Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration

158Citations
Citations of this article
337Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

Game developers have begun applying formal human-computer interaction (HCI) principles in design. Desurvire et al [2] adapted a set of Heuristics for productivity software to games. The resulting set, presented at CHI 2004, was Heuristics to Evaluate Playability (HEP). Generalization of these heuristics is required to make them applicable to a multiple of game genres and game deliveries. This follow-up study focused on the refined list, Heuristics of Playability (PLAY), that can be applied earlier in game development as well as aiding developers between formal usability/playability research during the development cycle. Heuristics were formed based on their efficacious scores on the popular game review website, metacritic.com. Fifty-four gamers rated High and Low ranked games on 116 potential heuristics. Implications for how these Heuristics will help developers improve game quality are discussed. PLAY has been found useful in design evaluation and elf-report survey format. © 2009 Springer Berlin Heidelberg.

Cite

CITATION STYLE

APA

Desurvire, H., & Wiberg, C. (2009). Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5621 LNCS, pp. 557–566). https://doi.org/10.1007/978-3-642-02774-1_60

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free