Context and consciousness: activity theory and human-computer interaction
Context and consciousness: activity theory and human-computer interaction
Video game values: Human-computer interaction and games
Interacting with Computers
Changing the virtual self: avatar transformations in popular games
Proceedings of the 3rd Australasian conference on Interactive entertainment
A game design methodology to incorporate social activist themes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Feeling strangely fine: the well-being economy in popular games
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
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A value can be understood as a belief that one mode of conduct is preferable to others. The user-interface of computer games mediates all player conduct in the game and is therefore key to understanding how values are expressed both by and to the player. How the interface affects player's expression and understanding of value in computer games is a relatively unknown quantity. We performed a qualitative case study of the game Fable to investigate connections between interface and value in gameplay. The concepts uncovered allow us to better address the computer game interface in both design and analysis.