A Q-study of game player aesthetics
Simulation and Gaming
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Identifying annotations for adventure game generation from fiction text
SAICSIT '10 Proceedings of the 2010 Annual Research Conference of the South African Institute of Computer Scientists and Information Technologists
GameFlow heuristics for designing and evaluating real-time strategy games
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
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The characteristics that identify a good game are hard to define and reproduce, as demonstrated by the catalogues of both successes and failures from most games companies. We have started to address this by undertaking a grounded theoretical analysis of reviews garnered from games, both good and bad, to distil from these common features that characterize good and bad games. We have identified that a good game is cohesive, varied, has good user interaction and offers some form of social interaction. The most important factor to avoid is a bad pricing. Successfully achieving some of these good factors will also outweigh problems in other areas.