Muse-based game design
暂无分享,去创建一个
[1] Kim Halskov,et al. Rekindling values in participatory design , 2010, PDC '10.
[2] James Noble,et al. Factoring culture into the design of a persuasive game , 2006, OZCHI '06.
[3] Frans Mäyrä,et al. Player-Centred Game Design: Experiences in Using Scenario Study to Inform Mobile Game Design , 2005, Game Stud..
[4] Paul Coulton,et al. Participatory Game Design to Engage a Digitally Excluded Community , 2011, DiGRA Conference.
[5] F. Mäyrä,et al. The Role of Players in Game Design : A Methodological Perspective , 2005 .
[6] Manfred Tscheligi,et al. Playful Probing: Making Probing More Fun , 2007, INTERACT.
[7] Christopher Goetz,et al. How to do things with videogames , 2013, New Media Soc..
[8] Ross MacDonald,et al. Play between Worlds: Exploring Online Game Culture , 2007 .
[9] Toby Miller,et al. The Green Paper , 1970, Nursing times.
[10] William W. Gaver,et al. Design: Cultural probes , 1999, INTR.
[11] Jane Fulton Suri,et al. The Experience of Evolution: Developments in Design Practice , 2003 .
[12] Johan Redström. Persuasive Design: Fringes and Foundations , 2006, PERSUASIVE.
[13] Susan Leigh Star,et al. Institutional Ecology, `Translations' and Boundary Objects: Amateurs and Professionals in Berkeley's Museum of Vertebrate Zoology, 1907-39 , 1989 .
[14] Jonas Löwgren,et al. (Re)Searching The Digital Bauhaus , 2008, Human-Computer Interaction Series.
[15] Alessandro Canossa,et al. Defining personas in games using metrics , 2008, Future Play.
[16] Katherine Isbister,et al. Chapter 5 – Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game Experience , 2008 .
[17] Charlotte Wiberg,et al. Interactive Technology and Smart Education Participatory design of learning media : Designing educational computer games with and for teenagers , 2016 .
[18] Ulf Hagen,et al. Designing for Player Experience : How Professional Game Developers Communicate Design Visions , 2011 .
[19] Olli Sotamaa. Perceptions of Player in Game Design Literature , 2007, DiGRA Conference.
[20] Robert Zubek,et al. MDA : A Formal Approach to Game Design and Game Research , 2004 .
[21] Eva Brandt,et al. Designing exploratory design games: a framework for participation in Participatory Design? , 2006, PDC '06.
[22] James D. Hollan,et al. Distributed cognition: toward a new foundation for human-computer interaction research , 2000, TCHI.
[23] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[24] T.L.J. Ferris,et al. Participatory IT Design: Designing for Business and Workplace Realities , 2005, IEEE Transactions on Professional Communication.
[25] Jodi Forlizzi,et al. Understanding experience in interactive systems , 2004, DIS '04.
[26] Finn Kensing,et al. Generating visions: future workshops and metaphorical design , 1992 .
[27] Phoebe Sengers,et al. Staying open to interpretation: engaging multiple meanings in design and evaluation , 2006, DIS '06.
[28] Thomas W. Malone,et al. What makes things fun to learn? heuristics for designing instructional computer games , 1980, SIGSMALL '80.
[29] K. Isbister,et al. The Four Fun Keys , 2008 .
[30] Peter C. Wright,et al. Empathy and experience in HCI , 2008, CHI.
[31] R.I.A. Mercuri,et al. Technology as Experience , 2005, IEEE Transactions on Professional Communication.
[32] Marc Hassenzahl,et al. User experience - a research agenda , 2006, Behav. Inf. Technol..
[33] D. Norman. Emotional design : why we love (or hate) everyday things , 2004 .
[34] Douglas Wilson,et al. Now it's personal: on abusive game design , 2010, Future Play.
[35] Michael Thornton Wyman,et al. 2 – World of Warcraft , 2011 .
[36] Daniel L. Schwartz,et al. Prototyping dynamics: sharing multiple designs improves exploration, group rapport, and results , 2011, CHI.
[37] Johan Redström,et al. Slow Technology – Designing for Reflection , 2001, Personal and Ubiquitous Computing.
[38] Donald A. Schön,et al. The Reflective Practitioner: How Professionals Think in Action. , 1987 .
[39] Clay Spinuzzi,et al. Context and consciousness: Activity theory and human-computer interaction , 1997 .
[40] Terry Winograd,et al. Bringing Design to Software , 1996 .
[41] P. Jordan. Designing Pleasurable Products: An Introduction to the New Human Factors , 2000 .
[42] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[43] Jesse Schell,et al. The Art of Game Design: A book of lenses , 2019 .
[44] Phoebe Sengers,et al. Reflective design , 2005, Critical Computing.
[45] John Bennett,et al. Reflective conversation with materials , 1996 .
[46] D. Schoen,et al. The Reflective Practitioner: How Professionals Think in Action , 1985 .
[47] Deana McDonagh,et al. Empathic Design: User Experience in Product Design: I. Koskinen, K. Battarbee And T. MattelmäKi (Eds) , 2004 .
[48] Alan Cooper,et al. The Inmates are Running the Asylum , 1999, Software-Ergonomie.