Revisiting the GameFlow model with detailed heuristics


Autoria(s): Sweetser, Penelope; Johnson, Daniel M.; Wyeth, Peta
Data(s)

29/11/2012

Resumo

The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. However, we recognize that more specific, low-level, and implementable criteria are potentially more useful for designing and evaluating video games. Consequently, the research reported in this paper aims to provide detailed heuristics for designing and evaluating one specific game genre, real-time strategy games. In order to develop these heuristics, we conducted a grounded theoretical analysis on a set of professional game reviews and structured the resulting heuristics using the GameFlow model. A selection of the resulting 165 heuristics are presented in this paper and discussed with respect to key evaluations of the GameFlow model.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/58216/

Publicador

CoLab

Relação

http://eprints.qut.edu.au/58216/1/JournCT-GameFlow.pdf

http://journal.colab.org.nz/article/21

Sweetser, Penelope, Johnson, Daniel M., & Wyeth, Peta (2012) Revisiting the GameFlow model with detailed heuristics. Journal : Creative Technologies, 2012(3).

Direitos

Copyright 2012 The Authors

This journal and associated articles are licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 New Zealand License.

Fonte

School of Electrical Engineering & Computer Science; Science & Engineering Faculty

Palavras-Chave #080602 Computer-Human Interaction
Tipo

Journal Article