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Heuristic evaluation for games: usability principles for video game design
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Conference on Human Factors in Computing Systems archive
Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems table of contents
Florence, Italy
SESSION: Game Zone table of contents
Pages 1453-1462  
Year of Publication: 2008
ISBN:978-1-60558-011-1
Authors
David Pinelle  University of Nevada, Las Vegas, Las Vegas, NV, USA
Nelson Wong  University of Saskatchewan, Saskatoon, SK, Canada
Tadeusz Stach  Queen's University, Kingston, ON, Canada
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Most video games require constant interaction, so game designers must pay careful attention to usability issues. However, there are few formal methods for evaluating the usability of game interfaces. In this paper, we introduce a new set of heuristics that can be used to carry out usability inspections of video games. The heuristics were developed to help identify usability problems in both early and functional game prototypes. We developed the heuristics by analyzing PC game reviews from a popular gaming website, and the review set covered 108 different games and included 18 from each of 6 major game genres. We analyzed the reviews and identified twelve common classes of usability problems seen in games. We developed ten usability heuristics based on the problem categories, and they describe how common game usability problems can be avoided. A preliminary evaluation of the heuristics suggests that they help identify game-specific usability problems that can easily be overlooked otherwise.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
David Pinelle: colleagues
Nelson Wong: colleagues
Tadeusz Stach: colleagues