The Game Experience Model (GEM)
暂无分享,去创建一个
Jouni Smed | Tapani N. Joelsson | Werner Ravyse | Natasha Skult | Tomi “bgt” Suovuo | Petter Skult | W. Ravyse | Petter Skult | T. Suovuo | Jouni Smed | Tomi Suovuo | Natasha Skult
[1] J. Huizinga. Homo Ludens: A Study of the Play-Element in Culture , 1938 .
[2] Miguel Sicart,et al. Defining Game Mechanics , 2008, Game Stud..
[3] Timo Kaukoranta,et al. Towards a Definition of a Computer Game , 2003 .
[4] Jesse Schell,et al. The Art of Game Design: A book of lenses , 2019 .
[5] Johan Blomberg. The semiotics of the game controller , 2018 .
[6] Frans Mäyrä,et al. The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play , 2007, DiGRA Conference.
[7] Frans Mäyrä,et al. Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.
[8] Staffan Björk,et al. Patterns In Game Design , 2004 .
[9] Leyland Pitt,et al. Is it all a game? Understanding the principles of gamification , 2015 .
[10] Steve Benford,et al. Can you see me now? , 2006, TCHI.
[11] Ralph Johnson,et al. design patterns elements of reusable object oriented software , 2019 .
[12] Lance Porter,et al. In-Game Advertising Effects , 2010 .
[13] Tim Bogenn. XCOM: Enemy Unknown , 2012 .
[14] Simon Niedenthal,et al. What We Talk About When We Talk About Game Aesthetics , 2009, DiGRA Conference.
[15] Aki Järvinen,et al. Communication and Community in Digital Entertainment Services. Prestudy Research Report , 2002 .
[16] Jesper Juul. Half-Real: Video Games between Real Rules and Fictional Worlds , 2005 .
[17] Janet Horowitz Murray,et al. Inventing the Medium: Principles of Interaction Design as a Cultural Practice , 2011 .
[18] João Tiago Pinheiro Neto Jacob,et al. Issues in the Development of Location-Based Games , 2011, Int. J. Comput. Games Technol..
[19] Rajiv Sabherwal,et al. Beyond Enjoyment: A Cognitive-Emotional Perspective of Gamification , 2018, HICSS.