UNDERSTANDING PLAYFUL USER EXPERIENCE THROUGH DIGITAL GAMES
暂无分享,去创建一个
[1] M. Csíkszentmihályi,et al. Beyond Boredom and Anxiety: The Experience of Play in Work and Games. , 1977 .
[2] Jane Webster,et al. Making computer tasks at work more playful: Implications for systems analysts and designers , 1988, SIGCPR '88.
[3] Joseph J. Martocchio,et al. Microcomputer playfulness: development of a measure with workplace implications , 1992 .
[4] B. Sutton-Smith,et al. The Ambiguity of Play , 2000 .
[5] Leon A. Kappelman,et al. Microcomputer playfulness: stable or dynamic trait? , 1997, DATB.
[6] R. Stebbins. Casual leisure: a conceptual statement , 1997 .
[7] M. Kubovy,et al. On the pleasures of the mind. , 1999 .
[8] Jodi Forlizzi,et al. The building blocks of experience: an early framework for interaction designers , 2000, DIS '00.
[9] T. J. Reynolds,et al. Laddering theory, method, analysis, and interpretation. , 2001 .
[10] Randy J. Pagulayan,et al. User-centered design in games , 2012 .
[11] Albert H. Segars,et al. Exploring the theoretical foundations of playfulness in computer interactions , 2002, Comput. Hum. Behav..
[12] James E. Driskell,et al. Games, Motivation, and Learning: A Research and Practice Model , 2002 .
[13] Richard Bartle,et al. Designing Virtual Worlds , 2003 .
[14] Anu Kankainen,et al. UCPCD: user-centered product concept design , 2003, DUX '03.
[15] Gonzalo Frasca,et al. Ludologists love stories, too: notes from a debate that never took place , 2003, DiGRA Conference.
[16] Carl Gutwin,et al. Learning from Games: HCI Design Innovations in Entertainment Software , 2003, Graphics Interface.
[17] Robert Zubek,et al. MDA : A Formal Approach to Game Design and Game Research , 2004 .
[18] Marshall W. Fishwick,et al. Emotional Design: Why We Love (or Hate) Everyday Things , 2004 .
[19] Ben Shneiderman,et al. Designing for fun: how can we design user interfaces to be more fun? , 2004, INTR.
[20] Tracy Fullerton,et al. Game Design Workshop: Designing, Prototyping, and Playtesting Games , 2004 .
[21] Marc Hassenzahl,et al. MARC HASSENZAHL CHAPTER 3 The Thing and I: Understanding the Relationship Between User and Product , 2003 .
[22] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[23] Marc Hassenzahl,et al. User experience - a research agenda , 2006, Behav. Inf. Technol..
[24] Andrew Sears,et al. WHY WE PLAY: AFFECT AND THE FUN OF GAMES: Designing Emotions for Games, Entertainment Interfaces and Interactive Products , 2007 .
[25] P. Desmet,et al. Framework of product experience , 2007 .
[26] K. Poels,et al. "It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology , 2007, Future Play.
[27] Marc Hassenzahl,et al. How motivational orientation influences the evaluation and choice of hedonic and pragmatic interactive products: The role of regulatory focus , 2008, Interact. Comput..
[28] Alexander Serenko,et al. A model of user adoption of interface agents for email notification , 2008, Interact. Comput..
[29] J Holopainen. Play, games, and fun , 2008 .