ith the pending issues on malnutrition and healthy illiteracy, the focus has been turned towards the potentials share of the gaming industry in attaining the elusive health-for-all across developmental stages. Game usability testing has yielded many positive effects for both the gaming company and the gamer, but is given little attention when it comes to games for health. This paper sought to determine the system usability of a researcher-made computer game for health and test the effect of player demographics to usability and usability to the player’s intention to participate in gaming. The results showed that majority of the respondents (n=30) agreed that the game handed to them was usable (x̄=5.40; SD=0.88) and that they would play the game at the soonest time possible (x̄=1.43; SD=0.68). Regression analysis showed that player demographics is not a determinant of the player’s perception of game usability (r=0.18; p=0.82), but usability has shown to have a significant effect of the player’s intention to play the game (r=0.67; p=0.00). This paper is meritorious in providing empirical evidence of the importance of usability testing before handing down games for health to the target consumers.
Michael Joseph Diño, Our Lady of Fatima University, Philippines
Christian Del Rosario, Our Lady of Fatima University, Philippines
Jenica Ana Rivero, Our Lady of Fatima University, Philippines
This paper is part of the ACE2013 Conference Proceedings (View)
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