Proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts 2007
DOI: 10.1145/1306813.1306828
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Playability heuristics for mobile multi-player games

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Cited by 78 publications
(69 citation statements)
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“…When considering the common social features of social games, the player-to-player interaction, as described by Friedl (2003) and Korhonen & Koivisto (2007), is usually missing. Looking at Fullerton's (2008) player interaction patterns, social games seem to focus on one or two patterns within a game.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…When considering the common social features of social games, the player-to-player interaction, as described by Friedl (2003) and Korhonen & Koivisto (2007), is usually missing. Looking at Fullerton's (2008) player interaction patterns, social games seem to focus on one or two patterns within a game.…”
Section: Discussionmentioning
confidence: 99%
“…Multiplayer games are often considered to be more interesting and challenging than single-player games due to the player-to-player interaction (Friedl, 2003;Korhonen & Koivisto, 2007). Fullerton (2008) has categorized different player interaction patterns which enable interaction between the players: single-player vs. the game, player vs. player, multilateral competition, team competition, multiple individual players vs. the game, unilateral competition, and cooperative play.…”
Section: Academic Approachmentioning
confidence: 99%
“…However, because HAR games are still in their infancy, we do not yet have the breadth of examples and recurring design concepts required to create a useful taxonomy. A second possible approach is the generation of "design heuristics" [34,49,50], which summarize knowledge about "good design" into rules and principles that serve as a checklist for evaluation. However, heuristics typically offer only a loose collection of "rules of thumb," lack the formal organization and categorization achieved by taxonomies, and do not suggest solutions when guidelines are not met, or causes when instances violate any particular heuristic.…”
Section: Choice Of Design Pattern Methodsmentioning
confidence: 99%
“…Korhonen and Koivisto point out that designing games for mobile platforms poses a unique set of challenges not seen elsewhere [23], and they developed a set of heuristics that address how networked multiplayer games can be designed for mobile devices [22]. Even though their heuristics focus on mobile games, many of them cover usability issues that are relevant to other types of networked games, including the need to support communication, the need to control address spoofing, and the need to help people find other players.…”
Section: Design Principles For Networked Gamesmentioning
confidence: 99%