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Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness
8 references·11 citing·38 second hop
Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness (2011)Serious Games Usability Testing: How to E…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…The Flow Scales Manual (2004)The Flow Scales ManualPredicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model (2003)Predicting the use of web-bas…Asking questions: A practical guide to questionnaire design (1990)Asking questions: A practical…Protocol Analysis: Verbal Reports as Data (1986)Protocol Analysis: Verbal Rep…Asking questions: A practical guide to questionnaire design (1983)Asking questions: A practical…Mail and Telephone Surveys: The Total Design Method. (1982)Mail and Telephone Surveys: T…Mail and Telephone Surveys: The Total Design Method. (1979)Mail and Telephone Surveys: T…An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education (2024)An Accessible Version of the …Towards a serious games design framework for people with intellectual disability or autism spectrum disorder (2020)Towards a serious games desig…Impact of Using a 3D Visual Metaphor Serious Game to Teach History-Taking Content to Medical Students: Longitudinal Mixed Methods Pilot Study (2019)Impact of Using a 3D Visual M…Serious games: Quality characteristics evaluation framework and case study (2018)Serious games: Quality charac…Developing a Serious Game for Nurse Education (2018)Developing a Serious Game for…AMELIO (2017)AMELIOProcesses and Models for Serious Game Design and Development (2016)Processes and Models for Seri…How to Evaluate Educational Games: a Systematic Literature Review. (2016)How to Evaluate Educational G…Academic methods for usability evaluation of serious games: a systematic review (2016)Academic methods for usabilit…Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games (2012)Towards a Comprehensive Metho…Playability: analysing user experience in video games (2012)Playability: analysing user e…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)The effects of post-adoption beliefs on the expectation-confirmation model for information technology continuance (2006)An Analysis of the Technology Acceptance Model in Understanding University Students' Behavioral Intention to Use e-Learning (2009)Technology acceptance model in educational context: A systematic literature review (2019)The Proof and Measurement of Association between Two Things (1904)Probabilistic Models for Some Intelligence and Attainment Tests (1961)Beyond boredom and anxiety (1975)Engagement in digital entertainment games: A systematic review (2011)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: A social cognitive theory perspective (2020)Flow: the psychology of optimal experience (1990)Psychological Safety and Learning Behavior in Work Teams (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Psychology, Pedagogy, and Assessment in Serious Games (2013)A renewed approach to serious games for cyber security (2015)The effectiveness of three serious games measuring generic learning features (2015)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Player–video game interaction: A systematic review of current concepts (2015)Negative Emotion, Positive Experience? (2016)The effect of user experience in online games on word of mouth: A pleasure-arousal-dominance (PAD) model perspective (2017)Sport motivation scale-6 (SMS-6): A revised six-factor sport motivation scale (2007)Athlete Engagement in Elite Sport: An Exploratory Investigation of Antecedents and Consequences (2009)Examining the Effect of Tour Guide Performance, Tourist Trust, Tourist Satisfaction, and Flow Experience on Tourists' Shopping Behavior (2012)Methodological studies of the Composite International Diagnostic Interview (CIDI) in the US national comorbidity survey (NCS) (1998)The Structure of Autobiographical Memory and the Event History Calendar: Potential Improvements in the Quality of Retrospective Reports in Surveys (1998)Survey of Internet users' attitudes toward Internet advertising (1999)Methods of coping with social desirability bias: A review (1985)Incivility in the workplace: Incidence and impact. 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References

  • 1982Mail and Telephone Surveys: The Total Design Method.6,852 cited
  • 1979Mail and Telephone Surveys: The Total Design Method.5,023 cited
  • 1986Protocol Analysis: Verbal Reports as Data4,346 cited
  • 2003Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model1,303 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,010 cited
  • 1990Asking questions: A practical guide to questionnaire design867 cited
  • 1983Asking questions: A practical guide to questionnaire design732 cited
  • 2004The Flow Scales Manual158 cited

Cited by

  • 2012Playability: analysing user experience in video games192 cited
  • 2012Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games87 cited
  • 2016Academic methods for usability evaluation of serious games: a systematic review83 cited
  • 2018Developing a Serious Game for Nurse Education69 cited
  • 2017AMELIO68 cited
  • 2016How to Evaluate Educational Games: a Systematic Literature Review.64 cited
  • 2020Towards a serious games design framework for people with intellectual disability or autism spectrum disorder

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54 cited
  • 2016Processes and Models for Serious Game Design and Development47 cited
  • 2018Serious games: Quality characteristics evaluation framework and case study47 cited
  • 2019Impact of Using a 3D Visual Metaphor Serious Game to Teach History-Taking Content to Medical Students: Longitudinal Mixed Methods Pilot Study32 cited
  • 2024An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education2 cited