Skip to search form
Skip to main content
Skip to account menu
Semantic Scholar
Semantic Scholar's Logo
Search 225,220,491 papers from all fields of science
Search
Sign In
Create Free Account
Playtest
Known as:
Play-testing
, Playtesting
, Playtests
Expand
A playtest is the process by which a game designer tests a new game for bugs and design flaws before bringing it to market. Playtests can be run…
Expand
Wikipedia
(opens in a new tab)
Create Alert
Alert
Related topics
Related topics
16 relations
Another World
Digital rights management
Dota 2
Joe Danger
Expand
Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
Review
2019
Review
2019
Exploring Game Design for the Financial Education of Millenials
G. Hoffmann
,
Lars Matysiak
International Conference on Games and Virtual…
2019
Corpus ID: 203434302
The vast majority of Germans are reluctant to invest parts of their savings in the capital market, even though this is generally…
Expand
Review
2018
Review
2018
When Students Design Their Own Games: A Failed Experiment In a First-Year Seminar
Chad Raymond
2018
Corpus ID: 148993743
This paper compares indicators of student engagement across different sections of a firstyear seminar taught in Fall 2017. As…
Expand
Review
2018
Review
2018
Rapid game jams with fluidic games: A user study & design methodology
Swen E. Gaudl
,
M. Nelson
,
+5 authors
Michael Cook
Entertainment Computing
2018
Corpus ID: 49538530
Review
2015
Review
2015
Enhancing the CS1 student experience with gamification
Gina Sprint
,
D. Cook
IEEE Integrated STEM Education Conference
2015
Corpus ID: 15608212
Introductory courses offer several opportunities to inspire students to pursue a degree in STEM majors. Attracting and retaining…
Expand
2015
2015
Quantifying Individual Differences, Skill Development, and Fatigue Effects in Small-Scale Exertion Interfaces
Mike Sheinin
,
C. Gutwin
ACM SIGCHI Annual Symposium on Computer-Human…
2015
Corpus ID: 2401409
Game mechanics in sports video games for skills like running and throwing are nothing like those skills in real sports. Adding…
Expand
2015
2015
Jumping the Gap: Indie Labour and the Imagined Indie Community
P. Browne
2015
Corpus ID: 114621852
Due to the recent proliferation of free-to-use, professional-quality development tools, crowdsourced fundraising, and the…
Expand
2010
2010
System and Context - On a Discernable Source of Emergent Game Play and the Process-Oriented Method
Barbara Grüter
,
M. Oks
,
Andreas Lochwitz
International Conference on Evolutionary…
2010
Corpus ID: 6053334
Mobile games are based on the physical movement of players in a game world, combining real world with virtual dimensions. As the…
Expand
2008
2008
Designing a head-up game for children
K. Hendrix
,
Guo Yang
,
D. V. D. Mortel
,
Tim J. W. Tijs
,
P. Markopoulos
British Computer Society Conference on Human…
2008
Corpus ID: 1276031
Head-Up Games [19, 20] attempt to combine the technological benefits of modern electronic games with the social and physical…
Expand
2008
2008
Talking with NPCs: Towards Dynamic Generation of Discourse Structures
Christina R. Strong
,
Michael Mateas
Artificial Intelligence and Interactive Digital…
2008
Corpus ID: 6438109
Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand…
Expand
2006
2006
Resolving Conflicts in Educational Game Design through Playtesting
B. Winn
,
C. Heeter
2006
Corpus ID: 16615679
The multidisciplinary nature of educational game design requires multidisciplinary teams for product development. Typically such…
Expand
By clicking accept or continuing to use the site, you agree to the terms outlined in our
Privacy Policy
(opens in a new tab)
,
Terms of Service
(opens in a new tab)
, and
Dataset License
(opens in a new tab)
ACCEPT & CONTINUE