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Methods for evaluating games: how to measure usability and user experience in games?

Published: 13 June 2007 Publication History

Abstract

This workshop addresses current needs in the games developers' community and games industry to evaluate the overall user experience of games. New forms of interaction techniques, like gestures, eye-tracking or even bio-physiological input and feedback present the limits of current evaluation methods for user experience, and even standard usability evaluation used during game development. This workshop intends to bring together practitioners and researchers sharing their experiences using methods from HCI to explore and measure usability and user experience in games. To this workshop we also invite contributions from other disciplines (especially from the games industry) showing new concepts for user experience evaluation.

References

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Baym, N. K. The Emergence of On-line Community. In Jonex, S. G., Cybersociety 2.0: Revisiting Computer-Mediated Communication and Community, 35--68. Thousand Oaks, London, Sage, 1998.
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Desuvire, H., Caplan, M., and Toght, J. A. Using Heuristics to Evaluate the Playability of Games. Proceedings of the SIGCHI conference on Human factors in computing systems (CHI 2004), (Vienna, Austria). 1509--1512, 2004.
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Hassenzahl, M. The Thing and I: Understanding the Relationship between User and Product. In Blythe, M. E., Monk, A. F., Overbeeke, K., Wright, P. (Eds). Funology. Springer, 2003.
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Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services. Available online at http://tampub.uta.fi/tup/951-44-5432-4.pdf, last accessed 26 November 2003.
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Law, E., Hvannberg, E. and Hassenzahl, M. User Experience towards a unified view. Workshop held during Nordichi 2006.
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Sweetser, P. and Wyeth, P. GameFlow: A Model for Evaluating Player Enjoyment in Games, Computers in Entertainment, Vol3, No.3, Article 3A, 2005.

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cover image ACM Conferences
ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
June 2007
324 pages
ISBN:9781595936400
DOI:10.1145/1255047
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 June 2007

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Author Tags

  1. evaluation
  2. games
  3. interaction techniques
  4. user experience

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