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CHI '01 Extended Abstracts on Human Factors in Computing Systems
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GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Measuring emotional valence during interactive experiences: boys at video game play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Flow in games (and everything else)
Communications of the ACM
Methods for evaluating games: how to measure usability and user experience in games?
Proceedings of the international conference on Advances in computer entertainment technology
JDoc: A Serious Game for Medical Learning
ACHI '08 Proceedings of the First International Conference on Advances in Computer-Human Interaction
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User Modeling and User-Adapted Interaction
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Exploring gaming mechanisms to enhance knowledge acquisition in virtual worlds
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
IEEE Computer Graphics and Applications
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The scientific and industrial community related to the videogame (VG) research and business is ever more concerned about the need for proper evaluation and assessment of games. This paper proposes an assessment methodology based on the Personal Construct Theory (PCT). The PCT allows identifying constructs can be processed to define a space where domain-relevant items --- VGs, in our case - can be positioned. The main praise of PCT is that the test-leading researcher does not supply users with a predefined set of constructs, which may bias the evaluation process. Moreover, PCT joins qualitative aspects with a quantitative evaluation of their relevance, which is particularly useful for an operational approach also to game design. In this paper, we study the application of the PCT to the particular case of the evaluation of whole typologies of VGs. Discussing the results, we draw and highlight that VGs are perceived as engaging challenges where personal abilities are continuously put to the test. This stresses the reactive nature of VGs and the fact that players like being stimulated and developing and testing their reaction capabilities.