-
1
-
-
84873403158
-
Designing games to foster empathy
-
Belman, J., & Flanagan, M. Designing Games to Foster Empathy, Cognitive Technology, 14(2), (2010), 5-15.
-
(2010)
Cognitive Technology
, vol.14
, Issue.2
, pp. 5-15
-
-
Belman, J.1
Flanagan, M.2
-
2
-
-
84862099625
-
Uncomfortable interactions
-
Benford, S., Greenhalgh, C., Giannachi, G., Walker, B., Marshall, J, Rodden, T., Uncomfortable interactions, Proc. CHI 2012, ACM (2012), 2005-2014.
-
(2012)
Proc. CHI 2012, ACM
, pp. 2005-2014
-
-
Benford, S.1
Greenhalgh, C.2
Giannachi, G.3
Walker, B.4
Marshall, J.5
Rodden, T.6
-
4
-
-
40749122334
-
Four essential ingredients for transforming culture
-
D'Aprix, R., & Tyler, C. F. Four essential ingredients for transforming culture. Strategic Communication Management, 10, (2006), 22-25.
-
(2006)
Strategic Communication Management
, vol.10
, pp. 22-25
-
-
D'Aprix, R.1
Tyler, C.F.2
-
6
-
-
84900393555
-
A game-based learning approach to road safety: He code of everand
-
ACM Press
-
Dunwell, I., de Freitas, S., Petridis, P., Hendrix, M., Arnab, S., Lameras, P., and Stewart, C. A game-based learning approach to road safety: He code of Everand. Proc. CHI 2014, ACM Press (2014), 3389-3398.
-
(2014)
Proc. CHI 2014
, pp. 3389-3398
-
-
Dunwell, I.1
De Freitas, S.2
Petridis, P.3
Hendrix, M.4
Arnab, S.5
Lameras, P.6
Stewart, C.7
-
8
-
-
35348886681
-
A game design methodology to incorporate social activist themes
-
ACM Press
-
Flanagan, M., & Nissenbaum, H. A game design methodology to incorporate social activist themes. Proc. CHI 2007, ACM Press (2007), 181-190.
-
(2007)
Proc. CHI 2007
, pp. 181-190
-
-
Flanagan, M.1
Nissenbaum, H.2
-
9
-
-
84892454322
-
Anatomy of a failure: How we knew when our design went wrong, and what we learned from it
-
ACM Press
-
Gaver, W., Bowers, J., Kerridge, T., Boucher, A., & Jarvis, N. Anatomy of a failure: How we knew when our design went wrong, and what we learned from it. Proc. CHI 2009, ACM Press (2009), 2213-2222.
-
(2009)
Proc. CHI 2009
, pp. 2213-2222
-
-
Gaver, W.1
Bowers, J.2
Kerridge, T.3
Boucher, A.4
Jarvis, N.5
-
10
-
-
84900552756
-
Designing for negative affect and critical reflection
-
ACM Press
-
Halbert, H., & Nathan, L.P. Designing for negative affect and critical reflection. Ext. Abstracts CHI 2014, ACM Press, (2014), 2569-2574.
-
(2014)
Ext. Abstracts CHI 2014
, pp. 2569-2574
-
-
Halbert, H.1
Nathan, L.P.2
-
11
-
-
85052681987
-
Designing persuasive games through competition
-
Toronto, Canada, October
-
Iacovides, I., & Cox, A.L. Designing persuasive games through competition. Paper presented at Workshop on Persuasive Participatory Design for Serious Game Design: Truth and Lies, at CHI Play 2014, Toronto, Canada, October 2014.
-
(2014)
Paper Presented at Workshop on Persuasive Participatory Design for Serious Game Design: Truth and Lies, at CHI Play 2014
-
-
Iacovides, I.1
Cox, A.L.2
-
12
-
-
84951061808
-
The gaming involvement and informal learning framework
-
Online First, in press
-
Iacovides, I., McAndrew, P., Scanlon, E., & Aczel, J.C. The gaming involvement and informal learning framework. Simulation & Gaming, Online First, (in press). http://sag.sagepub.com/content/early/2014/11/20/1046878114554191.full.pdf+html.
-
Simulation & Gaming
-
-
Iacovides, I.1
McAndrew, P.2
Scanlon, E.3
Aczel, J.C.4
-
13
-
-
70349976594
-
A qualitative study of culture and persuasion in a smoking cessation game
-
Khaled, R., Fischer, R., Noble, J., Biddle R. A qualitative study of culture and persuasion in a smoking cessation game, Proc of the 3rd International conference on Persuasive Technology, (2008), 224-236.
-
(2008)
Proc of the 3rd International Conference on Persuasive Technology
, pp. 224-236
-
-
Biddle, R.1
Khaled, R.2
Fischer, R.3
Noble, J.4
-
15
-
-
3343004571
-
I lose, therefore i think : A search for contemplation amid wars of push-button glare
-
Lee, S. "I lose, therefore I think": A search for contemplation amid wars of push-button glare. Game Studies, 3, (2003).
-
(2003)
Game Studies
, pp. 3
-
-
Lee, S.1
-
16
-
-
33750335758
-
Fish'n'steps: Encouraging physical activity with an interactive computing game
-
Lin, J.J., Mamykina, L., Lindtner, S., Delajoux, G., & Strub, H.B., "Fish'n'Steps: encouraging physical activity with an interactive computing game, Proc. UbiComp 06, (2006), 261-78.
-
(2006)
Proc. UbiComp'06
, pp. 261-278
-
-
Lin, J.J.1
Mamykina, L.2
Lindtner, S.3
Delajoux, G.4
Strub, H.B.5
-
17
-
-
77953112127
-
Blow tooth: Pervasive gaming in unique and challenging environments
-
ACM Press
-
Linehan, C., Kirman, B., Lawson, S. & Doughty, M. Blowtooth: Pervasive gaming in unique and challenging environments. Ext. Abstracts CHI 2010, ACM Press, (2010), 2695-2704.
-
(2010)
Ext. Abstracts CHI 2010
, pp. 2695-2704
-
-
Linehan, C.1
Kirman, B.2
Lawson, S.3
Doughty, M.4
-
18
-
-
84875644509
-
Lingering serious experience as trigger to raise awareness, encourage reflection and change behavior
-
Marsh, T., & Costello, B. Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior. Persuasive Technology, (2013), 116-124.
-
(2013)
Persuasive Technology
, pp. 116-124
-
-
Marsh, T.1
Costello, B.2
-
19
-
-
84900395162
-
A systematic review of quantitative studies on the enjoyment of digital entertainment games
-
ACM Press
-
Mekler, E. D., Bopp, J. A., Tuch, A. N., & Opwis, K. (2014). A systematic review of quantitative studies on the enjoyment of digital entertainment games. In Proc. CHI 2014, ACM Press (2014), 927-936.
-
(2014)
Proc. CHI 2014
, pp. 927-936
-
-
Mekler, E.D.1
Bopp, J.A.2
Tuch, A.N.3
Opwis, K.4
-
20
-
-
84951205888
-
The positive negative experience in extreme role-playing
-
DiGRA
-
Montola, M. The positive negative experience in extreme role-playing. Proc. of 1st Nordic DiGRA 2010, DiGRA, (2010).
-
(2010)
Proc. of 1st Nordic Di GRA 2010
-
-
Montola, M.1
-
21
-
-
77956272397
-
Methods for evaluating game play experience in a serious gaming context
-
Nacke, L. E., Drachen, A. & Goebel, S. Methods for evaluating game play 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
, Issue.2
-
-
Nacke, L.E.1
Drachen, A.2
Goebel, S.3
-
22
-
-
84900459835
-
Spent: Changing students' affective learning toward homelessness through persuasive video game play
-
ACM Press
-
Ruggiero, D. Spent: Changing students' affective learning toward homelessness through persuasive video game play. Proc. CHI 2014, ACM Press (2014), 3423-3432.
-
(2014)
Proc. CHI 2014
, pp. 3423-3432
-
-
Ruggiero, D.1
-
23
-
-
84954706284
-
Communication apprehension, student attitudes, and levels of satisfaction
-
Scott, M. & Wheeless, L. Communication apprehension, student attitudes, and levels of satisfaction. Western Journal of Speech Communication, 41, (1975), 188-198.
-
(1975)
Western Journal of Speech Communication
, vol.41
, pp. 188-198
-
-
Scott, M.1
Wheeless, L.2
-
24
-
-
84951144101
-
Now it's personal: On abusive game design
-
Wilson, D. & Sicart, M. (2010). Now it's personal: On abusive game design. Proc. of Future Play 2010, (2010), 64-71.
-
(2010)
Proc. of Future Play
, vol.2010
, pp. 64-71
-
-
Wilson, D.1
Sicart, M.2
|