--- Week 14 ---
Project Presentations
--- Week 13 ---
User Testing of Games
--- Week 12 ---
Usability Testing Procedures and Reports
--- Week 11 ---
Case Studies
--- Week 10 ---
2D Graphics in XNA Game Studio
--- Week 9 ---
Serious Games
--- Week 8 ---
Special Populations
--- Week 7 ---
Midterm Exam
--- Week 6 ---
Usability by Design
--- Week 5 ---
Emotions as Feedback
--- Week 4 ---
Usability Metrics &
Test Design
--- Week 3 ---
Usability Testing &
Playtesting of Games
--- Week 2 ---
Standards & Heuristics
--- Week 1 ---
Concepts of Usability
--- Support Files ---
Course Syllabus
Instructor Bio
Welcome Page
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Games for Special Populations
Special Populations
Much has been written in the popular press about the male 18-35 demographic
as the key game player group. Care must be given to gleaning implications
from this statement. First we need to understand its limitations. The
group we mention is the video game playing population, about 14% of
the total computer game market. Other groups play many other games.
Consider, for example, the massively multiplayer online role playing
game (MMORPG) players. These groups not only support the male 18-35
demographics, but also sport a wide variety of other players.
Tonight's lesson looks at other groups and their usabiity needs. We
will look at children, senior citizens, disabled citizens, women, and
new users.
Readings:
David Geer, "Will
Gesture Recognition Technology Point the Way?"
Katie
Hafner, "What Do Women Game Designers Want?"
Tom Tullis, et.al,
"Web Usability and Age:
How Design Changes Can Improve Performance"
Steve Cornett, "The
Usability of Massively Multiplayer Online
Roleplaying Games: Designing for New Users"
Kathleen Harmeyer, "Usability
Concerns for Special Populations"
DiGRA.org - Digital
Games Research Organization
IGDA.org - International
Game Developers Association
Usability Activity:
The Requirements for the
Usability Testing Report |