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FPLAY
2008
13 years 9 months ago
Intelligent adaptation of digital game-based learning
Games for learning cannot take the same design approach as games when targeting audiences. While players of entertainment games have the luxury of choosing games that suit them, s...
Brian Magerko, Carrie Heeter, Joe Fitzgerald, Ben ...
DIGRA
2003
Springer
14 years 24 days ago
The attack of the backstories (and why they won't win)
This essay adopts a formal model of play as semiosis [18] to explore the often dysfunctional role of backstories within computer game design and play. Within this model, backstori...
David Myers
DIGRA
2005
Springer
14 years 1 months ago
Push. Play: An Examination of the Gameplay Button
At the center of the video game experience is the interface. Before a player grabs the first powerup or meets the first obstacle, the would-be-adventurer must accept the limitatio...
Stephen Griffin
UIST
1998
ACM
13 years 11 months ago
Interaction and Modeling Techniques for Desktop Two-Handed Input
We describe input devices and two-handed interaction techniques to support map navigation tasks. We discuss several design variations and user testing of two-handed navigation tec...
Ken Hinckley, Mary Czerwinski, Mike Sinclair
CSCW
2010
ACM
14 years 4 months ago
The individual and the group in console gaming
In this paper, we present results from a study of collocated group console gaming. We focus, in particular, on observed gaming practices that emphasized the individual gamer withi...
Amy Voida, M. Sheelagh T. Carpendale, Saul Greenbe...