{"title":"社交游戏与不同时代:《Candy Crush Saga》的启发式评价","authors":"A. Amaro, A. Veloso, Lídia Oliveira","doi":"10.1109/TISHW.2016.7847791","DOIUrl":null,"url":null,"abstract":"This paper presents the results of a heuristic evaluation of Candy Crush Saga, considering Usability, Playability, Accessibility and Sociability categories and with a special focus on the game adaptation to different generations and to intergenerational interactions and communication. The heuristic inspection was performed by 16 evaluators and was based in a model with 4 inspection categories and a total of 57 heuristics. Results suggest that improvements can be made and the game is only partially adapted to different generations.","PeriodicalId":209338,"journal":{"name":"2016 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Social games and different generations: A heuristic evaluation of Candy Crush Saga\",\"authors\":\"A. Amaro, A. Veloso, Lídia Oliveira\",\"doi\":\"10.1109/TISHW.2016.7847791\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents the results of a heuristic evaluation of Candy Crush Saga, considering Usability, Playability, Accessibility and Sociability categories and with a special focus on the game adaptation to different generations and to intergenerational interactions and communication. The heuristic inspection was performed by 16 evaluators and was based in a model with 4 inspection categories and a total of 57 heuristics. Results suggest that improvements can be made and the game is only partially adapted to different generations.\",\"PeriodicalId\":209338,\"journal\":{\"name\":\"2016 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW)\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/TISHW.2016.7847791\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TISHW.2016.7847791","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Social games and different generations: A heuristic evaluation of Candy Crush Saga
This paper presents the results of a heuristic evaluation of Candy Crush Saga, considering Usability, Playability, Accessibility and Sociability categories and with a special focus on the game adaptation to different generations and to intergenerational interactions and communication. The heuristic inspection was performed by 16 evaluators and was based in a model with 4 inspection categories and a total of 57 heuristics. Results suggest that improvements can be made and the game is only partially adapted to different generations.