2020
Paavilainen, Janne
Defining Playability of Games: Functionality, Usability, and Gameplay Proceedings Article
In: AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek, pp. 55-64, ACM, 2020, ISBN: 978-1-4503-7774-4.
Abstract | Links | Tags: Functionality, Gameplay, Games, Playability, Player experience, Theory, Usability, User experience
@inproceedings{Paavilainen2020,
title = {Defining Playability of Games: Functionality, Usability, and Gameplay},
author = {Janne Paavilainen},
doi = {10.1145/3377290.3377309},
isbn = {978-1-4503-7774-4},
year = {2020},
date = {2020-01-28},
urldate = {2020-01-28},
booktitle = {AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek},
pages = {55-64},
publisher = {ACM},
abstract = {Playability is an ambiguous term that is often used but seldom defined. Used by researchers, practitioners, journalists, and players alike, the term has remained unclear due to different interpretations and definitions. We aim to provide clarity on this issue and propose a definition for playability that is based on a game's functionality, usability, and gameplay. We argue that playability should not cover aspects such as controllers, social contexts, or player experiences, as these are external factors related to hardware, situation, and players. Our definition is based on games as systems paradigm and it focuses only on components that the designer can design into the game. This approach provides clarity between playability and player experience, and it is applicable to all kinds of games - physical or digital. Good playability does not necessarily result in good player experience, while games with poor playability can be enjoyable in the certain contexts.},
keywords = {Functionality, Gameplay, Games, Playability, Player experience, Theory, Usability, User experience},
pubstate = {published},
tppubtype = {inproceedings}
}
Hassan, Lobna; Jylhä, Henrietta; Sjöblom, Max; Hamari, Juho
Research Output Search Results Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use Proceedings Article
In: Bui, Tung X. (Ed.): Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS’53), pp. 1196-1205, IEEE Computer Society, 2020, ISSN: 1530-1605.
Abstract | Links | Tags: Continued use, Flow, Gamification, User experience, Virtual reality, VR
@inproceedings{Hassan2020c,
title = { Research Output Search Results Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use},
author = {Lobna Hassan and Henrietta Jylhä and Max Sjöblom and Juho Hamari},
editor = {Tung X. Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202101151368},
doi = {10.24251/HICSS.2020.149},
issn = {1530-1605},
year = {2020},
date = {2020-01-07},
urldate = {2020-01-07},
booktitle = {Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS’53)},
pages = {1196-1205},
publisher = {IEEE Computer Society},
abstract = {Flow is characterized as an autotelic experience where action and awareness merge, there is high concentration on task and little attention is paid to time or self. It is believed that VR has a powerful affordance for inducing the flow state, as VR is, at least anecdotally, a technology that transports users to immersive realities, which can facilitate flow. However, VR imposes usability challenges that may inhibit flow. This research investigates flow in VR and its characteristics, determinants and outcomes through a survey (n = 681) and Structural Equation Modeling (SEM). The results indicate that flow in VR is positively association with intentions to continue VR use and longer VR sessions.},
keywords = {Continued use, Flow, Gamification, User experience, Virtual reality, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
2018
Paavilainen, Janne; Korhonen, Hannu; Koskinen, Elina; Alha, Kati
Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-play Heuristics Book Section
In: Drachen, Anders; Mirza-Babaei, Pejman; Nacke, Lennart (Ed.): Games User Research, pp. 257–279, 2018, ISBN: 9780198794844.
Abstract | Links | Tags: Free-to-play, Game development, Games user research, Heuristics, Play experience, Playtesting, Social games, User experience, User testing
@incollection{Paavilainen2018,
title = {Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-play Heuristics},
author = {Janne Paavilainen and Hannu Korhonen and Elina Koskinen and Kati Alha},
editor = {Anders Drachen and Pejman Mirza-Babaei and Lennart Nacke },
url = {https://researchportal.tuni.fi/en/publications/heuristic-evaluation-of-playability-examples-from-social-games-re},
doi = {10.1093/oso/9780198794844.003.0015},
isbn = {9780198794844},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Games User Research},
pages = {257–279},
abstract = {The fierce competition in the video games market and new revenue models such as freeto- play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation are suitable for identifying playability problems in different phases of the game development life cycle. In this chapter, we introduce the heuristic evaluation method with updated playability heuristics, present example studies on identifying playability problems in social network games, and propose new heuristics for evaluating free-to-play games.},
keywords = {Free-to-play, Game development, Games user research, Heuristics, Play experience, Playtesting, Social games, User experience, User testing},
pubstate = {published},
tppubtype = {incollection}
}
