Eternal Darkness
Slow Technology – Designing for Reflection
Personal and Ubiquitous Computing
Sense and sensibility: evaluation and interactive art
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Game Design: Theory and Practice
Game Design: Theory and Practice
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design
Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Proceedings of the 7th ACM conference on Designing interactive systems
The Ethics of Computer Games
Anatomy of a failure: how we knew when our design went wrong, and what we learned from it
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Heavy rain: how i learned to trust the designer
Well played 3.0
The Maze EV: a two player installation game
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
The Maze EV: a two player installation game
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Fundamentals of stereoscopic 3d game design
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Proceedings of the Designing Interactive Systems Conference
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Musical embrace: exploring social awkwardness in digital games
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
Designing mediated combat play
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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In this paper, we introduce the concept of abusive game design as an attitude towards creating games -- an aesthetic practice that operates as a critique of certain conventionalisms in popular game design wisdom. We emphasize that abusive game design is, at its core, about spotlighting the dialogic relation between player and designer.