the flow, challenges and immersion of game play. The authors suggest that these softer values should be called Gameworld Interaction. An analysis of the existing game heuristics was made, resulting in a Net Heuristic list, which was then tested on a single game. The result showed both a possible gap in the heuristics, and that even though the game design did adhere to the heuristics, problems still occurred.

Place, publisher, year, edition, pages
EUROSIS-ETI , 2013. 15-19 p.
Keyword [en]
Games, Immersion, Usability, Heuristics
National Category
Information Systems
Research subject
Man-Machine-Interaction (MMI)
Identifiers
URN: urn:nbn:se:su:diva-114700ISBN: 978-90-77381-80-9 (print)OAI: oai:DiVA.org:su-114700DiVA: diva2:793806
Conference
The 14th International Conference on Intelligent Games and Simulations 2013
Available from: 2015-03-09 Created: 2015-03-09 Last updated: 2016-02-10Bibliographically approved

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