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Usability heuristics for networked multiplayer games
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Conference on Supporting Group Work archive
Proceedings of the ACM 2009 international conference on Supporting group work table of contents
Sanibel Island, Florida, USA
SESSION: Collaborative tools and technologies II table of contents
Pages 169-178  
Year of Publication: 2009
ISBN:978-1-60558-500-0
Authors
David Pinelle  National Research Council, Fredericton, NB, Canada
Nelson Wong  University of Saskatchewan, Saskatoon, SK, Canada
Tadeusz Stach  Queen's University, Kingston, ON, Canada
Carl Gutwin  University of Saskatchewan, Saskatoon, SK, Canada
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

Networked multiplayer games must support a much wider variety of interactions than single-player games because networked games involve communication and coordination between players. This means that designers must consider additional usability issues that relate to group play - but there are currently no usability engineering methods that are specifically oriented towards the needs of multiplayer games. To address this problem, we developed a new set of usability heuristics, called Networked Game Heuristics (NGH), which can be used in the design and evaluation of networked multiplayer games. The new heuristics were identified by analyzing problem reports from 382 reviews of networked PC games, covering six main genres. We aggregated problem reports into ten problem categories (covering issues from session management to cheating to training for novice players) and developed heuristics that describe how these usability problems can be avoided. We tested the new heuristics by having evaluators use them and an existing set to assess the usability of two networked games. Evaluators found more usability problems with NGH, and stated that the new heuristics were better for evaluating multiplayer game usability. Our research is the first to present networked game heuristics that are derived from real problem reports, and the first to evaluate the heuristics' effectiveness in a realistic usability test.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
David Pinelle: colleagues
Nelson Wong: colleagues
Tadeusz Stach: colleagues
Carl Gutwin: colleagues