Abstract
Learning by playing has been a desire in the educational domain. The use of serious games may offer the possibility to learn and train at the same time the learner is playing. It makes us consider the serious games as an important research area that can have huge implications in the way the new generations are learning, getting experience, practice knowledge, gain skills, train their habits and reactions. There are many heuristics available in the area of video games, several are presenting repetitive aspects, some are isolated up to the point of reaching contradictory outcomes. The main purpose of this article is to define the nature of serious games and the process of evaluating game. We are taking as the references existing heuristics for games together with their weaknesses and strengths. In order to approach the problem we grouped together and present the most important HEs for games and complied three sets of heuristic evaluation to identify the areas of tangency.
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Jerzak, N., Rebelo, F. (2014). Serious Games and Heuristic Evaluation – The Cross-Comparison of Existing Heuristic Evaluation Methods for Games. In: Marcus, A. (eds) Design, User Experience, and Usability. Theories, Methods, and Tools for Designing the User Experience. DUXU 2014. Lecture Notes in Computer Science, vol 8517. Springer, Cham. https://doi.org/10.1007/978-3-319-07668-3_44
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DOI: https://doi.org/10.1007/978-3-319-07668-3_44
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