5 research outputs found

    Methodologies for evaluating the playability of mobile games:systematic literature review

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    Tiivistelmä. The gaming industry has been growing rapidly during the past years due to the interest of the new generations in mobile gaming. To deliver a great experience for the gamers, it is required for the gaming companies to produce games that are challenging but at the same time easy to play. To achieve this, it is required to understand the factors that affect the gaming experience. Playability is a term that is used to understand the usability of a game and its experience. The purpose of this thesis was to understand what is known related to the playability of mobile games and to identify the methodologies that are used by the community to evaluate this phenomenon. To find the answers to these questions, it was performed a systematic literature review (SLR) using the databases Scopus, IEEE Xplore, and Web of Science. After conducting the SLR, 1,390 studies related to the playability of mobile games were found from which 27 were identified as primary studies of this research. From the data collected from the primary studies, there were identified 12 different methodologies that are used for evaluating the playability of mobile games. The methodologies that are most suitable to assess the playability of mobile games are heuristic evaluation and playtesting. Other methodologies can be used for evaluating the playability of mobile games, but they must include a set of heuristics that allows evaluating the playability. The limitations of the research were mentioned, and it was proposed topics for future research of this field. The contribution of this thesis is the summarizing of the current methodologies that are used to understand and evaluate the playability of mobile games. The results of this thesis are valuable for game developers, game designers, and game usability practitioners

    Heuristics for evaluating video games: A two-tier set incorporating universal and genre-specific elements

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    The continued significance of video games in contemporary society has led to the production of many heuristic sets by which the playability of games can be evaluated. These sets encompass a wide range of aims and theoretical perspectives, furthermore, they have been developed via a number of distinct methods. This thesis is the result of a two-stage investigation, the first of which was to identify and extract any heuristics that could be considered as having universal relevance, irrespective of the method or theoretical position by which they were developed. The second stage of the investigation complemented this universal list with genre-specific elements, providing a model by which further information can be added in the future. Comparative analysis was used to extract common principles from a selected body of work, resulting in a list of 19 heuristics. In addition, open and axial coding was applied to data sourced from online game reviews, extracting information relating to the Real-Time Strategy genre. This information was then converted into 25 RTS-specific heuristics and integrated with the set developed in the first stage. The results of this study, therefore, clearly demonstrate the existence of a core set of universal heuristics, and the value of incorporating genre-specific information. The finalised set was presented in the form of a deck of cards, with each face representing information according to two different levels of abstraction, thereby increasing accessibility and facilitating use in different contexts. These cards have been made available in a print-ready format and are included as an appendix

    Influence of playability and usability in a mobile human computation game

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    Human Computation Games (HCGs) are applications that harness human intelligence to generate content using the element of fun. Originating in the Web environment, HCGs have now appeared on mobile devices with the advent of global positioning systems, wireless Internet access and multimedia capabilities. In this research, we study usability and playability factors that influence a mobile HCG, known as Glob, by comparing it with the non-game based mobile content sharing application known as Geo Topic. The applications were evaluated based on satisfaction, ease of use and usefulness aspects of usability, as well as the leisure, social interaction and challenge aspects of playability. Results suggested that Glob scored significantly better in terms of playability for leisure and social interaction. Further, Geo Topic scored significantly better in terms of the ease of use aspect of usability

    Exploring Human Computation And Social Computing To Inform The Design Process

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    Although several standards, recommendations and guidelines have been used to assist designers in their tasks, much of the design choices still rely heavily on the designer's experience. In this work we argue that complex choices about interface elements (e.g. images, icons, sounds) could have the help of the users themselves to inform the designeŕs choices. The paper situates the contribution in the intersection of the human computation and social computing fields, showing a preliminary survey of related work. 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