The Medium of the Video Game
Gesture + play: full-body interaction for virtual environments
CHI '03 Extended Abstracts on Human Factors in Computing Systems
The Functionality Attribute of Cybergenres
HICSS '99 Proceedings of the Thirty-Second Annual Hawaii International Conference on System Sciences-Volume 2 - Volume 2
Genre as Interface Metaphor: Exploiting Form and Function in Digital Environments
HICSS '99 Proceedings of the Thirty-Second Annual Hawaii International Conference on System Sciences-Volume 2 - Volume 2
Proceedings of the 1st ACM SIGCHI/SIGART conference on Human-robot interaction
The appropriateness of Swedish municipality web site designs
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
Analysis of precedent designs: competitive analysis meets genre analysis
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Hi-index | 0.00 |
HCI has profoundly changed the way people work with computers, it also has the potential to help shape the way people entertain in the digital age. As a popular entertainment form, games are poised to become the next frontier for HCI research. However, the broader HCI community only has limited knowledge of games. The intent of this demo is to paint a broad picture of today's games. We employ genre theory, which has been widely used in film study, as a framework to introduce a variety of games, analyze different interface metaphors and user experiences of games, and present innovative interaction techniques and devices used in games.