Press A to Jump: Design Strategies for Video Game Learnability

Lev Poretski and Anthony Tang. (2022). Press A to Jump: Design Strategies for Video Game Learnability. In CHI 2022: Proceedings of the 2022 SIGCHI Conference on Human Factors in Computing Systems. Acceptance: 24.7% - 638/2579.

Abstract

Learnability is a core aspect of software usability. Video games are not an exception, as game designers need to teach players how to play their creations. We analyzed 40 contemporary video games to identify how video games approach learning experiences. We found that games have advanced far beyond using simple tutorials or demonstration screens and adopt a range of repeatable and reusable design strategies using visual cues to facilitate learning. We provide a detailed descriptive framework of these design strategies, elucidating how and when they can be used, and describing how the visual cues are used to build them. Our research can be useful for both general HCI researchers and practitioners seeking to tap into the rich ideas from video game learnability design looking for practical solutions for their work.

Materials

PDF File (http://hcitang.org/papers/2022-chi2022-poretski-video-game-learnability.pdf)
Video (http://hcitang.org/papers/2022-chi2022-poretski-video-game-learnability-talk.mov)

BibTeX

@inproceedings{poretski2022learnability,
  author = {Poretski, Lev and Tang, Anthony},
  booktitle = {CHI 2022: Proceedings of the 2022 SIGCHI Conference on Human Factors in Computing Systems},
  title = {Press A to Jump: Design Strategies for Video Game Learnability},
  type = {conference},
  year = {2022},
  acceptance = {24.7% - 638/2579},
  pdfurl = {http://hcitang.org/papers/2022-chi2022-poretski-video-game-learnability.pdf},
  videourl = {http://hcitang.org/papers/2022-chi2022-poretski-video-game-learnability-talk.mov}
}