Usability Fit

  1. Player input matches controls allowed in game
    How a player interacts with the game (e.g., click on buttons versus touch/swipe movements) matches the controls player can use in the game.

  2. Useful feedback offerred consistently
    Positive and negative feedback is provided to the player, and the feedback is offered in a constructive way and in a consistent manner.

  3. Accessible to a wide audience
    Even players who are not part of the target audience of the game can still play the game with ease.

  4. Overall theme matches game setting
    Use of graphics and music should be appropriate for the game setting (background story) and should improve the overall gaming experience.

Gaming Experience

  1. Desire to achieve end goal
    Player wants to keep playing the game in order to achieve an end goal before quitting or being interrupted.
  2. Ability to see progress within the game
    The player should always know how far along s/he is until a goal is met.
  3. Impact of game controls to immersion
    How well do game controls contribute to the level of immersion players have in the game.
  4. Popularity among the target audience
    Keeping the target audience in mind, how popularity will this game be?

Educational Value

  1. Appropriate learning for target audience
    The educational level of the activities in the game are appropriate for the target audience.
  2. Applicability of prior knowledge
    How applicable is the prior knowledge gained in previous levels/tasks to subsequent levels/tasks