What HCI designers can learn from video game designers
CHI '94 Conference Companion on Human Factors in Computing Systems
Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Computing, Social Activity, and Entertainment: A Field Study of a Game MUD
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Conversation and Community: Chat in a Virtual World
Conversation and Community: Chat in a Virtual World
Understanding entertainment: story and gameplay are one
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Playability in action videogames: a qualitative design model
Human-Computer Interaction
NEAT-o-games: ubiquitous activity-based gaming
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
NEAT-o-Games: blending physical activity and fun in the daily routine
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
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Player Experience Evaluation: An Approach Based on the Personal Construct Theory
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Where everybody knows your game: the appeal and function of game cafés in western Europe
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Supporting collaborative real-time strategic planning in multi-player games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Out of sight, out of mind: co-player effects on seniors' player experience
Proceedings of the 3rd International Conference on Fun and Games
What we have here is a failure of companionship: communication in goal-oriented team-mate games
Proceedings of the 23rd Australian Computer-Human Interaction Conference
Spotting the difference: identifying player opponent preferences in FPS games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Understanding player threat responses in FPS games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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Very little is known about computer gamers' playing experience. Most social scientific research has treated gaming as an undifferentiated activity associated with various factors outside the gaming context. This article considers computer games as behavior settings worthy of social scientific investigation in their own right and contributes to a better understanding of computer gaming as a complex, context-dependent, goal-directed activity. The results of an exploratory interview-based study of computer gaming within the "first-person shooter" (FPS) game genre are reported. FPS gaming is a fast-paced form of goal-directed activity that takes place in complex, dynamic behavioral environments where players must quickly make sense of changes in their immediate situation and respond with appropriate actions. Gamers' perceptions and evaluations of various aspects of the FPS gaming situation are documented, including positive and negative aspects of game interfaces, map environments, weapons, computer-generated game characters (bots), multiplayer gaming on local area networks (LANs) or the internet, and single player gaming. The results provide insights into the structure of gamers' mental models of the FPS genre by identifying salient categories of their FPS gaming experience. It is proposed that aspects of FPS games most salient to gamers were those perceived to be most behaviorally relevant to goal attainment, and that the evaluation of various situational stimuli depended on the extent to which they were perceived either to support or to hinder goal attainment. Implications for the design of FPS games that players experience as challenging, interesting, and fun are discussed.