Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
21st Century Game Design (Game Development Series)
21st Century Game Design (Game Development Series)
A Theory of Fun for Game Design
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Game Architecture and Design: A New Edition
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Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
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Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
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ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Hooked! --- evaluating engagement as continuation desire in interactive narratives
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Tailoring persuasive health games to gamer type
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Experience Assessment and Design in the Analysis of Gameplay
Simulation and Gaming
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A large volume of neurobiological research has been conducted in recent years, almost all of which has been considered solely from the perspective of biology. However, most of the insights gained through this research are also valuable for the game research field. This paper discusses the implications of existing research in neurobiology to the play of games (including, but not restricted to digital games), and connects neurobiological perspectives with models of play aiming to construct superior player satisfaction models built upon biological foundations. Connections are presented between already recognized patterns of play and recent research on the brain (in particular, the limbic system). By providing a framework for understanding how the brain responds to recurrent patterns inherent to play, we aim to provide a platform for future experimental player-game interaction research (for which possible directions are briefly explored), and a propaedeutic to biologically-grounded player satisfaction models.