CHI '04 Extended Abstracts on Human Factors in Computing Systems 2004
DOI: 10.1145/985921.986102
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Using heuristics to evaluate the playability of games

Abstract: Heuristics have become an accepted and widely used adjunct method of usability evaluation in Internet and software development. This report introduces Heuristic Evaluation for Playability (HEP), a comprehensive set of heuristics for playability, based on the literature on productivity and playtesting heuristics that were specifically tailored to evaluate video, computer, and board games. These heuristics were tested on an evolving game design to assess their face validity and evaluation effectiveness compared … Show more

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Cited by 430 publications
(285 citation statements)
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“…The work done by Desurvire, Caplan, and Toth [37] as well as Juul and Norton [38] highlighted the importance to vary a level's difficulty gameplay to ensure user faces good challenge while developing mastery in gameplay. Thus, it is important to vary a level's difficulty to ensure the user faces a good challenge while developing mastery in the gameplay.…”
Section: Pacing Difficultymentioning
confidence: 99%
“…The work done by Desurvire, Caplan, and Toth [37] as well as Juul and Norton [38] highlighted the importance to vary a level's difficulty gameplay to ensure user faces good challenge while developing mastery in gameplay. Thus, it is important to vary a level's difficulty to ensure the user faces a good challenge while developing mastery in the gameplay.…”
Section: Pacing Difficultymentioning
confidence: 99%
“…A number of usability heuristics have been proposed for evaluating digital games over the years ( [6][7][8][9][10][11][12][13][14][15][16][17]). The initial set of heuristics proposed by Malone [6] were categorised into three types: challenges, fantasy, and curiosity.…”
Section: Heuristicsmentioning
confidence: 99%
“…Federoff [8] proposed a list of forty heuristics that focused on gameplay, engagement and storyline elements. Desurvire et al [9] proposed heuristics in four categories; game-play, game-story, game-mechanics and game-usability. Korhonen & Koivisto [11] proposed 29 heuristics categorised in terms of 'Game-Usability', 'Game-Mobility' and 'Game-Play'.…”
Section: Heuristicsmentioning
confidence: 99%
“…Examples are: "I was satisfied with the result when I was done" and "I felt the score was a fair representation of how well I was doing". The statements are based on known properties of successful games, described in game design literature [11,17,18] and on general usability heuristics [19].…”
Section: Development and Evaluationmentioning
confidence: 99%