GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
What makes a good game?: using reviews to inform design
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Investigating narrative in mobile games for seniors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 3rd International Conference on Fun and Games
Astrojumper: Motivating exercise with an immersive virtual reality exergame
Presence: Teleoperators and Virtual Environments
Mobile Augmented Reality: Collaborative use of mobile augmented reality with paper maps
Computers and Graphics
MARBOWL: increasing the fun experience of shooting marbles
Personal and Ubiquitous Computing
The cake can be a lie: placebos as persuasive videogame elements
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. However, we recognize that more specific, low-level, and implementable criteria are potentially more useful for designing and evaluating video games. Consequently, the research reported in this paper aims to provide detailed heuristics for designing and evaluating one specific game genre, real-time strategy games. In order to develop these heuristics, we conducted a grounded theoretical analysis on a set of professional game reviews and structured the resulting heuristics using the GameFlow model. The resulting 165 heuristics for designing and evaluating real-time strategy games are presented and discussed in this paper.