Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
The human-computer interaction handbook
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Video game values: Human-computer interaction and games
Interacting with Computers
Fusion of children's speech and 2D gestures when conversing with 3D characters
Signal Processing - Special section: Multimodal human-computer interfaces
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
Connecting TV & PC: an in-situ field evaluation of an unified electronic program guide concept
Proceedings of the seventh european conference on European interactive television conference
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
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
Games user research: practice, methods, and applications
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Luz, Câmera, libras!: how a mobile game can improve the learning of sign languages
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
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What's My Method? is the game show that asks the question, "How do you user-test games?" The goal of this session is to highlight important differences between user research methods for games and productivity software in an instructive and engaging format. Emotion measurement scenarios are presented to the contestants and audience as questions in a fictional game show. Three games researchers "compete" to propose the best methodology to research thorny questions from real games. The audience acts as the judge, deciding how many points to award contestants for their answers.