Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Distinguishing simulation games from simulators by considering design characteristics
Proceedings of the second Australasian conference on Interactive entertainment
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Distinguishing games and simulation games from simulators
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Playability heuristics for mobile games
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Designing interpretative quests in the literature classroom
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Out of the video arcade, into the office: where computer games can lead productivity software
interactions - Help! User assistance and HCI
A new approach on wearable game design and its evaluation
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Game play schemas: from player analysis to adaptive game mechanics
Proceedings of the 2006 international conference on Game research and development
Computer games as playground and stage
Proceedings of the 2006 international conference on Game research and development
A portable AWT-Swing architecture for Java game development
Software—Practice & Experience
Bridging the gap: balancing faculty expectations and student realities in computer gaming courses
Future Play '07 Proceedings of the 2007 conference on Future Play
Capturing polymorphic creations: towards ontological heterogeneity and transmodiology
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Game play schemas: from player analysis to adaptive game mechanics
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Designing human-computer multi-agent collaboration in productive multi-player games
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
How to embed a game engineering course into a computer science curriculum
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Designing digital games for rural children: a study of traditional village games in India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Player motivations: A psychological perspective
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
The Experience of Adopting Game-Based Learning in Library Instruction
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Game research, measuring gaming preferences
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Generating Educational Interactive Stories in Computer Role-Playing Games
EC-TEL '09 Proceedings of the 4th European Conference on Technology Enhanced Learning: Learning in the Synergy of Multiple Disciplines
Latency can kill: precision and deadline in online games
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Proceedings of the 2010 conference on Information Modelling and Knowledge Bases XXI
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: intelligent multimodal interaction environments
Co-creative game development in a participatory Metaverse
Proceedings of the Tenth Anniversary Conference on Participatory Design 2008
The secret of Monkey Island: playing between cultures
Well Played 1.0
Interactive storytelling: approaches and techniques to achieve dynamic stories
Transactions on edutainment I
ABC-Sprints: adapting Scrum to academic game development courses
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Wicked games: on the design of ethical gameplay
DESIRE '10 Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design
The aesthetics of gameplay: a lexical approach
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Learning in Single-Versus Multiplayer Games: The More the Merrier?
Simulation and Gaming
Action recognition for support of adaptive gameplay: a case study of a first person shooter
International Journal of Computer Games Technology
International Journal of Computer Games Technology
Proceedings of the 2011 conference on Information Modelling and Knowledge Bases XXII
Creating customized game experiences by leveraging human creative effort: a planning approach
Agents for games and simulations II
Business games: algorithms for market data generation
MCBANTA'11 Proceedings of the 12th WSEAS international conference on Mathematics and computers in biology, business and acoustics
'Migrating to a new virtual world': Exploring MMORPG switching through human migration theory
Computers in Human Behavior
Listen to this: using ethnography to inform the design of auditory interfaces
HAID'06 Proceedings of the First international conference on Haptic and Audio Interaction Design
Plot clusters – intertwined and re-playable storyline components in a multiplayer RPG
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Creating emotions by characters design for computer games
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Performing design analysis: game design creativity and the theatre of the impressed
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
A sequential recommendation approach for interactive personalized story generation
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Evaluation of mobile games using playability heuristics
Proceedings of the International Conference on Advances in Computing, Communications and Informatics
More than flow: revisiting the theory of four channels of flow
International Journal of Computer Games Technology
Game design considerations when using non-touch based natural user interface
Transactions on Edutainment VIII
Double fine adventure and the double hermeneutic videogame
Proceedings of the 4th International Conference on Fun and Games
Evaluating design elements for digital educational games on programming: a pilot study
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Technology trees in digital gaming
Proceeding of the 16th International Academic MindTrek Conference
Creating scalable location-based games: lessons from Geocaching
Personal and Ubiquitous Computing
International Journal of Gaming and Computer-Mediated Simulations
Research Note: Narration vs. Simulation:
International Journal of Gaming and Computer-Mediated Simulations
An annales school-based serious game creation framework for taiwanese indigenous cultural heritage
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
Unwrapping virtual space through the myth of total cinema
Proceedings of the 9th ACM Conference on Creativity & Cognition
Evaluating the educational effectiveness of simulation games: A value generation model
Information Sciences: an International Journal
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How do you turn a great idea into a game design? What makes one design better than another? Why does a good design document matter, and how do you write one? This book answers these questions and stimulates your creativity!Game design consists of four essential tasks: imagining a game, defining the way that it works, describing its internal elements, and communicating this information to others. This book examines each of these tasks and shows you not only what issues you will need to address in your design, but how to think about games and gameplay. After reading this book, you will have the tools you need to both design many kinds of games and to create a professional-quality game design document.Andrew Rollings and Ernest Adams on Game Design will show you: The key design elements of every computer and video game, and how to think about them. How to write a high-concept document, a treatment, and a full design script. The essentials of user interface design and how to use them to define your game's look and feel. How to construct and balance your game's internal mechanics to make sure the game is both fun and fair. The relationship between interactivity and narrative, and how to write compelling stories. The unique design problems in each of the major game genres. How to design multi-player games to maximize player interaction and minimize cheating.