Table 6.
Results of the questionnaire designed based on mechanic part of the playability heuristics [52].
| Question | Question, mean (SD) | Heuristic, mean (SD) | Heuristic overall percent | |
| 1. Game should react in a consistent, challenging, and exciting way to the player’s actions (eg, appropriate music with the action). | ||||
|
|
Q1 | 2.8 (1.6) | 2.8 (1.6) | 51 |
| 2. Make effects of the AIa clearly visible to the player by ensuring they are consistent with the player’s reasonable expectations of the AI actor. | ||||
|
|
Q2 | 3.1 (0.9) | 3.1 (0.9) | 62.3 |
| 3. A player should always be able to identify their score/status and goal in the game. | ||||
|
|
Q3 | 4.4 (0.5) | 4.3 (0.14) | 86 |
|
|
Q4 | 4.2 (0.9) | N/Ab | N/A |
| 4. Mechanics/controller actions have consistently mapped and learnable responses. | ||||
|
|
Q5 | 4.4 (1.1) | 4.15 (0.35) | 83 |
|
|
Q6 | 3.9 (1.6) | N/A | N/A |
| 5. Shorten the learning curve by following the trends set by the gaming industry to meet user’s expectations. | ||||
|
|
Q7 | 4.3 (1.3) | 3.95 (0.49) | 79 |
|
|
Q8 | 3.6 (1.6) | N/A | N/A |
| 6. Controls should be intuitive, and mapped in a natural way; they should be customizable and default to industry standard settings. | ||||
|
|
Q9 | 4.5 (1.0) | 4.35 (0.21) | 87 |
|
|
Q10 | 4.2 (0.9) | N/A | N/A |
| 7. Player should be given controls that are basic enough to learn quickly yet expandable for advanced options. | ||||
|
|
Q11 | 3.3 (1.3) | 3.53 (0.32) | 70.67 |
|
|
Q12 | 3.4 (1.7) | N/A | N/A |
|
|
Q13 | 3.9 (1.4) | N/A | N/A |
aAI: artificial intelligence.
bN/A: not applicable.