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Volumn 5, Issue 1, 2007, Pages

Pervasive game flow: Understanding player enjoyment in pervasive gaming

Author keywords

Enjoyment; Evaluation; Flow; Gameplay; Pervasive gaming

Indexed keywords

MATHEMATICAL MODELS; MULTIMEDIA SERVICES; THREE DIMENSIONAL COMPUTER GRAPHICS; USER INTERFACES;

EID: 34147224241     PISSN: 15443574     EISSN: 15443981     Source Type: Journal    
DOI: 10.1145/1236224.1236238     Document Type: Article
Times cited : (134)

References (11)
  • 1
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    • Bridging the physical and digital in pervasive gaming
    • March
    • BENFORD, S., MAGERKURTH, C., AND LJUNGSTRAND, P. 2005. Bridging the physical and digital in pervasive gaming. Commun. ACM 48, 3 (March), 54-57.
    • (2005) Commun. ACM , vol.48 , Issue.3 , pp. 54-57
    • BENFORD, S.1    MAGERKURTH, C.2    LJUNGSTRAND, P.3
  • 2
    • 84900534867 scopus 로고    scopus 로고
    • Designing ubiquitous computer games- A report from a workshop exploring ubiquitous computing entertainment
    • BJÖRK, S., HOLOPAINEN, J., LJUNOSTRAND, P., AND ÅKESSON, K-P. 2002. Designing ubiquitous computer games- A report from a workshop exploring ubiquitous computing entertainment. Personal and Ubiquitous Computing 6, 443-458.
    • (2002) Personal and Ubiquitous Computing , vol.6 , pp. 443-458
    • BJÖRK, S.1    HOLOPAINEN, J.2    LJUNOSTRAND, P.3    ÅKESSON, K.-P.4
  • 3
    • 3042598529 scopus 로고    scopus 로고
    • Touch-space: Mixed reality game space based on ubiquitous, tangible, and social computing
    • CHEOK, A. D., YANG, X., YING, Z. Z., BILLINGHURST, M., AND KATO, H. 2002. Touch-space: Mixed reality game space based on ubiquitous, tangible, and social computing. Personal and Ubiquitous Computing 6, 430-442.
    • (2002) Personal and Ubiquitous Computing , vol.6 , pp. 430-442
    • CHEOK, A.D.1    YANG, X.2    YING, Z.Z.3    BILLINGHURST, M.4    KATO, H.5
  • 6
    • 34147200922 scopus 로고    scopus 로고
    • Improving games with user testing: Getting better data earlier
    • June
    • FEDEROFF, M. 2003. Improving games with user testing: Getting better data earlier. Game Developer's Mag .(June).
    • (2003) Game Developer's Mag
    • FEDEROFF, M.1
  • 8
    • 33749014082 scopus 로고    scopus 로고
    • Augmenting the virtual domain with physical and social elements: Towards a paradigm shift in computer entertainment technology
    • Oct
    • MAGERKURTH, C., ENGELKE, T., AND MEMISOGLU, M. 2004. Augmenting the virtual domain with physical and social elements: Towards a paradigm shift in computer entertainment technology. ACM Computers in ntertainment 2, 4 (Oct).
    • (2004) ACM Computers in ntertainment , vol.2 , pp. 4
    • MAGERKURTH, C.1    ENGELKE, T.2    MEMISOGLU, M.3
  • 9
    • 14044258085 scopus 로고    scopus 로고
    • Contextual virtual ilnteraction as part of ubiquitous game design and development
    • MANNINEN, T. 2002. Contextual virtual ilnteraction as part of ubiquitous game design and development. Personal and Ubiquitous Computing 6, 390-406.
    • (2002) Personal and Ubiquitous Computing , vol.6 , pp. 390-406
    • MANNINEN, T.1
  • 11
    • 33745255765 scopus 로고    scopus 로고
    • GameFlow: A model for evaluating player enjoyment in games
    • July
    • SWEETSER, P. AND WYETH, P. 2005. GameFlow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3, 3, (July).
    • (2005) ACM Computers in Entertainment , vol.3 , pp. 3
    • SWEETSER, P.1    WYETH, P.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.