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Building a dictionary of game-descriptive words to study playability

Published: 27 April 2013 Publication History

Abstract

This work-in-progress paper reports the development of a dictionary of game-descriptive words. Inspired by the lexical approach [1] used by psychologists to study personality traits, it is proposed that the same approach can be used in computer game research. The premise is that if computer games display some common traits, players ought to use natural language to describe them. By studying the language used by game players, we can explore the common traits of computer games which may reveal playability problems and information about game classification. As the first step to use the lexical approach, this study attempts to build a dictionary of game-descriptive words for future lexical analyses. The detailed development process was discussed.

References

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Ashton, M. C. Individual Differences and Personality. Academic Press, San Diego, CA, USA, 2007.
[2]
Barr, P., Noble, J., & Biddle, R. Videogame values: Human-computer interaction and games. Interacting with Computers, 19, 2 (2007), 180--195.
[3]
Cattell, R. B. Confirmation and clarification of primary personality factors. Psychometrika, 12 (1947), 197--220.
[4]
Fabricatore, C., Nussbaum, M., & Rosas, R. Playability in Video Games: A Qualitative Design Model. Human-Computer Interaction, 17, 4 (2002), 311--368.
[5]
Federoff, M. Heuristic and Usability Guidelines for the Creation and Evaluation of Fun Videogames. Unpublished Master Thesis, Dept. of Telecommunications, Indiana University, 2002.
[6]
Goldberg, L. R. (1990). An alternative 'description of personality': The Big-Five factor structure. Journal of Personality and Social Psychology, 59, 6(1990), 12161229.
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Griffiths, M.D. The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8(2003), 547--554.
[8]
Miller, G. A., Beckwith, R., Fellbaum, C., Gross, D., & Miller, K. J. Introduction to WordNet: an on-line lexical database', International. Journal of Lexicography, 3, 4(1990), 235--244.
[9]
Nielsen, J., & Mack, R. L. Usability Inspection Methods. John Wiley & Sons, New York, NY, USA, 1994.
[10]
Pinelle, D., Wong, N., & Stach, T. Heuristic evaluation for games: usability principles for video game design. In Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems, ACM (2008), New York, NY, USA, 1453--1462.
[11]
Robillard, G., Bouchard, S., Fournier, T., & Renaud, P. Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and nonphobic participants in therapeutic virtual environments derived from computer games. CyberPsychology & Behavior, 6 (2003), 467--476. \

Cited By

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  • (2021)NO SECOND CHANCE FOR A FIRST IMPRESSION: THE ROLE OF AESTHETICS IN EARLY ACCESS VIDEO GAMESInternational Journal of Innovation Management10.1142/S136391962140002825:10Online publication date: 3-Nov-2021
  • (2018)Gamification Framework: Using Lexical Approach on Social Media Application Online ReviewsHuman-Computer Interaction. Interaction Technologies10.1007/978-3-319-91250-9_32(406-424)Online publication date: 15-Jul-2018
  • (2016)Developing Playability Heuristics Based on Nouns and Adjectives from Online Game ReviewsInternational Journal of Human–Computer Interaction10.1080/10447318.2016.124028333:3(241-253)Online publication date: 3-Oct-2016
  • Show More Cited By

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  1. Building a dictionary of game-descriptive words to study playability

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    cover image ACM Conferences
    CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing Systems
    April 2013
    3360 pages
    ISBN:9781450319522
    DOI:10.1145/2468356
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 27 April 2013

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    Author Tags

    1. computer games
    2. lexical analysis
    3. playability
    4. usability

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    CHI EA '13 Paper Acceptance Rate 630 of 1,963 submissions, 32%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    View all
    • (2021)NO SECOND CHANCE FOR A FIRST IMPRESSION: THE ROLE OF AESTHETICS IN EARLY ACCESS VIDEO GAMESInternational Journal of Innovation Management10.1142/S136391962140002825:10Online publication date: 3-Nov-2021
    • (2018)Gamification Framework: Using Lexical Approach on Social Media Application Online ReviewsHuman-Computer Interaction. Interaction Technologies10.1007/978-3-319-91250-9_32(406-424)Online publication date: 15-Jul-2018
    • (2016)Developing Playability Heuristics Based on Nouns and Adjectives from Online Game ReviewsInternational Journal of Human–Computer Interaction10.1080/10447318.2016.124028333:3(241-253)Online publication date: 3-Oct-2016
    • (2015)Using a Lexical Approach to Investigate User Experience of Social Media ApplicationsHuman-Computer Interaction: Users and Contexts10.1007/978-3-319-21006-3_2(15-24)Online publication date: 21-Jul-2015
    • (2014)What nouns and adjectives in online game reviews can tell us about player experience?CHI '14 Extended Abstracts on Human Factors in Computing Systems10.1145/2559206.2589648(1471-1476)Online publication date: 26-Apr-2014

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