A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation

Anne Ozdowska, Penny Sweetser, Mahsuum Daiiani
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引用次数: 0

Abstract

Heuristics present a cheap and effective way of evaluating usability. However, in video games, evaluating unique player experiences that are dependent on individual preferences and abilities presents a challenge that goes beyond usability. Video games are more than just functional software, so games heuristics have been adapted to help examine functionality and experience. This paper reports on how papers published in the ACM Digital Library between 2012 and 2022 develop and apply heuristics in video games research. We found that heuristics are often used outside their intended purpose of being used in an expert evaluation. Instead, they are used as survey instruments, interview guides, codes for thematic analysis, and as design guidelines. This research contributes to HCI and video games research by distinguishing the terms design guidelines and design principles from heuristics. We make recommendations for researchers around developing heuristics and conducting video game heuristic evaluations. We propose a method for operationalising heuristics and make recommendations for the implementation of heuristics to improve the quality of video game heuristic reviews.
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电子游戏研究中启发式的范围回顾:定义、发展、应用和操作化
启发式提供了一种廉价而有效的可用性评估方法。然而,在电子游戏中,评估依赖于个人偏好和能力的独特玩家体验是一个超越可用性的挑战。电子游戏不仅仅是功能性软件,所以游戏启发式已经被用来帮助检查功能和体验。本文报告了2012年至2022年间发表在ACM数字图书馆的论文如何在电子游戏研究中发展和应用启发式方法。我们发现启发式经常被用于专家评估之外的预期目的。相反,它们被用作调查工具、采访指南、主题分析代码和设计指南。这项研究通过区分设计指南和设计原则与启发式这两个术语,对HCI和电子游戏研究做出了贡献。我们为研究人员提出了关于开发启发式和进行电子游戏启发式评估的建议。我们提出了一种启发式操作方法,并为启发式的实施提出建议,以提高电子游戏启发式评论的质量。
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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