Distributed cognition: toward a new foundation for human-computer interaction research
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 2
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Adventures in Modeling: Exploring Complex, Dynamic Systems with Starlogo
Adventures in Modeling: Exploring Complex, Dynamic Systems with Starlogo
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Automatic computer game balancing: a reinforcement learning approach
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
Designing for Interaction: Creating Smart Applications and Clever Devices (VOICES)
Designing for Interaction: Creating Smart Applications and Clever Devices (VOICES)
Motivated reinforcement learning for adaptive characters in open-ended simulation games
Proceedings of the international conference on Advances in computer entertainment technology
Hi-index | 0.00 |
This paper provides a conceptual framework for gamification, ludic simulations, and serious games. Central to this framework is the spectrum of design that differentiates work and play. Work and play help define software in purpose as games, productivity software, and entertainment. These categories are informed through cognitive feature analysis of narrative and game play structure. Both can be analyzed to determine the degree of work or play in an activity, as well as issues that influence sustained engagement, which is essential for avoiding game abandonment. To demonstrate the framework for the design and analysis of gamification, ludic simulations, and serious games, several case studies are presented with feature analysis to substantiate the categories.