A Descriptive Framework of Workspace Awareness for Real-Time Groupware
Computer Supported Cooperative Work
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Design Research: Methods and Perspectives
Design Research: Methods and Perspectives
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Survey of Simulation Game Users, Former-Users, and Never-Users
Simulation and Gaming
Genre and game studies: toward a critical approach to video game genres
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Video game values: Human-computer interaction and games
Interacting with Computers
Flow in games (and everything else)
Communications of the ACM
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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In this paper, computer gaming approaches are introduced as a viable means to structure the interaction of a product development team during concept generation. During concept generation, teams gather large amounts of information before generating new ideas and concepts. Digital technologies mean that relevant information can be sourced faster than ever, but this does not necessarily migrate into the activity of concept creation. It is suggested that cues from computer games can help integrate information as well as individuals more effectively, resulting in better conceptual output. A range of game types are evaluated with a view to their possible utilization in support of concept design. Two scenarios for the implementation of gaming methods are proposed, and one refined scenario identified as having potential for further development.