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What makes a good game? Using reviews to inform design


People and Computers XXIII Celebrating People and Technology (HCI)

Computers XXIII Celebrating People and Technology

1 - 5 September 2009

Games, grounded theory, analysis

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      The characteristics that identify a good game are hard to define and reproduce, as demonstrated by the catalogues of both successes and failures from most games companies. We have started to address this by undertaking a grounded theoretical analysis of reviews garnered from games, both good and bad, to distil from these common features that characterize good and bad games. We have identified that a good game is cohesive, varied, has good user interaction and offers some form of social interaction. The most important factor to avoid is a bad pricing. Successfully achieving some of these good factors will also outweigh problems in other areas.

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      A Q-Study of Game Player Aesthetics

       David Myers (2016)

        Author and article information

        Advanced Interaction Group

        School of Computer Science

        University of Birmingham, Edgbaston

        Birmingham, B15 2TT, UK

        +44 (0) 121 414 3729
        September 2009
        September 2009
        : 418-422
        © Matthew Bond et al. Published by BCS Learning and Development Ltd. People and Computers XXIII Celebrating People and Technology, Churchill College Cambridge, UK

        This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit

        People and Computers XXIII Celebrating People and Technology
        Churchill College Cambridge, UK
        1 - 5 September 2009
        Electronic Workshops in Computing (eWiC)
        Computers XXIII Celebrating People and Technology
        Product Information: 1477-9358 BCS Learning & Development
        Self URI (journal page):
        Electronic Workshops in Computing


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