The Functional and Usable Appeal of Facebook SNS Games

Purpose – The purpose of this study is to explore the appeal of social networking services (SNS) games from the perspectives of game usability and the functionality that is facilitated by the internet. Why players prefer SNS games to other types of games and what specific characteristics causes them to be addicted to continuous game play are the two critical issues to be probed.Design/methodology/approach – The authors interviewed 11 experts and surveyed 321 gamers using a questionnaire to gather the data about their preferences. The authors believe that a preference‐based study can reveal the underlying reasons for the appeal of SNS games. The collected data were analysed using Quantification Theory Type I.Findings – The semantic structure of appeal, determined from the interviews of experts, shows the hierarchy of the relationship between the types of appeal or appeal factors, the reasons for gamers’ preferences, and the specific characteristics of SNS games. According to the statistical analysis, the t...

[1]  Chikio Hayashi On the quantification of qualitative data from the mathematico-statistical point of view , 1950 .

[2]  James D. Foley,et al.  Fundamentals of interactive computer graphics , 1982 .

[3]  Nancy C. Goodwin,et al.  Functionality and usability , 1987, CACM.

[4]  J. Nielsen Usability inspection methods , 1994, CHI Conference Companion.

[5]  Cathleen Wharton,et al.  The cognitive walkthrough method: a practitioner's guide , 1994 .

[6]  Yehuda Kalay,et al.  Visualization of users' requirements: Introduction of the Evaluation Grid Method , 1996 .

[7]  J. Walther Computer-Mediated Communication , 1996 .

[8]  K. Oatley Meetings of minds: Dialogue, sympathy, and identification, in reading fiction , 1999 .

[9]  Melissa A. Federoff,et al.  HEURISTICS AND USABILITY GUIDELINES FOR THE CREATION AND EVALUATION OF FUN IN VIDEO GAMES , 2002 .

[10]  Ronggong Song,et al.  An analysis of online gaming crime characteristics , 2005, Internet Res..

[11]  C. Klimmt,et al.  Effectance, self-efficacy, and the motivation to play video games , 2006 .

[12]  R. Schwarzer,et al.  Functional roles of social support within the stress and coping process: A theoretical and empirical overview , 2007 .

[13]  Panayiotis Zaphiris,et al.  HCI issues in computer games , 2007, Interact. Comput..

[14]  Mitsuo Nagamachi,et al.  Perspectives and the new trend of Kansei/affective engineering , 2008 .

[15]  Chen-Nee Chuah,et al.  Unveiling facebook: a measurement study of social network based applications , 2008, IMC '08.

[16]  Better Games Through Usability Evaluation and Testing , 2010 .

[17]  Wei Dong,et al.  The Evaluation Method for Product Form Attractiveness Based on Miryoku Engineering , 2010 .

[18]  H Mohamed,et al.  Development and potential analysis of Heuristic Evaluation for Educational Computer Game (PHEG) , 2010, 5th International Conference on Computer Sciences and Convergence Information Technology.

[19]  Stuart J. Barnes,et al.  Who Needs Cyberspace? Examining Drivers of Needs in Second Life , 2011, Internet Res..

[20]  Joyram Chakraborty,et al.  Evaluation of Video Game Interfaces , 2011, HCI.

[21]  Tao Zhou,et al.  Understanding Online Community User Participation: A Social Influence Perspective , 2011, Internet Res..

[22]  Chui Yin Wong,et al.  Methodologies for Evaluating Player Experience in Game Play , 2011, HCI.