Social games and different generations: A heuristic evaluation of Candy Crush Saga

A. Amaro, A. Veloso, Lídia Oliveira
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引用次数: 4

Abstract

This paper presents the results of a heuristic evaluation of Candy Crush Saga, considering Usability, Playability, Accessibility and Sociability categories and with a special focus on the game adaptation to different generations and to intergenerational interactions and communication. The heuristic inspection was performed by 16 evaluators and was based in a model with 4 inspection categories and a total of 57 heuristics. Results suggest that improvements can be made and the game is only partially adapted to different generations.
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社交游戏与不同时代:《Candy Crush Saga》的启发式评价
本文介绍了对《Candy Crush Saga》的启发式评估结果,考虑了可用性、可玩性、可访问性和社交性类别,并特别关注了游戏对不同世代的适应性以及代际互动和交流。启发式检验由16位评估者进行,基于4个检验类别和总共57个启发式的模型。结果表明,这款游戏还有待改进,只是部分适合不同世代的玩家。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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