Conference PaperPDF Available

Playability: How to Identify the Player Experience in a Video Game

Authors:

Abstract and Figures

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 attributes 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.
Content may be subject to copyright.
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.
References
1. Provenzo, E.: Video kids. Harvard University Press, Cambridge (1991)
2. ISO 9241-11: Guidance on Usability, also issued by the International Organization for Stan-
dardization (1998)
3. Hassenzahl, M., Tractinsky, N.: User Experience – A Research Agenda. Behaviour and In-
formation Technology 25(2), 91–97 (2006)
4. Federoff, M.: Heuristic and Usability Guidelines for the Creation and Evaluation of Fun
Video Games. Master Thesis, Department of Telecommunications, Indiana University
(2002)
5. Desuvire, H., Capñan, M., Toth, J.: Using Heuristic to Evaluate The Playability in Games.
In: CHI 2004. ACM, New York (2004)
6. Fabricatore, C., Nussbaum, M., Rosas, R.: Playability in Action Video Games: A Qualita-
tive Design Model. Human-Computer Interaction 17, 311–368 (2002)
7. Rollings, A., Morris, D.: Game Architecture and Design. Ed. New Riders Games (2003)
8. Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. Ed. The MIT Press,
Cambridge (2003)
9. González Sánchez, J.L., Padilla Zea, N., Gutiérrez, F.L.: From Usability to Playability: Itro-
duction to the Player-Centred Video Game Development Procces. In: Procedings of HCI In-
ternational (Forthcoming 2009)
... It is a degree that is largely used by user interface and user experience researchers, scholars and designers. Sánchez et al. (2009) argues that usability is not enough to measure experience of the users of games and proposes playability as a correct way to base player experience research. In this context they 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 entertainment, by being credible and satisfying, when the player plays alone or in company" (Sánchez et al., 2009). On the other hand, playability is more currently considered as a value that measures the game rather than the player . ...
Thesis
Full-text available
Communication and entertainment continue to move towards digital media. Understanding the gains and losses of these transformations from physical to digital is essential for better digital experiences. Games are a big part of human life. Moreover, currently, the video game industry has the biggest share in the entertainment industry. Every statement that is supported with an academic research on such a subject would have an audience that can benefit from. This thesis aims to reveal the differences between playing experiences of different platforms. In order to completely grasp player experience, concepts like game, play, player, play typology, user experience and player experience itself has been extensively studied. With the gathered information, in order to conduct a research an individual game has been selected. Magic: The Gathering originally being a tabletop card game recently launched a successfully received version for online play. The game is almost exactly the same in both platforms and has a lot of components for a multifaceted and deep experience. Since players can play with the same game pieces in a similar manner in both platforms against equivalently competent opponents, the difference that the two platforms would generate is expected to be revealed clearly. For the collection of the data, after an exploratory research a handful of online face-to-face interviews are conducted, and the qualitative data gathered from these interviews used to construct a theoretical model for an online questionnaire. 697 Magic: The Gathering players’ views are collected, analyzed and discussed through this method. Detailed analysis of the results concluded that the tabletop experience is superior overall for the case of this study. Especially social interaction and the idea of fun scored much higher than the online experience of the same game. Contrarily, the online version had better numbers in the areas of competitive play and convenience of gameplay.
... A custom questionnaire based on the Playability model of Sánchez-González et al. (2009) was used (see appendix A). The Playability model consists of 7 attributes, each measurable using characterizing properties. ...
... Custom playability measure based on the Playability model Sánchez-González et al. (2009). a) Satisfaction: value from 0 to 10 to which extent you are satisfied with the game, in terms of being entertaining, fun and attractive. ...
Article
Full-text available
Background: Depression is the most prevalent mental disorder, with detrimental effects on the patient's well-being, high disability, and a huge associated societal and economic cost. There are evidence-based treatments, but it is difficult to reach all people in need. Internet-based interventions, and more recently smartphone-based interventions, were explored to overcome barriers to access. Evidence shows them to be effective alternatives to traditional treatments. This paper presents the protocol of a pilot study whose primary aim is to investigate the efficacy of a smartphone-based serious game intervention for patients with mild to moderate depressive symptoms. Methods: This randomized controlled pilot trial protocol foresees two arms design: 1/ smartphone- based serious game intervention (based on Cognitive Behavior Therapy with particular emphasis on Behavioral Activation and Physical Activity), 2/ waiting list control group. The study is expected to recruit 40 participants (18+), which will be randomly assigned to one of the experimental conditions. The duration of the intervention is two months. The primary outcome measure will be depressive symptomatology. Secondary outcomes will include other variables such as physical activity, resilience, anxiety, depression impairment, and positive and negative affect. Treatment expectation, satisfaction, usability, and game playability will also be measured. The data will be analyzed based on the intention-to-treat and per protocol analyses. Discussion: The study aims to establish initial evidence for the efficacy of a smartphone-based serious game intervention, to serve as input for a larger-scale randomized control trial. The intervention exploits advanced smartphone capabilities, such as the use of a serious game as delivery mode, with the potential benefit of engagement and treatment adherence, and motion sensors to monitor and stimulate physical activity. As a secondary objective, the study aims to gather initial evidence on the user's expectations, satisfaction, usability and playability of the serious game as a treatment.
... 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 [15]. Playability, also referred to as Player Experience, has been defined as the degree to which a game is fun to play and provides satisfactory experience, with an emphasis on the interaction style and plot-quality of the game; the quality of gameplay [17]. Playability is assessed either experimentally with playtests or with the use of heuristics [6]. ...
Chapter
Full-text available
Serious games (or transformational games) are used to operate transformations on players that range from transferring knowledge to changing players’ sense of self. Since these games have other purposes besides entertainment, it is necessary to validate them with a whole new set of methods other than the parameters utilized for traditional software or digital games such as stability, usability, or playability. Most researchers working with serious games provide a section on validation, but often the methods are developed ad-hoc for each specific case. We propose a validation methodology able to pinpoint accurately to which specific game interactions support specific knowledge transfer. We developed a method to probe both experimental validity (internal and external validity) and test validity (construct-, content-, criterion-, concurrent-, predictive-, and face validity). In this article, we demonstrate how such a methodology can be developed and we use it to validate the impact of the knowledge-transfer game SubSyst Simulator, a clicker game designed to allow experimentation with concepts of circular economy, sustainable food production and consumption. The method proposed was able to identify granularly areas where the game was successful at transferring the intended knowledge as well as aspects of the learning objectives that were less successful and finally recommend changes to maximize the impact of the knowledge transfer process. The advantage of the method proposed is the ability to identify specifically which elements in the game need to be iterated over to guarantee a successful and enjoyable learning experience.
... By integrating playful elements, the employee must in no case be hindered in his value-adding activity. Sánchez, Zea & Gutiérrez (2009) ...
Article
Monitoring activities in highly digitalized and automated production plants are mentally and psychologically demanding (Warm et al., 2008) and due to their passive nature, they offer few opportunities to satisfy psychological needs which can lead to low intrinsic motivation, psychological strain and poor monitoring performance. This paper demonstrates the use of the motivating characteristics of game elements to address the needs of competence, autonomy and stimulation in order to support the monitoring activity and to generate a positive user experience (Ryan et al., 2006). Game elements were integrated in a dashboard of a control center and evaluated in two studies where test persons carried out a simulated, standardized monitoring task. The results showed no significant differences in the monitoring performance. However, the dashboard with game elements was assessed significantly more positively regarding joy, psychological needs, psychological demands as well as the assessment of usability and user experience. We conclude that the proper use of game elements in the dashboard made the monitoring activities in the control center more attractive and increased the wellbeing of the test persons.
Chapter
The present research reports the process of development and validation of a digital quiz-type game, composed of radiological images of lung diseases, questions and answers, educational videocast, which allows the user to learn in a playful way the diagnosis including Covid-19, helping the continuing education of physicians at a critical moment for public health in Brazil in the face of the Covid-19 pandemic, With an increase in the number of cases and deaths, with low availability of serological tests, knowledge of tomographic patterns was imperative for diagnosis. The use of serious games is a strategy to offer digital, integrated and motivating learning, with flexibility of time and space for the construction of knowledge. Through the development of a tool that supports the use of active methodologies in medical education, with the creation of gamified mobile digital technology with immersive learning (Game Based Learning), the following research problem is presented: What is the process to create and validate a quiz-type digital serious game for learning pulmonary tomographic patterns and diagnostic imaging in the context of COVID-19? DiagRadQuiz is a game created in a master's research in Health Sciences Teaching, developed from 2019 to 2021. The game was created from a multidisciplinary team composed of a doctor specializing in radiology and diagnostic imaging, a pedagogue in the area of health technologies and an architect working in programming. It is a serious game for Android smartphones, which aims to assess previous knowledge and teach pathological patterns of the lung parenchyma defined in chest computed tomography. The DiagRadQuiz was validated by information technology specialists (games) and doctors specializing in radiology. All evaluators stated that they would indicate DiagRadQuiz as a pedagogical tool for teaching pathological patterns in tomography prevalent in Emergency Care services, including Covid-19.
Article
Full-text available
Introduction: Gamed-based interventions (GBI) in old people is an interesting topic for aging-well purposes, however, few studies exist focused on the assessment of multimodal interactive experience (emotions, skills, engagement, etc), and most of them used digital games. Therefore, validation of analog GBIs, when implemented in the geriatric field, should be completed with a playability analysis. Aim: To characterise a multicomponent playability analysis, considering (i) emotional state changes, and (ii) the perceived experience during the implementation of an analog gamed-based short-term intervention in the institutionalized elderly person. Method: A pre and post-test study was conducted during four weeks of intervention through an analogue game. Participants were elderly people institutionalised in a Residential Home for the Elderly in the central region of Portugal. Playability is assessed before and after the sessions with analogue games, using the Visual Analogue Scale (VAS) (0-10) of emotions and a questionnaire about participants’ perceptions of game-based experience. Results: Thirteen elderly people (9 women/4 men) with a mean age of 80±9.32 years participated in the study. A total of 48 states of tiredness/excitement, calmness/anxiety, and sadness/joy were recorded: 44,4% of participants increased their level of excitement; 66,7% decreased their level of excitement. The serious aims of the game were well perceived while maintaining the perception of the playful and fun character. Conclusion: The positive emotional changes in the elderly might be a sign of self-perceived novelty and challenge in the game. A good perception of the serious purpose of the game is associated with a positive emotional state, which encourages the adoption of proficiency feedback mode in the game. This pilot study was a relevant contribution to the continuing progression of playability analysis in elderly therapeutic contexts.
Chapter
The use of digital technology in school settings is increasing every year, where one aspect of digital technology is robotics in education. In relation to that and of uttermost importance is the issue of how to design teaching and learning activities that includes robot technology in education. In this paper we investigate how open-ended designs can allow children to playfully explore robotics in educational settings, drawing from workshops carried out with three third grade classes of Danish school children, aged 9–10 years old, that interact with robotics in a cross-case study. By the use of video recordings, the unit of analysis focuses on the activities with a special interest on children’s interactions with the robots and with each other. The research questions posed in the study are: (1) What happens when school children use robotics designed for open-ended interactions? And (2) In what ways do children’s playful experiences unfold while engaged with robotics? The study applies a qualitative approach and the theoretical framework used describes open-ended designs as resources to develop playful experiences. In doing so, Vygotsky’s theory on mediation, Hutt’s studies into children’s play with novel objects, and Bird and Edwards’ digital play framework are used as an analytical framework. The results of this study imply that by using an open-ended design in the teaching activity with the robot, which included an exploratory and problem-solving approach, conditions were created for playful and collaborative learning.
Article
Full-text available
Over the last decade, 'user experience' (UX) became a buzzword in the field of human – computer interaction (HCI) and interaction design. As technology matured, interactive products became not only more useful and usable, but also fashionable, fascinating things to desire. Driven by the impression that a narrow focus on interactive products as tools does not capture the variety and emerging aspects of technology use, practitioners and researchers alike, seem to readily embrace the notion of UX as a viable alternative to traditional HCI. And, indeed, the term promises change and a fresh look, without being too specific about its definite meaning. The present introduction to the special issue on 'Empirical studies of the user experience' attempts to give a provisional answer to the question of what is meant by 'the user experience'. It provides a cursory sketch of UX and how we think UX research will look like in the future. It is not so much meant as a forecast of the future, but as a proposal – a stimulus for further UX research.
Article
Full-text available
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.
Conference Paper
Full-text available
While video games have traditionally been considered simple entertainment devices, nowadays they occupy a privileged position in the leisure and entertainment market, representing the fastest-growing industry globally. We regard the video game as a special type of interactive system whose principal aim is to provide the player with fun and entertainment. In this paper we will analyse how, in Video Games context, Usability alone is not sufficient to achieve the optimum Player Experience. It needs broadening and deepening, to embrace further attributes and properties that identify and describe the Player Experience. We present our proposed means of defining Playability. We also introduce the notion of Facets of Playability. Each facet will allow us to characterize the Playability easily, and associate them with the different elements of a video game. To guarantee the optimal Player Experience, Playability needs to be assessed throughout the entire video game development process, taking a Player-Centred Video Game Design approach.
Article
From the Publisher: 'Video Kids' raises significant questions about the role of video games and their impact on the lives and values of young people. It delivers a mandate to researchers who are investigating ways in which video games can be used in the classroom.
Conference Paper
Heuristics have become an accepted and widely used adjunct method of usability evaluation in Internet and software development. This report introduces Heuristic Evaluation for Playability (HEP), a comprehensive set of heuristics for playability, based on the literature on productivity and playtesting heuristics that were specifically tailored to evaluate video, computer, and board games. These heuristics were tested on an evolving game design to assess their face validity and evaluation effectiveness compared to more standard user testing methodologies. The results suggest that HEP identified qualitative similarities and differences with user testing and that HEP is best suited for evaluating general issues in the early development phases with a prototype or mock-up. Combined with user studies, HEP offers a new method for the HCI game community that can result in a more usable and playable game.
Rules of Play: Game Design Fundamentals
  • K Salen
  • E Zimmerman
  • K. Salen
Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. Ed. The MIT Press, Cambridge (2003)
  • C Fabricatore
  • M Nussbaum
  • R Rosas
Fabricatore, C., Nussbaum, M., Rosas, R.: Playability in Action Video Games: A Qualitative Design Model. Human-Computer Interaction 17, 311-368 (2002)