Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Technology as Experience
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Flow in games (and everything else)
Communications of the ACM
A tool for characterizing the experience of play
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Experience Design: Technology for All the Right Reasons
Experience Design: Technology for All the Right Reasons
Gameplay experience evaluation centered on participation: the fátima game design case
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 8th Audio Mostly Conference
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In this paper we present a game design and evaluation model centered on the concept of participation, the way players take part in gameplay activity, from which gameplay experience emerges. The variety and subjectiveness of experiences enabled by the videogame medium lead us to consider the challenge of how to frame the notion of participation in a model of gameplay experience, that could serve as a guide for designers. The proposed model aims to contribute to an informed game design process by focusing on six perspectives of player participation: Playfulness, Challenge, Embodiment, Sociability, Sensemaking and Sensoriality. These perspectives are then exercised along three operational levels: Intention, Artifact and Participation - the setting of gameplay experience goals, the characterization of the videogame object, and the evaluation of the player experience.