Measuring playability of players and its relation to perceived enjoyment

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School of Business | Master's thesis
Degree programme
Information and Service Management (ISM)
64 + 6
The growth of the video game market has been remarkable during the past decades. The growth of the market has also increased the competition between the game developers, which are continuously looking for opportunities to gain competitive advantage over the competitors. In the literature, playability and playability heuristics have been brought up as an aspect to improve the quality of the video games, thus making them better products overall. This thesis examines the perceived playability of a player in Apex Legends by utilizing playability heuristics. The main question that this thesis tries to find out is that how many dimensions of playability can be discovered. Furthermore, it explores how the perceived playability affects the perceived enjoyment in Apex Legends. An online questionnaire was carried out to gather information about how players perceived the playability of the game, and how much they enjoyed it. Total of 299 responses were received, which were used in the empirical part of the thesis. The main methods used in the empirical part were multi-item measure development, exploratory factor analysis, reliability analysis and regression analysis. The findings of this thesis indicate that playability has two dimensions which are usability and gameplay. In addition, the thesis suggest that the playability of a video game explains the perceived enjoyment, therefore improving the playability of a game, could be beneficial for a video game company. Both theoretical- and managerial implication, limitations and topics for future research are discussed as well.
Thesis advisor
Halme, Merja
playability, heuristics, heuristic evaluation, video games
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