{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,3,28]],"date-time":"2025-03-28T04:54:47Z","timestamp":1743137687052,"version":"3.40.3"},"publisher-location":"Cham","reference-count":20,"publisher":"Springer International Publishing","isbn-type":[{"type":"print","value":"9783319078533"},{"type":"electronic","value":"9783319078540"}],"license":[{"start":{"date-parts":[[2014,1,1]],"date-time":"2014-01-01T00:00:00Z","timestamp":1388534400000},"content-version":"tdm","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2014]]},"DOI":"10.1007\/978-3-319-07854-0_2","type":"book-chapter","created":{"date-parts":[[2014,5,19]],"date-time":"2014-05-19T02:46:08Z","timestamp":1400467568000},"page":"9-14","source":"Crossref","is-referenced-by-count":0,"title":["Heuristic Evaluation of a MMORPG: Guild Wars 2"],"prefix":"10.1007","author":[{"given":"Zafer","family":"Bozyer","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"P\u0131nar Onay","family":"Durdu","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","reference":[{"key":"2_CR1","unstructured":"Newzoo: Global Games Market Report Infographics, Global Games Market 2012 -2016, \n                    \n                      http:\/\/www.newzoo.com\/infographics\/global-games-market-report-infographics\/"},{"key":"2_CR2","doi-asserted-by":"crossref","unstructured":"Cornett, S.: The usability of Massively Multigamer Online Roleplaying Games: Designing for New Users. In: Proceedings of the Conference on CHI 2004, pp. 703\u2013710 (2004)","DOI":"10.1145\/985692.985781"},{"key":"2_CR3","doi-asserted-by":"crossref","unstructured":"Tang, T.Y., Cheung, Y.M., Chu, P.H., Lam, S.C., Chan, W.K., Yiu, C.C., Ho, K.F., Sit, K.: A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game. Int. J. Computer Games Technology, 1\u20138 (2008)","DOI":"10.1155\/2008\/619108"},{"key":"2_CR4","volume-title":"Cost-justifying usability: An update for the Internet age","author":"R.G. Bias","year":"2005","unstructured":"Bias, R.G., Mayhew, D.J.: Cost-justifying usability: An update for the Internet age, 2nd edn. Morgan Kaufmann, San Francisco (2005)","edition":"2"},{"key":"2_CR5","first-page":"25","volume-title":"Usability Inspection Methods","author":"J. Nielsen","year":"1994","unstructured":"Nielsen, J.: Heuristic evaluation. In: Nielsen, J., Molich, R.L. (eds.) Usability Inspection Methods, pp. 25\u201362. John Wiley & Sons, New York (1994)"},{"key":"2_CR6","unstructured":"ESA: Essential Facts About the Computer and Video Game Industry, \n                    \n                      http:\/\/www.theesa.com\/facts\/pdfs\/ESA_EF_2013.pdf"},{"key":"2_CR7","unstructured":"O\u2019Brien, M.: Guild Wars 2 Design Manifesto, \n                    \n                      https:\/\/www.guildwars2.com\/en\/news\/guild-wars-2-design-manifesto\/"},{"key":"2_CR8","first-page":"63","volume-title":"Proceedings Human Factors in Computer Systems","author":"T.W. Malone","year":"1982","unstructured":"Malone, T.W.: Heuristics for designing enjoyable user interfaces: Lessons from Computer Games. In: Proceedings Human Factors in Computer Systems, Washington, D.C., pp. 63\u201368. ACM, New York (1982)"},{"key":"2_CR9","doi-asserted-by":"crossref","unstructured":"Clanton, C.: An Interpreted Demonstration of Computer Game Design. In: Proceedings of the Conference on CHI 1998, pp. 1\u20132 (1998)","DOI":"10.1145\/286498.286499"},{"key":"2_CR10","volume-title":"First Person: New Media as Story, Performance, and Game","author":"H. Jenkins","year":"2002","unstructured":"Jenkins, H.: Game design as a narrative architecture. In: Wardip-Fruin, N., Harrigan, P. (eds.) First Person: New Media as Story, Performance, and Game. The MIT Press, Cambridge (2002)"},{"key":"2_CR11","unstructured":"Federoff, M.: Heuristic and Usability Guidelines for the Creation and Evaluation of Fun Video Games. Master Thesis, Department of Telecommunications, Indiana University (2002)"},{"key":"2_CR12","doi-asserted-by":"crossref","unstructured":"Desurvire, H., Caplan, M., Toth, J.A.: Using Heuristics to Evaluate the Playability of Games. In: Proceedings of the Conference on CHI 2004, pp. 1509\u20131512 (2004)","DOI":"10.1145\/985921.986102"},{"key":"2_CR13","doi-asserted-by":"crossref","unstructured":"Korhonen, H., Koivisto, E.M.I.: Playability heuristics for mobile games. In: Procedings MobileHCI, pp. 9\u201316 (2006)","DOI":"10.1145\/1152215.1152218"},{"key":"2_CR14","doi-asserted-by":"publisher","first-page":"338","DOI":"10.1177\/1555412006292616","volume":"1","author":"D. Williams","year":"2006","unstructured":"Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., Nickell, E.: From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture\u00a01, 338\u2013361 (2006)","journal-title":"Games and Culture"},{"key":"2_CR15","doi-asserted-by":"crossref","unstructured":"Pinelle, D., Wong, N.: Heuristic evaluation for games: usability principles for video game design. In: Proceedings of the Conference on CHI 2008, pp. 1453\u20131462 (2008)","DOI":"10.1145\/1357054.1357282"},{"key":"2_CR16","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"341","DOI":"10.1007\/978-3-540-73111-5_39","volume-title":"Human-Computer Interaction. HCI Applications and Services","author":"S. Song","year":"2007","unstructured":"Song, S., Lee, J., Hwang, I.: A New Framework of Usability Evaluation for Massively Multi-player Online Game: Case Study of \u201cWorld of Warcraft\u201d Game. In: Jacko, J.A. (ed.) HCI 2007. LNCS, vol.\u00a04553, pp. 341\u2013350. Springer, Heidelberg (2007)"},{"key":"2_CR17","doi-asserted-by":"publisher","first-page":"1840","DOI":"10.1016\/j.sbspro.2010.03.995","volume":"2","author":"S. Turkay","year":"2010","unstructured":"Turkay, S., Adinolf, S.: Free to be me: a survey study on customization with World of Warcraft and City Of Heroes\/Villains players. Procedia-Social and Behavioral Sciences\u00a02, 1840\u20131845 (2010)","journal-title":"Procedia-Social and Behavioral Sciences"},{"key":"2_CR18","unstructured":"Nielsen, J.: Severity Ratings for Usability Problems (1998), \n                    \n                      http:\/\/www.nngroup.com\/articles\/how-to-rate-the-severity-of-usability-problems\/"},{"key":"2_CR19","doi-asserted-by":"crossref","unstructured":"Omar, H.M., Jaafar, A.: Heuristics Evaluation in Computer Games. In: 2010 International Conference on Information Retrieval & Knowledge Management, pp. 188\u2013193 (2010)","DOI":"10.1109\/INFRKM.2010.5466921"},{"key":"2_CR20","doi-asserted-by":"crossref","unstructured":"Shim, K.J., Hsu, K.-W., Srivastava, J.: An Exploratory Study of Player Performance, Motivation, and Enjoyment in Massively Multiplayer Online Role-Playing Games. In: SocialCom\/PASSAT, pp. 135\u2013140 (2011)","DOI":"10.1109\/PASSAT\/SocialCom.2011.156"}],"container-title":["Communications in Computer and Information Science","HCI International 2014 - Posters\u2019 Extended Abstracts"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-07854-0_2","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2020,3,6]],"date-time":"2020-03-06T15:05:47Z","timestamp":1583507147000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-319-07854-0_2"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2014]]},"ISBN":["9783319078533","9783319078540"],"references-count":20,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-07854-0_2","relation":{},"ISSN":["1865-0929","1865-0937"],"issn-type":[{"type":"print","value":"1865-0929"},{"type":"electronic","value":"1865-0937"}],"subject":[],"published":{"date-parts":[[2014]]}}}