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Using playability evaluation techniques in first person shooter games for virtual reality

Published: 22 October 2019 Publication History

Abstract

Given the increased consumption of software solutions with virtual reality, there is also the growing availability of digital games. One of the quality attributes that can significantly influence the acceptance of virtual reality digital games on the market is playability. In this context, some new heuristics sets have been proposed to assess this quality attribute. These new specific sets approach explicitly the challenges posed by virtual reality, such as interface design, placement, and space among virtual and real reality. However, there is a lack of empirical evidence about the efficiency of these new heuristic sets. Therefore, this work presents an exploratory study where we conduct playability evaluations in five virtual reality games on first-person shooter gender using two heuristic sets: VR Play Guidelines and VR Heuristic Evaluation Tool. After analyzing the results of these evaluations, we noticed that the choice of the proper heuristic set to evaluate playability depends on the development stage, the objective, and the technical knowledge of the evaluator.

References

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DESURVIRE, H.; CAPLAN, M.; TOTH, A. J. Using Heuristics to Evaluate the Playability of Games. Conference on Human Factors in Computing Systems. CHI, 2004. pp: 24--29.
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DESURVIRE, H.; WIXON, D. Game principles: choice, change & creativity: making bettergames. Chi '13 Extended Abstracts on Human Factors in Computing Systems, 2013. pp. 1065--1070.
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DESURVIRE, H. Kreminski, M. Are Game Design and User Research Guidelines Specific to Virtual Reality Effective in Creating a More Optimal Player Experience? Yes, VR PLAY. Design, User Experience, and Usability: Theory and Pratice. DUXU, 2018. pp: 40--59.
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DESURVIRE, H.; WIBERG, C. Game Usability Heuristics(PLAY) for Evaluating and Designing Better Gamers: The Next Iteration. Online Communities and Social Computing, 2019. pp: 557--556.
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FRAMINGHAM, M., Wordwide Spending on Augmented and Virtual Reality Expected to Surpass $20 Bilion in 2019, According to IDC. Disponível em: https://www.idc.com/getdoc.jsp?containerId=prUS44511118
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FONTÃO, Y.; CONTE, T.; SARAIVA, J. Relatório Detalhado Do Resultado Do Estudo Comparativo Entre VR PLAY Guidelines e VR Heuristic Evaluation Tool, Relatório Técnico RT-001, Disponível em: https://drive.google.com/file/d/1vp68n7HeLSaupw3iDVSeZAW4kaBNv2KJ/view?usp=sharing
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STATISTA ESTIMATES. Share of Virtual Reality and Augmented Reality (VR and AR) Users In The United States as of 2018, By Type Of Device. Disponível em: https://www.statista.com/statistics/830508/us-virtual-augmented-reality-users-by-device/
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OXYGEN VR. VR Heuristic Evaluation Tool. 2017. Em : https://vroxygen.com/VRheuristics-tool-open.html. Acesso em: Fevereiro, 2019.
  1. Using playability evaluation techniques in first person shooter games for virtual reality

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      IHC '19: Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems
      October 2019
      679 pages
      ISBN:9781450369718
      DOI:10.1145/3357155
      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 the author(s) 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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      Published: 22 October 2019

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      Author Tags

      1. heuristic sets
      2. playability
      3. virtual reality

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      IHC '19
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      IHC '19: XVIII Brazilian Symposium on Human Factors in Computing Systems
      October 22 - 25, 2019
      Espírito Santo, Vitória, Brazil

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      IHC '19 Paper Acceptance Rate 56 of 165 submissions, 34%;
      Overall Acceptance Rate 331 of 973 submissions, 34%

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