{"title":"An Empirical Model of Software Playability","authors":"Jiang Jialei","doi":"10.1109/IEIT53597.2021.00043","DOIUrl":null,"url":null,"abstract":"The objective of this paper is to demonstrate through empirical research that ISO/IEC 25000 Series SQuaRE and other existing software quality models, particularly those related to usability, are not suitable for special software products such as game software. Through the survey of university students in China, it shows that attribute such as Joy, Stimulus, and Novelty, are not included in the existing usability or playability models. However, these attributes are the most vital attributes of playability. In this paper, the usability and playability of software products are defined respectively as ‘how good the software is for using or playing’, or ‘how good it is to be used or played'. Since playing is a special form of using, so, playability is considered as a special type of usability. Other examples of using include working and studying. The empirical evidence in this paper demonstrates the usability in ISO/IEC 25000 Series SQuaRE is specialized for measuring how good the business application software can be for performing specific predefined tasks and to what extent. That is, if this deduction is correct, the usability of ISO/IEC 25000 Series SQuaRE is specialized for working, a special type of using, which is equivalent to workability. These discussions suggest that it may be impossible to develop a scale to measure the usability of all software. This means that to develop a scale of usability or playability with sufficient validity and reliability for practitioners to use, the software must be well segregated enough, and a separate measure must be developed for each type in detail.","PeriodicalId":321853,"journal":{"name":"2021 International Conference on Internet, Education and Information Technology (IEIT)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 International Conference on Internet, Education and Information Technology (IEIT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IEIT53597.2021.00043","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The objective of this paper is to demonstrate through empirical research that ISO/IEC 25000 Series SQuaRE and other existing software quality models, particularly those related to usability, are not suitable for special software products such as game software. Through the survey of university students in China, it shows that attribute such as Joy, Stimulus, and Novelty, are not included in the existing usability or playability models. However, these attributes are the most vital attributes of playability. In this paper, the usability and playability of software products are defined respectively as ‘how good the software is for using or playing’, or ‘how good it is to be used or played'. Since playing is a special form of using, so, playability is considered as a special type of usability. Other examples of using include working and studying. The empirical evidence in this paper demonstrates the usability in ISO/IEC 25000 Series SQuaRE is specialized for measuring how good the business application software can be for performing specific predefined tasks and to what extent. That is, if this deduction is correct, the usability of ISO/IEC 25000 Series SQuaRE is specialized for working, a special type of using, which is equivalent to workability. These discussions suggest that it may be impossible to develop a scale to measure the usability of all software. This means that to develop a scale of usability or playability with sufficient validity and reliability for practitioners to use, the software must be well segregated enough, and a separate measure must be developed for each type in detail.
本文的目的是通过实证研究证明ISO/IEC 25000 Series SQuaRE和其他现有的软件质量模型,特别是与可用性相关的模型,并不适用于特殊的软件产品,如游戏软件。通过对中国大学生的调查发现,现有的可用性或可玩性模型中没有包含Joy、Stimulus、Novelty等属性。然而,这些属性是可玩性最重要的属性。在本文中,软件产品的可用性和可玩性分别被定义为“软件的使用或玩起来有多好”,或者“它的使用或玩起来有多好”。因为玩是一种特殊的使用形式,所以可玩性被认为是一种特殊的可用性。其他使用的例子包括工作和学习。本文的经验证据表明,ISO/IEC 25000 Series SQuaRE中的可用性专门用于衡量业务应用软件在执行特定预定义任务方面的表现以及在何种程度上的表现。也就是说,如果这个推论是正确的,那么ISO/IEC 25000系列正方形的可用性是专门用于工作的,是一种特殊的使用类型,相当于可加工性。这些讨论表明,开发一个衡量所有软件可用性的尺度可能是不可能的。这意味着,要开发一个可用性或可玩性的尺度,使其具有足够的有效性和可靠性供从业者使用,软件必须被很好地隔离,并且必须为每种类型的细节开发一个单独的度量。