Browser-Soar: a computational model of a highly interactive task
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using GOMS for user interface design and evaluation: which technique?
ACM Transactions on Computer-Human Interaction (TOCHI)
The pleasure principle: immersion, engagement, flow
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Narrative event adaptation in virtual environments
Proceedings of the 9th international conference on Intelligent user interfaces
Assessing performance competence in training games
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
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As the interactive entertainment industry matures, a better understanding of what makes software entertaining is needed. A natural starting point is the application of traditional Human-Computer Interaction (HCI) tools to interactive entertainment software. HCI tools include cognitive models that researchers have used to model users' thought processes and evaluate interface design. This paper users a simple cognitive model to investigate the relationship between the complexity of an interaction and the entertainment experienced by the user. We design a simple computer game, create a normative model for how a user plays this game, and build several variations of this game such that normative models of these variants differed across two factors: pace and complexity. User studies conducted on these variations allow comparison with these factors to user performance and self-reported user enjoyment. Users ingame enjoyment was found to be related to both the subject's performance and the game complexity.