Hedonic and ergonomic quality aspects determine a software's appeal
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Alternatives: exploring information appliances through conceptual design proposals
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Ubiquity
Technology as Experience
Funology: from usability to enjoyment
Funology: from usability to enjoyment
Designing worth is worth designing
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
A study in play, pleasure and interaction design
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Future Play '07 Proceedings of the 2007 conference on Future Play
Understanding, scoping and defining user experience: a survey approach
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A tool for characterizing the experience of play
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Needs, affect, and interactive products - Facets of user experience
Interacting with Computers
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While work in interaction design, human-computer interaction (HCI) and the games literature begins to address experience beyond positive, it just scratches the surface. By turning to drama, literature, music, art and film that has shaped experiences and emotion beyond the positive and fun for many years, we describe what experience beyond positive looks like, show how it is not always "uncomfortable" and argue for the more appropriate term "serious experience". We discuss the importance of the take-away message / serious experience in persuasive technology, persuasive games and serious games to linger or resonate post-encounter for user/players to encourage reflection, affect attitudes and change behaviors in order to fulfill a persuasive purpose. Finally, we describe associated ethical concerns and make recommendations for designers, evaluators and practitioners in order to safeguard players/users.