메뉴 건너뛰기




Volumn 65, Issue 8, 2007, Pages 709-723

Retraction notice to "Key factors of heuristic evaluation for game design: Towards massively multi-player online role-playing game" [Int. J. Human-Computer Studies 65 (2007) 709-723] (DOI:10.1016/j.ijhcs.2007.01.001);Key factors of heuristic evaluation for game design: Towards massively multi-player online role-playing game

Author keywords

Design process; Heuristics evaluation; MMORPG game design; Usability

Indexed keywords

COMPUTER AIDED DESIGN; HEURISTIC ALGORITHMS; HEURISTIC METHODS; MARKETING; ONLINE SYSTEMS; USER INTERFACES;

EID: 34249650678     PISSN: 10715819     EISSN: 10959300     Source Type: Journal    
DOI: 10.1016/j.ijhcs.2008.02.002     Document Type: Erratum
Times cited : (34)

References (39)
  • 5
    • 34249682889 scopus 로고    scopus 로고
    • Clanton, C., 1998. An interpreted demonstration of computer game design. In: Proceedings of the Conference on CHI 98 Summary: Human Factors in Computing Systems, pp. 1-2.
  • 6
    • 4544377479 scopus 로고    scopus 로고
    • Cornett, S., 2004. The usability of massively multigamer online roleplaying games: designing for new users. In: Proceedings of the Conference on CHI 2004, vol. 6(1), pp. 703-710.
  • 7
    • 34249670405 scopus 로고    scopus 로고
    • Crawford, C., 1982. The Art of Computer Game Design. Retrieved from 〈http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage. html〉.
  • 8
    • 84876755489 scopus 로고    scopus 로고
    • Desurvire, H., Caplan, M., Toth, J.A., 2004. Using heuristics to evaluate the playability of games. In: Proceedings of the Conference on CHI 2004, pp. 1509-1512.
  • 9
    • 34249686756 scopus 로고    scopus 로고
    • Dumas, J.S., 2003. User-based evaluations. In: Jacko, J., Sears, A. (Eds.), Handbook for Human-Computer Interaction in Interactive Systems. Erlbaum, London, pp. 1093-1117.
  • 11
    • 34249693795 scopus 로고    scopus 로고
    • Entertainment Software Association, 2005. Essential Facts About the Computer and Video Game at E3.
  • 13
    • 0037005457 scopus 로고    scopus 로고
    • Playability in action videogames: a qualitative design model
    • Fabricatore C., Nussbaum M., and Rosas R. Playability in action videogames: a qualitative design model. Human-Computer Interaction 17 4 (2002) 311-368
    • (2002) Human-Computer Interaction , vol.17 , Issue.4 , pp. 311-368
    • Fabricatore, C.1    Nussbaum, M.2    Rosas, R.3
  • 14
    • 34249707539 scopus 로고    scopus 로고
    • Federoff, M.A., 2002. Heuristics and usability guidelines for the creation and evaluation of fun in video games. Master Thesis, Indiana University, Bloomington.
  • 15
    • 34249747018 scopus 로고    scopus 로고
    • Fulton, B., Medlock, M., 2002. Beyond psychological theory: getting data that improve games. In: Proceedings of Game Developers' Conference, 2002.
  • 16
    • 33646193934 scopus 로고    scopus 로고
    • Game design as a narrative architecture
    • Wardip-Fruin N., and Harrigan P. (Eds), The MIT Press, Cambridge, MA
    • Jenkins H. Game design as a narrative architecture. In: Wardip-Fruin N., and Harrigan P. (Eds). First Person: New Media as Story, Performance, and Game (2002), The MIT Press, Cambridge, MA
    • (2002) First Person: New Media as Story, Performance, and Game
    • Jenkins, H.1
  • 17
    • 0031381207 scopus 로고    scopus 로고
    • Kantner, L., Rosenbaum, S., 1997. Usability studies of WWW Sites: heuristic evaluation vs. laboratory testing. In: Proceedings of the 15th Annual International Conference on Computer Documentation Table of Contents, Salt Lake City, Utah, USA, pp. 153-160.
  • 18
    • 34249697783 scopus 로고    scopus 로고
    • Kasavin, G., 2006. Here is the Online Role-Playing Game You Should Play, No Matter Who You Are. Gamespot.com.
  • 21
    • 34249740399 scopus 로고    scopus 로고
    • Malone, T.W., 1980. What makes things fun to learn? A study of intrinsically motivating computer games. Ph.D. dissertation, Department of Psychology, Stanford University.
  • 22
    • 85039412602 scopus 로고
    • Heuristics for designing enjoyable user interfaces: lessons from computer games
    • Thomas J.C., and Schneider M.L. (Eds), Ablex Publishing Corporation, Norwood, NJ
    • Malone T.W. Heuristics for designing enjoyable user interfaces: lessons from computer games. In: Thomas J.C., and Schneider M.L. (Eds). Human Factors in Computing Systems (1982), Ablex Publishing Corporation, Norwood, NJ
    • (1982) Human Factors in Computing Systems
    • Malone, T.W.1
  • 23
    • 34249692168 scopus 로고    scopus 로고
    • Manninen, T., 2004. Rich interaction model for game and virtual environment design. Ph.D. Thesis, Oulu University Press, Oulu, Finland.
  • 24
    • 34249663507 scopus 로고    scopus 로고
    • McGregor, C., 2006. MMORPG.COM. Retrieved from 〈http://www.mmorpg.com/gamelist.cfm/setView/ratings/setRView/none/g ameID/46〉.
  • 25
    • 34249658072 scopus 로고    scopus 로고
    • Medlock, M.C., Wixon, D., Terrano, M., Romero, R., Fulton, B., 2002. Using the RITE method to improve products: a definition and a case study. In: Proceedings of Usability Professional's Association.
  • 26
    • 84970206468 scopus 로고
    • A Q-study of game player aesthetics
    • Myers D. A Q-study of game player aesthetics. Simulation & Gaming 21 4 (1990) 375-396
    • (1990) Simulation & Gaming , vol.21 , Issue.4 , pp. 375-396
    • Myers, D.1
  • 28
    • 0001775576 scopus 로고
    • Heuristic evaluation
    • Nielsen J., and Mark R.L. (Eds), Wiley, New York
    • Nielsen J. Heuristic evaluation. In: Nielsen J., and Mark R.L. (Eds). Usability Inspection Methods (1994), Wiley, New York
    • (1994) Usability Inspection Methods
    • Nielsen, J.1
  • 31
    • 34249709145 scopus 로고    scopus 로고
    • Sanchez-Crespo Dalmau, D., 1999. Learn faster to play better: how to shorten the learning cycle. Retrieved from 〈http://www.gamasutra.com/features/20010815/shelley_01.htm〉.
  • 32
    • 34249661318 scopus 로고    scopus 로고
    • Shelley, B., 2001. Guidelines for developing successful games. Retrieved from 〈http://www.gamasutra.com/features/20010815/shelley_01.htm〉.
  • 34
    • 34249686755 scopus 로고    scopus 로고
    • Song, S., Lee, J., 2006. An exploratory study of the critical design factors for MMO game design based on usability evaluation. In: Proceedings of the Conference on HCI2006 Metamorphosis, vol. 2, pp. 131-139.
  • 37
    • 34249712629 scopus 로고    scopus 로고
    • Wagner, J.A., 2002. Showdown in cyberspace: star wars vs. the sims. Salon.com. Retrieved from 〈http://www.salon.com/tech/feature/2002/07/09/mmorpg/index. html〉.
  • 38
    • 34249687297 scopus 로고    scopus 로고
    • Woodcock, B.S., 2003. An analysis of MMOG subscription growth. Retrieved from 〈http://pw1.netcom.com/~sirbruce/Subscriptions.html〉.
  • 39
    • 34249677558 scopus 로고    scopus 로고
    • Yee, N., 2003. Gender and age distribution. The Daedalus Project 1-2. Retrieved from 〈http://www.nickyee.com/daedalus/archives/000343.php〉.


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.