The building blocks of experience: an early framework for interaction designers
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Playing games in the emotional space
Funology
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Computer games as playground and stage
Proceedings of the 2006 international conference on Game research and development
This might be a game: ubiquitous play and performance at the turn of the twenty-first century
This might be a game: ubiquitous play and performance at the turn of the twenty-first century
Connections for game education and research in the iSchools
Proceedings of the 2011 iConference
Theory lenses: deriving gameplay design patterns from theories
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Neither playing nor gaming: pottering in games
Proceedings of the International Conference on the Foundations of Digital Games
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Game research has during recent years grown into a distinct interdisciplinary research field. Building upon theories and methods from a variety of approaches and disciplines, this has provided a source for rapid growth of knowledge about the field but also disagreements about concepts and research practice. Based upon the view that game research needs input from many fields, this paper introduces a unifying model with the intention of helping to explain how different research position and contributions can co-exist fruitfully.