=Paper= {{Paper |id=Vol-490/paper-6 |storemode=property |title=Playability as Extension of Quality in Use in Video Games |pdfUrl=https://ceur-ws.org/Vol-490/paper_06.pdf |volume=Vol-490 |dblpUrl=https://dblp.org/rec/conf/iused/GonzalezMZV09 }} ==Playability as Extension of Quality in Use in Video Games== https://ceur-ws.org/Vol-490/paper_06.pdf
 Playability as Extension of Quality in Use in Video Games
J. L. González Sánchez                 F. Montero Simarro                   N. Padilla Zea                   F. L. Gutiérrez Vela
Software Engineering Dept. Software Engineering Dept. Software Engineering Dept. Software Engineering Dept.
   University of Granada     University of Castilla - La    University of Granada       University of Granada
C/Periodista Daniel Saucedo          Mancha              C/Periodista Daniel Saucedo C/Periodista Daniel Saucedo
    Aranda s/n E-18071      Campus Universitario s/n         Aranda s/n E-18071          Aranda s/n E-18071
     (Granada–Spain)        E-02071 (Albacete–Spain)          (Granada–Spain)             (Granada–Spain)
       +34 958 242 812              +34 967 599 200 Ext.: 2468              +34 958 240 849                       +34 958 242 812
    joseluisgs@ugr.es                fmontero@dsi.uclm.es                 npadilla@ugr.es                       fgutierr@ugr.es

ABSTRACT                                                                games using playability to extend it for entertainment systems,
The quality of a software product is a main objective that every        with different attributes, facets and metrics to characterize the
interactive system should aspire. There are many challenges to          player experience with videogames.
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      2. THE QUALITY IN A SOFTWARE
products that present „special‟ quality requirements. In this paper     PRODUCT
we focus on special interactive systems: Video Games, whose             When a Desktop System (DS) or Traditional Interactive System,
quality requirements are different than traditional software. This      such as a word processor, is developed, the main objective is that
additional dimension is called „Playability‟. In this paper, an         users can execute a set of tasks in a predetermined context, for
extension of Quality in use Model for Playability decomposition         example working in an office. The quality of this kind of systems
(PQM) is introduced. In our playability quality model metrics are       has two main components: The first covers the functional aspects
also considered and interpreted. Finally, we review different           (functional utility) with two points of view: internally and
usability evaluation methods in order to identify what are the best     externally. It has focused on disciplines such as Software
evaluation methods for supporting playability evaluation tasks.         Engineering. Another component indicates the means by which
                                                                        users can achieve this functionality. It is denominated Usability
Categories and Subject Descriptors                                      which has a great importance in HCI discipline. Usability
H.1.2 [Information Systems]: User/Machine Systems - Human               represents a measure of product use whereby users achieve
factors                                                                 concrete objectives within a specific context of use.
General Terms                                                           Usability has been characterized in different international
Design, Experimentation, Human Factors.                                 standards. ISO 9241-11:1998 [13] presents and define the
                                                                        Usability only as a characteristic of the process of use. In ISO/IEC
Keywords                                                                9226-1:2001[11] usability appears integrated in the properties of
Quality in Use, Interactive Systems, Video Games, Playability,          any software product. But, it is important to remark that the means
Usability, User Experience.                                             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
1. INTRODUCTION                                                         software system.
The Interactive Software Federation of Europe (ISFE) reveals new
research findings that video games and entertainment systems            These discrepancies between the standards are present in the
collectively make up the biggest industry in terms of turnover,         following standards models. In ISO/IEC TR 9126-4: 2004 [12]
more so than music and cinema. We can deduce that videogames            appears the concept denominated Quality in Use whose definition
have become the preferred game of choice, exerting significant          is the same as the usability, but add the attribute of security.
social and cultural influence over children, teens and adults [18].     Recently, ISO/IEC 25010:2009 [10] makes its contribution in this
As the quality of software has a direct bearing on product success      direction. The quality of a software system is described in terms
and the User Experience, it should be taken into account                of its elements and the interaction process. In this standard the
throughout product development (hardware or software), so as to         Usability it is not one of the quality factor, it is an attribute of the
achieve the optimum experience for the player. The importance of        Quality in Use with the flexibility and the security and they are
video games in the actual society justifies the need to ask if the      associated to the interaction or process of use. Accepted
means of quality in this type of software is similar from the           recommendation in user interfaces design to improve the user
definition of the interactive or desktops software quality definition   experience can be found in [17, 22].
to guarantee an optimal User Experience.
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
                                                                        3. THE QUALITY IN VIDEO GAMES
                                                                        The researches in HCI context have centred their objectives to
video games context. We present a quality in use model for video
                                                                        study the user‟s abilities and cognitive process forgetting the
emotional dimension. A new concept, which is called User                       Table 1. Different objectives between UX and PX Design
Experience (UX) [9], appears with this dimension. In                            UX Usability Goals:                  PX Playability Goals:
entertainment systems it is only a partial vision of the reality,                  Productivity                         Entertainment
because it does not take into account all the quality attributes that     1.   Task completion                 1.   Entertainment
influence the use of this „special‟ interactive systems. These            2.   Eliminate errors                2.   Fun to beat obstacles
attributes identify the Player Experience (PX).                           3.   External reward                 3.   Intrinsic reward
As we remarked previously, a videogame can be considered a                4.   Outcome-based rewards           4.   Process is its own reward
„special‟ interactive system, in that it is used for leisure purposes     5.   Intuitive                       5.   New things to learn
by users seeking fun and entertainment. Whereas the purpose of a          6.   Reduce workload                 6.   Increase workload
desktop system is to execute a task, determined by a clear                7.   Assumes technology need         7.   Assumes humans need to
functional objective, our objectives when playing a videogame are              to be humanized                      be challenged
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        4. PLAYABILITY AS QUALITY OF GAME
it. This objective is more subjective and personal than traditional       EXPERIENCE
software. Important recommendation for designing entertainment            To characterize the quality of game experience we will make use
systems, based on this idea, can be found in [15, 21].                    of a precise and complete analysis of Playability, attributes, and a
We propose that analyzing the quality of a videogame purely in            conceptual framework to evaluate it in any video game, either
terms of its Usability or Quality in Use is not sufficient – we need      from the viewpoint of the game as an interactive process or from
to consider not only functional values but also a set of specific         the player who performed/plays with it [7, 8]. This
non-functional values, given the properties of videogames.                characterization must be coherent with existed standard,
Additional factors to be considered might include, for example:           especially the most recent because we understand that they are the
rules of play; goals; storytelling techniques; virtual world              most consensual and complete.
recreation; character design, and so on. In other words, the PX           As we have remarked, the quality of a software product has two
could be much more complex than the UX. Hence we need to                  main points to be analyzed: the quality of process and the quality
establish a set of attributes and properties to identify and measure      of product. We need to consider additional aspects related to the
the experience of players playing a videogame. These properties           user experience/player, which are related to the emotional aspects
indicate to us whether a game is „playable‟ or not – that is, they        of interaction with video games.
will identify the Playability of the video game. Later, we can use
its properties to ensure the quality of a video game through a            In [8] we defined Playability as:
process led by playability goals to improve experience when
players play the videogame, PX. In Table 1 we present the                  ‘a set of properties that describe the Player Experience using a
differences between some goal to achieve in the design of an                   specific game system whose main objective is to provide
optimal User Experience and Player Experience [16].                        enjoyment and entertainment, by being credible and satisfying,
Playability is a live topic in the scientific community; it has been                  when the player plays alone or in company’.
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               It is important to emphasise the „satisfying‟ and „credible‟
research: Playability as only Usability in video games context            dimensions. The former is more difficult to measure in video
(understanding and control of the game system), and research              games than in desktop systems due to the high degree of
based on particular elements of video games [5, 15]. In the second        subjectivity of non-functional objectives. Similarly, the latter
line of research, we find references to: Playability in the quality of    depends on the degree to which players assimilate and become
game elements [16, 20]. There are few studies focused on defining         absorbed in the game during play – also difficult to measure
Playability formally, [4, 14], but without specific reference to          objectively with traditional usability test. The Definition of
Playability attributes or properties to characterize it. Playability is   Playability can be based on Quality in Use, but it should be added
based on Usability, but in the context of video games, goes much          the above attributes. Also, the definition of particular properties or
further. Furthermore, Playability is not limited to the degree of         Quality in Use must be rewriting. For example „Effectiveness‟ in
„fun‟ or „entertainment‟ experienced when playing a game.                 a video game is not related to the speed with which a task can be
Although these are primary objectives, they are concepts so               completed, because typically a player will play for entertainment
subjective. It entails to extend and complete formally the User           and relax, this being one of the game‟s main objective. With all of
Experience characteristics with players’ dimensions using a broad         these considerations, Playability represents
set of attributes and properties in order to measure the Player            ‘the degree in which specific player achieve specific game goals
Experience.                                                                with effectiveness, efficiency, flexibility, security and, especially,
In previous works, González Sánchez et al [6, 7, 8] proposed the                        satisfaction in a playable context of use.‟
characterization of the Player Experience with a video game based         In Fig. 1 we present our Playability Quality Model (PQM) as an
on Playability (PM, Playability Model), showing which attributes          extension of the Quality in Use model ([2, 10]). It is focus on
and examples of their properties are needed to analyze the „game          video games software applications. Next each quality factor and
experience‟. They present a conceptual framework for analysis of          attribute in our quality model will be defined following the
player experience and its relationship with the most common               previously mentioned ISO standard.
elements that may form part of video game architecture.
                                                                      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 [7]. 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.
                                                                          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.
                                                                         Artistic Playability: This facet relates to the quality of the
                                                                         artistic and aesthetic rendering in the game elements (visual
                                                                         graphics, melodies, storyline and storytelling).
                                                                          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.
                                                                          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 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
               Fig. 1. Quality model for playability                  to evaluate and test video games.
                                                                      The metrics, Table 2, have as objective the estimation of the
   Effectiveness: We define the degree to which specific users        quality of Player Experience with video games. Each column
   (players) can achieve the proposed goals with precision and        reflects the characterization of the different identified metrics.
   completeness in the context of use, the video game.                These characteristics are: the name of the metric, the objective
   Efficiency: It is the degree to which specific users (players)     that we analyze with it, its formula, the interpretation of the
   can achieve the goals proposed by investing an appropriate         numerical value and the type of evaluation to estimate its value.
   amount of resources in relation to the effectiveness achieved      We must to remark all the indentified metrics are focused in the
   in a context of use, the video game. This factor is determined     use of the video game. Hence, the evaluation essentially requires
   by the ease of learning and immersion.                             test with players, observation to players when are playing and in
   Flexibility: It is the degree to which the video game can be       players‟ satisfaction case the realization of questionnaires when
   used in different contexts or by different player or game          they complete the playtime.
   profiles.                                                          Playability evaluation is related to evaluation of the user’s
   Safety: It is acceptable level of risk to the player health or     performance and satisfaction when using the game, product or
   data in a context of use, the video game.                          system in a real or simulated entertainment environment.
   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.

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
In this paper, see Table 2, we identified many relationships                         The personalization is an advisable factor in video games because
between playability and quality in use metrics, and we think that                    in this software exists many design elements that try to distract,
quality in use metrics are useful for playability evaluation. But                    and to accompany the form of interaction. It should be flexible,
some metrics should be interpreted in a different manner. For                        for example supporting different interaction techniques: keys,
instance, if we have traditional software products, effectiveness                    pads, controls, menus, sounds and so on. The attribute of
metrics in international standards introduce tasks effectiveness or                  accessibility, however desirable and enforceable, traditionally has
task completion as metrics. But when a game and playability is                       not enjoyed much attention in the development of video games.
considered, we need to speak in terms of ‘goals’ in entertainment                    Nowadays this is changing and the presence of this attribute
game context, as the challenges that the game introduced.                            contributes to the use of it in the video game interface and
                                                                                     mechanics.
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.
                                             Table 2. Metrics associated to playability attributes
                                                                                                                                                       Evaluation
                     Metric name                  Purpose                                 Formula                           Interpretation
                                                                                                                                                        method
                                       What proportion of the goals is    M1 = |1-ΣAi|                               M1 ϵ [0, 1], the closer to 1
                 Goal effectiveness                                                                                                                  User test
                                       achieved correctly?                Ai proportional value of each missing      the better

                                       What proportion of the goals       X = A/B                                    M1 ϵ [0, 1], the closer to 1
 Effectiveness   Goal completion                                          A = n. of goals completed                                                  User test
                                       are completed?                                                                the better
                                                                          B = total number of attempted goals
                                       What is the frequency of           X=A                                        Expert player closer to 0. At
                 Number of attempt                                                                                                                   User test
                                       attempts?                          A = n. of attempts made by the player      the beginning > 0
                                       How long does it take to                                                      Novice players will have
                 Goal time                                                X = Ta                                                                     User test
                                       complete a goal?                                                              more time
                                                                                                                     X ϵ [0, 1], closer to middle
   Efficiency    Goal efficiency       How efficient are the users?       X = M1/T                                                                   User test
                                                                                                                     value

                 Relative user         How efficient is a player          X = A/B                                    M1 ϵ [0, 1], the closer to 1
                                                                          A = ordinary player’s goal efficiency                                      User test
                 efficiency            compared to an expert?                                                        the better
                                                                          B = expert player’s goal efficiency
                                       What proportion of the goals       X = A/B                                    M1 ϵ [0, 1], the closer to 1
                 Accessibility         can be achieved by using           A = goals with alternative interactions                                    User test
                                                                                                                     the better
                                       alternative ways of interaction?   B = total number of goals
  Flexibility
                                       What proportion of the             X = A/B                                    M1 ϵ [0, 1], if closer to 1
                 Personalization       personalization options are        A = personalized elements                  original interaction way,       User test
                                       used by the players?               B = elements in the game                   perhaps should be changed
                                                                          X=1–A/B
                                       What is the incidence of health
                 User health and                                          A = number of players reporting            M1 ϵ [0, 1], the closer to 1
                                       problems among users of the                                                                                   User test
                 safety                                                   problems                                   the better
                                       product?
    Safety                                                                B = total number of players
                                                                          X=1–A/B
                                       What is the incidence of                                                      M1 ϵ [0, 1], the closer to 1
                 Software damage                                          A = n. occurrences of soft. corruption                                     User test
                                       software corruption?                                                          the better
                                                                          B = total number of usage situations
                                                                          X = A/B
                                                                          A = questionnaire producing                                                User test +
                 Satisfaction scale    How satisfied is the player?                                                  X>0 the larger the better
                                                                          psychometric scales                                                        questionnaires
                                                                          B = population average
                                                                          X = ΣAi /n                                 Compare with previous
                 Satisfaction          How satisfied is the user with                                                                                User test +
                                                                          A i= response to a question                values, or with population
                 questionnaire         specific software features?                                                                                   questionnaires
                                                                          B = number of responses                    average

  Satisfaction                                                            X = A/B
                                       What proportion of potential       A = number of times that specific
                                                                                                                     M1 ϵ [0, 1], the closer to 1    Observation of
                 Discretionary usage   users choose to use the            software functions are used
                                                                                                                     the better                      usage
                                       system?                            B = number of times players are intended
                                                                          to be used
                                                                          X = A/B
                                       What proportion of potential                                                  M1 ϵ [0, 1], the closer to 1
                                                                          A = number of times that game is used in                                   Observation of
                 Socialization         users choose to use the                                                       collaborative game, closer to
                                                                          a collaborative environment                                                usage
                                       system?                                                                       0 personal game
                                                                          B = number of times that game is used
Accessibility is a quality attribute considered in the definition of   [19] three categories of evaluation methods were gathered: Data
quality in use. In our playability model proposal, that attribute is   gathering and modeling methods (DGMM), User Interactions
also considered. Accessibility problems can be considered to be        evaluation methods (UIEM), Collaborative methods (CM) and
usability problems for particular group of players e.g. those with     Mixed methodologies (MM),
disabilities. If a player cannot understand what is said in cut        First group, DGMM, is used for gaining knowledge about users
scenes or cannot hear the footsteps of someone sneaking up             and their activities. Two subcategories were distinguished: Data
behind him or her, because the player suffers from an auditory         gathering methods (DGM) and Modeling methods (MM). These
disability or if the game does not support the use of specific input   evaluation methods are useful for playability evaluation, but not
devices such as one handed controllers or sip and puff joysticks       always. Surveys and questionnaires come from social sciences,
that allow severely physical disabled players to play the game.        where surveys are commonly used and questionnaires are methods
The safety is an important factor nowadays in video games. The         for recording and collecting information. In this context, games
game process is not only a static and mental activity. In some         can be used by many kinds of user, for instance preschool
cases, it demands physical requirements, for example game              children; 2 to 5 years old, surveys and questionnaires useful
controls that demands and important corporal or physical effort        because it is also for them to verbalize their options. Think-aloud
and their effects can be sometimes potentially dangerous or not        protocol is not a solution, because even school children ages 6 to
very recommendable to the player health if the player carries out      10 years may have difficulty with concurrent thinking aloud and
this activity for a long time.                                         they cannot be left alone.
Satisfaction is the most important attribute in videogames due to      Modeling methods (MM) are often associated with specific data
different aspects can be considered in it: cognitive, emotional,       gathering methods or their combination. In this set of methods, an
physical, fun and social. The estimation of the degree of              example is especially interesting, Personas [3]. It is a precise
satisfaction in a video game is realized using questionnaires and      descriptive model of the user, what user whishes to achieve and
observing the player during the game process and analyzing the         why. But this method is more a User-Centered Design
user preferences in the different game sessions with video games.      complement. We think that other techniques associated, such as
Probably, when games are considered the more important or              ConcurTaskTrees (CTT) or K-Made, are not useful when
determinant quality attribute is the achieved satisfaction rating.     playability is considered. Normally, games need very complex
This attribute is subjective and in our playability quality model is   models, because they have many interaction freedom degrees;
enriched by using additional quality attributes and sub-attributes.    games and activities for entertainment are rich interactive
Thanks to proposed metrics, the quality model of the player            applications, where users can do things in many different ways.
experience with videogames based on playability, (PQM) is                    Table 3. Heuristics and principles for game designing
complete as [1] recommend for quality models developing.                 (Korhonen and Koivisto, 2006)               (Rouse, 2001)
In last column of Table 2 different playability evaluation methods      1. Don‟t waste the player‟s time.   1. Consistent World.
                                                                        2. Prepare for interruptions.       2. Understand the Game-
are suggested for each metric. These evaluation methods are the                                                  World‟s Bounds.
                                                                        3. Take other persons into
same that we use for usability evaluation. In the next section, we          account.                        3. Reasonable Solutions to
will discuss different evaluation methods; our main goal will be        4. Follow standard conventions.          Work.
use these methods for playability evaluation purposes.                  5. Provide gameplay help.           4. Direction.
                                                                        6. Differentiation between          5. Accomplish a Task
                                                                            device UI and the game UI           Incrementally
6. PLAYABILITY EVALUATION                                                   should be evident.              6.  Be Immersed.
METHODS                                                                 7. Use terms that are familiar to   7.  Fail.
This section reviews usability evaluation methods (UEMs)                    the player.                     8.  A Fair Chance.
gathered in different reports from MAUSE project. MAUSE                 8. Status of the characters and     9.  Not Need to repeat
                                                                            the game should be clearly          themselves.
project was a COST Action, COST 294 from 2004 to 2009. The
                                                                            visible.                        10. Not Get Hopelessly Stuck.
ultimate goal of MAUSE was to bring more science to bear on
                                                                        9. The Player should have clear     11. To Do, Not to Watch.
UEM development, evaluation, and comparison, aiming for                     goals.
results that can be transferred to industry and educators, thus                                             12. Do Not Know What They
                                                                        10. Support a wide range of             Want, But They Know It
leading to increased competitiveness of European industry and               players and playing styles.         When They See It.
benefit to the public. In this paper, we are focused on another         11. Don‟t encourage repetitive
quality factor; playability and we want to discuss if UEM are               and boring tasks.
useful as playability evaluation.
In COST 294, four major research and development activities            User Interaction Evaluation Methods (UIEM) are explicitly
were implemented by four working groups. Concretely, working           targeted towards evaluation. Knowledge-based and empirical
group 1 did a critical review and analysis of individual UEMs.         methods are considered in this group. In these methods experts
The primary goal of this activity was to build a refined,              and experience is considered, but games are different from others
substantiated and consolidated knowledge-pool about usability          kind of applications and heuristics or principles for them are not
evaluation, based on the expertise, experiences, and research          the same than Shneiderman [22] or Nielsen‟s principles [7]. In
works of the participating project partners. Different reports were    Table 3 some meaningful heuristics for game designing are shown
written and [19] were used in this paper as input.                     [9, 10].
In order to evaluate previous proposed metrics and quality model       We think that user testing, observation and user testing (see Table
we need to specific playability evaluation methods (PEMs). In          2 – „Evaluation method‟ column) are the best manner in order to
playability evaluation. Many times these user testing are done          [6] González Sánchez, J. L.; Gutiérrez, F. L.; Cabrera, M.;
with children and we must to know that tests cannot be done with            Padilla Zea, N.: Design of adaptative videogame interfaces: a
children younger than 18 without the permission and supervision             practical case of use in special education. Computer-Aided
of their parents. Questionnaires are useful tool for playability            Design of User Interfaces VI. Lopez Jaquero, V.; Montero
evaluation too, but sometimes cannot be used, because children              Simarro, F.; Molina Masso, J.P.; Vanderdonckt, J. (Eds.).
are too much young.                                                         Springer (2009),
                                                                        [7] González Sánchez, J. L.; Padilla Zea, N.; Gutiérrez, F. L.:
                                                                            From Usability to Playability: Itroduction to the Player-
7. CONCLUSIONS AND FUTURE WORK                                              Centred Video Game Development Procces Proceedings of
The quality of a system is the result of the quality of the system          HCI International 2009, San Diego, California, USA. (2009)
elements and their interaction. But every software applications are
                                                                        [8] González Sánchez, J. L.; Padilla Zea, N.; Gutiérrez, F. L.;
not equal. In this paper, games and entertainment software are
                                                                            Cabrera, C.: De la Usabilidad a la Jugabilidad: Diseño de
considered. In this context, playability is our main quality
                                                                            Videojuegos Centrado en el Jugador, In Proceedings of
measure and we presented a playability quality model based on
                                                                            INTERACCION-2008, pp. 99-109. (2008).
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is especially taken into account.                                       [9] Hassenzahl, M.; Tractinsky, N.: User Experience – A
                                                                            Research Agenda. Behaviour and Information Technology,
We identified a direct connection between quality in use and
                                                                            Vol. 25, N. 2. pp. 91-97 (2006).
playability. Quality in use is a useful concept when interaction
with traditional software is evaluated. But games are different in      [10] ISO/IEC 25010-3: Systems and software engineering:
many aspects from others kinds of software. In this paper,                   Software product quality and system quality in use models.
meaningful differences between games and traditional software in             (2009).
the quality model, metrics, and principles or heuristics were           [11] ISO/IEC 9126-1: Software engineering – Product quality -
identified. In our proposal, the main contributions in playability           Part 1: Quality model. (2001).
characterization are related with the player‟s satisfaction and
ISO/IEC 25010 [10, 19] was enriched in order to evaluate the            [12] ISO/IEC TR 9126-4: Software engineering – Product quality
interaction with games. Our metrics are ISO 9126-4 [12] inspired,            Part 4: Quality in use metrics. (2004).
but in this paper different interpretation and additional metrics are   [13] ISO 9241-11: Ergonomic requirements for office work with
presented.                                                                   visual display terminals (VDTs) Part 11: Guidance on
Nevertheless, these metrics need to be used and validated by using           Usability. (1998).
real games and evaluations experiments, and, in this moment, we         [14] Järvien, A., Heliö, S., Mäyrä, F.: Communication and
are doing several evaluations in order to validate the proposed              Community in Digital Entertainment Services. Prestudy
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8. ACKNOWLEDGMENTS                                                      [15] Korhonen, H., Koivisto, E.: Playability Heuristic for Mobile
This research is financed by: the Spanish International
                                                                             Games. MobileHCI‟06. ACM 1-59593-390-5/06/0009
Commission for Science and Technology (CICYT); the DESACO
                                                                             (2006).
Project (TIN2008-06596-C02); and the F.P.U. Programme of the
Ministry of Science and Innovation, Spain. Thanks to MAUSE              [16] Lazzaro, N.: The Four Fun Keys. Book Chapter in Game
project and COST nº. 294.                                                    Usability. Advancing from the Experts for Advancing the
                                                                             Player Experience. Morgan Kaufmann, Burlington. (2008).
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