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Volumn 5, Issue 1, 2005, Pages

A survey method for assessing perceptions of a game: The consumer playtest in game design

Author keywords

[No Author keywords available]

Indexed keywords


EID: 27744544851     PISSN: 16047982     EISSN: None     Source Type: Journal    
DOI: None     Document Type: Article
Times cited : (75)

References (15)
  • 1
    • 27744437283 scopus 로고    scopus 로고
    • Essential facts about the computer and video game industry From The Annual Report of the Interactive Digital Software Association
    • Essential facts about the computer and video game industry. From the Annual Report of the Interactive Digital Software Association (2005).
    • (2005)
  • 2
    • 84938242163 scopus 로고    scopus 로고
    • Beyond focus groups: Getting more useful feedback from consumers
    • San Jose CA, March 2003
    • Fulton, B. & Medlock, M. (2003). Beyond focus groups: Getting more useful feedback from consumers. Game Developer's Conference 2003 Proceedings, San Jose CA, March 2003.
    • (2003) Game Developer's Conference 2003 Proceedings
    • Fulton, B.1    Medlock, M.2
  • 5
    • 13244250764 scopus 로고    scopus 로고
    • Designing for fun: User-testing case studies
    • M. A. Blythe, K. Overbeeke, A. F. Monk & P. C. Wright (Eds.), Boston, MA: Kluwer Academic Publishers
    • Pagulayan, R. J., Steury, K. R. Fulton, B. & Romero, R. L. (2003). Designing for fun: User-testing case studies. In M. A. Blythe, K. Overbeeke, A. F. Monk & P. C. Wright (Eds.), Funology: From Usability to Enjoyment (pp. 137-150). Boston, MA: Kluwer Academic Publishers.
    • (2003) Funology: From Usability to Enjoyment , pp. 137-150
    • Pagulayan, R.J.1    Steury, K.R.2    Fulton, B.3    Romero, R.L.4
  • 6
    • 27744439887 scopus 로고    scopus 로고
    • Design and user research: Dangerous alone, deadly together
    • Working Paper, Microsoft Game Studios
    • Pagulayan, R. J. & Fields, T. (2003). Design and user research: Dangerous alone, deadly together. Working Paper, Microsoft Game Studios.
    • (2003)
    • Pagulayan, R.J.1    Fields, T.2
  • 9
    • 85116737783 scopus 로고    scopus 로고
    • An interpreted demonstration of computer game design
    • (Los Angeles, CA, April 1998), ACM Press
    • Clanton, C. (1998). An interpreted demonstration of computer game design. In Proceedings of CHI '98 (Los Angeles, CA, April 1998), ACM Press.
    • (1998) Proceedings of CHI '98
    • Clanton, C.1
  • 12
    • 0037005457 scopus 로고    scopus 로고
    • Playability in action videogames: A qualitative design model
    • Fabricatore, C., Nussbaum, M., and Rosas, R. (2002). Playability in action videogames: A qualitative design model. Human-Computer Interaction, 17, 311-368.
    • (2002) Human-Computer Interaction , vol.17 , pp. 311-368
    • Fabricatore, C.1    Nussbaum, M.2    Rosas, R.3
  • 13
    • 27744508425 scopus 로고    scopus 로고
    • Toward the construction of fun computer games: Differences in the views of developers and players
    • Kim, J., Choi, D. and Kim, H. (1999). Toward the construction of fun computer games: Differences in the views of developers and players. Personal Technologies, 3, 1-13.
    • (1999) Personal Technologies , vol.3 , pp. 1-13
    • Kim, J.1    Choi, D.2    Kim, H.3
  • 14
    • 27744436093 scopus 로고    scopus 로고
    • Why we play games: Four keys to more emotion without story
    • XEODesign, Inc
    • Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. XEODesign, Inc. (http://xeodesign.com/ xeodesign_whyweplaygames.pdf)
    • (2004)
    • Lazzaro, N.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.