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        <article-title>Playability as Extension of Quality in Use in Video Games</article-title>
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      <abstract>
        <p>The quality of a software product is a main objective that every interactive system should aspire. There are many challenges to achieve this quality that require a previous characterization to ensure it. The International Standards Quality Models help to characterize the quality of a software system. But, there are some products that present „special‟ quality requirements. In this paper we focus on special interactive systems: Video Games, whose quality requirements are different than traditional software. This additional dimension is called „Playability‟. In this paper, an extension of Quality in use Model for Playability decomposition (PQM) is introduced. In our playability quality model metrics are also considered and interpreted. Finally, we review different usability evaluation methods in order to identify what are the best evaluation methods for supporting playability evaluation tasks.</p>
      </abstract>
      <kwd-group>
        <kwd>Quality in Use</kwd>
        <kwd>Interactive Systems</kwd>
        <kwd>Video Games</kwd>
        <kwd>Playability</kwd>
        <kwd>Usability</kwd>
        <kwd>User Experience</kwd>
      </kwd-group>
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      <p>+34 958 242 812</p>
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      <title>1. INTRODUCTION</title>
      <p>
        The Interactive Software Federation of Europe (ISFE) reveals new
research findings that video games and entertainment systems
collectively make up the biggest industry in terms of turnover,
more so than music and cinema. We can deduce that videogames
have become the preferred game of choice, exerting significant
social and cultural influence over children, teens and adults [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
As the quality of software has a direct bearing on product success
and the User Experience, it should be taken into account
throughout product development (hardware or software), so as to
achieve the optimum experience for the player. The importance of
video games in the actual society justifies the need to ask if the
means of quality in this type of software is similar from the
definition of the interactive or desktops software quality definition
to guarantee an optimal User Experience.
      </p>
      <p>In this work, we analyze how the game experience presents
characteristics that are not explicitly in the quality standards
models and why the usability or quality in use is not sufficient in
video games context. We present a quality in use model for video
games using playability to extend it for entertainment systems,
with different attributes, facets and metrics to characterize the
player experience with videogames.
2. THE QUALITY IN A SOFTWARE
PRODUCT
When a Desktop System (DS) or Traditional Interactive System,
such as a word processor, is developed, the main objective is that
users can execute a set of tasks in a predetermined context, for
example working in an office. The quality of this kind of systems
has two main components: The first covers the functional aspects
(functional utility) with two points of view: internally and
externally. It has focused on disciplines such as Software
Engineering. Another component indicates the means by which
users can achieve this functionality. It is denominated Usability
which has a great importance in HCI discipline. Usability
represents a measure of product use whereby users achieve
concrete objectives within a specific context of use.</p>
      <p>
        Usability has been characterized in different international
standards. ISO 9241-11:1998 [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] presents and define the
Usability only as a characteristic of the process of use. In ISO/IEC
9226-1:2001[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] usability appears integrated in the properties of
any software product. But, it is important to remark that the means
of usability in the different standards models is not the same. In
the first standard usability is: effectiveness, efficiency and
satisfaction. But, in the second it is the easy of learning,
understanding, operability and the attractiveness when use a
software system.
      </p>
      <p>
        These discrepancies between the standards are present in the
following standards models. In ISO/IEC TR 9126-4: 2004 [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]
appears the concept denominated Quality in Use whose definition
is the same as the usability, but add the attribute of security.
Recently, ISO/IEC 25010:2009 [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] makes its contribution in this
direction. The quality of a software system is described in terms
of its elements and the interaction process. In this standard the
Usability it is not one of the quality factor, it is an attribute of the
Quality in Use with the flexibility and the security and they are
associated to the interaction or process of use. Accepted
recommendation in user interfaces design to improve the user
experience can be found in [
        <xref ref-type="bibr" rid="ref17 ref22">17, 22</xref>
        ].
3. THE QUALITY IN VIDEO GAMES
The researches in HCI context have centred their objectives to
study the user‟s abilities and cognitive process forgetting the
emotional dimension. A new concept, which is called User
Experience (UX) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], appears with this dimension. In
entertainment systems it is only a partial vision of the reality,
because it does not take into account all the quality attributes that
influence the use of this „special‟ interactive systems. These
attributes identify the Player Experience (PX).
      </p>
      <p>
        As we remarked previously, a videogame can be considered a
„special‟ interactive system, in that it is used for leisure purposes
by users seeking fun and entertainment. Whereas the purpose of a
desktop system is to execute a task, determined by a clear
functional objective, our objectives when playing a videogame are
more likely to be diverse and subjective. A videogame is not
conceived for the user to deal with daily tasks, but rather it has a
very specific objective: to make the player feel good when playing
it. This objective is more subjective and personal than traditional
software. Important recommendation for designing entertainment
systems, based on this idea, can be found in [
        <xref ref-type="bibr" rid="ref15 ref21">15, 21</xref>
        ].
      </p>
      <p>
        We propose that analyzing the quality of a videogame purely in
terms of its Usability or Quality in Use is not sufficient – we need
to consider not only functional values but also a set of specific
non-functional values, given the properties of videogames.
Additional factors to be considered might include, for example:
rules of play; goals; storytelling techniques; virtual world
recreation; character design, and so on. In other words, the PX
could be much more complex than the UX. Hence we need to
establish a set of attributes and properties to identify and measure
the experience of players playing a videogame. These properties
indicate to us whether a game is „playable‟ or not – that is, they
will identify the Playability of the video game. Later, we can use
its properties to ensure the quality of a video game through a
process led by playability goals to improve experience when
players play the videogame, PX. In Table 1 we present the
differences between some goal to achieve in the design of an
optimal User Experience and Player Experience [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        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 elements that
characterise it. We have identified two specific strands of
research: Playability as only Usability in video games context
(understanding and control of the game system), and research
based on particular elements of video games [
        <xref ref-type="bibr" rid="ref15 ref5">5, 15</xref>
        ]. In the second
line of research, we find references to: Playability in the quality of
game elements [
        <xref ref-type="bibr" rid="ref16 ref20">16, 20</xref>
        ]. There are few studies focused on defining
Playability formally, [
        <xref ref-type="bibr" rid="ref14 ref4">4, 14</xref>
        ], but without specific reference to
Playability attributes or properties to characterize it. Playability is
based on Usability, but in the context of video games, goes much
further. Furthermore, Playability is not limited to the degree of
„fun‟ or „entertainment‟ experienced when playing a game.
Although these are primary objectives, they are concepts so
subjective. It entails to extend and complete formally the User
Experience characteristics with players’ dimensions using a broad
set of attributes and properties in order to measure the Player
Experience.
      </p>
      <p>
        In previous works, González Sánchez et al [
        <xref ref-type="bibr" rid="ref6 ref7 ref8">6, 7, 8</xref>
        ] proposed the
characterization of the Player Experience with a video game based
on Playability (PM, Playability Model), showing which attributes
and examples of their properties are needed to analyze the „game
experience‟. They present a conceptual framework for analysis of
player experience and its relationship with the most common
elements that may form part of video game architecture.
4. PLAYABILITY AS QUALITY OF GAME
EXPERIENCE
To characterize the quality of game experience we will make use
of a precise and complete analysis of Playability, attributes, and a
conceptual framework to evaluate it in any video game, either
from the viewpoint of the game as an interactive process or from
the player who performed/plays with it [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ]. This
characterization must be coherent with existed standard,
especially the most recent because we understand that they are the
most consensual and complete.
      </p>
      <p>As we have remarked, the quality of a software product has two
main points to be analyzed: the quality of process and the quality
of product. We need to consider additional aspects related to the
user experience/player, which are related to the emotional aspects
of interaction with video games.</p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] we defined 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’.
      </p>
      <p>
        It is important to emphasise the „satisfying‟ and „credible‟
dimensions. The former is more difficult to measure in video
games than in desktop systems due to the high degree of
subjectivity of non-functional objectives. Similarly, the latter
depends on the degree to which players assimilate and become
absorbed in the game during play – also difficult to measure
objectively with traditional usability test. The Definition of
Playability can be based on Quality in Use, but it should be added
the above attributes. Also, the definition of particular properties or
Quality in Use must be rewriting. For example „Effectiveness‟ in
a video game is not related to the speed with which a task can be
completed, because typically a player will play for entertainment
and relax, this being one of the game‟s main objective. With all of
these considerations, Playability represents
‘the degree in which specific player achieve specific game goals
with effectiveness, efficiency, flexibility, security and, especially,
satisfaction in a playable context of use.‟
In Fig. 1 we present our Playability Quality Model (PQM) as an
extension of the Quality in Use model ([
        <xref ref-type="bibr" rid="ref10 ref2">2, 10</xref>
        ]). It is focus on
video games software applications. Next each quality factor and
attribute in our quality model will be defined following the
previously mentioned ISO standard.
Effectiveness: We define the degree to which specific users
(players) can achieve the proposed goals with precision and
completeness in the context of use, the video game.
      </p>
      <p>Efficiency: It is the degree to which specific users (players)
can achieve the goals proposed by investing an appropriate
amount of resources in relation to the effectiveness achieved
in a context of use, the video game. This factor is determined
by the ease of learning and immersion.</p>
      <p>Flexibility: It is the degree to which the video game can be
used in different contexts or by different player or game
profiles.</p>
      <p>Safety: It is acceptable level of risk to the player health or
data in a context of use, the video game.</p>
      <p>Satisfaction: It is the degree to which users (players) are
satisfied in a context of use, the video game. In this factor we
consider various attributes such as fun, attractiveness,
motivation, emotion or sociable.</p>
      <p>
        Playability analysis is a very complex process due to the different
perspectives that we can use to analyze the various parts of video
game architecture. In this work, we propose a classification of
these perspectives based on six Facets of Playability (PF). Each
facet allows us to identify the different attributes and properties of
Playability that are affected by the different elements of video
game architecture [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The six Facets of Playability are:
Intrinsic Playability: This is the Playability inherent in the
nature of the videogame itself and how it is presented to the
player. It is closely related to Game Core.
      </p>
      <p>Mechanical Playability: This is related to the quality of the
videogame as a software system. It is associated to the Game
Engine
Interactive Playability: This is associated with player
interaction and videogame user interface development. It is
strongly connected to the Game Interface.</p>
      <p>Artistic Playability: This facet relates to the quality of the
artistic and aesthetic rendering in the game elements (visual
graphics, melodies, storyline and storytelling).</p>
      <p>Intrapersonal Playability or Personal Playability: This refers
to the individual outlook, perceptions and feelings that the
videogame produces in each placer and as such has a high
subjective value.</p>
      <p>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.</p>
      <p>The overall Playability of a videogame, then, is the sum total of
values across all attributes in the different Facets of Playability. It
is crucial to optimize Playability across the different facets in
order to guarantee the best Player Experience.
5. PLAYABILITY AS MEASURE OF
QUALITY IN A VIDEO GAME
We complete Quality in Use model based on Playability with the
identification and association of metrics to the identified factors
and attributes. To approach this task we use the international
standards and we have adapted the different metrics and measures
to evaluate and test video games.</p>
      <p>The metrics, Table 2, have as objective the estimation of the
quality of Player Experience with video games. Each column
reflects the characterization of the different identified metrics.
These characteristics are: the name of the metric, the objective
that we analyze with it, its formula, the interpretation of the
numerical value and the type of evaluation to estimate its value.
We must to remark all the indentified metrics are focused in the
use of the video game. Hence, the evaluation essentially requires
test with players, observation to players when are playing and in
players‟ satisfaction case the realization of questionnaires when
they complete the playtime.</p>
      <p>Playability evaluation is related to evaluation of the user’s
performance and satisfaction when using the game, product or
system in a real or simulated entertainment environment.
Goal efficiency</p>
      <p>How efficient are the users?</p>
      <p>Metric name
Goal effectiveness
Number of attempt
Goal time
Relative user
efficiency
Accessibility
Personalization
User health and
safety
Software damage</p>
      <p>Purpose
What proportion of the goals is
achieved correctly?
What proportion of the goals
are completed?
What is the frequency of
attempts?
How long does it take to
complete a goal?
How efficient is a player
compared to an expert?
What proportion of the goals
can be achieved by using
alternative ways of interaction?
What proportion of the
personalization options are
used by the players?
What is the incidence of health
problems among users of the
product?
What is the incidence of
software corruption?
Efficiency
Flexibility</p>
      <p>Safety
Satisfaction</p>
      <p>Satisfaction scale</p>
      <p>How satisfied is the player?
Satisfaction
questionnaire</p>
      <p>How satisfied is the user with
specific software features?
Discretionary usage
Socialization</p>
      <p>What proportion of potential
users choose to use the
system?
What proportion of potential
users choose to use the
system?
In this paper, see Table 2, we identified many relationships
between playability and quality in use metrics, and we think that
quality in use metrics are useful for playability evaluation. But
some metrics should be interpreted in a different manner. For
instance, if we have traditional software products, effectiveness
metrics in international standards introduce tasks effectiveness or
task completion as metrics. But when a game and playability is
considered, we need to speak in terms of ‘goals’ in entertainment
game context, as the challenges that the game introduced.
In a similar manner, error frequency metric in traditional software
has sense, and a value closer to 0 is the better, but in games we
propose attempt frequency as metric, and we can find values
closer to 0 if expert players are playing, and closer to 1 if novice
or clumsy players are considered. Normally, games introduce
difficulties to capture and suck new players; a very simple game is
not attractive, because it will be bored.</p>
      <p>Effectiveness</p>
      <p>Goal completion</p>
      <p>The personalization is an advisable factor in video games because
in this software exists many design elements that try to distract,
and to accompany the form of interaction. It should be flexible,
for example supporting different interaction techniques: keys,
pads, controls, menus, sounds and so on. The attribute of
accessibility, however desirable and enforceable, traditionally has
not enjoyed much attention in the development of video games.
Nowadays this is changing and the presence of this attribute
contributes to the use of it in the video game interface and
mechanics.</p>
      <p>Formula
M1 = |1-ΣAi|
Ai proportional value of each missing
X = A/B
A = n. of goals completed
B = total number of attempted goals
X = A
A = n. of attempts made by the player
X = Ta
X = M1/T
X = A/B
A = ordinary player’s goal efficiency
B = expert player’s goal efficiency
X = A/B
A = goals with alternative interactions
B = total number of goals
X = A/B
A = personalized elements
B = elements in the game
X = 1 – A / B
A = number of players reporting
problems
B = total number of players
X = 1 – A / B
A = n. occurrences of soft. corruption
B = total number of usage situations
X = A/B
A = questionnaire producing
psychometric scales
B = population average
X = ΣAi /n
A i= response to a question
B = number of responses
X = A/B
A = number of times that specific
software functions are used
B = number of times players are intended
to be used
X = A/B
A = number of times that game is used in
a collaborative environment
B = number of times that game is used</p>
      <p>
        Interpretation
M1 ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], the closer to 1
the better
M1 ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], the closer to 1
the better
Expert player closer to 0. At
the beginning &gt; 0
Novice players will have
more time
X ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], closer to middle
value
M1 ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], the closer to 1
the better
M1 ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], the closer to 1
the better
M1 ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], if closer to 1
original interaction way,
perhaps should be changed
M1 ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], the closer to 1
the better
M1 ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], the closer to 1
the better
X&gt;0 the larger the better
Compare with previous
values, or with population
average
      </p>
      <p>Evaluation</p>
      <p>
        method
User test
User test
User test
User test
User test
User test
User test
User test
User test
User test
User test +
questionnaires
User test +
questionnaires
M1 ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], the closer to 1
the better
      </p>
      <p>
        Observation of
usage
M1 ϵ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], the closer to 1
collaborative game, closer to
0 personal game
Accessibility is a quality attribute considered in the definition of
quality in use. In our playability model proposal, that attribute is
also considered. Accessibility problems can be considered to be
usability problems for particular group of players e.g. those with
disabilities. If a player cannot understand what is said in cut
scenes or cannot hear the footsteps of someone sneaking up
behind him or her, because the player suffers from an auditory
disability or if the game does not support the use of specific input
devices such as one handed controllers or sip and puff joysticks
that allow severely physical disabled players to play the game.
The safety is an important factor nowadays in video games. The
game process is not only a static and mental activity. In some
cases, it demands physical requirements, for example game
controls that demands and important corporal or physical effort
and their effects can be sometimes potentially dangerous or not
very recommendable to the player health if the player carries out
this activity for a long time.
      </p>
      <p>
        Satisfaction is the most important attribute in videogames due to
different aspects can be considered in it: cognitive, emotional,
physical, fun and social. The estimation of the degree of
satisfaction in a video game is realized using questionnaires and
observing the player during the game process and analyzing the
user preferences in the different game sessions with video games.
Probably, when games are considered the more important or
determinant quality attribute is the achieved satisfaction rating.
This attribute is subjective and in our playability quality model is
enriched by using additional quality attributes and sub-attributes.
Thanks to proposed metrics, the quality model of the player
experience with videogames based on playability, (PQM) is
complete as [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] recommend for quality models developing.
In last column of Table 2 different playability evaluation methods
are suggested for each metric. These evaluation methods are the
same that we use for usability evaluation. In the next section, we
will discuss different evaluation methods; our main goal will be
use these methods for playability evaluation purposes.
6. PLAYABILITY EVALUATION
METHODS
This section reviews usability evaluation methods (UEMs)
gathered in different reports from MAUSE project. MAUSE
project was a COST Action, COST 294 from 2004 to 2009. The
ultimate goal of MAUSE was to bring more science to bear on
UEM development, evaluation, and comparison, aiming for
results that can be transferred to industry and educators, thus
leading to increased competitiveness of European industry and
benefit to the public. In this paper, we are focused on another
quality factor; playability and we want to discuss if UEM are
useful as playability evaluation.
      </p>
      <p>
        In COST 294, four major research and development activities
were implemented by four working groups. Concretely, working
group 1 did a critical review and analysis of individual UEMs.
The primary goal of this activity was to build a refined,
substantiated and consolidated knowledge-pool about usability
evaluation, based on the expertise, experiences, and research
works of the participating project partners. Different reports were
written and [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] were used in this paper as input.
      </p>
      <p>
        In order to evaluate previous proposed metrics and quality model
we need to specific playability evaluation methods (PEMs). In
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] three categories of evaluation methods were gathered: Data
gathering and modeling methods (DGMM), User Interactions
evaluation methods (UIEM), Collaborative methods (CM) and
Mixed methodologies (MM),
First group, DGMM, is used for gaining knowledge about users
and their activities. Two subcategories were distinguished: Data
gathering methods (DGM) and Modeling methods (MM). These
evaluation methods are useful for playability evaluation, but not
always. Surveys and questionnaires come from social sciences,
where surveys are commonly used and questionnaires are methods
for recording and collecting information. In this context, games
can be used by many kinds of user, for instance preschool
children; 2 to 5 years old, surveys and questionnaires useful
because it is also for them to verbalize their options. Think-aloud
protocol is not a solution, because even school children ages 6 to
10 years may have difficulty with concurrent thinking aloud and
they cannot be left alone.
      </p>
      <p>
        Modeling methods (MM) are often associated with specific data
gathering methods or their combination. In this set of methods, an
example is especially interesting, Personas [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. It is a precise
descriptive model of the user, what user whishes to achieve and
why. But this method is more a User-Centered Design
complement. We think that other techniques associated, such as
ConcurTaskTrees (CTT) or K-Made, are not useful when
playability is considered. Normally, games need very complex
models, because they have many interaction freedom degrees;
games and activities for entertainment are rich interactive
applications, where users can do things in many different ways.
      </p>
      <p>
        User Interaction Evaluation Methods (UIEM) are explicitly
targeted towards evaluation. Knowledge-based and empirical
methods are considered in this group. In these methods experts
and experience is considered, but games are different from others
kind of applications and heuristics or principles for them are not
the same than Shneiderman [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] or Nielsen‟s principles [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In
Table 3 some meaningful heuristics for game designing are shown
[
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ].
      </p>
      <p>We think that user testing, observation and user testing (see Table
2 – „Evaluation method‟ column) are the best manner in order to
playability evaluation. Many times these user testing are done
with children and we must to know that tests cannot be done with
children younger than 18 without the permission and supervision
of their parents. Questionnaires are useful tool for playability
evaluation too, but sometimes cannot be used, because children
are too much young.
7. CONCLUSIONS AND FUTURE WORK
The quality of a system is the result of the quality of the system
elements and their interaction. But every software applications are
not equal. In this paper, games and entertainment software are
considered. In this context, playability is our main quality
measure and we presented a playability quality model based on
international standard and the interaction component of the quality
is especially taken into account.</p>
      <p>
        We identified a direct connection between quality in use and
playability. Quality in use is a useful concept when interaction
with traditional software is evaluated. But games are different in
many aspects from others kinds of software. In this paper,
meaningful differences between games and traditional software in
the quality model, metrics, and principles or heuristics were
identified. In our proposal, the main contributions in playability
characterization are related with the player‟s satisfaction and
ISO/IEC 25010 [
        <xref ref-type="bibr" rid="ref10 ref19">10, 19</xref>
        ] was enriched in order to evaluate the
interaction with games. Our metrics are ISO 9126-4 [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] inspired,
but in this paper different interpretation and additional metrics are
presented.
      </p>
      <p>Nevertheless, these metrics need to be used and validated by using
real games and evaluations experiments, and, in this moment, we
are doing several evaluations in order to validate the proposed
metrics.</p>
    </sec>
    <sec id="sec-3">
      <title>8. ACKNOWLEDGMENTS</title>
      <p>This research is financed by: the Spanish International
Commission for Science and Technology (CICYT); the DESACO
Project (TIN2008-06596-C02); and the F.P.U. Programme of the
Ministry of Science and Innovation, Spain. Thanks to MAUSE
project and COST nº. 294.</p>
    </sec>
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