The human-computer interaction handbook
Communications of the ACM - A game experience in every application
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Creating engaging artificial characters for games
ICEC '03 Proceedings of the second international conference on Entertainment computing
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Now let's do it in practice: user experience evaluation methods in product development
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Blind hero: enabling guitar hero for the visually impaired
Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility
The many faces of sociability and social play in games
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Let users tell the story: evaluating user experience with experience reports
CHI '10 Extended Abstracts on Human Factors in Computing Systems
PLEX Cards: a source of inspiration when designing for playfulness
Proceedings of the 3rd International Conference on Fun and Games
Analysing user experience of personal mobile products through contextual factors
Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia
Playing the system: using frame analysis to understand online play
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Users as sensors: creating shared experiences in co-creational spaces by collective heart rate
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Exploring playfulness in user experience of personal mobile products
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
EyeGuitar: making rhythm based music video games accessible using only eye movements
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Hi-index | 0.00 |
An existing rhythm game is modified to provide a new kind of collective experience. In addition to providing a novel collective experience, this study seeks answers to the following research question; how could the game be modified so that it would enhance social interaction between players? In order to obtain answer to the question, the game modification was based on an extraordinary custom-made user-interface that involves players in cooperation. According to players, the modified multiplayer version of the game was both engaging in action and enjoyable. Totally out of the context of the game, controllers offered amusing game experience. Finally, cooperation through modification of the game was the answer to the proposed research question.