Investigating the Applicability of Usability and Playability Heuristics for Evaluation of Pervasive Games

Kalle Jegers
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引用次数: 19

Abstract

This paper investigates to what extent traditional methods for usability evaluation can reveal problems and issues in pervasive games. The questions of importance for the study could be summarized as: what kind of problems in pervasive games can usability evaluation methods reveal? Which of these problems are general/traditional usability problems, which problems can be related to general problems in computer games and most importantly: which problems are unique for the genre of pervasive games? In order to approach these questions, a pervasive game prototype called "SupaFly", have been evaluated with 58 participants and by use of three standard usability evaluation methods; qualitative questionnaires, system logs and focus group interviews. The problems identified in the evaluation are analyzed and compared to categories and heuristics of previously known usability problems and problems identified in computer games (playability problems) in order to outline the problems unique for pervasive games. Of a total number of 16 issues, six issues were at least partly not covered by traditional usability and playability. Of these six issues, three problematic issues were completely unique for pervasive games: the connection between the platforms of the game (unclear relation between game platforms), the role and meaning of player positioning (unclear role of player positioning (location)) and the level of social interaction (levels of interaction not aligned with social needs).
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研究可用性和可玩性启发式在普及游戏评估中的适用性
本文探讨了传统的可用性评估方法在多大程度上能够揭示普及游戏中的问题。本研究的重要问题可以概括为:普及型游戏的可用性评估方法揭示了哪些问题?这些问题中哪些是一般/传统的可用性问题,哪些问题与电脑游戏中的一般问题有关,最重要的是:哪些问题是普及游戏类型所独有的?为了回答这些问题,我们对一款名为“SupaFly”的游戏原型进行了评估,共有58名参与者使用了三种标准的可用性评估方法;定性调查问卷,系统日志和焦点小组访谈。分析评估中发现的问题,并将其与之前已知的可用性问题和电脑游戏中发现的问题(可玩性问题)的分类和启发式进行比较,以便概述普及游戏所特有的问题。在总共16个问题中,有6个问题至少部分没有被传统的可用性和可玩性所涵盖。在这6个问题中,有3个问题对于普及游戏来说是完全独特的:游戏平台之间的联系(游戏平台之间的关系不明确),玩家定位的角色和意义(玩家定位的角色不明确)以及社交互动水平(与社交需求不一致的互动水平)。
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