ABSTRACT

Computer and video games are fast becoming a mainstream form of entertainment. According to the Entertainment Software Association, over half of the households in the United States will have purchased a game in the year 2004 (ESA 2004). Sales of computer and video games have more than doubled from 1997 to 2003 (ESA 2004) with continued growth on the horizon. As disciplines, human factors, ergonomics, human-computer interaction, and usability, should adapt to the unique needs and challenges that come with this new territory. Thus, as the games industry matures, user-centered design perspectives and methodologies need to mature along with it. However, the rapid growth of software entertainment may surpass the speed with which existing user-centered methodologies can evolve.