Surviving in the 19th-Century Backlands of Bahia: An Investigation of the Usability and Accessibility of the Game "Árida"
Abstract
This paper investigated usability and accessibility issues found in the survival and adventure digital game Arida: Backland’s Awakening, set in the brazilian northeastern hinterland of the 19th century. For this, we used 4 techniques: the Game Accessibility Guidelines (GAG); Game Usability Heuristics (PLAY); Narrative reading operators; and Quantitative analysis of issues identified by Steam players. Overall, 38 problems were found, 21 usability and 12 accessibility exclusively problems. These issues were presented to the game’s developer team at a meeting. Through our evaluation, we concluded that Arida is a game with great educational potential and cultural appreciation. However, some problems such as the lack of control configuration and the repetition of mission patterns can compromise the player’s experience. We suggest possible solutions to work around these problems.
Keywords:
Usability, Accessibility, Digital Games, Cultural Identity
References
Aoca Game Lab. 2019. Árida: o despertar do Sertão. Jogo eletrônico.
Simone Barbosa and Bruno Silva. 2010. Interação humano-computador. Elsevier Brasil.
Heather Desurvire and Charlotte Wiberg. 2009. Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration. In International conference on online communities and social computing. Springer, 557–566.
Ellis, Barrie and Ford-Williams, Gareth and Graham, Lynsey and Gramenos, Dimitris and Hamilton, Ian and Lee, Ed and Manion, Jake and Westin, Thomas. 2012. Game Accessibility Guidelines: A straightforward reference for inclusive game design. Disponível em: http://gameaccessibilityguidelines.com/. Acesso em: 26 de maio de 2021.
Arnaldo Franco Junior. 2009. Operadores de leitura da narrativa. Teoria literária: abordagens históricas e tendências 3 (2009).
Jakob Nielsen. 1993. Usability engineering. Academic Press.
Jeannie Novak. 2011. Game development essentials: an introduction. Cengage Learning.
David Pinelle, Nelson Wong, and Tadeusz Stach. 2008. Heuristic evaluation for games: usability principles for video game design. In Proceedings of the SIGCHI conference on human factors in computing systems. 1453–1462.
Bruna Maele Girão Nobre Pinheiro, Regina Cláudia Pinheiro, and Júlio Araújo. 2020. ÁRIDA: o despertar do sertão e a expressão da cultura nordestina através dos elementos constitutivos de um jogo digital. Revista Leia Escola 20, 1 (2020), 11–25.
Arthur Aroha Kaminski da Silva. 2020. Árida, um folhetim de cordel audiovisual: o jogo eletrônico como ferramenta de valorização das culturas e regionalismos brasileiros. ANTARES: Letras e Humanidades 12, 28 (2020), 224–247.
Carlos Eduardo de M Silva. 2007. A Importância dos Jogos Eletrônicos como Elemento de Apoio à Produção, Resgate e Valorização Cultural. In Anais do XII Congresso de Ciências da Comunicação na Região Sudeste.
Simone Barbosa and Bruno Silva. 2010. Interação humano-computador. Elsevier Brasil.
Heather Desurvire and Charlotte Wiberg. 2009. Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration. In International conference on online communities and social computing. Springer, 557–566.
Ellis, Barrie and Ford-Williams, Gareth and Graham, Lynsey and Gramenos, Dimitris and Hamilton, Ian and Lee, Ed and Manion, Jake and Westin, Thomas. 2012. Game Accessibility Guidelines: A straightforward reference for inclusive game design. Disponível em: http://gameaccessibilityguidelines.com/. Acesso em: 26 de maio de 2021.
Arnaldo Franco Junior. 2009. Operadores de leitura da narrativa. Teoria literária: abordagens históricas e tendências 3 (2009).
Jakob Nielsen. 1993. Usability engineering. Academic Press.
Jeannie Novak. 2011. Game development essentials: an introduction. Cengage Learning.
David Pinelle, Nelson Wong, and Tadeusz Stach. 2008. Heuristic evaluation for games: usability principles for video game design. In Proceedings of the SIGCHI conference on human factors in computing systems. 1453–1462.
Bruna Maele Girão Nobre Pinheiro, Regina Cláudia Pinheiro, and Júlio Araújo. 2020. ÁRIDA: o despertar do sertão e a expressão da cultura nordestina através dos elementos constitutivos de um jogo digital. Revista Leia Escola 20, 1 (2020), 11–25.
Arthur Aroha Kaminski da Silva. 2020. Árida, um folhetim de cordel audiovisual: o jogo eletrônico como ferramenta de valorização das culturas e regionalismos brasileiros. ANTARES: Letras e Humanidades 12, 28 (2020), 224–247.
Carlos Eduardo de M Silva. 2007. A Importância dos Jogos Eletrônicos como Elemento de Apoio à Produção, Resgate e Valorização Cultural. In Anais do XII Congresso de Ciências da Comunicação na Região Sudeste.
Published
2021-11-18
How to Cite
GALVÃO, Ludmilla F. O.; CARDOSO, João Victor da Silva; DA SILVA, Lucineide R.; C. JÚNIOR, Vicente A. da; GARCIA, Laura S..
Surviving in the 19th-Century Backlands of Bahia: An Investigation of the Usability and Accessibility of the Game "Árida". In: EVALUATION COMPETITION - BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTATIONAL SYSTEMS (IHC), 20. , 2021, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 10-19.
DOI: https://doi.org/10.5753/ihc.2021.19584.
