ABSTRACT
Gesturing and motion control have become common as interaction methods for video games since the advent of the Nintendo Wii game console. Despite the growing number of motion-based control platforms for video games, no set of shared design heuristics for motion control across the platforms has been published. Our approach in this paper combines analysis of player experiences across platforms. We work towards a collection of design heuristics for motion-based control by studying game reviews in two motion-based control platforms, Xbox 360 Kinect and PlayStation 3 Move. In this paper we present an analysis of player problems within 256 game reviews, on which we ground a set of heuristics for motion-controlled games.
- Bianchi-Berthouze, N. Understanding the role of body movement in player engagement. Human-Computer Interaction 28:1, (2013), 40--75.Google ScholarCross Ref
- Birk, M., and Mandryk, R. L. Control your game-self: effects of controller type on enjoyment, motivation, and personality in game. Proc. CHI 2013, ACM Press (2013), 685--694. Google ScholarDigital Library
- Brown, E. The life and tools of a games designer. In Evaluating User Experience in Games: Concepts and Methods. R. Bernhaupt (Ed.), Springer, (2010), 73--87.Google ScholarCross Ref
- Consolvo, S., Everitt, K., Smith, I., and Landay, J. A. Design requirements for technologies that encourage physical activity. Proc. CHI 2006, ACM Press (2006), 457--466. Google ScholarDigital Library
- Desurvire, H., Caplan, M., and Toth, J. A. Using heuristics to evaluate the playability of games. Proc. CHI 2004, ACM Press (2004), 1509--1512. Google ScholarDigital Library
- Desurvire, H., and Wiberg, C. Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration. Proc. OCSC 2009, 557--566. Google ScholarDigital Library
- Federoff, M. A. Heuristics and usability guidelines for the creation and evaluation of fun in video games. Master's thesis, Indiana University, Indiana, (2002).Google Scholar
- Freeman, D., Hilliges, O., Sellen, A., O'Hara, K., Izadi, S., and Wood, K. The role of physical controllers in motion video gaming. Proc. DIS 2012, ACM Press (2012), 701--710. Google ScholarDigital Library
- Gerling, K., Livingston, I., Nacke, L., and Mandryk, R. Full-body motion-based game interaction for older adults. Proc. CHI 2012, ACM Press (2012), 1873--1882. Google ScholarDigital Library
- Geurts, L., Van Woensel, A., and Vanden Abeele, V. No sweat, no fun: large-gesture recognition for computer games. Proc. FnG 2012, ACM Press (2012), 109--112. Google ScholarDigital Library
- González Sánchez, J. L., Padilla Zea, N., and Gutiérrez, F. L. From usability to playability: Introduction to player-centred video game development process. Proc. HCD 2009, Springer-Verlag, Berlin, 65--74. Google ScholarDigital Library
- Isbister, K. Emotion and motion: games as inspiration for shaping the future of interface. Interactions, 18(5), (2011), 24--27. Google ScholarDigital Library
- Isbister, K., Rao, R., Schwekendiek, U., Hayward, E., and Lidasan, J. Is more movement better?: a controlled comparison of movement-based games. Proc. FDG 2011, ACM Press (2011), 331--333. Google ScholarDigital Library
- Juul, J., and Norton, M. Easy to use and incredibly difficult: on the mythical border between interface and game play. Proc. FDG 2009, ACM Press (2009), 107--112. Google ScholarDigital Library
- Kinect HIG. Kinect for Windows - Human Interface Guidelines v1.8, (2013). Available at http://www.microsoft.com/en-us/kinectforwindowsdev/Start.aspxGoogle Scholar
- Koeffel, C., Hochleitner, W., Leitner, J., Haller, M., Geven, A., and Tscheligi, M. Using heuristics to evaluate the overall user experience of video games and advanced interaction games. In Evaluating User Experience in Games: Concepts and Methods, R. Bernhaupt (Ed.), Springer, London, (2010), 233--256.Google ScholarCross Ref
- Korhonen, H., and Koivisto, E. M. I. Playability heuristics for mobile games. Proc. MobileHCI 2006, ACM Press (2006), 9--16. Google ScholarDigital Library
- Korhonen, H., and Koivisto, E. M. I. Playability heuristics for mobile multi-player games. Proc. DIMEA 2007, ACM Press (2007), 28--35. Google ScholarDigital Library
- Malone, T. W. What makes things fun to learn? Heuristics for designing instructional computer games. Proc. SIGSMALL 1980, ACM Press (1980), 162--169. Google ScholarDigital Library
- Malone, T. W. Heuristics for designing enjoyable user interfaces: Lessons from computer games. Proc. CHI 1982, ACM Press (1982), 63--68. Google ScholarDigital Library
- Mueller, F., and Bianchi-Berthouze, N. Evaluating exertion games. In Evaluating User Experience in Games: Concepts and Methods, R. Bernhaupt (Ed.), Springer, London, (2010), 187--207.Google ScholarCross Ref
- Mueller, F., Edge, D., Vetere, F., Gibbs, M. R., Agamanolis, S., Bongers, B., and Sheridan, J. G. Designing sports: a framework for exertion games. Proc. CHI 2011, ACM Press (2011), 2651--2660. Google ScholarDigital Library
- Nielsen, J. Heuristic evaluation. In Usability Inspection Methods, J. Nielsen, and R. L. Mack (Eds.), New York, NY: John Wiley & Sons, (1994), 25--62. Google ScholarDigital Library
- Paavilainen, J. Critical review on video game evaluation heuristics: social games perspective. Proc. Futureplay 2010, ACM Press (2010), 56--65. Google ScholarDigital Library
- Pinelle, D., Wong, N., and Stach, T. Heuristic evaluation for games: usability principles for video game design. Proc. CHI 2008, ACM Press (2008), 1453--1462. Google ScholarDigital Library
- Pinelle, D., Wong, N., Stach, T., and Gutwin. C. Usability heuristics for networked multiplayer games. Proc. GROUP 2009, ACM Press (2009), 169--178. Google ScholarDigital Library
- Schaffer, N. Heuristics for Usability in Games. White Paper, Rensselaer Polytechnic Institute (2007).Google Scholar
- Strauss, A., and Corbin, J. 1990. Basics of Qualitative Research. Sage, Newbury Park, CA, USA.Google Scholar
- Takatalo, J., Häkkinen, J., Kaistinen, J., and Nyman, G. Presence, involvement, and flow in digital games. In Evaluating User Experience in Games: Concepts and Methods, R. Bernhaupt (Ed.), Springer, London, (2010), 23--46Google ScholarCross Ref
Index Terms
- Heuristics for motion-based control in games
Recommendations
Heuristics for Video Games Evaluation: How Players Rate Their Relevance for Different Game Genres According to Their Experience
IHM '13: Proceedings of the 25th Conference on l'Interaction Homme-MachineThis paper reports a study evaluating the relative relevance of evaluation heuristics for different game genres and players. 120 players (amateur or e-Sport players) were invited to assess the relevance of 47 heuristics for different game genre (Real ...
The interplay between immersion and appeal in video games
A 2í 2 study on immersion and appeal of video games is presented.Immersion and appeal are found to be highly related.Immersion is found to be unaffected by playing experience.Appeal is found to be affected both by game played and playing experience. ...
GameFlow heuristics for designing and evaluating real-time strategy games
IE '12: Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the SystemThe 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 ...
Comments