The lessons of Lucasfilm's habitat
Cyberspace
Animation: from cartoons to the user interface
UIST '93 Proceedings of the 6th annual ACM symposium on User interface software and technology
The kitchen interface—a lateral approach to GUI
ACM SIGCHI Bulletin
Communications of the ACM
Entertainment is a human factor: a CHI 97 workshop on game design and HCI
ACM SIGCHI Bulletin
Collaborative Networked Communication: MUDs as Systems Tools: MUDs as Systems Tools
LISA '93 Proceedings of the 7th USENIX conference on System administration
Automated response using system-call delays
SSYM'00 Proceedings of the 9th conference on USENIX Security Symposium - Volume 9
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Accessing Libraries as Easy as a Game
Visual Interfaces to Digital Libraries [JCDL 2002 Workshop]
Kana no senshi (kana warrior): a new interface for learning Japanese characters
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Notes towards an ethnography of domestic technology
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
interactions - Funology
How can entertainment improve workers' motivation and their productivity?
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
CHINZ '05 Proceedings of the 6th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: making CHI natural
Proceedings of the 1st ACM SIGCHI/SIGART conference on Human-robot interaction
Weekend battle: an entertainment system for improving workers' motivation
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 3rd international workshop on Visualization for computer security
Out of the video arcade, into the office: where computer games can lead productivity software
interactions - Help! User assistance and HCI
Modifying first person shooter games to perform real time network monitoring and control tasks
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Agent mediated trading in a 3D e-tourism environment
Proceedings of the 10th international conference on Electronic commerce
Digital Games in eLearning Environments
Simulation and Gaming
The World is Canvas: a coloring application for children based on physical interaction
Proceedings of the 9th International Conference on Interaction Design and Children
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Text text revolution: a game that improves text entry on mobile touchscreen keyboards
Pervasive'11 Proceedings of the 9th international conference on Pervasive computing
Casual schedule management and shared system using an avatar
KES'11 Proceedings of the 15th international conference on Knowledge-based and intelligent information and engineering systems - Volume Part I
Calibration games: making calibration tasks enjoyable by adding motivating game elements
Proceedings of the 24th annual ACM symposium on User interface software and technology
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Ubiquitous framework for creating and evaluating persuasive applications and games
GPC'11 Proceedings of the 6th international conference on Grid and Pervasive Computing
Taskville: visualizing tasks and raising awareness in the workplace
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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This paper explores a novel interface to a system administration task. Instead of creating an interface de novo for the task, the author modified a popular computer game, Doom, to perform useful work. The game was chosen for its appeal to the target audience of system administrators. The implementation described is not a mature application, but it illustrates important points about user interfaces and our relationship with computers. The applications relies on a computer game vernacular rather than the simulations of physical reality found in typical navigable virtual environments. Using a computer game vocabulary may broaden an application's audience by providing sn intuitive environment for children and non-technical users. In addition, the application highlights the adversarial relationships that exist in a computer and suggests a new resource allocation scheme.