◾ Usability Testing of Serious Games: The Experience of the IHCLab

2017 ◽  
pp. 289-302
2012 ◽  
Vol 2012 ◽  
pp. 1-13 ◽  
Author(s):  
Pablo Moreno-Ger ◽  
Javier Torrente ◽  
Yichuan Grace Hsieh ◽  
William T. Lester

Usability testing is a key step in the successful design of new technologies and tools, ensuring that heterogeneous populations will be able to interact easily with innovative applications. While usability testing methods of productivity tools (e.g., text editors, spreadsheets, or management tools) are varied, widely available, and valuable, analyzing the usability of games, especially educational “serious” games, presents unique usability challenges. Because games are fundamentally different than general productivity tools, “traditional” usability instruments valid for productivity applications may fall short when used for serious games. In this work we present a methodology especially designed to facilitate usability testing for serious games, taking into account the specific needs of such applications and resulting in a systematically produced list of suggested improvements from large amounts of recorded gameplay data. This methodology was applied to a case study for a medical educational game, MasterMed, intended to improve patients’ medication knowledge. We present the results from this methodology applied to MasterMed and a summary of the central lessons learned that are likely useful for researchers who aim to tune and improve their own serious games before releasing them for the general public.


Author(s):  
Aung Pyae ◽  
Reetta Raitoharju ◽  
Mika Luimula ◽  
Paula Pitkäkangas ◽  
Jouni Smed

2016 ◽  
pp. 271-283
Author(s):  
Pedro Santana-Mancilla ◽  
Laura Gaytán-Lugo ◽  
Miguel Rodríguez-Ortiz

2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2011 ◽  
Author(s):  
Aarti Shyamsunder ◽  
Michael S. Fetzer ◽  
Wendy L. Bedwell ◽  
Ben Hawkes ◽  
Charles A. Handler ◽  
...  
Keyword(s):  

2012 ◽  
Author(s):  
Joseph Angles ◽  
Gabrielle Trochez ◽  
Akiko Nakata ◽  
Tonya Smith-Jackson ◽  
Daniel Hindman

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