Heuristic evaluation of user interfaces
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Enhancing the explanatory power of usability heuristics
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '95 Conference Companion on Human Factors in Computing Systems
Usability Engineering
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Designing a mobile game to reduce culture shock
Proceedings of the international conference on Advances in computer entertainment technology
Using prototypes in early pervasive game development
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Playability heuristics for mobile multi-player games
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Proceedings of the 2nd International Conference on Fun and Games
Novel interface for first person shooting games on PDAs
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Development of evaluation heuristics for web service user experience
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Usability heuristics for networked multiplayer games
Proceedings of the ACM 2009 international conference on Supporting group work
From Usability to Playability: Introduction to Player-Centred Video Game Development Process
HCD 09 Proceedings of the 1st International Conference on Human Centered Design: Held as Part of HCI International 2009
Evidence Based Design of Heuristics for Computer Assisted Assessment
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Expert review method in game evaluations: comparison of two playability heuristic sets
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Developing an expert evaluation method for user eXperience of cross-platform web services
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
From playability to a hierarchical game usability model
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Comparison of playtesting and expert review methods in mobile game evaluation
Proceedings of the 3rd International Conference on Fun and Games
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
Assessing the applicability of modular playability heuristics for evaluating health-enhancing games
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Personal and Ubiquitous Computing
Experiences with rapid mobile game development using unity engine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Investigation of the antecedents and consequences of gamer satisfaction: An individual perspective
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The explanatory power of playability heuristics
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Usability of educational computer game (Usa_ECG): applying analytic hierarchy process
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games
International Journal of Learning Technology
Anãlise comparativa de heurísticas para avaliação de jogos digitais
Proceedings of the 10th Brazilian Symposium on on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
Investigating children's opinions of games: Fun Toolkit vs. This or That
Proceedings of the 11th International Conference on Interaction Design and Children
Designing the anti-heuristic game: a game which violates heuristics
Proceedings of the 11th International Conference on Interaction Design and Children
Evaluation of mobile games using playability heuristics
Proceedings of the International Conference on Advances in Computing, Communications and Informatics
Exploring playability of social network games
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Designing children's digital games on nutrition with playability heuristics
CHI '13 Extended Abstracts 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
Game based early programming education: the more you play, the more you learn
Transactions on Edutainment IX
An investigation of the smartphone user's in-game purchase intention
International Journal of Mobile Communications
Hi-index | 0.00 |
Expert evaluation is a widely used method for evaluating the usability of software products. When evaluating games, traditional usability heuristics lack comprehension and cannot be directly applied. In this paper, we introduce playability heuristics that are specifically designed for evaluating mobile games. Heuristics form a core model that can be used in any mobile game evaluation. The model consists of three modules: Game Usability, Mobility, and Gameplay. The mobile context has some unique characteristics, which require special attention during the evaluation. These characteristics are described in mobility heuristics. Mobile devices also set some of their own requirements for general usability and these issues are described along with game usability heuristics. These heuristics have been developed by using an iterative design process of a mobile game. In addition, we have validated the heuristics and evaluated five mobile games by using them with the expert evaluation method. The results indicate that playability problems, which violate game usability or mobility heuristics, are quite easy to identify. Gameplay problems are harder to find, but gameplay heuristics help in evaluation and focus on different aspects of the gameplay.