2019
DOI: 10.26643/gis.v14i6.15027
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Using Playability Heuristics to Evaluate Player Experience in Educational Video Games

Abstract: Educational video games (EVG) provide a rich platform to improve the Player Experience (PX), and constitute some of the main edutainment applications currently in the market. However, the evaluation of video games as educational tools is very difficult due to their dual nature (fun and education). In some cases, PX (as an usability measure) is a very important aspect of the EVGs and is a good measure of the level of fun and education presented to players. Educational Playability (playability in EVG) attributes… Show more

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Cited by 2 publications
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“…Evaluation is used to measure the usability, efficiency, and effectiveness (Uska et al, 2020;Wirasasmiata & Uska, 2019) of the interface based on ten usability evaluation heuristics that were studied by Jakob Nielsen in 1994, namely Nielsen's Usability heuristic. HEP is used in evaluating gameplay, game stories, mechanics, and usability (Ibrahim et al, 2020). HEP is a solution to the problem of Playability evaluation techniques.…”
Section: Methodsmentioning
confidence: 99%
“…Evaluation is used to measure the usability, efficiency, and effectiveness (Uska et al, 2020;Wirasasmiata & Uska, 2019) of the interface based on ten usability evaluation heuristics that were studied by Jakob Nielsen in 1994, namely Nielsen's Usability heuristic. HEP is used in evaluating gameplay, game stories, mechanics, and usability (Ibrahim et al, 2020). HEP is a solution to the problem of Playability evaluation techniques.…”
Section: Methodsmentioning
confidence: 99%
“…El presente trabajo muestra el proceso de diseño a través de la metodología Design Thinking del videojuego Acción Capital, el cual es un videojuego serio para apoyar el aprendizaje de conceptos clave sobre el emprendimiento. A través de un estudio contextual se identificó el perfil de los asistentes al Hub Center y se identificaron sus intereses en cuanto al uso de videojuegos, así como se determinaron los requerimientos que el videojuego debe seguir para para facilitar el aprendizaje y mejorar la experiencia de juego de los prospectos emprendedores [46,47]. Se espera que los potenciales emprendedores puedan adentrarse en una simulación de la experiencia empresarial de forma entretenida y educativa mediante el uso de Acción Capital.…”
Section: Conclusiones Y Trabajo a Futurounclassified