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 ...
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...
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...
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...
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...