Computers as Theatre
The Art of Computer Game Design
The Art of Computer Game Design
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Emotion in human-computer interaction
The human-computer interaction handbook
Chris Crawford on Game Design
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Trigger Happy
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Emotional spectrum developed by virtual storytelling
ICVS'05 Proceedings of the Third international conference on Virtual Storytelling: using virtual reality technologies for storytelling
Impact of graphical fidelity on physiological responses in virtual environments
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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Ever since they first originated, video games have been perceived as an inferior form of media expression. One major concern has been that they do not seem able to elicit a wide spectrum of emotions, thus being perceived as emotionally shallow. Sustained by a theoretical overview of the nature of play activities and studies on emotion elicitation by video games, this paper hypothesizes on a relationship between certain elements of traditional games and subsequent elicited emotions. From these ensue concerns regarding the narrow spectre of emotions elicited by certain prototypical game structures employed by the game design process.