Pogo Chat

Pogo Chat

Rochelle Edwards
ISBN13: 9781466640467|ISBN10: 1466640464|EISBN13: 9781466640474
DOI: 10.4018/978-1-4666-4046-7.ch016
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MLA

Edwards, Rochelle. "Pogo Chat." Cases on Usability Engineering: Design and Development of Digital Products, edited by Miguel A. Garcia-Ruiz, IGI Global, 2013, pp. 378-404. https://doi.org/10.4018/978-1-4666-4046-7.ch016

APA

Edwards, R. (2013). Pogo Chat. In M. Garcia-Ruiz (Ed.), Cases on Usability Engineering: Design and Development of Digital Products (pp. 378-404). IGI Global. https://doi.org/10.4018/978-1-4666-4046-7.ch016

Chicago

Edwards, Rochelle. "Pogo Chat." In Cases on Usability Engineering: Design and Development of Digital Products, edited by Miguel A. Garcia-Ruiz, 378-404. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-4046-7.ch016

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Abstract

Pogo.com, an Electronic Arts (EA) casual gaming website, has over 150 games. The older, timeless games, around 610 horizontal pixels, are neighbored by an online group chat window which allows players to communicate during gameplay. Newer games do not have the same size constraints, some as wide as 760 horizontal pixels. These newer games originally lacked a chat window; however, the feedback from Pogo users was clear – they wanted the ability to chat. This paper will focus on the iterative usability testing utilized in determining if and how chat should be added into these new games on Pogo. The chat solutions as well as some challenges faced in reaching these solutions are discussed. While players wanted a chat window in all games, they did not want it to interfere with their game play. There was a preference for multiple chat solutions depending on the size of the game brick.

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