The human-computer interaction handbook
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Designing tangible interfaces for children's collaboration
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Evaluating computer game concepts with children
Proceedings of the 2004 conference on Interaction design and children: building a community
Working with young children as technology design partners
Communications of the ACM - Interaction design and children
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Mission from Mars: a method for exploring user requirements for children in a narrative space
Proceedings of the 2005 conference on Interaction design and children
A review of research methods in children's technology design
Proceedings of the 2005 conference on Interaction design and children
Measuring multiple components of emotions in interactive contexts
CHI '06 Extended Abstracts on Human Factors in Computing Systems
On the design of Camelot, an outdoor game for children
Proceedings of the 2006 conference on Interaction design and children
Using the fun toolkit and other survey methods to gather opinions in child computer interaction
Proceedings of the 2006 conference on Interaction design and children
Reading in the wild: sociable literacy in practice
Proceedings of the 2006 conference on Interaction design and children
Comicboarding: using comics as proxies for participatory design with children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using emotion in games: emotional flowers
Proceedings of the international conference on Advances in computer entertainment technology
Development and evaluation of the problem identification picture cards method
Cognition, Technology and Work
Broadening children's involvement as design partners: from technology to
IDC '08 Proceedings of the 7th international conference on Interaction design and children
Facial expressions as game input with different emotional feedback conditions
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
An affective guide robot in a shopping mall
Proceedings of the 4th ACM/IEEE international conference on Human robot interaction
"Feed the Fish": an affect-aware game
IE '08 Proceedings of the 5th Australasian Conference on Interactive Entertainment
Designing digital games for rural children: a study of traditional village games in India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Body-based interaction for desktop games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
A structured expert evaluation method for the evaluation of children's computer games
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Exploring children's 3DTV experience
Proceedings of the 10th European conference on Interactive tv and video
Rapid assessment of game experiences in public settings
Proceedings of the 4th International Conference on Fun and Games
Child-centered game development (CCGD): developing games with children at school
Personal and Ubiquitous Computing
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Up to now interaction in desktop games is mostly limited to keyboard and mouse input. This paper describes a desktop game, which uses emotional facial expressions as an additional input channel for creating a virtual flower in a digital universe. The game is being developed for children between 8 and 14 years old and was evaluated in a three-day field study with almost 300 children in the context of a shopping mall. The results show that more than two-thirds of the participants had fun playing the game. This was also confirmed by the high willingness to replay the game. Moreover, the study showed that the game provides the right amount of challenge to the players; it is approximately equally difficult for younger and older children.