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Social games and different generations: A heuristic evaluation of Candy Crush Saga.
Ana Carla Amaro
Ana Isabel Veloso
Lídia Oliveira
Published in:
TISHW (2016)
Keyphrases
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heuristic evaluation
usability evaluation
usability problems
social interaction
usability testing
social networks
cognitive style
social media
video games
game design
case study
computer games
social networking
web search
educational games
south african