Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI 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
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The Influence of Advergames on Players' Behaviour: An Experimental Study
Electronic Markets
Product placement in interactive games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Advergames and the effects of game-product congruity
Computers in Human Behavior
Player performance and in game advertising retention
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Stand up, heroes!: gamification for standing people on crowded public transportation
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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This paper presents an innovative advergame installation for promoting the brand and products of a company producing Cretan rusks. The paper first presents some background and related work. Then, the requirements set towards creating the game are outlined, followed by concept creation and design decisions taken to meet these requirements, as well as a description of the user interface, gameplay and technical characteristics of the resulting game. The game has been installed with remarkable success in two different food exhibitions in key locations in Athens, Greece, where it has been played by more than 500 people of ages ranging from 2 to 76 years old. A large variety of qualitative and quantitative data were collected. The paper presents several findings stemming from these data. Additionally, changes made to the game as a result of the findings are presented, along with lessons learnt from the acquired experience.