Presence-enhancing real walking user interface for first-person video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Simulation as a game design tool
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Exploring Games as Formal Models
SEEFM '09 Proceedings of the 2009 Fourth South-East European Workshop on Formal Methods
Wicked games: on the design of ethical gameplay
DESIRE '10 Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design
Case study of FISS: digital game based learning for a broad range of ages
Transactions on edutainment IV
Developing engaging exergames with simple motion detection
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Teaching introductory programming with popular board games
Proceedings of the 42nd ACM technical symposium on Computer science education
A framework for the design and integration of collaborative classroom games
Computers & Education
Placing a value on aesthetics in online casual games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Knight Lore and the third dimension
Well Played 2.0
Level design as model transformation: a strategy for automated content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Recognition of variety: considering learning with digital games as cybernetic systems
International Journal of Technology Enhanced Learning
A deck for sound design in games: enhancements based on a design exercise
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
The explanatory power of playability heuristics
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
An inspection on a deck for sound design in games
Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound
Designing dramatic play: story and game structure
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Design patterns for learning games
International Journal of Technology Enhanced Learning
Effects of cognitive style on digital jigsaw puzzle performance: A GridWare analysis
Computers in Human Behavior
On the harmfulness of secondary game objectives
Proceedings of the 6th International Conference on Foundations of Digital Games
Towards minimalist game design
Proceedings of the 6th International Conference on Foundations of Digital Games
Game development using Greenfoot: senior project
Journal of Computing Sciences in Colleges
Rummaging in the geek culture toolbox
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
A data-driven taxonomy of undergraduate student videogame enjoyment
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
Tales from the front lines of a large-scale serious game project
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing pervasive health games for sustainability, adaptability and sociability
Proceedings of the International Conference on the Foundations of Digital Games
Purposeful by design?: a serious game design assessment framework
Proceedings of the International Conference on the Foundations of Digital Games
Tisch digital tools supporting board games
Proceedings of the International Conference on the Foundations of Digital Games
Prototyping in game design: externalization and internalization of game ideas
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Critical design and critical theory: the challenge of designing for provocation
Proceedings of the Designing Interactive Systems Conference
Proceedings of the Designing Interactive Systems Conference
A design pattern library for mutual understanding and cooperation in serious game design
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
Board game brainstorm: pleasurable design solutions originate from pleasurable design process
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Temporality in interaction design
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Involving players earlier in the game design process using cultural probes
Proceedings of the 4th International Conference on Fun and Games
Control vs. complexity in games: comparing arousal in 2D game prototypes
Proceedings of the 4th International Conference on Fun and Games
Purposeful gaming & socio-computational systems: a citizen science design case
Proceedings of the 17th ACM international conference on Supporting group work
Glooveth: healthy living with an innovative gameplay
Proceedings of the 2012 ACM workshop on User experience in e-learning and augmented technologies in education
Technology trees in digital gaming
Proceeding of the 16th International Academic MindTrek Conference
Design and evaluation of parametrizable multi-genre game mechanics
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
The six facets of serious game design: a methodology enhanced by our design pattern library
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
Experience in serious games: between positive and serious experience
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Earth girl: a multi-cultural game about natural disaster prevention and resilience
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Procedural Ethos: Confirming the Persuasive in Serious Games
International Journal of Gaming and Computer-Mediated Simulations
Guidelines for the Design of Location-Based Audio for Mobile Learning
International Journal of Mobile and Blended Learning
GradeCraft: what can we learn from a game-inspired learning management system?
Proceedings of the Third International Conference on Learning Analytics and Knowledge
Toying with time: considering temporal themes in interactive artifacts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Optimizing challenge in an educational game using large-scale design experiments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Forgotten island: a story-driven citizen science adventure
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Squidge: an integrated game controller
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Analysis of motivational elements of social games: a puzzle match 3-games study case
International Journal of Computer Games Technology
Understanding the fidelity effect when evaluating games with children
Proceedings of the 12th International Conference on Interaction Design and Children
Exploring motion-based touchless games for autistic children's learning
Proceedings of the 12th International Conference on Interaction Design and Children
A sketching game for art history instruction
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
Dungeons & swimmers: designing an interactive exergame for swimming
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Applying lehman's laws to game evolution
Proceedings of the 2013 International Workshop on Principles of Software Evolution
International Journal of Game-Based Learning
COR: a new course framework based on elements of game design
Proceedings of the 14th annual ACM SIGITE conference on Information technology education
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Motivation during videogame play: analysing player experience in terms of cognitive action
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Multimedia: from information source to components of transformational games
Proceedings of the 19th Brazilian symposium on Multimedia and the web
Design strategies for youth-focused pervasive social health games
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Designing for spectators and coaches: social support in pervasive health games for youth
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Social Network Games: Players' Perspectives
Simulation and Gaming
Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems
Investigating the fidelity effect when evaluating game prototypes with children
BCS-HCI '13 Proceedings of the 27th International BCS Human Computer Interaction Conference
GaML - A Modeling Language for Gamification
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
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Anyone can master the fundamentals of game design - no technological expertise is necessary. "The Art of Game Design: A Book of Lenses" shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.