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Playability in Action Videogames

A Qualitative Design Model

Bibliographic Data

ID15215939
AuthorsCarlo Fabricatore (0000-0002-0320-1647, corresponding author), Miguel Nussbaum (0000-0001-5617-5983, Pontificia Universidad Católica de Chile), Ricardo Rosas (0000-0003-0946-8243, Pontificia Universidad Católica de Chile)
Year2002
Volume17
Issue4
Pages311-368
Publication date2002-12-01
Open AccessNo
TypeARTICLE
VenueHuman-Computer Interaction (JOURNAL)
Journal identifiersISSN: 0737-0024 • E-ISSN: 1532-7051
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1207/s15327051hci1704_1
OpenAlexW1979986576
LanguageEN
Citations received3
References cited4

In the 1990s, the videogame industry has managed to become the fastest growing segment of the entertainment industry in America. However, only a very low number of videogame products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, players' preferences are a core issue in creating successful products, and the game design process is crucial for guaranteeing players' satisfaction. Then, an important question arises: What do players want in videogames? The purpose of this work is to propose a game design reference that directly mirrors players' preference, shaped as a qualitative model based on empirical data gathered during playing sessions. The model describes the main elements that, according to players' opinions, determine the playability of action videogames; the model proposes design guidelines that are the conceptualization of players' preferences. Therefore, the model helps game designers to understand the elements that must be dealt with to make better games. Besides the operational relevance of the model, the research methodology described in this work is an example of how a qualitative approach such as the grounded theory paradigm can be applied to solve a software specification problem directly focusing on end-users

Action (physics · Conceptualization · Entertainment · Entertainment industry · Game design · Game Developer · Grounded theory · Human–computer interaction · Knowledge management · Process (computing · Qualitative property · Qualitative research · Relevance (law · Sociology · Work (physics · Artificial Intelligence in Games · Computer Science · Digital Games and Media · Educational Games and Gamification · Engineering · Artificial Intelligence

  • Rounds, Levels, and Waves

    Open Access•José P Zagal, Clara Fernández Vara et al.•Games and Culture•2008

  • How male young adults construe their playing style in violent video games

    Open Access•Wannes Ribbens, Steven Malliet•New Media & Society•2014

  • Crafting Design Solutions for Lifelong Learning and Health Promotion in Elderly Communities

    Open Access•Kai-Chieh Lin, Hsiang-Ju Chen et al.•SAGE Open•2025

  • The Discovery of Grounded Theory

    Barney G Glaser, Anselm L Strauss•Discovery of Grounded Theory•2017

  • Toward a Theory of Intrinsically Motivating Instruction

    Open Access•Thomas W Malone•Cognitive Science•1981

Citations per year0.17
Citation span2008 - 2025 (18)
Highly citedNo

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