the SIGCHI Conference on Human Factors in
Computing Systems. ACM, 2689-2698.
Cohen, J. (1988). Statistical power analysis for the
behavioral sciences. (2nd ed. – chapter 3). Hillsdale,
NJ: Lawrence Earlbaum Associates.
Cox, N. J. (2009, September). Speaking Stata: Creating and
varying box plots. In Annals of The Stata Journal, 9 (3),
478-496. https://doi.org/10.1177%2F1536867X090090
0309
Desurvire, H., Caplan, M., & Toth, J. A. (2004, April).
Using heuristics to evaluate the playability of games. In
CHI EA ’04: CHI ’04 Extended Abstracts on Human
Factors in Computing Systems. ACM Press.
https://doi.org/10.1145/985921.986102
Desurvire, H., & Wiberg, C. (2008). Evaluating user
experience and other lies in evaluating games. In
CHI’08: Workshop on Evaluating User Experiences in
Games from the Conference on Human Factors in
Computing Systems. ACM Press.
Desurvire, H., & Wiberg, C. (2009). Game usability
heuristics (PLAY) for evaluating and designing better
games: The next iteration. In OCSC’09, International
Conference on Online Communities and Social
Computing – Part of the LNCS, 5621. Pags. 557-566.
Springer. https://doi.org/10.1007/978-3-642-02774-
1_60
Desurvire, H., & Wiberg, C. (2015, June). User Experience
Design for Inexperienced Gamers: GAP—Game
Approachability Principles. In: Bernhaupt, R. (eds)
Game User Experience Evaluation – Human–
Computer Interaction Series book (HCIS). Springer,
Chap. 8, 131-148. https://doi.org/10.1007/978-3-319-
15985-0_8
Juristo, N., & Moreno, A. M. (2010, December). Basics of
Software Engineering Experimentation (1
st
Edition).
Springer Publishing Company.
Korhonen, H., & Koivisto, E. M. I. (2006, September).
Playability heuristics for mobile games. In MobileHCI
’06: Proceedings of the 8
th
Conference on Human-
Computer Interaction with Mobile Devices and
Services. ACM Press. 9 -16. https://doi.org/10.1145/
1152215.1152218
Korhonen, H., Paavilainen, J., & Saarenpää, H. (2009,
September). Expert review method in game
evaluations: comparison of two playability heuristic
sets. In MindTrek ’09: Proceedings of the 13
th
International MindTrek Conference: Everyday life in
the ubiquitous era. ACM Press. 74 – 81. https://doi.org/
10.1145/1621841.1621856
Korhonen, H. (2016). Evaluating playability of mobile
games with the expert review method [M. Computer
Science thesis, Tampere University]. Tampere
University Research Repository.
https://trepo.tuni.fi/handle/10024/99584
Mann, H. B., & Whitney, D. R. (1947). On a Test of
Whether one of Two Random Variables is
Stochastically Larger than the Other. In Annals of the
Journal of Mathematical Statistics, 18 (1), 50 - 60.
https://doi.org/10.1214/aoms/1177730491
Manzoni, F. S., Ferreira, B. M., & Conte, T. U. (2018).
NExPlay – Playability Assessment for Non-experts
Evaluators. In ICEIS ’18: Proceedings of the 20
th
International Conference on Exnterprise Information
Systems - Volume 2, 451-462. SCITEPRESS.
https://doi.org/10.5220/0006695604510462
Manzoni, F. S., Conte, T. U., Silveira, M. S., & Barbosa, S.
D. J. (2020a). Playability Heuristic Set Comparative
Study: Support Material for CustomCheck4Play.
Figshare. https://doi.org/10.6084/m9.figshare.8044523
Manzoni, F. S., Conte, T. U., Silveira, M. S., & Barbosa, S.
D. J. (2020b). Collection Results for the Comparative
Study of CustomCheck4Play. [Dataset]. Figshare.
https://doi.org/10.6084/m9.figshare.8044439
Nacke, L., Drachen, A., Kuikkaniemi, K., Niesenhaus, J.,
Korhonen, H. J., Hoogen, W. M. van den, Poels, K.,
IJsselsteijn, W. A., & Kort, Y. A. W. de. (2009,
September). Playability and player experience research.
In DiGRA ’09: Proceedings of DiGRA - Breaking New
Ground: Innovation in Games, Play, Practice and
Theory. DiGRA Digital Library.
Pinelle, D., Wong, N., & Stach, T. (2008a, April). Heuristic
evaluation for games: usability principles for
videogames design. In CHI ’08: Proceedings of the
SIGCHI Conference on Human Factors in Computing
Systems. ACM Press.
Pinelle, D., Wong, N., & Stach, T. (2008b). Using genres to
customize usability evaluations of video games. In
Proceedings of the 2008 Conference on Future Play:
Research, Play, Share. ACM Press.
https://doi.org/10.1145/1496984.1497006
Politowski, C., Vargas, D. de, Fontoura, L., & Foletto, A.
(2016). Software Engineering Processes in Game
Development: a Survey about Brazilian Developers. In
SBGames ’16: XV Brazilian Symposium on Games and
Digital Entertainment. SBC.
González-Sánchez, J. L., Vela, F. L. G., Simarro, F. M., &
Padilla-Zea, N. (2012). Playability: Analyzing user
experience in video games. In Journal of Behavior &
Information Technology (31). Taylor & Francis Online.
Shapiro, S. S., & Wilk, M. B. (1965). An Analysis of
Variance Test for Normality (Complete Samples), (52,
3), 591–611. JSTOR. www.jstor.org/stable/2333709.
Valentim, N., Conte, T., & Maldonado, J. (2015).
Evaluating an Inspection Technique for Use Case
Specifications Quantitative and Qualitative Analysis. In
ICEIS ’15: Proceedings of the 17th International
Conference on Enterprise Information Systems.
SCITEPRESS.
Wohlin, C., Runeson, P., Höst, M., Ohlsson, M., Regnell,
B., & Wesslén, A. (2012). Experimentation in Software
Engineering. Springer-Verlag Berlin Heidelberg (1
st
edition).