Game usability heuristics (PLAY) for evaluating and designing better games: the next iteration
2009 (English)In: Online Communities and Social Computing, Vol. 1, no 1, 557-566 p.Article in journal (Refereed) Published
Game developers have begun applying formal human-computer interaction (HCI) principles in design. Desurvire et al  adapted a set of Heuristics for productivity software to games. The resulting set, presented at CHI 2004, was Heuristics to Evaluate Playability (HEP). Generalization of these heuristics is required to make them applicable to a multiple of game genres and game deliveries. This follow-up study focused on the refined list, Heuristics of Playability (PLAY), that can be applied earlier in game development as well as aiding developers between formal usability/playability research during the development cycle. Heuristics were formed based on their efficacious scores on the popular game review website, metacritic.com. Fiftyfour gamers rated High and Low ranked games on 116 potential heuristics. Implications for how these Heuristics will help developers improve game quality are discussed. PLAY has been found useful in design evaluation and elfreport survey format.
Place, publisher, year, edition, pages
Berlin Heidelberg: Springer, 2009. Vol. 1, no 1, 557-566 p.
Usability, Heuristics, playability, play testing, design guidelines, video games, computer games, games, evaluation, usability, user testing, HCI design principles
Information Systems, Social aspects
IdentifiersURN: urn:nbn:se:umu:diva-113922OAI: oai:DiVA.org:umu-113922DiVA: diva2:891268