2002
DOI: 10.1207/s15327051hci1704_1
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Playability in Action Videogames: A Qualitative Design Model

Abstract: In the 1990s the videogame industry has managed to become the fastest growing segment of the entertainment industry in America. However, only a very low number of videogame products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, players' preferences are a core issue in creating successful products, and the game design process is crucial for guaranteeing players' satisfaction.Then, an important question arises: what do players want in videogames?The pur… Show more

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Cited by 128 publications
(83 citation statements)
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“…In this study, we used the GT analysis as proposed by Strauss where code saturation was achieved by coding until no new code emerged [8,11]. While a study using Fish n Steps, an interactive computer game to promote PA used this method for data analysis [39], other studies also adapted this method for analyzing qualitative data [6,10,18]. For our study, GT analysis was used to code the transcripts line by line and break up the data into its component parts or properties [8,11].…”
Section: Interview Protocolmentioning
confidence: 99%
“…In this study, we used the GT analysis as proposed by Strauss where code saturation was achieved by coding until no new code emerged [8,11]. While a study using Fish n Steps, an interactive computer game to promote PA used this method for data analysis [39], other studies also adapted this method for analyzing qualitative data [6,10,18]. For our study, GT analysis was used to code the transcripts line by line and break up the data into its component parts or properties [8,11].…”
Section: Interview Protocolmentioning
confidence: 99%
“…This feedback was expected as the variety of games was limited during this proof-of-concept study. The researchers have identified the need to modify the software to develop the challenge, curiosity, control and fantasy aspects, as identified by Fabricatore et al (2002) in future versions.…”
Section: Parents' Feedbackmentioning
confidence: 99%
“…Specifically, there has been some recent research on using heuristics to evaluate the playability of an entertainment technology such as video games [38], [39], [40], [41]. However, these discount methods, without involving actual users, can only provide an overview of usability and playability of such a game.…”
Section: Extensibility Of Existing Uemsmentioning
confidence: 99%