Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
The sensual evaluation instrument: developing an affective evaluation tool
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Supporting interaction and co-evolution of users and systems
Proceedings of the working conference on Advanced visual interfaces
Unit Operations: An Approach to Videogame Criticism
Unit Operations: An Approach to Videogame Criticism
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Serious video game effectiveness
Proceedings of the international conference on Advances in computer entertainment technology
How interface agents affect interaction between humans and computers
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards a shared definition of user experience
CHI '08 Extended Abstracts on Human Factors in Computing Systems
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Recent scholarship in games suggests that communications design can offer a more critical approach to understanding and developing meaningful player experiences. In this paper, I analyze such experiences by examining the usability of The Arcade Wire: Airport Security in relation to its rhetorical aims as a game. Synthesizing two models for games analysis, I can develop a new model to more fully account for affective responses in player experience. Furthermore, the model itself can be reconfigured to examine different gamespaces that configure different relationships among their structural and phenomenlogical elements.