-
2
-
-
84867165134
-
Understanding Playfulness - An Overview of the Revised Playful Experience (PLEX) Framework
-
Design and Emotion Society
-
Arrasvuori, J., Boberg, M. and Korhonen H. Understanding Playfulness - An Overview of the Revised Playful Experience (PLEX) Framework. Proc. Design & Emotion 2010, Design and Emotion Society.
-
Proc. Design & Emotion 2010
-
-
Arrasvuori, J.1
Boberg, M.2
Korhonen, H.3
-
3
-
-
84866506988
-
Applying the PLEX framework in designing for playfulness
-
ACM Article 24
-
Arrasvuori, J., Boberg, M., Holopainen, J., Korhonen, H., Lucero, A. and Montola, M. Applying the PLEX framework in designing for playfulness. Proc. DPPI '11, ACM (2011), Article 24, 8 pages.
-
(2011)
Proc. DPPI '11
, pp. 8
-
-
Arrasvuori, J.1
Boberg, M.2
Holopainen, J.3
Korhonen, H.4
Lucero, A.5
Montola, M.6
-
5
-
-
29144519319
-
How to delight your customers
-
Berman, B. How to delight your customers. California Management Review 48, 1 (1995), 129-151.
-
(1995)
California Management Review
, vol.48
, Issue.1
, pp. 129-151
-
-
Berman, B.1
-
7
-
-
0037635470
-
-
Kluwer
-
Blythe, M., Overbeeke, K., Monk, A. and Wright, P. Funology - From Usability to Enjoyment. Kluwer, 2003.
-
(2003)
Funology - from Usability to Enjoyment
-
-
Blythe, M.1
Overbeeke, K.2
Monk, A.3
Wright, P.4
-
12
-
-
79959649324
-
A Study in Play, Pleasure and Experience Design
-
ACM
-
Costello, B. and Edmonds, E. A Study in Play, Pleasure and Experience Design. Proc. DPPI'07, ACM (2007), 76-91.
-
(2007)
Proc. DPPI'07
, pp. 76-91
-
-
Costello, B.1
Edmonds, E.2
-
15
-
-
10044276739
-
The Thing and I: Understanding the Relationship Between User and Product
-
Kluwer
-
Hassenzahl, M. The Thing and I: Understanding the Relationship Between User and Product. In Funology - From Usability to Enjoyment. Kluwer, 2003, 31-42.
-
(2003)
Funology - from Usability to Enjoyment
, pp. 31-42
-
-
Hassenzahl, M.1
-
16
-
-
84887380755
-
Play, Games, and Fun
-
University of Lapland Press
-
Holopainen, J. Play, Games, and Fun. In Extending Experiences. University of Lapland Press, 2008.
-
(2008)
Extending Experiences
-
-
Holopainen, J.1
-
17
-
-
85014612142
-
Collecting Faces - Augmented Reality Playful Application for Mobile Phones
-
Video Submission Presented at
-
Holopainen, J. and Ollila, E. Collecting Faces - Augmented Reality Playful Application for Mobile Phones. Video Submission Presented at Pervasive 2010.
-
Pervasive 2010
-
-
Holopainen, J.1
Ollila, E.2
-
20
-
-
84860625111
-
User experience over time: An initial framework
-
ACM
-
Karapanos, E., Zimmerman, J., Forlizzi, J. and Martens, J. B. User experience over time: an initial framework. Proc. CHI'09, ACM (2009), 729-738.
-
(2009)
Proc. CHI'09
, pp. 729-738
-
-
Karapanos, E.1
Zimmerman, J.2
Forlizzi, J.3
Martens, J.B.4
-
21
-
-
84887366337
-
Putting the Fun in Functional
-
Kim, A.J. Putting the Fun in Functional. Google Tech Talk Video, 2009. http://youtu.be/ihUt-163gZI
-
(2009)
Google Tech Talk Video
-
-
Kim, A.J.1
-
22
-
-
78149466253
-
Understanding Playful Experiences Through Digital Games
-
ACM
-
Korhonen H., Montola M. and Arrasvuori J. Understanding Playful Experiences Through Digital Games. Proc. DPPI '09, ACM (2009), 274-285.
-
(2009)
Proc. DPPI '09
, pp. 274-285
-
-
Korhonen, H.1
Montola, M.2
Arrasvuori, J.3
-
26
-
-
78249280616
-
PLEX Cards: A source of inspiration when designing for playfulness
-
ACM
-
Lucero, A. and Arrasvuori, J. PLEX Cards: a source of inspiration when designing for playfulness. Proc. Fun and Games 2010, ACM (2010), 28-37.
-
(2010)
Proc. Fun and Games 2010
, pp. 28-37
-
-
Lucero, A.1
Arrasvuori, J.2
-
27
-
-
84870893783
-
The PLEX Cards and its techniques as sources of inspiration when designing for playfulness
-
Inderscience
-
Lucero, A. and Arrasvuori, J. The PLEX Cards and its techniques as sources of inspiration when designing for playfulness. IJART 6, 1 (2013), Inderscience, 22-43.
-
(2013)
IJART
, vol.6
, Issue.1
, pp. 22-43
-
-
Lucero, A.1
Arrasvuori, J.2
-
28
-
-
29544449243
-
What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games
-
ACM
-
Malone, T. What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games. Proc. SIGSMALL '80, ACM (1980), 162-169.
-
(1980)
Proc. SIGSMALL '80
, pp. 162-169
-
-
Malone, T.1
-
29
-
-
57549091772
-
Technology as experience
-
McCarthy, J. and Wright, P. Technology as experience. interactions, 11, 5, 42-43.
-
Interactions
, vol.11
, Issue.5
, pp. 42-43
-
-
McCarthy, J.1
Wright, P.2
-
30
-
-
85049653881
-
Heuristic evaluation of user interfaces
-
ACM
-
Nielsen, J. and Molich, R. Heuristic evaluation of user interfaces. Proc. CHI '90, ACM (1990), 249-256.
-
(1990)
Proc. CHI '90
, pp. 249-256
-
-
Nielsen, J.1
Molich, R.2
-
31
-
-
0027697876
-
Iterative User-Interface Design
-
Nielsen, J. Iterative User-Interface Design. Computer 26, 11 (1993), 32-41.
-
(1993)
Computer
, vol.26
, Issue.11
, pp. 32-41
-
-
Nielsen, J.1
-
33
-
-
0031227465
-
Customer Delight: Foundations, Findings, and Managerial Insight
-
Oliver, R., Rust, R. and Varki, S. Customer Delight: Foundations, Findings, and Managerial Insight. Journal of Retailing 73, 3 (1997), 311-336
-
(1997)
Journal of Retailing
, vol.73
, Issue.3
, pp. 311-336
-
-
Oliver, R.1
Rust, R.2
Varki, S.3
-
35
-
-
42249106112
-
Designing for Fun: How Can We Design User Interfaces to Be More Fun?
-
Shneiderman, B. Designing for Fun: How Can We Design User Interfaces to Be More Fun? interactions 11, 5 (2004), 48-50.
-
(2004)
Interactions
, vol.11
, Issue.5
, pp. 48-50
-
-
Shneiderman, B.1
-
37
-
-
33745255765
-
GameFlow: A Model for Evaluating Player Enjoyment in Games
-
Article
-
Sweetser, P. and Wyeth, P. GameFlow: A Model for Evaluating Player Enjoyment in Games. Comput. Entertain. 3, 3 (2005), Article 3A.
-
(2005)
Comput. Entertain.
, vol.3
, Issue.3
-
-
Sweetser, P.1
Wyeth, P.2
-
39
-
-
53549083762
-
Adult play, Psychology and Design
-
van Leeuwen, L. and Westwood, D. Adult play, Psychology and Design. Digital Creativity 19, 3 (2008), 153-161.
-
(2008)
Digital Creativity
, vol.19
, Issue.3
, pp. 153-161
-
-
Van Leeuwen, L.1
Westwood, D.2
-
40
-
-
84887331156
-
Facets: 5 Motivation Factors for Why People Play MMORPG's
-
Yee, N. Facets: 5 Motivation Factors for Why People Play MMORPG's. Terra Incognita 1, 2002.
-
(2002)
Terra Incognita
, pp. 1
-
-
Yee, N.1
|