This paper introduces brainstorming games developed for the use of game designers. Three games designed especially for generating new game ideas were developed in the GameSpace project, which studies methods for design and evaluation of casual mobile multiplayer games. GameSpace idea generation games have been developed through an iterative process in collaboration with the end users: game industry professionals. According to our workshop experiences and tentative results from a pilot study, idea generation games can be successful devices for the creative work of game designers. Gamebased idea generation techniques provide an easily facilitated, focused yet playful setting for coming up with new ideas. However, our experiences indicate that idea generation games feature special challenges that must be taken into consideration when designing such games.
In this paper, we are concerned with how a real-world social situation shapes the interaction with a novel technology that combines collocated mobile phone and public display use for groups of people. We present a user study of a system that allows collaborative creation and sharing of comic strips on public displays in a social setting such as a pub or café. The system utilizes mobile phones and public displays for shared collaborative expression between collocated users. A user study spanning three sessions was conducted in real-world settings: one during the social event following a seminar on games research and two in a bar on a regular weekday evening. We present and discuss our findings with respect to how the larger social situation and location influenced the interaction with the system, the collaboration between participants of a team, how people moved between different roles (i.e., actor, spectator and bystander), and the privacy issues it evoked from participants
One of the interesting features in pervasive multiplayer games is that gaming can be blended into other daily activities. However, the players' current context creates challenges for this parallel activity and therefore, the game design should enable the players to participate in the game whenever it is suitable for them. In this paper, we present initial results from a study which explored one game design solution for this challenge, namely asynchronous gameplay. We wanted to find out how asynchronous gameplay was used and what the players' attitudes were towards this new playing style.The results indicate that the players received asynchronous gameplay positively and that asynchronous gameplay does not diminish the player's opportunities for winning the game.
The expert review method is not yet widely adopted in game evaluations, although it has been used successfully in productivity software evaluations for years. In order to use the method effectively, there need to be playability heuristics that take into account the characteristics of the videogames. There are a few playability heuristic sets available, but they have several differences, and they have not been compared to discover their strengths and weaknesses in game evaluations. In this paper, we report on a first study comparing two playability heuristic sets when evaluating the playability of a videogame. The results indicate that the heuristics can assist the evaluators in evaluating both the user interface and the gameplay aspects of the game. However, playability heuristics need to be developed further before they can be utilized by the practitioners. Especially, the clarity and comprehensibility of the heuristics need to be improved, and the optimal number of heuristics is still open.
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