GameFlow heuristics for designing and evaluating real-time strategy games

Penelope Sweetser*, Daniel Johnson, Anne Ozdowska, Peta Wyeth

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

20 Citations (Scopus)

Abstract

The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. However, we recognize that more specific, low-level, and implementable criteria are potentially more useful for designing and evaluating video games. Consequently, the research reported in this paper aims to provide detailed heuristics for designing and evaluating one specific game genre, real-time strategy games. In order to develop these heuristics, we conducted a grounded theoretical analysis on a set of professional game reviews and structured the resulting heuristics using the GameFlow model. The resulting 165 heuristics for designing and evaluating real-time strategy games are presented and discussed in this paper.

Original languageEnglish
Title of host publicationPlaying the System - IE 2012, Proceedings of the 8th Australasian Conference on Interactive Entertainment
DOIs
Publication statusPublished - 2012
Externally publishedYes
Event8th Australasian Conference on Interactive Entertainment: Playing the System, IE 2012 - Auckland, New Zealand
Duration: 21 Jul 201222 Jul 2012

Publication series

NameACM International Conference Proceeding Series

Conference

Conference8th Australasian Conference on Interactive Entertainment: Playing the System, IE 2012
Country/TerritoryNew Zealand
CityAuckland
Period21/07/1222/07/12

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