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A usability analysis of video games : the development of assessment standards

机译:视频游戏的可用性分析:评估标准的发展

摘要

Video games, as the fastest growing media, need set usability design standards. In this context, this study was motivated by the following kinds of questions: What makes a standard console game good? What makes it too frustrating to play? Each company has developed its own standards which can vary greatly. Game producers learn from experience what to do and what not to do. However, smaller companies that may have only produced a few games are left to chance. Moreover, startup game companies may fail at a game that would have otherwise succeeded if they had only had a set of standards to follow. Companies like Microsoft, Capcom and Electronic Arts rule the gaming industry mainly due to the fact that they have discovered what works. This study employs usability analysis to identify standards for assessing video game effectiveness, efficiency and player satisfaction. Experienced video game players participated in an online questionnaire. Conclusions about effective, efficient, and satisfying video games are derived from questionnaire results. Of several major findings presented in this analysis, this study reveals that the beginning of the game is an imperative experience that can determine if a player continues the game.
机译:作为增长最快的媒体,视频游戏需要设定可用性设计标准。在这种情况下,这项研究的动机是以下几个问题:什么使标准游戏机游戏变得更好?是什么让它玩起来太令人沮丧?每个公司都制定了自己的标准,标准可能相差很大。游戏制作人从经验中学到了做什么和不该做什么。但是,可能只制作了几款游戏的较小公司则碰巧。而且,初创游戏公司如果只遵循一套标准,可能会在原本会成功的游戏上失败。像Microsoft,Capcom和Electronic Arts这样的公司统治游戏行业,主要是因为他们发现了可行的事实。这项研究利用可用性分析来确定评估视频游戏有效性,效率和玩家满意度的标准。经验丰富的视频游戏玩家参加了在线问卷调查。有关有效,高效和令人满意的视频游戏的结论来自于问卷调查结果。在此分析提出的几个主要发现中,这项研究表明,游戏的开始是必须的经验,可以确定玩家是否继续游戏。

著录项

  • 作者

    Young Takeisha T.;

  • 作者单位
  • 年度 2011
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
  • 中图分类
  • 入库时间 2022-08-31 16:06:16

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