DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Design-oriented human-computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Technology as Experience
Prototyping: generating ideas or cargo cult designs?
interactions - Robots!
Paper prototyping a pervasive game
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
That cloud game: dreaming (and doing) innovative game design
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Using prototypes in early pervasive game development
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas
ACM Transactions on Computer-Human Interaction (TOCHI)
The people-prototype problem: understanding the interaction between prototype format and user group
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sketching User Experiences: Getting the Design Right and the Right Design
Sketching User Experiences: Getting the Design Right and the Right Design
BCS-HCI '07 Proceedings of the 21st British HCI Group Annual Conference on People and Computers: HCI...but not as we know it - Volume 1
Synthesized essence: what game jams teach about prototyping of new software products
Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering - Volume 2
The art of game design: a book of lenses
The art of game design: a book of lenses
Rapid prototyping of outdoor games for children in an iterative design process
Proceedings of the 12th International Conference on Interaction Design and Children
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Prototyping is a well-studied activity for interaction designers, but its role in computer game design is relatively unexplored. The aim of this study is to shed light on prototyping in game design. Interviews were conducted with 27 game designers. The empirical data was structured using qualitative content analysis and analysed using the design version of The Activity Checklist. The analysis indicated that six categories of the checklist were significant for the data obtained. These categories are presented in relation to the data. The roles of externalization and internalization are specifically highlighted.