Understanding player experience finding a usable model for game classification
暂无分享,去创建一个
[1] G. Calleja. In-Game: From Immersion to Incorporation , 2011 .
[2] Frans Mäyrä,et al. Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.
[3] C. Anderson. An update on the effects of playing violent video games. , 2004, Journal of adolescence.
[4] Kyle Kontour,et al. Revisiting violent videogames research: Game Studies perspectives on aggression, violence, immersion, interaction, and textual analysis , 2009 .
[5] J. Newman. The myth of the ergodic videogame , 2002 .
[6] Jesper Juul,et al. The game, the player, the world: looking for a heart of gameness , 2010, DiGRA Conference.
[7] Rune Klevjer,et al. In Defense of Cutscenes , 2002, CGDC Conf..
[8] D. Rader. Social Semiotics , 2013 .
[9] C. Ferguson. Evidence for publication bias in video game violence effects literature: A meta-analytic review , 2007 .
[10] P. Vorderer,et al. Media entertainment: The psychology of its appeal. , 2000 .
[11] John L. Sherry. The effects of violent video games on aggression a meta-analysis , 2001 .
[12] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[13] J. Russell. Book of the Dead: The Complete History of Zombie Cinema , 2005 .
[14] Gareth Schott,et al. Replacing preconceived accounts of digital games with experience of play: When parents went native in GTA IV , 2013, DiGRA Conference.
[15] David Bordwell. Narration in the Fiction Film , 1985 .
[16] C. Sennersten,et al. A Cognitive Framework for the Analysis of Game Play: Tasks, Schemas and Attention Theory 1 , 2006 .
[17] C. Anderson,et al. Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature , 2001, Psychological science.
[18] G. Frasca. Simulation versus Narrative: Introduction to Ludology , 2013 .
[19] Jesper Juul. Half-Real: Video Games between Real Rules and Fictional Worlds , 2005 .
[20] D. Gentile,et al. The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors. , 2001 .
[21] Nicholas Garnham,et al. Emancipation, the media, and modernity : arguments about the media and social theory , 2000 .
[22] Pejman Mirza-Babaei,et al. Biometric Storyboards: visualising meaningful gameplay events , 2011 .
[23] Andrew Hargadon,et al. The pleasures of immersion and engagement: schemas, scripts and the fifth business , 2001, Digit. Creativity.
[24] Sean Cubitt,et al. The Cinema Effect , 2004 .
[25] T. Grodal. Video Games and the Pleasure of Control , 2000 .
[26] A. McMahan. Immersion, Engagement, and Presence: A Method for Analyzing 3-D Video Games , 2013 .
[27] Ernest Adams,et al. Fundamentals of Game Design , 2006 .
[28] Olli Tapio Leino,et al. Emotions about the Deniable/Undeniable: Sketch for a Classification of Game Content as Experienced , 2007, DiGRA Conference.
[29] Markku Eskelinen,et al. The Gaming Situation , 2001, Game Stud..
[30] Karolien Poels,et al. Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences , 2010, Evaluating User Experience in Games.
[31] Espen Aarseth. Genre trouble : narrativism and the art of simulation , 2004 .
[32] J. Huizinga. Homo Ludens: A Study of the Play-Element in Culture , 1938 .
[33] Gordon W. Russell,et al. Why we watch: The attractions of violent entertainment , 2000 .
[34] C. Ferguson. The school shooting/violent video game link: causal relationship or moral panic? , 2008 .