From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
Engaging girls with computers through software games
Communications of the ACM
Crossroads - Special issue on computer games
Physics in computer games (title only)
Communications of the ACM
Cognitive modeling for games and animation
Communications of the ACM
Games We Play: The New and The Old
Linux Journal
It knows what you're going to do: adding anticipation to a Quakebot
Proceedings of the fifth international conference on Autonomous agents
Usability Engineering
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
The Art of Computer Game Design
The Art of Computer Game Design
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds
Human-Computer Interaction
A Practical Guide to Usability Testing
A Practical Guide to Usability Testing
Questionnaires as a software evaluation tool
CHI '83 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The First Quarter: A 25-year History of Video Games
The First Quarter: A 25-year History of Video Games
The usability of massively multiplayer online roleplaying games: designing for new users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What's my method?: a game show on games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
interactions - Funology
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Funology
CSC: computer supported collaborative work, learning, and play
CSCL '05 Proceedings of th 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!
Identifying usability and fun problems in a computer game during first use and after some practice
International Journal of Human-Computer Studies - Human-computer interaction research in the managemant information systems discipline
SCORPIODROME: an exploration in mixed reality social gaming for children
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Video game values: Human-computer interaction and games
Interacting with Computers
International Journal of Human-Computer Studies
Playing the interface: a case study of Grand Theft Auto: San Andreas
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Fusion of children's speech and 2D gestures when conversing with 3D characters
Signal Processing - Special section: Multimodal human-computer interfaces
Towards a likeability framework that meets child-computer interaction & communication sciences
Proceedings of the 6th international conference on Interaction design and children
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Master of the game: assessing approachability in future game design
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Using subjective and physiological measures to evaluate audience-participating movie experience
AVI '08 Proceedings of the working conference on Advanced visual interfaces
Computers in Human Behavior
Behaviour & Information Technology
Towards guidelines for designing augmented toy environments
Proceedings of the 7th ACM conference on Designing interactive systems
Dynamic Game Balancing by Recognizing Affect
Proceedings of the 2nd International Conference on Fun and Games
Proceedings of the 2nd International Conference on Fun and Games
Creating an Emotionally Adaptive Game
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
Defining personas in games using metrics
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Interactive Game Based Learning: Advantages and Disadvantages
UAHCI '09 Proceedings of the 5th International Conference on Universal Access in Human-Computer Interaction. Part III: Applications and Services
Play-Personas: Behaviours and Belief Systems in User-Centred Game Design
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
Analyzing spatial user behavior in computer games using geographic information systems
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Towards gameplay analysis via gameplay metrics
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Analyzing user behavior via gameplay metrics
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
"Now you need to laugh!": investigating fun in games with children
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Player modeling using self-organization in tomb raider: underworld
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Effects of different scenarios of game difficulty on player immersion
Interacting with Computers
The effects of virtual characters on audiences' movie experience
Interacting with Computers
Human-centered design of interactive TV games with SMS backchannel
EuroITV'07 Proceedings of the 5th European conference on Interactive TV: a shared experience
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
Was Vygotsky right? evaluating learning effects of social interaction in children internet games
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Ludoliteracy: defining understanding and supporting games education
Ludoliteracy: defining understanding and supporting games education
Comparison of playtesting and expert review methods in mobile game evaluation
Proceedings of the 3rd International Conference on Fun and Games
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
User studies: a strategy towards a successful industry-academic relationship
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Users as sensors: creating shared experiences in co-creational spaces by collective heart rate
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Investigation of the antecedents and consequences of gamer satisfaction: An individual perspective
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
ACIA: a course design approach to game design theory
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Study on influence of adventure game on English reading confidence, motive and self-efficacy
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Measuring immersion and affect in a brain-computer interface game
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
A game-based corpus for analysing the interplay between game context and player experience
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
Design and evaluation of the educational game DOGeometry: a case study
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
The explanatory power of playability heuristics
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
A structured expert evaluation method for the evaluation of children's computer games
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration
Proceedings of the 6th International Conference on Foundations of Digital Games
Letting the students create and the teacher play: expanding the roles in serious gaming
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Measuring the impact of game controllers on player experience in FPS games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Hooked! --- evaluating engagement as continuation desire in interactive narratives
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
A spatiotemporal visualization approach for the analysis of gameplay data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toolset to explore visual motion designs in a video game
CHI '12 Extended Abstracts on Human Factors in Computing Systems
User-centered design in video games: investigating gestural interfaces appropriation
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
When a video game transforms to mobile phone controlled team experience
Proceeding of the 16th International Academic MindTrek Conference
Similarity in visual designs: effects on workload and performance in a railed-shooter game
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Learning by playing in an ambient intelligent playfield
UCAmI'12 Proceedings of the 6th international conference on Ubiquitous Computing and Ambient Intelligence
The Design of Virtual Space: Lessons from Videogame Travel
International Journal of Gaming and Computer-Mediated Simulations
How does it play better?: exploring user testing and biometric storyboards in games user research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Let's talk about failures: why was the game for children not a success?
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Games user research: practice, methods, and applications
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Usability testing for serious games: making informed design decisions with user data
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Human centered game design for bioinformatics and cyberinfrastructure learning
Proceedings of the Conference on Extreme Science and Engineering Discovery Environment: Gateway to Discovery
Measuring learning and fun in video games for young children: a proposed method
Proceedings of the 12th International Conference on Interaction Design and Children
How to develop financial applications with game features in e-banking?
Proceedings of the 2013 International Conference on Information Systems and Design of Communication
Usability an important goal for the design of therapeutic games for older adults
EPCE'13 Proceedings of the 10th international conference on Engineering Psychology and Cognitive Ergonomics: applications and services - Volume Part II
Personal and Ubiquitous Computing
Child-centered game development (CCGD): developing games with children at school
Personal and Ubiquitous Computing
Hi-index | 0.00 |