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   Blekinge Institute of Technology
       PhD Candidate
           Digital Game Development Degree


   EU FUGA (“Fun of Gaming”)
    project

 Fun & player experience research
 Biometrics consulting
1.   Related Work


2.   A Game Usability Model


3.   Take Home Message
   Playability from Järvinen et al.
         “a collection of criteria with which to
         evaluate a product’s gameplay or
         interaction”
   Playability is
    1.    Functional
    2.    Structural
    3.    Audiovisual
    4.    Social
   Desurvire et al.
    1.   Game   play
    2.   Game   story
    3.   Game   mechanics
    4.   Game   usability
   Korhonen et al.
    1.   Game usability
    2.   Mobility
    3.   Gameplay
   Development dimension
    1.   Constructs
    2.   Quality level
    3.   Analysis approach


   Functional dimension
     Concrete
     Abstract
 Different game quality checks
  require different approaches
 Game quality focuses around
    1.   Technology
    2.   Player experience
    3.   Community
   Quality control should include all of
    these aspects
Desurvire, H., Caplan, M. and Toth, J. A. Using Heuristics to
   Evaluate the Playability of Games. In CHI '04 extended
   abstracts on Human factors in computing systems (Vienna,
   Austria). ACM, 2004, 1509-1512. DOI =
   10.1145/985921.986102.
Järvinen, A., Heliö, S. and Mäyrä, F. Communication and
   Community in Digital Entertainment Services. Prestudy
   Research Report, Hypermedia Laboratory, University of
   Tampere, Tampere, 2002. Retrieved on 2009-02-09 from
   http://tampub.uta.fi/tup/951-44-5432-4.pdf.
Korhonen, H. and Koivisto, E. M. I. Playability Heuristics for
   Mobile Games. In Proceedings of the 8th conference on
   Human-computer interaction with mobile devices and
   services (Helsinki, Finland). ACM, 2006, 9-16. DOI =
   10.1145/1152215.1152218.
Lennart.Nacke@bth.se
    gamescience.bth.se
    www.acagamic.com
Connect at
 www.linkedin.com/in/nacke
Blekinge Institute of Technology
Box 214
SE-374 24 Karlshamn
Sweden

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From Playability to a Hierarchical Game Usability Model

  • 1.
  • 2. Blekinge Institute of Technology  PhD Candidate  Digital Game Development Degree  EU FUGA (“Fun of Gaming”) project  Fun & player experience research  Biometrics consulting
  • 3. 1. Related Work 2. A Game Usability Model 3. Take Home Message
  • 4. Playability from Järvinen et al. “a collection of criteria with which to evaluate a product’s gameplay or interaction”  Playability is 1. Functional 2. Structural 3. Audiovisual 4. Social
  • 5. Desurvire et al. 1. Game play 2. Game story 3. Game mechanics 4. Game usability  Korhonen et al. 1. Game usability 2. Mobility 3. Gameplay
  • 6. Development dimension 1. Constructs 2. Quality level 3. Analysis approach  Functional dimension  Concrete  Abstract
  • 7.
  • 8.  Different game quality checks require different approaches  Game quality focuses around 1. Technology 2. Player experience 3. Community  Quality control should include all of these aspects
  • 9. Desurvire, H., Caplan, M. and Toth, J. A. Using Heuristics to Evaluate the Playability of Games. In CHI '04 extended abstracts on Human factors in computing systems (Vienna, Austria). ACM, 2004, 1509-1512. DOI = 10.1145/985921.986102. Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services. Prestudy Research Report, Hypermedia Laboratory, University of Tampere, Tampere, 2002. Retrieved on 2009-02-09 from http://tampub.uta.fi/tup/951-44-5432-4.pdf. Korhonen, H. and Koivisto, E. M. I. Playability Heuristics for Mobile Games. In Proceedings of the 8th conference on Human-computer interaction with mobile devices and services (Helsinki, Finland). ACM, 2006, 9-16. DOI = 10.1145/1152215.1152218.
  • 10. Lennart.Nacke@bth.se gamescience.bth.se www.acagamic.com Connect at www.linkedin.com/in/nacke Blekinge Institute of Technology Box 214 SE-374 24 Karlshamn Sweden