Hackers: heroes of the computer revolution
Hackers: heroes of the computer revolution
The Hacker Ethic and the Spirit of the Information Age
The Hacker Ethic and the Spirit of the Information Age
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Mock games: a new genre of pervasive play
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Video game values: Human-computer interaction and games
Interacting with Computers
Methods for evaluating games: how to measure usability and user experience in games?
Proceedings of the international conference on Advances in computer entertainment technology
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User experience evaluation: do you know which method to use?
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Evaluating User Experience in Games: Concepts and Methods
Evaluating User Experience in Games: Concepts and Methods
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education
Talkative objects in need of interpretation. re-thinking digital badges in education
CHI '13 Extended Abstracts on Human Factors in Computing Systems
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
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The paper discusses two different approaches in designing and evaluating serious games: games as inputs in non-game activities, and games as modulation of non-game activities. Playing and gaming offer powerful metaphors and interpretive repertoires for making sense of professional challenges: for example, business and politics may be seen as gameful, while computer engineering may be seen as playful. Serious games are uniquely positioned to support or modify such repertoires, turning them more or less competitive, collaborative, exploratory, rule bound or rule bending etc. Their modulation force thus becomes a distinctive topic of evaluation. We discuss a case study illustrating how a successful assessment of a serious game seen as input for educational activities has obscured its ambivalent modulating influence on creating a playful take on computer engineering. Common glosses of serious games as 'competitive' or 'useful for learning' may divert attention from the relationships between specific game features, such as a particular organization of competitions and score display, and play styles. A successful translation of game playing into a desired professional ethos depends on fine-tuning relevant game features and game related discourse.