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By Ikuko Mitsuoka

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First, the participants were briefly introduced to the expert review method and the heuristics that are commonly used in productivity software evaluations to give an idea of how usability specialists usually conduct evaluations. Three participants had previous experience in conducting an expert review of a product. The participants were divided into 4 teams (two persons in each team) forming two groups based on the playability heuristic sets that were given to them. In the evaluation session, the teams played a game for one hour.

Lazzaro & Mellon (2005) noted that many features in games affect enjoyment, and that each of these needs a meter (measure). In turn, these meters require a data source, which relates to the overarching question being asked. Extracting the data for the measures can be difficult, with basically two ways possible: Indirect (asking players) and direct (observing players). The authors highlight the added strength that correlation between data sources, whether all quantitative or mixed quantitative/ qualitative, brings to an analysis.

Penumarthy, S. (2003). Social Diffusion Patterns in Three-Dimensional Virtual Worlds. Information Visualization, 2, 182–198. 9500050 Byrne, E. (2005). Game Level Design. Charles River Media/Cengage Learning. Cacioppo, J. , Tassinary, L. , & Berntson, G. G. (2007). ). Cambridge University Press. , & Ieronutti, L. (2004). A visual tool for tracing users´ behavior in virtual environments. Paper presented at the Working Conference on Advanced Visual Interfaces. , & Ieronutti, L. (2006). VU-Flow: A Visualization Tool for Analyzing Navigation in Virtual Environments.

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