Game Design: Secret of the Sages
Game Design: Secret of the Sages
Developer's Guide to Computer Game Design
Developer's Guide to Computer Game Design
The Art of Computer Game Design
The Art of Computer Game Design
Human-Computer Interaction
Game Design Theory and Practice
Game Design Theory and Practice
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Video game values: Human-computer interaction and games
Interacting with Computers
Towards a likeability framework that meets child-computer interaction & communication sciences
Proceedings of the 6th international conference on Interaction design and children
Challenges in the Development and Evaluation of Immersive Digital Educational Games
USAB '08 Proceedings of the 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society on HCI and Usability for Education and Work
Personal and Ubiquitous Computing
From Usability to Playability: Introduction to Player-Centred Video Game Development Process
HCD 09 Proceedings of the 1st International Conference on Human Centered Design: Held as Part of HCI International 2009
Playability: How to Identify the Player Experience in a Video Game
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Expert review method in game evaluations: comparison of two playability heuristic sets
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
From playability to a hierarchical game usability model
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Effects of different scenarios of game difficulty on player immersion
Interacting with Computers
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: intelligent multimodal interaction environments
Ludoliteracy: defining understanding and supporting games education
Ludoliteracy: defining understanding and supporting games education
Expert Systems with Applications: An International Journal
Critical review on video game evaluation heuristics: social games perspective
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
A new framework for entertainment computing: from passive to active experience
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
User experience methods and games: lessons learned
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
Participatory evaluation of an educational game for social skills acquisition
Computers & Education
Building a dictionary of game-descriptive words to study playability
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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In the 1990s, the videogame industry has managed to become the fastest growing segment of the entertainment industry in America. However, only a very low number of videogame products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, players' preferences are a core issue in creating successful products, and the game design process is crucial for guaranteeing players' satisfaction. Then, an important question arises: What do players want in videogames? The purpose of this work is to propose a game design reference that directly mirrors players' preference, shaped as a qualitative model based on empirical data gathered during playing sessions. The model describes the main elements that, according to players' opinions, determine the playability of action videogames; the model proposes design guidelines that are the conceptualization of players' preferences. Therefore, the model helps game designers to understand the elements that must be dealt with to make better games. Besides the operational relevance of the model, the research methodology described in this work is an example of how a qualitative approach such as the grounded theory paradigm can be applied to solve a software specification problem directly focusing on end-users.