GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Temporal trajectories in shared interactive narratives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Performing thrill: designing telemetry systems and spectator interfaces for amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Short-term emotion assessment in a recall paradigm
International Journal of Human-Computer Studies
Player Experience Evaluation: An Approach Based on the Personal Construct Theory
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Engaging Group E-Learning in Virtual Worlds
Journal of Management Information Systems
Using affective trajectories to describe states of flow in interactive art
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
A task annotation model for sandbox Serious Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Day of the figurines: supporting episodic storytelling on mobile phon
ICVS'07 Proceedings of the 4th international conference on Virtual storytelling: using virtual reality technologies for storytelling
Toward a ludic architecture: the space of play and games
Toward a ludic architecture: the space of play and games
PADS: enhancing gaming experience using profile-based adaptive difficulty system
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Fun to develop embodied skill: how games help the blind to understand pointing
Proceedings of the 3rd International Conference on PErvasive Technologies Related to Assistive Environments
Using complexity measures in information retrieval
Proceedings of the third symposium on Information interaction in context
Avatar-based innovation: Consequences of the virtual co-creation experience
Computers in Human Behavior
Enabling multimodal discourse for the blind
International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction
Digital games for physical therapy: fulfilling the need for calibration and adaptation
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Guiding user adaptation in serious games
Agents for games and simulations II
Reflected in a liquid crystal display: personalization and the use of avatars in serious games
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
A visual language for the creation of narrative educational games
Journal of Visual Languages and Computing
Adapting content presentation and control to player personality in videogames
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Empirical validation of the involvement component of the pervasive GameFlow model
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
The influence of performance-oriented widgets on interactive behavior while playing videogames
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Decision-making in-socio and in-situ: Facilitation in virtual worlds
Decision Support Systems
User experience methods and games: lessons learned
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards a game experience design model centered on participation
CHI '12 Extended Abstracts on Human Factors in Computing Systems
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Designing the anti-heuristic game: a game which violates heuristics
Proceedings of the 11th International Conference on Interaction Design and Children
The MARS --- a multi-agent recommendation system for games on mobile phones
KES-AMSTA'12 Proceedings of the 6th KES international conference on Agent and Multi-Agent Systems: technologies and applications
Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards
Proceedings of the 4th International Conference on Fun and Games
Organizing scalable adaptation in serious games
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
Effect of touch-screen size on game immersion
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Construction of the biocybernetic loop: a case study
Proceedings of the 14th ACM international conference on Multimodal interaction
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation
International Journal of Autonomous and Adaptive Communications Systems
Developing serious games specifically adapted to people suffering from alzheimer
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Predicting users' return to virtual worlds: a social perspective
Information Systems Journal
International Journal of Ambient Computing and Intelligence
Computer Gaming Scenarios for Product Development Teams
International Journal of Gaming and Computer-Mediated Simulations
Enabling the blind to see gestures
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on the theory and practice of embodied interaction in HCI and interaction design
Decomposing immersion: effects of game demand and display type on auditory evoked potentials
CHI '13 Extended Abstracts on Human Factors in Computing Systems
A mixed-initiative tool for designing level progressions in games
Proceedings of the 26th annual ACM symposium on User interface software and technology
Reflections on designing networked exertion games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
The design and effect of automated directions during scenario-based training
Computers & Education
GangKlang: designing walking experiences
Proceedings of the 8th Audio Mostly Conference
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A well-designed game transports its players to their personal Flow Zones, delivering genuine feelings of pleasure and happiness.