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Design Testing: The use of addiction metrics to force rapid evolution of innovative game designs
We need tests and metrics that capture such ephemeral qualities as 'fun' and 'addiction'.
What makes me think we can test 'fun' and 'addiction'? I believe that core game mechanics rely on relatively simple psychological reward schedules. A successfully addicted player exhibits easily identifiable behavioral symptoms. By tracking these symptoms in a statistically valid manner, the designer gains useful feedback on the addictive properties of their gaming system.
Common Metrics for Design Testing
Testing for addiction is easier than you might imagine. The following are easily gathered metrics for measuring system-wide addictive behavior.
Length of playtime
Intensity of play time
Willingness to play again
Length between play times
Number of play times
Spot exit surveys
Edited by: lizwool at: 4/11/06 12:26