A theory of computer semiotics: semiotic approaches to construction and assessment of computer systems
Usability inspection methods
The cognitive walkthrough method: a practitioner's guide
Usability inspection methods
Context and consciousness: activity theory and human-computer interaction
Context and consciousness: activity theory and human-computer interaction
Computer-mediated activity: functional organs in social and developmental contexts
Context and consciousness
Human values and the design of computer technology
Human values and the design of computer technology
From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles
Through the Interface: A Human Activity Approach to User Interface Design
Through the Interface: A Human Activity Approach to User Interface Design
The Art of Computer Game Design
The Art of Computer Game Design
The Psychology of Human-Computer Interaction
The Psychology of Human-Computer Interaction
A semiotic engineering approach to HCI
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Implications of computer games for system design
INTERACT '90 Proceedings of the IFIP TC13 Third Interational Conference on Human-Computer Interaction
You're in control: a urinary user interface
CHI '03 Extended Abstracts on Human Factors in Computing Systems
The human-computer interaction handbook
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Game Design: Theory and Practice
Game Design: Theory and Practice
What's my method?: a game show on games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Sensing GamePad: electrostatic potential sensing for enhancing entertainment oriented interactions
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Values at play: design tradeoffs in socially-oriented game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Human-centered design considered harmful
interactions - Ambient intelligence: exploring our living environment
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Oppositional play: gathering negative evidence for computer game values
Proceedings of the second Australasian conference on Interactive entertainment
From pushing buttons to play and progress: value and interaction in fable
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
Playability in action videogames: a qualitative design model
Human-Computer Interaction
Course In General Linguistics
Individual and collective activities in educational computer game playing
CSCL '97 Proceedings of the 2nd international conference on Computer support for collaborative learning
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
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An exploratory study on non-visual mobile phone interfaces for games
Proceedings of the VIII Brazilian Symposium on Human Factors in Computing Systems
Effects of different scenarios of game difficulty on player immersion
Interacting with Computers
Fine tuning the persuasion in persuasive games
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
The video cube puzzle: on investigating temporal coordination
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Evaluation of video game interfaces
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: design for all and eInclusion - Volume Part I
Multi-view human movement recognition based on fuzzy distances and linear discriminant analysis
Computer Vision and Image Understanding
Research of autonomous active control for virtual human based on emotion-driven model
Transactions on Edutainment III
Evaluating user experience of adaptive digital educational games with Activity Theory
International Journal of Human-Computer Studies
Serious games as input versus modulation: different evaluations of utility
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Computer Gaming Scenarios for Product Development Teams
International Journal of Gaming and Computer-Mediated Simulations
Building a dictionary of game-descriptive words to study playability
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Dynamic action recognition based on dynemes and Extreme Learning Machine
Pattern Recognition Letters
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Current human-computer interaction (HCI) research into video games rarely considers how they are different from other forms of software. This leads to research that, while useful concerning standard issues of interface design, does not address the nature of video games as games specifically. Unlike most software, video games are not made to support external, user-defined tasks, but instead define their own activities for players to engage in. We argue that video games contain systems of values which players perceive and adopt, and which shape the play of the game. A focus on video game values promotes a holistic view of video games as software, media, and as games specifically, which leads to a genuine video game HCI.