Usability Fit
- Player input matches controls allowed in game
How a player interacts with the game (e.g., click on buttons versus touch/swipe
movements) matches the controls player can use in the game.
- Useful feedback offerred consistently
Positive and negative feedback is provided to the player, and the feedback is
offered in a constructive way and in a consistent manner.
- Accessible to a wide audience
Even players who are not part of the target audience of the game can still
play the game with ease.
- Overall theme matches game setting
Use of graphics and music should be appropriate for the game setting
(background story) and should improve the overall gaming experience.
Gaming Experience
- Desire to achieve end goal
Player wants to keep playing the game in order to achieve an end goal before
quitting or being interrupted.
- Ability to see progress within the game
The player should always know how far along s/he is until a goal is met.
- Impact of game controls to immersion
How well do game controls contribute to the level of immersion players have in
the game.
- Popularity among the target audience
Keeping the target audience in mind, how popularity will this game be?
Educational Value
- Appropriate learning for target audience
The educational level of the activities in the game are appropriate for the
target audience.
- Applicability of prior knowledge
How applicable is the prior knowledge gained in previous levels/tasks to
subsequent levels/tasks