Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Interactive Storytelling: Techniques for 21st Century Fiction
Interactive Storytelling: Techniques for 21st Century Fiction
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Designing for fun: how can we design user interfaces to be more fun?
interactions - Funology
Playability heuristics for mobile games
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Game Architecture and Design: A New Edition
Game Architecture and Design: A New Edition
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Towards a shared definition of user experience
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Playability in action videogames: a qualitative design model
Human-Computer Interaction
Design of educational multiplayer videogames: A vision from collaborative learning
Advances in Engineering Software
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
Enriching evaluation in video games
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part IV
User experience specification through quality attributes
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part IV
User experience methods and games: lessons learned
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
HCSE'12 Proceedings of the 4th international conference on Human-Centered Software Engineering
Motivation during videogame play: analysing player experience in terms of cognitive action
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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While video games have traditionally been considered simple entertainment devices, nowadays they occupy a privileged position in the leisure and entertainment market, representing the fastest-growing industry globally. We regard the video game as a special type of interactive system whose principal aim is to provide the player with fun and entertainment. In this paper we will analyse how, in Video Games context, Usability alone is not sufficient to achieve the optimum Player Experience. It needs broadening and deepening, to embrace further attributes and properties that identify and describe the Player Experience. We present our proposed means of defining Playability. We also introduce the notion of Facets of Playability. Each facet will allow us to characterize the Playability easily, and associate them with the different elements of a video game. To guarantee the optimal Player Experience, Playability needs to be assessed throughout the entire video game development process, taking a Player-Centred Video Game Design approach.