Usability inspection methods
The effects of workspace awareness support on the usability of real-time distributed groupware
ACM Transactions on Computer-Human Interaction (TOCHI)
Groupware walkthrough: adding context to groupware usability evaluation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Empirical development of a heuristic evaluation methodology for shared workspace groupware
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Massively Multiplayer Game Developemnt
Massively Multiplayer Game Developemnt
WETICE '00 Proceedings of the 9th IEEE International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises
ACM Transactions on Computer-Human Interaction (TOCHI)
The usability of massively multiplayer online roleplaying games: designing for new users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
The Game Maker's Apprentice: Game Development for Beginners
The Game Maker's Apprentice: Game Development for Beginners
Playability heuristics for mobile games
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Playability heuristics for mobile multi-player games
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
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
The Damage Index: an aggregation tool for usability problem prioritisation
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Caracterização das adaptações em métodos de avaliação para aplicações colaborativas
Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems
Exploitation of heuristics for virtual environments
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
A framework for usability evaluation of mobile mixed reality games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Exploring playability of social network games
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Button blender: remixing input to improve video game accessibility
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Control your game-self: effects of controller type on enjoyment, motivation, and personality in game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding the fidelity effect when evaluating games with children
Proceedings of the 12th International Conference on Interaction Design and Children
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Networked multiplayer games must support a much wider variety of interactions than single-player games because networked games involve communication and coordination between players. This means that designers must consider additional usability issues that relate to group play - but there are currently no usability engineering methods that are specifically oriented towards the needs of multiplayer games. To address this problem, we developed a new set of usability heuristics, called Networked Game Heuristics (NGH), which can be used in the design and evaluation of networked multiplayer games. The new heuristics were identified by analyzing problem reports from 382 reviews of networked PC games, covering six main genres. We aggregated problem reports into ten problem categories (covering issues from session management to cheating to training for novice players) and developed heuristics that describe how these usability problems can be avoided. We tested the new heuristics by having evaluators use them and an existing set to assess the usability of two networked games. Evaluators found more usability problems with NGH, and stated that the new heuristics were better for evaluating multiplayer game usability. Our research is the first to present networked game heuristics that are derived from real problem reports, and the first to evaluate the heuristics' effectiveness in a realistic usability test.