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Home
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Pogo Chat
> Teaching Cases
Pogo Chat
Rochelle Edwards (Electronic Arts Inc., USA)
Copyright:
© 2013
|
Pages:
27
EISBN13:
9781466648203
|
DOI:
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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