-
5
-
-
84873396647
-
Exploring the Creative Potential of Values Conscious Game Design: Students'Experiences with the VAP Curriculum
-
n.p.
-
Belman, J., and Flanagan, M. Exploring the Creative Potential of Values Conscious Game Design: Students'Experiences with the VAP Curriculum. Eludamos 4, 1 (2010), n.p.
-
(2010)
Eludamos
, vol.4
, pp. 1
-
-
Belman, J.1
Flanagan, M.2
-
8
-
-
84860675853
-
Introduction: Beyond fun
-
Blythe, M., Hassenzahl, M., and Wright, P. Introduction: Beyond fun. interactions 11, 5 (2004), 36-37.
-
(2004)
Interactions
, vol.11
, Issue.5
, pp. 36-37
-
-
Blythe, M.1
Hassenzahl, M.2
Wright, P.3
-
9
-
-
85027994134
-
Exploitationware
-
Bogost, I. Exploitationware. Gamasutra, 2011. http://goo.gl/jK1VR.
-
(2011)
Gamasutra
-
-
Bogost, I.1
-
10
-
-
77953559791
-
-
Charles River Media, Boston, Ma
-
Brathwaite, B., and Schreiber, I. Challenges for Game Designers. Charles River Media, Boston, Ma, 2008.
-
(2008)
Challenges for Game Designers
-
-
Brathwaite, B.1
Schreiber, I.2
-
12
-
-
0004264804
-
-
University of Illinois Press, Urbana, Chicago
-
Caillois, R. Man, Play, and Games. University of Illinois Press, Urbana, Chicago, 2001.
-
(2001)
Man, Play, and Games
-
-
Caillois, R.1
-
13
-
-
80052081553
-
Assessing the Core Elements of the Gaming Experience
-
R. Bernhaupt, ed., Springer London, London
-
Calvillo-Gámez, E.H., Cairns, P., and Cox, A.L. Assessing the Core Elements of the Gaming Experience. In R. Bernhaupt, ed., Evaluating User Experience in Games. Springer London, London, 2010, 47-71.
-
(2010)
Evaluating User Experience in Games
, pp. 47-71
-
-
Calvillo-Gámez, E.H.1
Cairns, P.2
Cox, A.L.3
-
14
-
-
0020099079
-
Metaphor and the cognitive representation of computing systems
-
Carroll, J.M. and Thomas, J.C. Metaphor and the cognitive representation of computing systems. IEEE Transactions on Systems, Man, and Cybernetics 12, (1982), 107-116.
-
(1982)
IEEE Transactions on Systems, Man, and Cybernetics
, vol.12
, pp. 107-116
-
-
Carroll, J.M.1
Thomas, J.C.2
-
16
-
-
84911588576
-
The Adventure of Getting to Know a Computer
-
Carroll, J.M. The Adventure of Getting to Know a Computer. Computer 15, 11 (1982), 49-58.
-
(1982)
Computer
, vol.15
, Issue.11
, pp. 49-58
-
-
Carroll, J.M.1
-
17
-
-
0035037204
-
Doom as an interface for process management
-
ACM Press
-
Chao, D. Doom as an interface for process management. Proc. CHI '01, ACM Press (2001), 152-157.
-
(2001)
Proc. CHI '01
, pp. 152-157
-
-
Chao, D.1
-
19
-
-
75949090130
-
There is No Magic Circle
-
Consalvo, M. There is No Magic Circle. Games and Culture 4, 4 (2009), 408-417.
-
(2009)
Games and Culture
, vol.4
, Issue.4
, pp. 408-417
-
-
Consalvo, M.1
-
20
-
-
79959649324
-
A study in play, pleasure and interaction design
-
ACM Press
-
Costello, B. and Edmonds, E. A study in play, pleasure and interaction design. Proc. DPPI 2007, ACM Press (2007), 76- 91.
-
(2007)
Proc. DPPI 2007
, pp. 76-91
-
-
Costello, B.1
Edmonds, E.2
-
21
-
-
77953100109
-
-
O'Reilly, Sebastopol
-
Crumlish, C. and Malone, E. Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience. O'Reilly, Sebastopol, 2009.
-
(2009)
Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience
-
-
Crumlish, C.1
Malone, E.2
-
23
-
-
84860654350
-
Playful Technologies
-
C. Wiedemann, and S. Zehle, eds., Institute of Network Cultures, Amsterdam, forthcoming
-
Deterding, S. Playful Technologies. In C. Wiedemann, and S. Zehle, eds., Depletion Design. A Glossary of Network Technologies. Institute of Network Cultures, Amsterdam, forthcoming.
-
Depletion Design. A Glossary of Network Technologies
-
-
Deterding, S.1
-
24
-
-
79957930613
-
Gamification: Using game-design elements in non-gaming contexts
-
ACM Press
-
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., and Dixon, D. Gamification: Using game-design elements in non-gaming contexts. Proc. CHI EA '11, ACM Press (2011), 2425-2428.
-
(2011)
Proc. CHI EA '11
, pp. 2425-2428
-
-
Deterding, S.1
Sicart, M.2
Nacke, L.3
O'Hara, K.4
Dixon, D.5
-
26
-
-
78249249771
-
Pattern Languages for CMC Design
-
B. Whitworth and A. De Moor, eds., IGI Global, Hershey, PA
-
Dixon, D. Pattern Languages for CMC Design. In B. Whitworth and A. De Moor, eds., Handbook of Research on Socio-Technical Design and Social Networking Systems. IGI Global, Hershey, PA, 2009, 402-415.
-
(2009)
Handbook of Research on Socio-Technical Design and Social Networking Systems
, pp. 402-415
-
-
Dixon, D.1
-
28
-
-
34547680077
-
Functional Fun with Tangible User Interfaces
-
IEEE
-
Fontijn, W. and Hoonhout, J. Functional Fun with Tangible User Interfaces. Proc. DIGITEL'07, IEEE (2007), 119-123.
-
(2007)
Proc. DIGITEL'07
, pp. 119-123
-
-
Fontijn, W.1
Hoonhout, J.2
-
30
-
-
84876777679
-
The drift table: Designing for ludic engagement
-
ACM Press
-
Gaver, W. W., Bowers, J., Boucher, A., et al. The drift table: designing for ludic engagement. Proc. CHI EA '04. ACM Press (2004), 885-900.
-
(2004)
Proc. CHI EA '04
, pp. 885-900
-
-
Gaver, W.W.1
Bowers, J.2
Boucher, A.3
-
31
-
-
0038112990
-
Designing for Homo Ludens
-
Gaver, W.W. Designing for Homo Ludens. I3 Magazine 12, (2002).
-
(2002)
I3 Magazine
, vol.12
-
-
Gaver, W.W.1
-
32
-
-
84860654352
-
Projecting Surveillance Entertainment
-
Presentation
-
Grace, M.V. and Hall, J. Projecting Surveillance Entertainment. Presentation, ETech, San Diego, CA, 2008.
-
ETech, San Diego, CA, 2008
-
-
Grace, M.V.1
Hall, J.2
-
34
-
-
10044276739
-
The Thing and I: Understanding the Relationship between User and Product
-
M.A. Blythe, K. Overbeeke, A.F. Monk and P.C. Wright, eds., Kluwer, New York et al.
-
Hassenzahl, M. The Thing and I: Understanding the Relationship Between User and Product. In M.A. Blythe, K. Overbeeke, A.F. Monk and P.C. Wright, eds., Funology:From Usability to Enjoyment. Kluwer, New York et al., 2003, 31-41.
-
(2003)
Funology:From Usability to Enjoyment
, pp. 31-41
-
-
Hassenzahl, M.1
-
38
-
-
79951867117
-
Special Issue - Game Reward Systems
-
n.p.
-
Jakobsson, M. and Sotamaa, O. Special Issue - Game Reward Systems. Game Studies 11, 1 (2011), n.p.
-
(2011)
Game Studies
, vol.11
, pp. 1
-
-
Jakobsson, M.1
Sotamaa, O.2
-
39
-
-
84909254502
-
From Serious Games to Serious Gaming
-
U. Ritterfeld, M. Cody and P. Vorderer, eds., Routledge, New York
-
Jenkins, H., Camper, B., Chisholm, A., et al. From Serious Games to Serious Gaming. In U. Ritterfeld, M. Cody and P. Vorderer, eds., Serious Games: Mechanisms and Effects. Routledge, New York, 2009, 448-468.
-
(2009)
Serious Games: Mechanisms and Effects
, pp. 448-468
-
-
Jenkins, H.1
Camper, B.2
Chisholm, A.3
-
43
-
-
78149466253
-
Understanding Playful User Experiences Through Digital Games
-
ACM Press
-
Korhonen, H., Montola, M., and Arrasvuori, J. Understanding Playful User Experiences Through Digital Games. Proc. DPPI 2009, ACM Press (2009), 274-285.
-
(2009)
Proc. DPPI 2009
, pp. 274-285
-
-
Korhonen, H.1
Montola, M.2
Arrasvuori, J.3
-
44
-
-
78249280616
-
PLEX Cards: A source of inspiration when designing for playfulness
-
ACM Press
-
Lucero, A. and Arrasvuori, J. PLEX Cards: a source of inspiration when designing for playfulness. Proc. Fun and Games '10, ACM Press (2010), 28-37.
-
(2010)
Proc. Fun and Games '10
, pp. 28-37
-
-
Lucero, A.1
Arrasvuori, J.2
-
45
-
-
42149166391
-
Beyond Play: A New Approach to Games
-
Malaby, T.M. Beyond Play: A New Approach to Games. Games and Culture 2, 2 (2007), 95-113.
-
(2007)
Games and Culture
, vol.2
, Issue.2
, pp. 95-113
-
-
Malaby, T.M.1
-
46
-
-
49049148395
-
Toward a theory of intrinsically motivating instruction
-
Malone, T.W. Toward a theory of intrinsically motivating instruction. Cognitive Science 4 (1981), 333-370.
-
(1981)
Cognitive Science
, vol.4
, pp. 333-370
-
-
Malone, T.W.1
-
47
-
-
84860688927
-
Using Productivity Games to Prevent Defects
-
M. McDonald, R. Musson, and R. Smith, eds., Microsoft Press, Redmond
-
McDonald, M., Musson, R., and Smith, R. Using Productivity Games to Prevent Defects. In M. McDonald, R. Musson, and R. Smith, eds., The Practical Guide to Defect Prevention, Microsoft Press, Redmond, 2008, 79-95.
-
(2008)
The Practical Guide to Defect Prevention
, pp. 79-95
-
-
McDonald, M.1
Musson, R.2
Smith, R.3
-
49
-
-
76749088532
-
Applying game achievement systems to enhance user experience in a photo sharing service
-
ACM Press
-
Montola, M., Nummenmaa, T., Lucero, A., Boberg, M., and Korhonen, H. Applying game achievement systems to enhance user experience in a photo sharing service. Proc. MindTrek '09, ACM Press (2009), 94-97.
-
(2009)
Proc. MindTrek '09
, pp. 94-97
-
-
Montola, M.1
Nummenmaa, T.2
Lucero, A.3
Boberg, M.4
Korhonen, H.5
-
50
-
-
75649098523
-
-
Morgan Kaufmann, Amsterdam et al.
-
Montola, M., Stenros, J., and Waern, A. Pervasive Games: Theory and Design. Experiences on the Boundary Between Life and Play. Morgan Kaufmann, Amsterdam et al., 2009.
-
(2009)
Pervasive Games: Theory and Design. Experiences on the Boundary between Life and Play
-
-
Montola, M.1
Stenros, J.2
Waern, A.3
-
51
-
-
79958146922
-
Building sensitising terms to understand free-play in open-ended interactive art environments
-
ACM Press
-
Morrison, A., Viller, S., and Mitchell, P. Building sensitising terms to understand free-play in open-ended interactive art environments. Proc. CHI '11, ACM Press (2011), 2335- 2344.
-
(2011)
Proc. CHI '11
, pp. 2335-2344
-
-
Morrison, A.1
Viller, S.2
Mitchell, P.3
-
52
-
-
37849012553
-
The lens of ludic engagement
-
ACM Press
-
Morrison, A.J., Mitchell, P., and Brereton, M. The lens of ludic engagement. Proc. MULTIMEDIA '07, ACM Press (2007), 509-512.
-
(2007)
Proc. MULTIMEDIA '07
, pp. 509-512
-
-
Morrison, A.J.1
Mitchell, P.2
Brereton, M.3
-
53
-
-
77956272397
-
Methods for Evaluating Gameplay Experience in a Serious Gaming Context
-
Nacke, L. E., Drachen, A. and Goebel, S. Methods for Evaluating Gameplay Experience in a Serious Gaming Context. International Journal of Computer Science in Sport 9, 2 (2010).
-
(2010)
International Journal of Computer Science in Sport
, vol.9
, pp. 2
-
-
Nacke, L.E.1
Drachen, A.2
Goebel, S.3
-
54
-
-
84860667631
-
Who coined the term "gamification"?
-
Paharia, R. Who coined the term "gamification"? Quora, 2010. http://goo.gl/CvcMs.
-
(2010)
Quora
-
-
Paharia, R.1
-
55
-
-
84860674805
-
-
Personal communication, March 17
-
Personal communication, R. Paharia, March 17, 2011.
-
(2011)
-
-
Paharia, R.1
-
56
-
-
84995337299
-
The Game Layer on Top of the World
-
Presentation
-
Priebatsch, S. The Game Layer on Top of the World. Presentation, SxSWi, Austin, 2011. http://goo.gl/DnwBH.
-
SxSWi, Austin, 2011.
-
-
Priebatsch, S.1
-
57
-
-
34548379417
-
Playful Identities, or the Ludification of Culture
-
Raessens, J. Playful Identities, or the Ludification of Culture. Games and Culture 1, 1 (2006), 52-57.
-
(2006)
Games and Culture
, vol.1
, Issue.1
, pp. 52-57
-
-
Raessens, J.1
-
59
-
-
84909003442
-
-
Routledge, London
-
Ritterfeld, U., Cody, M., and Vorderer, P. Serious Games: Mechanisms and Effects. Routledge, London, 2009.
-
(2009)
Serious Games: Mechanisms and Effects
-
-
Ritterfeld, U.1
Cody, M.2
Vorderer, P.3
-
61
-
-
84860654357
-
Serious Games Taxonomy
-
Presentation
-
Sawyer, B. and Smith, P. Serious Games Taxonomy. Presentation, GDC 2008, San Francisco, CA, 2008. http://goo.gl/OWVzo.
-
GDC 2008, San Francisco, CA, 2008
-
-
Sawyer, B.1
Smith, P.2
-
62
-
-
85052534864
-
Heuristic Evaluation of Games
-
K. Isbister and N. Schaffer, eds., Morgan Kaufman, Amsterdam et al.
-
Schaffer, N. Heuristic Evaluation of Games. In K. Isbister and N. Schaffer, eds., Game Usability: Advice from the Experts for Advancing the Player Experience. Morgan Kaufman, Amsterdam et al., 2008, 79-89.
-
(2008)
Game Usability: Advice from the Experts for Advancing the Player Experience
, pp. 79-89
-
-
Schaffer, N.1
-
63
-
-
84860667632
-
-
Presentation, Long Now Foundation, San Francisco, CA, July 27
-
Schell, J. Visions of the Gamepocalypse. Presentation, Long Now Foundation, San Francisco, CA, July 27, 2010.
-
(2010)
Visions of the Gamepocalypse
-
-
Schell, J.1
-
64
-
-
84893978360
-
Defining Game Mechanics
-
n.p.
-
Sicart, M. Defining Game Mechanics. Game Studies 8, 2 (2008), n.p.
-
(2008)
Game Studies
, vol.8
, pp. 2
-
-
Sicart, M.1
-
65
-
-
33745255765
-
GameFlow: A Model for Evaluating Player Enjoyment in Games
-
Art. 3A
-
Sweetser, P. and Wyeth, P. GameFlow: A Model for Evaluating Player Enjoyment in Games. Computers in Entertainment 3, 3 (2005), Art. 3A.
-
(2005)
Computers in Entertainment
, vol.3
, pp. 3
-
-
Sweetser, P.1
Wyeth, P.2
-
67
-
-
75949105443
-
The Assemblage of Play
-
Taylor, T.L. The Assemblage of Play. Games and Culture 4, 4 (2009), 331-339.
-
(2009)
Games and Culture
, vol.4
, Issue.4
, pp. 331-339
-
-
Taylor, T.L.1
-
68
-
-
0036643224
-
Exploring the theoretical foundations of playfulness in computer interactions
-
DOI 10.1016/S0747-5632(01)00058-9, PII S0747563201000589
-
Woszczynski, A.B., Roth, P.L., and Segars, A.H. Exploring the theoretical foundations of playfulness in computer interactions. Computers in Human Behavior 18, 4 (2002), 369-388. (Pubitemid 34295568)
-
(2002)
Computers in Human Behavior
, vol.18
, Issue.4
, pp. 369-388
-
-
Woszczynski, A.B.1
Roth, P.L.2
Segars, A.H.3
-
69
-
-
55149103536
-
Motivational Affordances: Reasons for ICT Design and Use
-
Zhang, P. Motivational Affordances: Reasons for ICT Design and Use. Communications of the ACM 51, 11 (2008), 145-147.
-
(2008)
Communications of the ACM
, vol.51
, Issue.11
, pp. 145-147
-
-
Zhang, P.1
-
70
-
-
84860654355
-
A Long Engagement and a Shotgun Wedding: Why Engagement is the Power Metric of the Decade
-
Presentation
-
Zicherman, G. A Long Engagement and a Shotgun Wedding: Why Engagement is the Power Metric of the Decade. Presentation, Gamification Summit, San Francisco, CA, 2011. http://goo.gl/jlaO0.
-
Gamification Summit, San Francisco, CA, 2011
-
-
Zicherman, G.1
-
73
-
-
80755187815
-
Calibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game Elements
-
ACM
-
Flatla, D.R., Gutwin, C., Nacke, L.E., Bateman, S. and Mandryk, R.L. Calibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game Elements. Proc. UIST'11, ACM (2011).
-
(2011)
Proc. UIST'11
-
-
Flatla, D.R.1
Gutwin, C.2
Nacke, L.E.3
Bateman, S.4
Mandryk, R.L.5
|