2016
DOI: 10.1007/978-3-319-40355-7_22
|View full text |Cite
|
Sign up to set email alerts
|

Analyzing Playability in Multi-platform Games: A Case Study of the Fruit Ninja Game

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
5
0
4

Year Published

2018
2018
2023
2023

Publication Types

Select...
5

Relationship

0
5

Authors

Journals

citations
Cited by 6 publications
(9 citation statements)
references
References 7 publications
0
5
0
4
Order By: Relevance
“…Thirdly, new technologies such as mobile devices and online games have recently expanded the ways in which games have traditionally been played, their medium of delivery and the different platforms available. Platforms of delivery represent important information about video game training, primarily because they are the way in which the training itself can be accessed (Aker et al, 2016 ). Variables Related to the Study: The sample included in the study (sample size, mean age, or age range); the research design used (categorized as a Randomized Controlled Trial or Quasi Experimental); the measures used for the assessment of outcomes (self-report questionnaires, cognitive tests, fMRI, physiological data, etc.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Thirdly, new technologies such as mobile devices and online games have recently expanded the ways in which games have traditionally been played, their medium of delivery and the different platforms available. Platforms of delivery represent important information about video game training, primarily because they are the way in which the training itself can be accessed (Aker et al, 2016 ). Variables Related to the Study: The sample included in the study (sample size, mean age, or age range); the research design used (categorized as a Randomized Controlled Trial or Quasi Experimental); the measures used for the assessment of outcomes (self-report questionnaires, cognitive tests, fMRI, physiological data, etc.…”
Section: Methodsmentioning
confidence: 99%
“…Thirdly, new technologies such as mobile devices and online games have recently expanded the ways in which games have traditionally been played, their medium of delivery and the different platforms available. Platforms of delivery represent important information about video game training, primarily because they are the way in which the training itself can be accessed (Aker et al, 2016 ).…”
Section: Methodsmentioning
confidence: 99%
“…In the Catch the Fruits game, the player must attempt to catch the falling fruits, including cherry, banana, apple and orange, by moving his or her gaze simultaneously on top of the fruits as they drop from top to bottom of the screen (see Figure 3). The concept of this game is like that of Fruit Ninja [36], where fruits appear on the screen and the player has to slice the fruits by moving his or her fingers against the fruits. However, in the Catch the Fruits game, the player must be attentive and continue scanning the screen for the fruits because the speed of falling fruits increases with time.…”
Section: Catch the Fruits Gamementioning
confidence: 99%
“…Studies exploring the impact of different factors on the quality of game experience and players' ingame performance show that game experience is influenced by various sources. These include visual distractors [17], leaderboard manipulations [10], reward types [50], the genre of the game [35], game platform [2,3,38], the personality of the player [36], the presence of social entity [40], and peak-end effects [29]. Gameplay data [41], psychophysiological signals, e.g., facial expression and electrodermal activity [64], and computational models of players' intrinsic motivation [28] have also been analyzed to either predict or understand players' experiences.…”
Section: User Experience Evaluations In Gamesmentioning
confidence: 99%