Designing enjoyable VI deogames: Do heuristics differentiate bad from good?

Timothy V. Bailew, Keith S. Jones

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

How does one design a fun video game? One way to guide design Is through the use of heuristics. Federoff (2002) compiled a list of design heuristics based on the gaming literature and interviews with game designers. However, these heuristics were not validated. The present study attempted to validate these heuristics by having participants play either a lowly or highly rated FC game. Participants were asked to provide a rating of overall enjoyment and then rate the applicability of each heuristic. Analysis of 133 participants' ratings of overall enjoyment Indicated that non-gamers felt both games were equally enjoyable while moderate and heavy gamers found the highly rated game most enjoyable. Further analyses indicated that participants considered approximately 75% of the heuristics to be more applicable to the highly rated game than the lowly rated one. The Implications for the design of new video game heuristics are discussed.

Original languageEnglish
Title of host publicationProceedings of the Human Factors and Ergonomics Society 50th Annual Meeting, HFES 2006
Pages646-650
Number of pages5
StatePublished - 2006
Event50th Annual Meeting of the Human Factors and Ergonomics Society, HFES 2006 - San Francisco, CA, United States
Duration: Oct 16 2006Oct 20 2006

Publication series

NameProceedings of the Human Factors and Ergonomics Society
ISSN (Print)1071-1813

Conference

Conference50th Annual Meeting of the Human Factors and Ergonomics Society, HFES 2006
CountryUnited States
CitySan Francisco, CA
Period10/16/0610/20/06

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