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Using heuristics to evaluate the playability of games
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Source Conference on Human Factors in Computing Systems archive
CHI '04 extended abstracts on Human factors in computing systems table of contents
Vienna, Austria
SESSION: Late breaking result papers table of contents
Pages: 1509 - 1512  
Year of Publication: 2004
ISBN:1-58113-703-6
Authors
Heather Desurvire  Behavioristics, Inc., Marina del Rey, CA
Martin Caplan  Avatar-X, San Francisco, CA
Jozsef A. Toth  Institute for Defense Analyses, Alexandria, VA
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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Downloads (6 Weeks): 92,   Downloads (12 Months): 469,   Citation Count: 35
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ABSTRACT

Heuristics have become an accepted and widely used adjunct method of usability evaluation in Internet and software development. This report introduces Heuristic Evaluation for Playability (HEP), a comprehensive set of heuristics for playability, based on the literature on productivity and playtesting heuristics that were specifically tailored to evaluate video, computer, and board games. These heuristics were tested on an evolving game design to assess their face validity and evaluation effectiveness compared to more standard user testing methodologies. The results suggest that HEP identified qualitative similarities and differences with user testing and that HEP is best suited for evaluating general issues in the early development phases with a prototype or mock-up. Combined with user studies, HEP offers a new method for the HCI game community that can result in a more usable and playable game.


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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Falstein, N. and Barwood, H. The 400 Project. Available at http://theinspiracy.com/400_project.htm.
 
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Federoff, M. User Testing for Games: Getting Better Data Earlier. Game Developer Magazine (June 2003).
 
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Federoff, M. Heuristics and Usability Guidelines for the Creation and Evaluation of FUN in Video Games. Thesis at the University Graduate School of Indiana University, Dec. 2002 (melissafederoff@yahoo.com).
 
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CITED BY  35

Collaborative Colleagues:
Heather Desurvire: colleagues
Martin Caplan: colleagues
Jozsef A. Toth: colleagues