Integrating E-Commerce and Games
Personal and Ubiquitous Computing
The human-computer interaction handbook
"Gameplay": from synthesis to analysis (and vice versa)
Digital media revisited
Writing with a joystick: a comparison of date stamp, selection keyboard, and EdgeWrite
GI '04 Proceedings of the 2004 Graphics Interface Conference
Number Crunching without Programming: The Evolution of Spreadsheet Usability
IEEE Annals of the History of Computing
My kind of people?: perceptions about wikipedia contributors and their motivations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UsabilityGame: jogo simulador para apoio ao ensino de usabilidade
Proceedings of the 10th Brazilian Symposium on on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
Hi-index | 0.00 |
From the Publisher:J.C. Hertz brings us the first popular history and critique of electronic entertainment from its genesis as primitive blips in the labs of Cold War computer programmers to the studios where networked 3-D theme parks are created. Tracing this neon branch of the computer industry from a small cadre of inspired nerds to an entertainment behemoth that rivals Hollywood box office billings, she brings to life the history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explores the culture of virtual construction workers who "do code" wherever the next big game is being created - and the world of designers, writers, and musicians who make their living in this boomtown industry. At the same time, Herz investigates the games themselves and the role they have come to play in an increasingly virtual world.