Academic literature on the topic 'Video games evaluation'

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Journal articles on the topic "Video games evaluation"

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KATO, Ryo, Takashi KAWAI, Ranae IKESHITA, et al. "Ergonomic Evaluation of Portable Video Games." Journal of Digital Games Research 2, no. 1 (2008): 67–75. http://dx.doi.org/10.9762/digraj.2.1_67.

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Aust, Robert, Michael Nitsche, and Johannes Pelka. "Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University." Perspectives of Innovations, Economics and Business 14, no. 3 (2014): 113–31. http://dx.doi.org/10.15208/pieb.2014.14.

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Treglia, Eugenia, Angela Magnanini, and Gianni Caione. "Video Games and Accessibility." International Journal of Digital Literacy and Digital Competence 10, no. 2 (2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.

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This essay aims, through a hermeneutic-argumentative approach, to present some ideas for inclusive teaching, starting with an educational re-evaluation of video games, for years considered a mere form of entertainment. Their use as educational mediators is a useful response to the needs of a school that is increasingly aware of the educational needs of all pupils. Through the recovery of the recreational dimension and the Accessibility paradigm, it is possible to offer teachers guidance and design insights in order to create educational itineraries of inclusion, finding in video games a possible tool capable of engaging the class in common activities, on the basis of equal opportunities and active participation, additionally for the development of digital skills.
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Strååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.

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Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.
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Hendryani, Rika. "THE EVALUATION OF BOBBY BOLA DAN PERI BUKU AJAIB 3 FOR LANGUAGE LEARNING." IJET (Indonesian Journal of English Teaching) 7, no. 1 (2018): 24–35. http://dx.doi.org/10.15642/ijet2.2018.7.1.24-35.

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Video games have received much attention in recent years as a tool for foreign language learning. Number of research has shown the positive impact of video games on language learning learners. This study is aimed to find out the extent to which Bobby Bola & Peri Buku Ajaib 3 meet the 10 principles for designing video games for foreign learning proposed by Purushotma, Thorne, and Wheatley (2009). The findings of this study show that Bobby Bola & Peri Buku Ajaib 3 adhere only to 2 principles, i.e., the principles of “communication and input mechanism should have a playful spirit to them” and “students should be allowed to spend extra time in activities they enjoy and to minimize time in ones they don't”. The result of this study hopefully would be beneficial to the studies of video games for foreign language learning. It is also hoped that it can provide further information for those who wish to evaluate or use video games as a language learning tool.
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Anderson, Sky LaRell. "Portraying Mental Illness in Video Games." Loading 13, no. 21 (2020): 20–33. http://dx.doi.org/10.7202/1071449ar.

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This exploratory study examines three video games as case studies for how video games may portray mental illness through interactive, non-narrative design features. The analysis not only reports findings but also offers an evaluation for how video games might improve in how they depict mental illness. The games studied are What Remains of Edith Finch, Hellblade: Senua’s Sacrifice, and Doki Doki Literature Club. The analysis identifies how these games use audiovisual styles, control systems, game goals, and procedurality to portray mental illness. A report of the discovered themes precedes a discussion of innovations and weaknesses of those depictions of mental illness.
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Findley, Michael R. "The Relationship between Student Learning Styles and Motivation during Educational Video Game Play." International Journal of Online Pedagogy and Course Design 1, no. 3 (2011): 63–73. http://dx.doi.org/10.4018/ijopcd.2011070105.

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Educational video games allow for a level of intrinsic motivation and engagement that is not found in other forms of learning. This study determines if students found educational video game play to be a motivating experience and if a relationship existed between student learning styles and levels of motivation. High school psychology students played two short online educational video games and, upon completion of the activity, their intrinsic motivation levels were determined using an evaluation questionnaire. The data, as determined by the evaluation questionnaire, revealed that students found playing educational video games to be intrinsically motivating. Further examination revealed no statistically significant differences between the student learning styles and the motivation experienced during educational video game play.
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Li, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (2021): 129. http://dx.doi.org/10.3390/info12030129.

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Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for playability evaluation has long been the mainstream with its usefulness in detecting playability issues during game development well acknowledged. However, such a method falls short in evaluating the overall playability of video games as published software products and understanding the genuine needs of players. Thus, this paper proposes an approach to analyze the playability of video games by mining a large number of players’ opinions from their reviews. Guided by the game-as-system definition of playability, the approach is a data mining pipeline where sentiment analysis, binary classification, multi-label text classification, and topic modeling are sequentially performed. We also conducted a case study on a particular video game product with its 99,993 player reviews on the Steam platform. The results show that such a review-data-driven method can effectively evaluate the perceived quality of video games and enumerate their merits and defects in terms of playability.
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Kato, Ryo, Takashi Kawai, Kenji Nihei, et al. "Evaluation of Microflow Experiences Induced While Playing Video Games." Journal of Digital Games Research 4, no. 1 (2010): 59–67. http://dx.doi.org/10.9762/digraj.4.1_59.

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Jaramillo-Alcázar, Angel, Sergio Luján-Mora, and Luis Salvador-Ullauri. "Inclusive Education: Mobile Serious Games for People with Cognitive Disabilities." Enfoque UTE 9, no. 1 (2018): 53–66. http://dx.doi.org/10.29019/enfoqueute.v9n1.236.

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Nowadays, the use of mobile devices is increasingly frequent. In many occasions they are used as a means of entertainment for people through video games. Serious games is a category of video games used as teaching methods in different environments. They use fun as a strategy for the learning process. However, the vast majority do not focus on vulnerable groups such as people with cognitive disabilities, because they do not consider accessibility parameters in their design. Some video games development companies have proposed general guidelines for the implementation of accessible video games, but they have not been formalized as good practices or standards. This article presents a compilation and analysis of different accessibility guidelines for the development of mobile serious games for people with cognitive disabilities. It also proposes a model to evaluate the access of serious games for people with cognitive disabilities and applies it in a case study. Finally, an evaluation tool is proposed for mobile serious games developers focused on people with cognitive disabilities.
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Dissertations / Theses on the topic "Video games evaluation"

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White, Gareth R. "The playthrough evaluation framework : reliable usability evaluation for video games." Thesis, University of Sussex, 2014. http://sro.sussex.ac.uk/id/eprint/51591/.

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This thesis presents the playthrough evaluation framework, a novel framework for the reliable usability evaluation of first-person shooter console video games. The framework includes playthrough evaluation, a structured usability evaluation method adapted from heuristic evaluation. Usability evaluation can help guide developers by pointing out design issues that cause users problems. However, usability evaluation methods suffer from the evaluator effect, where separate evaluations of the same data do not produce reliably consistent results. This can result in a number of undesirable consequences affecting issues such as: • Unreliable evaluation: Without reliable results, evaluation reports risk giving incorrect or misleading advice. • Weak methodological validation: Typically new methods (e.g., new heuristics) are validated against user tests. However, without a reliable means to describe observations, attempts to validate novel methods against user test data will also be affected by weak reliability. The playthrough evaluation framework addresses these points through a series of studies presenting the need for, and showing the development of the framework, including the following stages, 1. Explication of poor reliability in heuristic evaluation. 2. Development and validation of a reliable user test coding scheme. 3. Derivation of a novel usability evaluation method, playthrough evaluation. 4. Testing the method, quantifying results. Evaluations were conducted with 22 participants, on 3 first-person shooter action console video games, using two methodologies, heuristic evaluation and the novel playthrough evaluation developed in this thesis. Both methods proved effective, with playthrough evaluation providing more detailed analysis but requiring more time to conduct.
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Nøsterud, Øivind. "Mobile and Social Video Games : Prototype, Concepts, and Evaluation." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8903.

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<p>The main goal of this project was to create new game concepts for mobile and social games. The project was a continuation of the depth study performed by the project in the course TDT 4570, Game Technology, at NTNU. The focus of this project was slightly more shifted toward the social side of mobile multiplayer games compared to the depth study. Additionally the project group were to create a prototype game using one of the concepts implemented in Java ME. The project group performed a prestudy of the technologies required to create the prototype(such as Java ME and features specific to mobile phones, such as location), as well as looking at games from a general viewpoint, but also by looking more closely at mobile and social games, current game genres, and multiplayer games available on mobile platforms and looking at how these games implement social game mechanisms. Several concepts were conceived and described during the project, with concepts from both the depth study and concepts created specifically in this project. The textit{Platform-puzzler} concept was chosen to be implemented as the prototype game. The prototype game is a 2D side scrolling platform multiplayer platform game with puzzle elements. The game was implemented in a development process, and at the end of the process the game was tested by two testers not from the project group. The test allowed the project group to assess how it performed in a simulated setting using emulators, as well as testing to see how the cooperative elements of the game performed, and additionally the test was performed in two sessions were in the first session the two testers were located in the same room, whereas in the second test the were located in the same room. The test session performed on the prototype indicated to the project group that there for the prototype game there were quite clear differences between playing the game in the same versus playing the game in different rooms. This indicates further that special care must be taken when designing and creating cooperative games for mobile platforms. The additional research performed by the project group also indicate to the project group that creating mobile and social games for mobile platforms is highly viable, and that social gameplay mechanisms can strengthen the experience of playing games.</p>
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Af, Malmborg Harald. "Evaluation of Car Engine Sound Design Methods in Video Games." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84627.

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Realistic interactions with sound objects in video games are a contributing factor to the overall immersion. Car engine sound design is an area where the auditory feedback from driving would have an impact on that immersion. For this study, three methods for designing car engine sounds are evaluated. A traditional method in the game sound industry is to use several sampled audio recordings for the reproduction of engine sounds, which is in this study represented as a sample-based model. The sample-based model is evaluated together with a model using granular synthesis in an in-game scenario. A less common method is to use physical modeling, which is in this study evaluated together with the other two models in a listening test. Results show the granular synthesis model to be the most realistic, and the physical model to be the least preferred.
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Crowell, Robin April. "Gender Bias and the Evaluation of Players: Voice and Gender in Narrated Gameplay Videos." PDXScholar, 2016. http://pdxscholar.library.pdx.edu/open_access_etds/3156.

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This study evaluates perception differences of male and female narrators in video game tutorials. Video games have long been considered a masculine pursuit, and because of this, women have endured unpleasant surroundings and interactions in gaming and related communities. With the proliferation of technologies like Twitch and YouTube gaming, gaming is more communicative than ever, increasing potential for problematic interactions. Recent booms in these technologies emphasize the importance of understanding how varying demographics are perceived, as these perceptions influence interactions, potentially limiting the likelihood of women and others' involvement and interest. Involvement in technology during youth is associated with interests in science, technology, engineering, and mathematics careers--all fields with disparities in women's employment. Measures included confidence, credibility, performance, trustworthiness, and leadership ability to better understand how the integration of communicative technologies into gaming influences perceptions based on cues--in this case, specifically voice. Male narrators were hypothesized to be evaluated as more confident and credible than female narrators overall, while performance, trustworthiness, and leadership evaluations were hypothesized to be moderated by one's own gender identity. No significant differences emerged, which suggests a positive change in climate for female gamers and leaders in the industry.
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Andersson, Emma. "Eye tracking complemented HUD for video games : A perception evaluation of information display in FPS games." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20848.

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Background. The heads-up display (HUD) is a useful tool for displaying information to the player in a game, but the HUD is not a part of the game world. This could take away from the desired experience of the game and block important parts of the main action screen. To counteract this the HUD mostly occupies the edges of the screen and avoids drawing the player’s attention away from the main action scene except when it has important information for the player. Only having the HUD visible when it has important information to the player could remove the distraction of the HUD while keeping all the benefits of having one. Objectives. By using eye tracking to complement the HUD, the HUD can be invisible when the player does not use it, and change how the information is presented depending on where the player is looking. By creating a first-person shooter (FPS) game with a HUD complemented by eye tracking, then comparing it to how a normal HUD differed in terms of visibility and clutter, using a survey. Methods. The game was created using the Tobii Unity SDK and modifying the FPS demo scene. To create the gaze sensitive HUD three scripts were created to produce the finished result. Giving the HUD the ability to make all HUD elements invisible and able to appear after passing a specific value or when the element has new information, the HUD also has the ability to present information close to the player’s gaze point in the of notifications. The game was then presented to the participants in the form of two videos one using the normal HUD and one using the gaze sensitive HUD. After watching the partisans answered a survey related to the videos. Results. The gaze-based HUD was generally on par with the normal HUD. The most noticeable significant difference being that the normal HUDs ammunition counter and health bar was proffered over a less visible one. Conclusions. From the results gathered having a gaze-based HUD does not make it harder to notify the player of important information and dos not make the HUD less cluttered, compared to a normal HUD, but there is a difference between them.
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Griffith, Ioseff. "Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54453.

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In modern times, procedural content generation sees frequent use in video games, producing anything from graphics to maps and quests. This study focuses on how these techniques can be used to produce forest maps for tactical role-playing games, and how this is applied in particular to Starshard, one such game. The main points addressed are how well the forestry growth simulation algorithm previously implemented in Starshard compares to algorithms based on other popular techniques, how to utilise evaluation and optimisation to produce correct and strategically interesting maps without human interference, and whether or not players can easily perceive a difference between procedural maps and maps designed by humans. With high demand for new algorithms to automate content generation in order to help smaller teams of developers and maintain interest in content post release, there is much value in delving further into less frequently explored aspects such as tile-based maps or player perception of procedural content. In order to answer the research problems, a controlled experiment comparing four forestry generation algorithms was performed, in addition to a study of literature to implement evaluation and optimisation algorithms, and a survey to gauge player reactions to the produced maps. Ultimately, the growth simulation proves to be more successful than alternative algorithms in reducing number of errors in maps. In addition, the results of the survey showed that while players are capable of reliably picking out human created maps, their ratings for procedurally generated maps were not much lower than these and they could frequently mistake procedural maps as being produced by humans.
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Zijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.

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Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a more theoretical un-derstanding of industry mechanics and to be able to comprehend reasoning behind existing business models. We structure the dynamics of the business model by analyzing nine busi-ness model aspects as suggested by Osterwalder, Pigneur and Clark (2010). Following our theoretical framework we gain practical input from four separate case studies. An interpret-ative research method is used to gain better understanding of reasoning and choices made. We interpret our findings following a narrative approach which shows that the digitaliza-tion has preluded a paradigm shift in the sense that development studios have started to adopt activities otherwise performed by key partners. As barriers dissipate small and me-dium-sized development studios try to make sense of the current industry, but struggle in doing so. Having to reinvent themselves we conclude that a focus towards creating thicker customer relationships is considered and the idea of seeing games as a service is acknowl-edged to depict the future of the industry. The conclusions of this study contribute to both academic science and industry practice.
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Schön, Martin. "An Evaluation of Interactors' Gaze-to-Object Mapping Performance in 3D Virtual Environments." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-192297.

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Affordable and relatively accurate eye trackers are becoming more accessible for the mainstream user, consequently opening up new opportunities for utilizing eye gaze in interactive real-time applications. When extending gaze data from an eye tracker into real-time rendered 3D virtual environments, there are often techniques applied to correlate the gaze point to a 3D object. Techniques which can be referred to gaze-to-object mapping (GTOM) methods. One featured GTOM method, region-bound Interactors, provided by the eye tracking company Tobii AB, was extended in this thesis by utilizing a custom G-buffer in order to extract accurate shapes of individual objects in screen space. This adapted method was compared against two methods based on ray casting in a controlled 3D test environment consisting of three types of scenarios with varying conditions. Data was collected from a user study with 31 participants to assess if the Interactors method could be viable in 3D virtual environments. The extended method showed some promising result in relation to the other methods, but further work needs to be done to establish whether the method in question is practical for GTOM in 3D.<br>Relativt precisa eyetrackers med ett lågt pris blir allt mer tillgängliga för den vanlige användaren. Således öppnas nya möjligheter upp för att använda ögonspårning i interaktiva realtidsapplikationer. När man förlänger ögats blickpunkt in till virtuella realtidsrenderade 3D-miljöer, används ofta metoder för att kunna korrelera blicken till ett 3D-objekt. Dessa metoder kan benämnas som så kallade gaze-to-object mapping-metoder (GTOM). En GTOM-metod, regionsbundna Interactors, som tillhandahålls av eyetracking-företaget Tobii AB, kompletterades under detta examensarbete med en specifik G-buffer för att kunna extrahera exakta former av enskilda objekt på skärmen. Denna metod jämfördes med två metoder som var baserade på strålföljning i en kontrollerad testmiljö i 3D som bestod av tre typer av olika scenarier med varierande förhållanden. Information samlades in från en användarstudie med 31 deltagare för att kunna bedöma om Interactors-metoden är lämplig för GTOM i virtuella 3D-miljöer. Den utökade metoden uppvisade en del lovande resultat i förhållande till de andra två metoderna, men ytterligare forskning måste utföras för att kunna fastställa om huruvida den aktuella metoden är praktisk för GTOM i 3D.
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Harrelson, Diana. "Rated M for Monkey: An Ethnographic Study of Parental Information Behavior when Assessing Video Game Content for their Children." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849778/.

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Following the decision by the Supreme Court of the United States in Brown v. Entertainment Merchants Association (2011), which struck down the state of California’s appeal to restrict the sale of games deemed to have “deviant violence” to those 18 or older and the court’s recommendation that parents use the ESRB Ratings System instead, this ethnographic study sought to better understand what parents thought of laws on video games and how they used the recommended ratings system. A total of 30 interviews using semi-structured open-ended questions were conducted and analyzed to reveal what parents thought of laws on video games, how they used the ESRB Ratings System to assess video game content, and what other methods they used for video game content assessment in addition to the ratings system. This research utilized Dervin and Nilan’s (1986) sense-making methodology as a way to learn how parents bridged their knowledge gap when it came to learning about video game content and how they made sense of the knowledge gained to determine the content appropriateness for their children. Analyses of the collected data provided the foundation for a model on the effects of the parent-child relationship on parental information behavior.
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Bilyeu, Bruce A. "Design, Development, and Evaluation of Learning Games and an Interactive Science Lab in a 3-D Online Virtual World to Support Middle School Science Education." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1260976297.

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Books on the topic "Video games evaluation"

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Beale, Ivan L. Video games for health: Principles and strategies for design and evaluation. Nova Science Publisher's, 2010.

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Beal, Scott A. Training effectiveness evaluation of the Full Spectrum Command game. U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.

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Genvo, Sébastien. Le jeu à son ère numérique: Comprendre et analyser les jeux vidéo. Harmattan, 2009.

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Le jeu à son ère numérique: Comprendre et analyser les jeux vidéo. Harmattan, 2009.

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The good, the bad, and the bogus: Nathan Lockard's complete guide to video games. Adventure Press, 1995.

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Games That Sell! (Wordware Game and Graphics Library). Wordware Publishing, Inc., 2003.

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Paavilainen, Janne, Hannu Korhonen, Elina Koskinen, and Kati Alha. Heuristic evaluation of playability. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0015.

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The fierce competition in the video games market and new revenue models such as free-to-play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation is 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.
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Lockard, Nathan. The Good, the Bad, and the Bogus: Nathan Lockard's Complete Guide to Video Games: 1995 Edition. Adventure Press, 1994.

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The effects of video game experience on computer-based air traffic controller specialist, air traffic scenario test scores. U.S. Dept. of Transportation, Federal Aviation Administration, Office of Aviation Medicine, 1997.

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Book chapters on the topic "Video games evaluation"

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González Sánchez, José L., Rosa M. Gil Iranzo, and Francisco L. Gutiérrez Vela. "Enriching Evaluation in Video Games." In Human-Computer Interaction – INTERACT 2011. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_72.

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Constant, Thomas, Guillaume Levieux, Axel Buendia, and Stéphane Natkin. "From Objective to Subjective Difficulty Evaluation in Video Games." In Human-Computer Interaction - INTERACT 2017. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67684-5_8.

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Salvador-Ullauri, Luis, Patricia Acosta-Vargas, and Sergio Luján-Mora. "Accessibility Evaluation of Video Games for Users with Cognitive Disabilities." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-39512-4_130.

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Eagle, Michael, and Tiffany Barnes. "Intelligent Tutoring Systems, Educational Data Mining, and the Design and Evaluation of Video Games." In Intelligent Tutoring Systems. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13437-1_23.

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McAllister, Graham, and Gareth R. White. "Video Game Development and User Experience." In Evaluating User Experience in Games. Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-963-3_7.

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Chakraborty, Joyram, and Phillip L. Bligh. "Evaluation of Video Game Interfaces." In Universal Access in Human-Computer Interaction. Design for All and eInclusion. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21672-5_4.

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Koeffel, Christina, Wolfgang Hochleitner, Jakob Leitner, Michael Haller, Arjan Geven, and Manfred Tscheligi. "Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games." In Evaluating User Experience in Games. Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-963-3_13.

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Jiang, Richard M., Ahmed Bouridane, and Abbes Amira. "Color Saliency Evaluation for Video Game Design." In Lecture Notes in Computational Vision and Biomechanics. Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-94-007-7584-8_13.

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Nielsen, Thorbjørn S., Gabriella A. B. Barros, Julian Togelius, and Mark J. Nelson. "General Video Game Evaluation Using Relative Algorithm Performance Profiles." In Applications of Evolutionary Computation. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-16549-3_30.

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Gligorov, Riste, Michiel Hildebrand, Jacco van Ossenbruggen, Lora Aroyo, and Guus Schreiber. "An Evaluation of Labelling-Game Data for Video Retrieval." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-36973-5_5.

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Conference papers on the topic "Video games evaluation"

1

Gackenbach, Jayne, and Matt Rosie. "Cognitive evaluation of video games." In the 2009 Conference on Future Play. ACM Press, 2009. http://dx.doi.org/10.1145/1639601.1639615.

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Rodio, Florentin, and J. M. Christian Bastien. "Heuristics for Video Games Evaluation." In the 25th IEME conference francophone. ACM Press, 2013. http://dx.doi.org/10.1145/2534903.2534915.

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May, Aaron, Amber Choo, Carman Neustaedter, and Alissa Antle. "A mixed-methods evaluation of nonverbal communication in collaborative video games." In 2013 IEEE International Games Innovation Conference (IGIC). IEEE, 2013. http://dx.doi.org/10.1109/igic.2013.6659127.

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Fukunaga, Takeru, Hayato Kajiyama, Akifumi Inoue, and Tohru Hoshi. "Evaluation of shape I/O controller for video games." In OzCHI '18: 30th Australian Computer-Human Interaction Conference. ACM, 2018. http://dx.doi.org/10.1145/3292147.3292235.

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Santos, Bruno S., and Heder S. Bernardino. "Game State Evaluation Heuristics in General Video Game Playing." In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2018. http://dx.doi.org/10.1109/sbgames.2018.00026.

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White, Gareth R., Pejman Mirza-babaei, Graham McAllister, and Judith Good. "Weak inter-rater reliability in heuristic evaluation of video games." In the 2011 annual conference extended abstracts. ACM Press, 2011. http://dx.doi.org/10.1145/1979742.1979788.

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Bonnechère, B., C. Fabris, JC Bier, S. Van Sint Jan, V. Feipel, and B. Jansen. "Evaluation of cognitive functions of aged patients using video games." In the 4th Workshop. ACM Press, 2016. http://dx.doi.org/10.1145/3051488.3051491.

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Wang, Wei, Omaru O. Maruatona, and Qian Huang. "Video Games' Educational Evaluation Model Based on BP Neural Network." In 2011 First International Workshop on Complexity and Data Mining (IWCDM). IEEE, 2011. http://dx.doi.org/10.1109/iwcdm.2011.44.

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Laufer, Eric, Raul Chandias Ferrari, Li Yao, Olivier Delalleau, and Yoshua Bengio. "Stacked calibration of off-policy policy evaluation for video game matchmaking." In 2013 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2013. http://dx.doi.org/10.1109/cig.2013.6633642.

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Grollmisch, Sascha, Christian Dittmar, and Gabriel Gatzsche. "Concept, implementation and evaluation of an improvisation based music video game." In 2009 International IEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 2009). IEEE, 2009. http://dx.doi.org/10.1109/icegic.2009.5293599.

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