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T. Gross et al. (Eds.): INTERACT 2009, Part I, LNCS 5726, pp. 356–359, 2009.
© IFIP International Federation for Information Processing 2009
Playability: How to Identify the Player Experience in a
Video Game
J.L. González Sánchez, N. Padilla Zea, and F.L. Gutiérrez
Software Engineering Department, University of Granada, E-18071, Spain
{joseluisgs,npadilla,fgutierr}@ugr.es
Abstract. Nowadays Video Games occupy a privileged position in the leisure
and entertainment market, representing the fastest-growing industry globally. In
this paper we will analyse how, in video game development, Usability alone is
not sufficient to achieve the optimum Player Experience. We argue that the
concept of Usability needs broadening and deepening, to embrace further at-
tributes and properties that identify and describe the Player Experience. We
present our proposed means of defining Playability, its attributes and properties
and how associate them with the different elements of a video game.
Keywords: Playability, Usability, User Experience, Video Games.
1 Introduction
Throughout history, humans have had the capacity to manage their own leisure time,
this being a significant driver in cultural development. Nowadays, video games and
entertainment systems collectively make up the biggest industry in terms of turnover,
more so than music and cinema. From this we can deduce that video games have
become the preferred game of choice, exerting significant social and cultural influ-
ence over children, teens and adults [1]. In this paper we analyse why Usability is
therefore not sufficient to describe the full User Experience in relation to video
games. Secondly, we present a definition of Playability, its attributes and properties,
to characterise and measure the Player Experience with these kinds of systems.
Finally, we introduce the notion of Facets of Playability that will allow us to study
Playability easily across the different video game elements, testing and analysing each
attribute and its properties throughout the video game development process.
2 Playability in Entertainment Systems
When a Desktop System (DS) such as a word processor, is developed, the main objec-
tive is that users can execute a set of tasks in a predetermined context, for example
working in an office. Usability is a measure of product use whereby users achieve
concrete objectives in varying degrees of effectiveness, efficiency and satisfaction,
within a specific context of use [2]. The User Experience (UX) [3] is facilitated by the
Usability. It has two principal points of view, which characterize it: process (of use)
and product. Video Games can be considered a ‘special’ interactive system, they have
Playability: How to Identify the Player Experience in a Video Game 357
a very specific objective: to make the player feel good when playing it. We propose
that analysing the quality of a video game purely in terms of its Usability is not suffi-
cient – we need to consider not only functional values but also non-functional values,
given the specific properties of video games. In other words, the Player Experience
(PX) could be much more complex than the UX. It entails to extend and complete
formally the UX characteristics with players’ dimensions (user and group) using a
broad set of attributes and properties in order to identify and measure the experience
of players playing a video game, PX. These properties indicate to us whether a game
is ‘playable’ or not – that is, they will identify the Playability of the video game.
Although Playability is a live topic in the scientific community, it has been studied
from different points of view and with different objectives without consensus on its
definition or the attributes or properties to characterize it: Playability as only Usabil-
ity in video games context [4, 5,6] or in the quality of game elements [7, 8].
We define Playability as: ‘a set of properties that describe the Player Experience
using a specific game system whose main objective is to provide enjoyment and enter-
tainment, by being credible and satisfying, when the player plays alone or in com-
pany’. Playability is characterised by attributes that exist in Usability but that have
different meanings in video game context (Fig. 1). Playability represents the degree
to which specified users can achieve specified goals with effectiveness, efficiency and
specially satisfaction and fun in a playable context of use. We propose a set of seven
attributes to characterise Playability and some examples of properties of Playability,
to subsequently measure them:
Fig. 1. Playability Model: attributes and properties to measure it
358 J.L. González Sánchez, N. Padilla Zea, and F.L. Gutiérrez
Satisfaction: We define this as the gratification or pleasure derived from playing a
complete video game or from some aspect of it. We characterise it using the following
properties: Game Fun, Contents Disappointment and Attractiveness. Learnability:
We define this as the player’s capacity to understand and master the game’s system
and mechanics (objectives, rules, how to interact with the video game, and so on). We
propose the following properties to characterise it: Game Knowledge, Player Skill,
Game Difficulty, Player Frustration, Speed of Learning and Discovery Techniques.
Effectiveness: We define this as the time and resources necessary to offer players a
fun and entertaining experience whilst they achieve the game’s various objectives and
reach the final goal. We identify Effectiveness as having the following properties:
Game Completion and the Structuring of the Game Resources. Immersion: We define
this as the capacity of the video game contents to be believable, such that the player
becomes directly involved in the virtual game world. To characterise Immersion we
propose the following properties: Conscious Awareness, Absorption in game, Game
Realism, Control Dexterity and Socio-Cultural Proximity with the game. Motivation:
We define this as the set of game characteristics that prompt a player to realise spe-
cific actions and continue undertaking them until they are completed. We characterise
Motivation as having the following properties: Encouragement Techniques, Curiosity
about the game, Player Self-Improvement and Diversity of game resources. Emotion:
This refers to the player’s involuntary impulse in response to the stimulus of the video
game that induces feelings or a chain reaction of automatic behaviours. We character-
ise Emotion as having the following properties: Player Reaction, Game Conduct and
Sensory Appeal for game elements. Socialization: We define this as the set of game
attributes, elements and resources that promote the social dimension of the game
experience in a group scenario. We propose that Socialization has the following prop-
erties: Social Perception, Group Awareness, Personal Implication, the Sharing of the
Social Resources, Communication Techniques and Interaction Rules of the socializa-
tion game.
Playability analysis is a very complex process due to the different perspectives that
we can use to analyse the various parts of video game architecture. In this work, we
propose a classification of these perspectives based on six Facets of Playability. Each
facet allows us to identify the different attributes and properties of Playability that are
affected by the different elements of video game architecture [9]. The first facet is
Intrinsic Playability: this is the Playability inherent in the nature of the video game
itself and how it is presented to the player. Mechanical Playability: it is related to the
quality of the video game as a software system. Interactive Playability: this is associ-
ated with player interaction and video game user interface development. Artistic
Playability: this facet relates to the quality of the artistic and aesthetic game elements
and how these elements are executed in the video game. Intrapersonal Playability or
Personal Playability: This refers to the individual outlook, perceptions and feelings
that the video game produces in each player when they play, and as such has a high
subjective value. Interpersonal Playability or Social Playability: This refers to the
feelings and perceptions of users, and the group awareness that arise when a game is
played in company, be it in a competitive, cooperative or collaborative way.
The overall Playability of a video game, then, is the sum total of values across all
attributes in the different Facets of Playability. It is crucial to optimise Playability
across the different facets in order to guarantee the best Player Experience.
Playability: How to Identify the Player Experience in a Video Game 359
3 Conclusions and Future Work
In this paper we have presented video games as special interactive systems developed
to entertain the user, concluding that Usability alone is an insufficient measure for
determining the full Player Experience. We have presented the concept of Playability
outlining the attributes that characterise it and their properties, in order to measure
and guarantee an optimum Player Experience. To facilitate the analysis of Playability,
we have proposed the Facets of Playability to study every property in each attribute in
order to identify the elements necessary to achieve overall Playability in different
video games. Playability must be taken into account in every phase of the game de-
velopment, in order to, amongst other things, anticipate any unexpected or negative
results for the developer and guarantee a high quality of playability and improve the
Player Experience in the final product.
Currently we are designing a conceptual model of a video game which will enable
us to specify and analyse Playability characteristics in the design phase, and to incor-
porate Playability techniques into software patterns, style guides and heuristic tech-
niques, thus ensuring optimum Playability of the end-product. We are also adapting
techniques used in Usability Engineering and User-Centred Design in order to include
Playability in a quality model to enhance the Player Experience throughout the differ-
ent phases of video game development.
Acknowledgments. This research is financed by: the Spanish International Commis-
sion for Science and Technology (CICYT); the DESACO Project (TIN2008-06596-
C02-2); and the F.P.U. Programme of the Ministry of Science and Innovation, Spain.
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