A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Technology as Experience
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
Prosopopeia: experiences from a pervasive Larp
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
In situ informants exploring an emotional mobile messaging system in their everyday practice
International Journal of Human-Computer Studies
How emotion is made and measured
International Journal of Human-Computer Studies
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Pervasive play, immersion and story: designing interference
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Studying the Elusive Experience in Pervasive Games
Simulation and Gaming
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Pervasive and location-based games are played in the real world rather than on the screen of a computer or mobile device. This makes them difficult to study. Since players move around it is difficult to observe them, while at the same time many of the central game activities cannot be monitored simply through logs of device interaction. In our project, we develop tools that allow players to record their subjective experiences during an ongoing game. We report on the design considerations for such tools, and our first experiences of using them in a game session.