GameFlow heuristics for designing and evaluating real-time strategy games


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

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. The resulting 165 heuristics for designing and evaluating real-time strategy games are presented and discussed in this paper.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/58220/

Publicador

ACM

Relação

http://eprints.qut.edu.au/58220/1/IE2012-GameFlow-web.pdf

DOI:10.1145/2336727.2336728

Sweetser, Penelope, Johnson, Daniel M., Wyeth, Peta, & Ozdowska, Anne (2012) GameFlow heuristics for designing and evaluating real-time strategy games. In Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System, ACM, Aotea Centre, Auckland, New Zealand.

Direitos

Copyright 2012 ACM

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Fonte

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

Palavras-Chave #080602 Computer-Human Interaction
Tipo

Conference Paper