메뉴 건너뛰기




Volumn , Issue , 2008, Pages 656-661

Investigating the applicability of usability and playability heuristics for evaluation of pervasive games

(1)  Jegers, Kalle a  

a NONE

Author keywords

Games; User centered design; User interfaces

Indexed keywords

COMPUTER NETWORKS; INTERNET; WORLD WIDE WEB;

EID: 51049116167     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1109/ICIW.2008.54     Document Type: Conference Paper
Times cited : (9)

References (13)
  • 1
    • 14544297965 scopus 로고    scopus 로고
    • Bridging the Physical and Digital in Pervasive Gaming
    • March
    • Benford, S., Magerkurth, C., Ljungstrand, P. (2005) Bridging the Physical and Digital in Pervasive Gaming. In Communications of the ACM, March 2005, vol. 48. No. 3.
    • (2005) Communications of the ACM , vol.48 , Issue.3
    • Benford, S.1    Magerkurth, C.2    Ljungstrand, P.3
  • 2
    • 84900534867 scopus 로고    scopus 로고
    • Designing Ubiquitous Computer Games- A Report from a Workshop Exploring Ubiquitous Computing Entertainment
    • Björk, S., Holopainen, J., Ljungstrand, P., Åkesson, K-P. (2002) Designing Ubiquitous Computer Games- A Report from a Workshop Exploring Ubiquitous Computing Entertainment. In Personal and Ubiquitous Computing (2002), 6:443-458.
    • (2002) In Personal and Ubiquitous Computing , vol.6 , pp. 443-458
    • Björk, S.1    Holopainen, J.2    Ljungstrand, P.3    Åkesson, K.-P.4
  • 4
    • 51049091624 scopus 로고    scopus 로고
    • Cornett, S. (2004) The Usability of Massively Multiplayer Online Role Playing Games: Designing for New Users. In Chi letters 6, no 1 (Proceedings from ACM CHI 2004, Vienna, Austria).
    • Cornett, S. (2004) The Usability of Massively Multiplayer Online Role Playing Games: Designing for New Users. In Chi letters vol 6, no 1 (Proceedings from ACM CHI 2004, Vienna, Austria).
  • 5
    • 34247398591 scopus 로고    scopus 로고
    • Using Heuristics to Evaluate the Playability of Games. Late breaking results paper
    • Vienna, Austria
    • Desuvire, H., Caplan, M., Toth, J., A., (2004) Using Heuristics to Evaluate the Playability of Games. Late breaking results paper, in Proceedings of ACM CHI 2004, Vienna, Austria.
    • (2004) Proceedings of ACM CHI
    • Desuvire, H.1    Caplan, M.2    Toth, J.A.3
  • 6
    • 34147200922 scopus 로고    scopus 로고
    • Improving Games with User Testing: Getting Better Data Earlier
    • June
    • Federoff, M. (2003) Improving Games with User Testing: Getting Better Data Earlier. In Game Developer's Magazine, June 2003.
    • (2003) Game Developer's Magazine
    • Federoff, M.1
  • 8
    • 34547207084 scopus 로고    scopus 로고
    • Prosopopeia: Experiences from a Pervasive Larp
    • June 14-16, Hollywood, California, Usa. 2006
    • Jonsson, S., Montola, M., Waern, A., Ericsson, M. (2006) Prosopopeia: Experiences from a Pervasive Larp. In proceedings of ACE 2006, June 14-16 2006, Hollywood, California, Usa.
    • (2006) proceedings of ACE
    • Jonsson, S.1    Montola, M.2    Waern, A.3    Ericsson, M.4
  • 9
    • 34147217289 scopus 로고    scopus 로고
    • Lindt, I., Ohlenburg, J., Pankoke-Babatz, U., Ghellal, S. (2007) A Report on the Crossmedia Game Epidemic Menace. In ACM Computers in Entertainment, 5, No. 1, April 2007.
    • Lindt, I., Ohlenburg, J., Pankoke-Babatz, U., Ghellal, S. (2007) A Report on the Crossmedia Game Epidemic Menace. In ACM Computers in Entertainment, Vol. 5, No. 1, April 2007.
  • 10
    • 77953792482 scopus 로고    scopus 로고
    • Augmenting the Virtual Domain with Physical and Social Elements: Towards a Paradigm Shift in Computer Entertainment Technology
    • October
    • Magerkurth, C., Engelke, T., Memisoglu, M. (2004) Augmenting the Virtual Domain with Physical and Social Elements: Towards a Paradigm Shift in Computer Entertainment Technology. In ACM Computers in Entertainment, Vol. 2, No. 4, October 2004.
    • (2004) In ACM Computers in Entertainment , vol.2 , Issue.4
    • Magerkurth, C.1    Engelke, T.2    Memisoglu, M.3
  • 11
    • 14044258085 scopus 로고    scopus 로고
    • Contextual Virtual Interaction as Part of Ubiquitous Game Design and Development
    • Manninen, T. (2002) Contextual Virtual Interaction as Part of Ubiquitous Game Design and Development. In Personal and Ubiquitous Computing (2002), 6:390-406.
    • (2002) In Personal and Ubiquitous Computing , vol.6 , pp. 390-406
    • Manninen, T.1
  • 12
    • 0004257599 scopus 로고
    • Morgan Kaufmann, Academic Press, San Diego
    • Nielsen, J. (1993) Usability Engineering. Morgan Kaufmann, Academic Press, San Diego.
    • (1993) Usability Engineering
    • Nielsen, J.1
  • 13
    • 51049106798 scopus 로고    scopus 로고
    • Exploring the Usability of Video Game Heuristics for Pervasive Game Development in Smart Home Environments
    • Eds: Strang, T, Cahill, V, Quigley, A, Dublin, Ireland, May
    • Röcker, C., Haar, M. (2006) Exploring the Usability of Video Game Heuristics for Pervasive Game Development in Smart Home Environments. In Pervasive 2006 Workshop Proceedings, (Eds: Strang, T., Cahill, V., Quigley, A.), Dublin, Ireland, May 2006.
    • (2006) Pervasive 2006 Workshop Proceedings
    • Röcker, C.1    Haar, M.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.