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Volumn , Issue , 2008, Pages 237-265

TRUE instrumentation: Tracking real-time user experience in games

Author keywords

[No Author keywords available]

Indexed keywords


EID: 84870791648     PISSN: None     EISSN: None     Source Type: Book    
DOI: 10.1201/b14580     Document Type: Chapter
Times cited : (9)

References (23)
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    • (2005) Game Studies: The International Journal of Computer Game Research , pp. 5
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  • 4
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    • Tracking Player Feedback to Improve Game Design
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    • DeRosa, P. (2007). Tracking Player Feedback to Improve Game Design. Gamasutra, 7. Retrieved February 2, 2007, from http://www.gamasutra.com/view/feature/1546/tracking_ player_feedback_to_.php
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    • DeRosa, P.1
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    • The Rapid Iterative Test and Evaluation Method: Better Products in Less Time
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    • Medlock, M.C., Wixon, D., McGee, M., & Welsh, D. (2005). The Rapid Iterative Test and Evaluation Method: Better Products in Less Time. In R. Bias, & D. Mayhews (Eds), Cost Justifying Usability: An Update for the Internet Age (pp. 489-517), NY: Morgan Kaufmann.
    • (2005) Cost Justifying Usability: An Update for the Internet Age , pp. 489-517
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  • 13
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    • MGS Games User Research Website, Retrieved February 6, 2008, from
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    • User Research in the Games Industry: Opportunities for Education
    • Nichols, T. (2007). User Research in the Games Industry: Opportunities for Education. HFES Bulletin, 40(4), 1-2.
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    • Designing for fun: User-testing case studies
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    • Pagulayan, R.J., Steury, K.R., Fulton, B., & Romero, R.L. (2003). Designing for fun: User-testing case studies. In M. Blythe, K. Overbeeke, A. Monk, & P. Wright (Eds), Funology: From Usability to Enjoyment (pp. 137-150), New York: Springer.
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