Instrumental interaction: an interaction model for designing post-WIMP user interfaces
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The humane interface: new directions for designing interactive systems
The humane interface: new directions for designing interactive systems
Usability Engineering
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Technology as Experience
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Editorial: HCI issues in computer games
Interacting with Computers
Reality-based interaction: a framework for post-WIMP interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The soft qualities of interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Aesthetics and experience-centered design
ACM Transactions on Computer-Human Interaction (TOCHI)
BCS-HCI '07 Proceedings of the 21st British HCI Group Annual Conference on People and Computers: HCI...but not as we know it - Volume 2
The Design of Everyday Things
Video games as research instruments
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 4th Mexican Conference on Human-Computer Interaction
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In this paper we discuss the different elements of the gaming experience and their relation to other concepts within HCI. The objective is to showcase how the different elements that form the gaming experience can be used to understand further issues regarding user experience. The objectives of games are, after all, to provide players with a positive experience. Understanding the elements that eventually lead players to have a positive experience should provide feedback about the wider user experience concept. Although video-games and non-game applications seem to be two different domains of study, in terms of experience, they both aim to improve the individual's experience.