Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Digital Game-Based Learning
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
Communications of the ACM - Urban sensing: out of the woods
Future Play '07 Proceedings of the 2007 conference on Future Play
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Assessing the applicability of modular playability heuristics for evaluating health-enhancing games
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Designing and evaluating casual health games for children and teenagers with cancer
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Hi-index | 0.01 |
Combining engaging gameplay and educational aspects promoting health awareness gives an interesting challenge to game designers. This case study explores adolescents' (aged 13--16) technology usage, gaming habits and gaming motivations, as well as the elements affecting the user experience in serious games. Findings emphasize the importance of social aspects in gaming in form of presence of friends while gaming, or in offline or online multiplayer gaming. According to the findings games should offer challenges matching the player's competence and enable improvement, advancement and developing skills. Modifying characters, exploring the game world and physical activity were also important. The causes and consequences of selections in game and their relation to real-life were wished to be shown clearly in games. Design implications for designing games that promote health awareness are presented.