Sensetable: a wireless object tracking platform for tangible user interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Playing a business game needs to be both educational and entertaining. Thus, evaluation of the experience of playing games needs to incorporate both effective and affective dimensions. This experiment compared the experience of playing the conventional MIT beer game with a prototype electronic version, which had been developed to reduce the complexity and costs associated with the original game. It suggested design enhancements in terms of effective and affective dimensions of play.