Intimacy and embodiment: implications for art and technology
MULTIMEDIA '00 Proceedings of the 2000 ACM workshops on Multimedia
A study in play, pleasure and interaction design
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Proceedings of the seventh ACM conference on Creativity and cognition
Towards a game experience design model centered on participation
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Experience in serious games: between positive and serious experience
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Lingering serious experience as trigger to raise awareness, encourage reflection and change behavior
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
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We survey six theories that characterize the pleasurable aspects of a play experience and synthesize these to develop a new framework. This new play framework contains thirteen categories; creation, exploration, discovery, difficulty, competition, danger, captivation, sensation, sympathy, simulation, fantasy, camaraderie and subversion. The methods of using this framework as a tool to aid in the design of playful interactive experiences are then discussed.