Feeling Strangely Fine: The Well-Being Economy in Popular Games
暂无分享,去创建一个
James Noble | Robert Biddle | Rilla Khaled | Pippin Barr | Rilla Khaled | Pippin Barr | J. Noble | R. Biddle
[1] D. Hodgson. Half-Life 2 , 2004 .
[2] Lesley Brown,et al. The new shorter Oxford English dictionary on historical principles , 1993 .
[3] S. Wilson. What Video Games Have to Teach Us about Learning and Literacy , 2006 .
[4] GeeJames Paul. What video games have to teach us about learning and literacy , 2003 .
[5] Anastasis D. Petrou. Review of “Persuasive technology: Using computers to change what we think and do by B. J. Fogg” Morgan Kaufmann, 2003 , 2003 .
[6] B. J. Fogg,et al. Persuasive technology: using computers to change what we think and do , 2002, UBIQ.
[7] Jesper Juul,et al. The game, the player, the world: looking for a heart of gameness , 2010, DiGRA Conference.
[8] Matt Garite,et al. The Ideology of Interactivity (or Video Games and Taylorization of Leisure) , 2003, DiGRA Conference.
[9] Michael Knight,et al. America's Army , 2002 .
[10] Steffen P. Walz,et al. Delightful identification & persuasion: towards an analytical and applied rhetoric of digital games , 2003, DiGRA Conference.
[11] R. north,et al. Grand theft auto, San Andreas : jeu vidéo , 2004 .
[12] Thomas W. Malone,et al. Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.
[13] Pippin Barr,et al. Oppositional play: gathering negative evidence for computer game values , 2005 .
[14] James Noble,et al. From pushing buttons to play and progress: value and interaction in fable , 2006, AUIC.
[15] M. Griffiths. Violent video games and aggression: A review of the literature , 1999 .
[16] Edward Castronova,et al. Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier , 2001, SSRN Electronic Journal.