skip to main content
10.1145/2336727.2336728acmotherconferencesArticle/Chapter ViewAbstractPublication PagesieConference Proceedingsconference-collections
research-article

GameFlow heuristics for designing and evaluating real-time strategy games

Published: 21 July 2012 Publication History

Abstract

The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. However, we recognize that more specific, low-level, and implementable criteria are potentially more useful for designing and evaluating video games. Consequently, the research reported in this paper aims to provide detailed heuristics for designing and evaluating one specific game genre, real-time strategy games. In order to develop these heuristics, we conducted a grounded theoretical analysis on a set of professional game reviews and structured the resulting heuristics using the GameFlow model. The resulting 165 heuristics for designing and evaluating real-time strategy games are presented and discussed in this paper.

References

[1]
Bond, M. and Beale, R. 2009. What makes a good game?: using reviews to inform design. Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology (Cambridge, United Kingdom, 2009), 418--422.
[2]
Bleumers, L., Jacobs, A. and Lier, T. V. 2010. Criminal cities and enchanted forests: a user-centred assessment of the applicability of the Pervasive GameFlow model. Proceedings of the 3rd International Conference on Fun and Games (Leuven, Belgium, 2010), 38--47.
[3]
Brand, J. 2012. Digital Australia 12. Interactive Games and Entertainment Association. Bond University: Gold Coast.
[4]
Brown, A., Ceccarini, P. and Eisenhower, C. 2007. Muckrakers: engaging students in the research process through an online game. Sailing into the future: Charting our destiny, proceedings of the thirteenth national conference of the association of college and research libraries (Baltimore, USA, 2007), 226--236.
[5]
Calvillo-g�mez, E. H., Cairns, P. and Cox, A. L. (2010). Evaluating User Experience in Games. (R. Bernhaupt, Ed.) Human-Computer Interaction. London: Springer London.
[6]
Csikszentmihalyi, M. 1990. Flow: The Psychology of Optimal Experience. Harper Perennial, New York.
[7]
De Kort, Y. A. W. and Ijsselsteijn, W. A. 2008. People, places, and play: player experience in a socio-spatial context. Computers in Entertainment. 6, 2 (2008), 18. DOI=10.1145/1371216.1371221
[8]
Ding, S., Tang, N., Lin, T. and Zhao, S. 2009. RTS-GameFlow: A New Evaluation Framework for RTS Games. 2009 International Conference on Computational Intelligence and Software Engineering. (Dec. 2009), 1--4. DOI= 10.1109/CISE.2009.5363526
[9]
Faber, J. P. and van den Hoven, E. 2011. MARBOWL: increasing the fun experience of shooting marbles. Personal and Ubiquitous Computing. (Jun. 2011). DOI=10.1007/s00779-011-0405-1
[10]
Fu, F.-L., Su, R.-C. and Yu, S.-C. 2009. EGameFlow: A scale to measure learners' enjoyment of e-learning games. Comput. Educ. 52, 1 (2009), 101--112. DOI= 10.1016/j.compedu.2008.07.004
[11]
Finkelstein, S., Nickel, A., Lipps, Z., Barnes, T., Wartell, Z. and Suma, E. A. 2011. Astrojumper: Motivating exercise with an immersive virtual reality exergame. Presence: Teleoperators and Virtual Environments. 20, 1 (2011), 78--92. DOI= 10.1162/pres_a_00036
[12]
Gamespot UK, 2011. Gamespot UK. http://www.gamespot.com
[13]
Gilberg, F. P. 2006. Can Network Security be Fun? An agent-based Simulation Model and Game proposal. Masters dissertation. Gj�vik University College, Norway.
[14]
Jegers, K. 2007. Pervasive game flow: understanding player enjoyment in pervasive gaming. Computers in Entertainment. 5, 1 (2007), 9. DOI=10.1145/1236224.1236238
[15]
Khoo, E. T., Cheok, A. D., Nguyen, T. H. D. and Pan, Z. 2008. Age invaders: social and physical inter-generational mixed reality family entertainment. Virtual Reality. 12, 1 (Mar. 2008), 3--16. DOI= 10.1007/s10055-008-0083-0
[16]
Kliem, A. and Wiemeyer, J. 2010. Comparison of a Traditional and a Video Game Based Balance Training Program. International Journal of Computer Science in Sport. 9, 2 (2010), 80--91.
[17]
Metacritic, 2011. Metacritic. http://www.metacritic.com
[18]
Morrison, A., Mulloni, A., Lemmel�, S., Oulasvirta, A., Jacucci, G., Peltonen, P., Schmalstieg, D. and Regenbrecht, H. 2011. Collaborative use of mobile augmented reality with paper maps. Computers & Graphics. 35, 4 (Aug. 2011), 789--799.
[19]
Omar, A. and Ali, N. M. 2011. Measuring flow in gaming platforms. Information Retrieval. June (2011), 302--305. DOI= 10.1109/STAIR.2011.5995806
[20]
Paavilainen, J., Kultima, A., Kuittinen, J., M�yr�, F., Saarenp��, H. and Niemel�, J. 2009. GameSpace: Methods for Design and Evaluation for Casual Mobile Multiplayer Games. University of Tampere, Finland.
[21]
Sweetser, P. and Wyeth, P. 2005. GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment. 3, 3 (2005), 3. DOI= 10.1145/1077246.1077253
[22]
Tijs, T. J. W. 2006. Quantifying immersion in games by analyzing eye movements. Royal Institute of Technology, Stockholm.
[23]
Yee, S. L. C. Y., Duh, H. B.-L. and Quek, F. 2010. Investigating narrative in mobile games for seniors. Proceedings of the 28th international conference on Human factors in computing systems. (2010), 669--672. DOI= 10.1145/1753326.1753424

Cited By

View all
  • (2024)GameFlow Affordances: Towards a Tool for Designing Gameful ExperiencesExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650887(1-7)Online publication date: 11-May-2024
  • (2024)Influence of Scenarios and Player Traits on Flow in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.333226130:9(6208-6221)Online publication date: Sep-2024
  • (2024)The consolidation of game software engineering: A systematic literature review of software engineering for industry-scale computer gamesInformation and Software Technology10.1016/j.infsof.2023.107330165(107330)Online publication date: Jan-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
IE '12: Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
July 2012
182 pages
ISBN:9781450314107
DOI:10.1145/2336727
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • Auckland University of Technology
  • University of Technology, Sydney: University of Technology, Sydney

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 21 July 2012

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. enjoyment
  2. evaluation
  3. flow
  4. game design
  5. games
  6. heuristics
  7. model

Qualifiers

  • Research-article

Conference

IE '12
Sponsor:
  • University of Technology, Sydney

Acceptance Rates

Overall Acceptance Rate 64 of 148 submissions, 43%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)34
  • Downloads (Last 6 weeks)6
Reflects downloads up to 16 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2024)GameFlow Affordances: Towards a Tool for Designing Gameful ExperiencesExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650887(1-7)Online publication date: 11-May-2024
  • (2024)Influence of Scenarios and Player Traits on Flow in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.333226130:9(6208-6221)Online publication date: Sep-2024
  • (2024)The consolidation of game software engineering: A systematic literature review of software engineering for industry-scale computer gamesInformation and Software Technology10.1016/j.infsof.2023.107330165(107330)Online publication date: Jan-2024
  • (2023)Preschool children’s screen time during the COVID-19 pandemic: associations with family characteristics and children’s anxiety/withdrawal and approaches to learningCurrent Psychology10.1007/s12144-023-04783-y43:20(18659-18673)Online publication date: 31-May-2023
  • (2022)Dynamic Difficulty Adjustment in a Multiplayer Minecraft ServerProceedings of the 34th Australian Conference on Human-Computer Interaction10.1145/3572921.3572946(319-324)Online publication date: 29-Nov-2022
  • (2020)Affording Enjoyment in VR Games: Possibilities, Pitfalls, and PerfectionProceedings of the 32nd Australian Conference on Human-Computer Interaction10.1145/3441000.3441050(55-64)Online publication date: 2-Dec-2020
  • (2020)GameFlow 2020: 15 Years of a Model of Player EnjoymentProceedings of the 32nd Australian Conference on Human-Computer Interaction10.1145/3441000.3441048(705-711)Online publication date: 2-Dec-2020
  • (2020)The Wisdom of the Gaming CrowdExtended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play10.1145/3383668.3419915(272-276)Online publication date: 2-Nov-2020
  • (2020)Evaluating GameFlow in a Multiplayer Online Strategy Game Under DevelopmentProceedings of the Australasian Computer Science Week Multiconference10.1145/3373017.3373068(1-10)Online publication date: 4-Feb-2020
  • (2020)InCuDe: Heuristics for Enhancing Spectator Experience in Streamed GamesHCI in Games10.1007/978-3-030-50164-8_7(97-116)Online publication date: 10-Jul-2020
  • Show More Cited By

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media