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Volumn , Issue , 2010, Pages 66-73

Designing games for everyone: The expanded game experience model

Author keywords

Affordance; Casual games; Game design; Game experience; Games as services; Model; Player services; Social games; Threshold of use

Indexed keywords

AFFORDANCES; CASUAL GAMES; GAME DESIGN; GAME EXPERIENCE; GAMES AS SERVICES; PLAYER SERVICES; SOCIAL GAMES; THRESHOLD OF USE;

EID: 79951523490     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1920778.1920788     Document Type: Conference Paper
Times cited : (26)

References (23)
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    • Bogost, I.1
  • 2
    • 76749093605 scopus 로고    scopus 로고
    • Retrieved on December 2008 from
    • Casual Games Association (2008). Casual Games Market Report 2007. Retrieved on December 2008 from http://www.casualconnect.org/newscontent/11- 2007/casualgamesmarketreport2007.html
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  • 5
    • 33745862770 scopus 로고    scopus 로고
    • "Alone together?" Exploring the social dynamics of massively multiplayer online games
    • April 22-27, 2006, Montréal, Québec, Canada. ACM
    • Ducheneaut, N., Yee, N., Nickell, E. & Moore, R. J. (2006): "Alone Together?" Exploring the Social Dynamics of Massively Multiplayer Online Games. In CHI 2006 Proceedings. April 22-27, 2006, Montréal, Québec, Canada. ACM.
    • (2006) CHI 2006 Proceedings
    • Ducheneaut, N.1    Yee, N.2    Nickell, E.3    Moore, R.J.4
  • 7
    • 79951540306 scopus 로고    scopus 로고
    • Fun experience with digital games: A model proposition
    • Leino, Olli, Wirman, Hanna & Fernandez, Amyris (Eds.) Lapland University Press
    • Fernandez, Amyris (2008): Fun Experience with Digital Games: A Model Proposition. In Leino, Olli, Wirman, Hanna & Fernandez, Amyris (Eds.): Extending Experiences: Structure, Analysis and Design of Computer Game Player Experience. 181-190. Lapland University Press.
    • (2008) Extending Experiences: Structure, Analysis and Design of Computer Game Player Experience , pp. 181-190
    • Fernandez, A.1
  • 12
    • 84954577811 scopus 로고    scopus 로고
    • How designers think
    • Fourth Edition. Achitectual Press
    • Lawson, Bryan (2006). How Designers Think. The design process demystified. Fourth Edition. Achitectual Press.
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    • Lawson, B.1
  • 17
    • 79951530780 scopus 로고    scopus 로고
    • The magic is gone: A critical examination of the gaming situation
    • Athens, Fournos Centre for the Digital Culture
    • Pargman, Daniel & Jacobsson, Peter (2006): "The Magic is Gone: A Critical Examination of the Gaming Situation." In Gaming Realities. A Challenge for Digital Culture (pp. 15-22). Athens, Fournos Centre for the Digital Culture.
    • (2006) Gaming Realities. A Challenge for Digital Culture , pp. 15-22
    • Pargman, D.1    Jacobsson, P.2
  • 18
    • 79951531732 scopus 로고    scopus 로고
    • The heuristic circle of gameplay: The case of survival horror
    • Athens: Fournos Centre for the Digital Culture
    • Perron, B. (2006). The Heuristic Circle of Gameplay: the Case of Survival Horror. In Gaming Realities: A Challenge for Digital Culture (pp. 62-71). Athens: Fournos Centre for the Digital Culture.
    • (2006) Gaming Realities: A Challenge for Digital Culture , pp. 62-71
    • Perron, B.1
  • 20
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    • The many faces of sociability and social play in games
    • Tampere, Finland. ACM
    • Stenros, Jaakko, Paavilainen Janne & Mäyrä, Frans (2009): The Many Faces of Sociability and Social Play in Games. Proceedings of MindTrek 2009. Tampere, Finland. ACM.
    • (2009) Proceedings of MindTrek 2009
    • Stenros, J.1    Paavilainen, J.2    Mäyrä, F.3
  • 22
    • 33745255765 scopus 로고    scopus 로고
    • GameFlow: A model for evaluating Player Enjoyment in games
    • July 2005
    • Sweetser, P. & Wyeth, P. (2005) GameFlow: A Model for Evaluating PlayerEnjoyment in Games. ACM Computers in Entertainment, Vol. 3, No. 3, July 2005.
    • (2005) ACM Computers in Entertainment , vol.3 , Issue.3
    • Sweetser, P.1    Wyeth, P.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.