Behavioral and emotional usability: Thomson Consumer Electronics
Usability in practice
Hedonic and ergonomic quality aspects determine a software's appeal
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Presence as experience: film informing ways of staying there
Presence: Teleoperators and Virtual Environments
Emotional usability of customer interfaces: focusing on cyber banking system interfaces
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
The case for the narrative brain
Proceedings of the second Australasian conference on Interactive entertainment
Using the fun toolkit and other survey methods to gather opinions in child computer interaction
Proceedings of the 2006 conference on Interaction design and children
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Group play: determining factors on the gaming experience in multiplayer role-playing games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Character play: the use of game characters in multi-player role-playing games across platforms
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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RPGs (role playing games) and improvisational theatre have some obvious similarities. Both require the participants to work together in real-time to construct dynamic narrative elements. Seeing communication in terms of ongoing narrative contracts is a well-accepted principle of improvisational theatre [Johnstone 1981]. The recipient of the offer can either accept the offer, block it, or a make counter-offer; and good improvisational theatre's golden rule is "never block an offer." This article describes a study of subjects engaged in a controlled online role-playing "encounter." The encounter is entitled "Albert in Africa;" the study draws on the previously described fun unification model [Newman 2004]. In this article, subjects' individual predispositions and responses are correlated with the number of acceptances, blocks, and counter-offers they made during their encounter. From this emerges a view of the complex interactions that make up the simple universal construct of fun in an RPG environment and the identification of certain combinations of predisposition and "environmental affordances" which act as predictors of the subjects' fun response.