Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
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
International Journal of Human-Computer Studies
Usability heuristics for networked multiplayer games
Proceedings of the ACM 2009 international conference on Supporting group work
Game design for social networks: interaction design for playful dispositions
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Comparison of playtesting and expert review methods in mobile game evaluation
Proceedings of the 3rd International Conference on Fun and Games
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 explanatory power of playability heuristics
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Howdy pardner!: on free-to-play, sociability and rhythm design in FrontierVille
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Social Network Games: Players' Perspectives
Simulation and Gaming
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Social network games in Facebook are played by millions of players on daily basis. Due to their design characteristics, new challenges for game design and playability evaluations arise. We present a study where 18 novice inspectors evaluated a social game using playability heuristics. The objective is to explore possible domain-specific playability problems and to examine how the established heuristics suit for evaluating social games. The results from this study show that some implementations of the social games design characteristics can cause playability problems and that the established heuristics are suitable for evaluating social games. The study also revealed that inspectors had problems in interpreting cause and effect of the found problems.