Playability in action videogames: A qualitative design model

dc.contributor.authorFabricatore, C
dc.contributor.authorNussbaum, M
dc.contributor.authorRosas, R
dc.date.accessioned2024-01-10T13:16:19Z
dc.date.available2024-01-10T13:16:19Z
dc.date.issued2002
dc.description.abstractIn the 1990s, the videogame industry has managed to become the fastest growing segment of the entertainment industry in America. However, only a very low number of videogame products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, players' preferences are a core issue in creating successful products, and the game design process is crucial for guaranteeing players' satisfaction.
dc.description.abstractThen, an important question arises: What do players want in videogames?
dc.description.abstractThe purpose of this work is to propose a game design reference that directly mirrors players' preference, shaped as a qualitative model based on empirical data gathered during playing sessions. The model describes the main elements that, according to players' opinions, determine the playability of action videogames; the model proposes design guidelines that are the conceptualization of players' preferences. Therefore, the model helps game designers to understand the elements that must be dealt with to make better games.
dc.description.abstractBesides the operational relevance of the model, the research methodology described in this work is an example of how a qualitative approach such as the grounded theory paradigm can be applied to solve a software specification problem directly focusing on end-users.
dc.fechaingreso.objetodigital2024-05-15
dc.format.extent58 páginas
dc.fuente.origenWOS
dc.identifier.doi10.1207/S15327051HCI1704_1
dc.identifier.issn0737-0024
dc.identifier.urihttps://doi.org/10.1207/S15327051HCI1704_1
dc.identifier.urihttps://repositorio.uc.cl/handle/11534/78575
dc.identifier.wosidWOS:000181109500001
dc.information.autorucIngeniería;Nussbaum M;S/I;99303
dc.information.autorucPsicología;Rosas R;S/I;63677
dc.issue.numero4
dc.language.isoen
dc.nota.accesocontenido parcial
dc.pagina.final368
dc.pagina.inicio311
dc.publisherLAWRENCE ERLBAUM ASSOC INC
dc.revistaHUMAN-COMPUTER INTERACTION
dc.rightsacceso restringido
dc.subject.ods04 Quality Education
dc.subject.odspa04 Educación y calidad
dc.titlePlayability in action videogames: A qualitative design model
dc.typeartículo
dc.volumen17
sipa.codpersvinculados99303
sipa.codpersvinculados63677
sipa.indexWOS
sipa.trazabilidadCarga SIPA;09-01-2024
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