2009
DOI: 10.1007/978-1-84882-963-3_13
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Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games

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Cited by 49 publications
(46 citation statements)
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“…Another GUR method is heuristic evaluation, where games are reviewed according to a checklist of design guidelines [22]. Examples of heuristics include: "The game's interface should be intuitive and easy to use" [39] and "The game is paced to apply pressure without frustrating the players.…”
Section: Games User Research Methodsmentioning
confidence: 99%
“…Another GUR method is heuristic evaluation, where games are reviewed according to a checklist of design guidelines [22]. Examples of heuristics include: "The game's interface should be intuitive and easy to use" [39] and "The game is paced to apply pressure without frustrating the players.…”
Section: Games User Research Methodsmentioning
confidence: 99%
“…Future development will include the deployment on Oculus Rift SDK3 as well for SAMSUNG Gear VR and Google Cardboard for final interactive lectures. The design of the framework is following the key-heuristics based on Koefeel et.al [13] research and some of them are summarized in Table 1 The player finds the application enjoyable and fun with no repetitive or boring tasks [14] This is a very important heuristic because the objective of the game is to utilize VR in educational applications. The game will strive to be an alternative way of learning without it being overly repetitive that could cause more harm than good…”
Section: Macunx Implementationmentioning
confidence: 99%
“…9.4, heuristics can be a valuable method in video game design. In this section we want to present a modular framework which is based on our previous work (Koeffel 2007;Koeffel et al 2009) and current literature. The framework consists of the sections game play/game story and virtual interface.…”
Section: Overview and Review Of Existing Video Game Heuristics And Thmentioning
confidence: 99%
“…In our previous work (Koeffel et al 2009) we collected a literature-based set of 29 heuristics derived from research by Nielsen andMolich (1990), Federoff (2002), Desurvire et al (2004), Sweetser and Wyeth (2005), Korhonen and Koivisto (2006), Röcker and Haar (2006), Schaffer (2007) and Pinelle et al (2008a). The major part of these heuristics was similar to the approach introduced in Sweetser and Wyeth (2005).…”
Section: Video Game Heuristicsmentioning
confidence: 99%