-
1
-
-
79958127905
-
Gamestop buys social gaming hub kongregate
-
L. Alexander. Gamestop buys social gaming hub kongregate. Gamasutra, 2010.
-
(2010)
Gamasutra
-
-
Alexander, L.1
-
2
-
-
79958085960
-
Placing a value on aesthetics in online casual games
-
New York, NY, USA. ACM
-
E. Andersen, Y.-E. Liu, R. Snider, R. Szeto, and Z. Popović. Placing a value on aesthetics in online casual games. In CHI '11: Proceedings of the SIGCHI conference on Human factors in computing systems, New York, NY, USA, 2011. ACM.
-
(2011)
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
-
-
Andersen, E.1
Liu, Y.-E.2
Snider, R.3
Szeto, R.4
Popović, Z.5
-
4
-
-
0003665743
-
-
Harper & Row Publishers, Inc., New York, NY, USA
-
M. Csikszentmihalyi. Flow: The Psychology of Optimal Experience. Harper & Row Publishers, Inc., New York, NY, USA, 1990.
-
(1990)
Flow: The Psychology of Optimal Experience.
-
-
Csikszentmihalyi, M.1
-
6
-
-
79951881273
-
Unlocking the gameworld: The rewards ofspace and time in videogames
-
A. Gazzard. Unlocking the gameworld: The rewards ofspace and time in videogames. Game Studies, 11, 2011.
-
(2011)
Game Studies
, vol.11
-
-
Gazzard, A.1
-
7
-
-
20444422266
-
Learning by design: Games as learning machines
-
J. P. Gee. Learning by design: Games as learning machines. Interactive Educational Multimedia, 8:15-23, 2004.
-
(2004)
Interactive Educational Multimedia
, vol.8
, pp. 15-23
-
-
Gee, J.P.1
-
8
-
-
84858982879
-
-
Google Website Optimizer. http://www.google.com/websiteoptimizer/.
-
-
-
-
9
-
-
79958102814
-
Dice 2010: Zynga's reynolds on 'social' first and foremost
-
K. Graft. Dice 2010: Zynga's reynolds on 'social' first and foremost. Gamasutra, 2010.
-
(2010)
Gamasutra
-
-
Graft, K.1
-
11
-
-
77955164977
-
Design patterns in fps levels
-
New York, NY, USA. ACM
-
K. Hullett and J. Whitehead. Design patterns in fps levels. In Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG '10, pages 78-85, New York, NY, USA, 2010. ACM.
-
(2010)
Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG '10
, pp. 78-85
-
-
Hullett, K.1
Whitehead, J.2
-
12
-
-
0036473090
-
This computer responds to user frustration: Theory, design, and results
-
PII S0953543801000534
-
J. Klein, Y. Moon, and R. W. Picard. This computer responds to user frustration: Theory, design, and results. Interacting with Computers, 14(2):119-140, 2002. (Pubitemid 34199155)
-
(2002)
Interacting with Computers
, vol.14
, Issue.2
, pp. 119-140
-
-
Klein, J.1
Moon, Y.2
Picard, R.W.3
-
13
-
-
36849051407
-
Practical guide to controlled experiments on the web: Listen to your customers not to the hippo
-
DOI 10.1145/1281192.1281295, KDD-2007: Proceedings of the Thirteenth ACM SIGKDD International Conference on Knowledge Discovery and Data Mining
-
R. Kohavi, R. M. Henne, and D. Sommerfield. Practical guide to controlled experiments on the web: listen to your customers not to the hippo. In KDD '07: Proceedings of the 13th ACM SIGKDD international conference on Knowledge discovery and data mining, pages 959-967, New York, NY, USA, 2007. ACM. (Pubitemid 350229281)
-
(2007)
Proceedings of the ACM SIGKDD International Conference on Knowledge Discovery and Data Mining
, pp. 959-967
-
-
Kohavi, R.1
Henne, R.M.2
Sommerfield, D.3
-
14
-
-
77955150109
-
Mining game statistics from web services: A world of warcraft armory case study
-
New York, NY, USA. ACM
-
C. Lewis and N. Wardrip-Fruin. Mining game statistics from web services: a world of warcraft armory case study. In Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG '10, pages 100-107, New York, NY, USA, 2010. ACM.
-
(2010)
Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG '10
, pp. 100-107
-
-
Lewis, C.1
Wardrip-Fruin, N.2
-
15
-
-
77955146092
-
Analysis of level design 'push & pull' within 21 games
-
New York, NY, USA, ACM
-
D. Milam and M. S. El Nasr. Analysis of level design 'push & pull' within 21 games. In Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG '10, pages 139-146, New York, NY, USA, 2010. ACM.
-
(2010)
Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG '10
, pp. 139-146
-
-
Milam, D.1
El Nasr, M.S.2
-
17
-
-
33845628973
-
The motivational pull of video games: A self-determination theory approach
-
DOI 10.1007/s11031-006-9051-8
-
R. Ryan, C. Rigby, and A. Przybylski. The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30:344-360, 2006. 10.1007/s11031-006-9051-8. (Pubitemid 44952985)
-
(2006)
Motivation and Emotion
, vol.30
, Issue.4
, pp. 347-363
-
-
Ryan, R.M.1
Rigby, C.S.2
Przybylski, A.3
-
18
-
-
85043751872
-
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
-
January
-
R. M. Ryan and E. L. Deci. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. The American psychologist, 55(1):68-78, January 2000.
-
(2000)
The American Psychologist
, vol.55
, Issue.1
, pp. 68-78
-
-
Ryan, R.M.1
Deci, E.L.2
-
20
-
-
0036134696
-
The world wide wait: Effects of delays on user performance
-
DOI 10.1016/S0169-8141(01)00045-2, PII S0169814101000452
-
P. R. Selvidge, B. S. Chaparro, and G. T. Bender. The world wide wait: effects of delays on user performance. International Journal of Industrial Ergonomics, 29(1):15-20, 2002. (Pubitemid 34000488)
-
(2002)
International Journal of Industrial Ergonomics
, vol.29
, Issue.1
, pp. 15-20
-
-
Selvidge, P.R.1
Chaparro, B.S.2
Bender, G.T.3
-
21
-
-
70249138721
-
A framework for analysis of 2d platformer levels
-
New York, NY, USA. ACM
-
G. Smith, M. Cha, and J. Whitehead. A framework for analysis of 2d platformer levels. In Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, Sandbox '08, pages 75-80, New York, NY, USA, 2008. ACM.
-
(2008)
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, Sandbox '08
, pp. 75-80
-
-
Smith, G.1
Cha, M.2
Whitehead, J.3
-
22
-
-
33847739415
-
Motivations for play in online games
-
N. Yee. Motivations for play in online games. CyberPsychology & Behavior, 9:772-775, 2006. (Pubitemid 46769225)
-
(2006)
Cyberpsychology and Behavior
, vol.9
, Issue.6
, pp. 772-775
-
-
Yee, N.1
|