05.12.2012 Views

Evaluating User Experience in Games: Concepts and Methods - Lirmm

Evaluating User Experience in Games: Concepts and Methods - Lirmm

Evaluating User Experience in Games: Concepts and Methods - Lirmm

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

44 J. Takatalo et al.<br />

References<br />

Atk<strong>in</strong>son JW (1964) An Introduction to Motivation. D. Van Nostr<strong>and</strong> Company, New York.<br />

Brennan L, Mavondo F (2000) Involvement: An unf<strong>in</strong>ished story? In: Proceed<strong>in</strong>gs of ANZMAZ<br />

2000, pp. 132–137.<br />

Brown E, Cairns P (2004) A grounded <strong>in</strong>vestigation of game immersion. In: Proceed<strong>in</strong>gs of CHI<br />

2004, ACM Press, pp. 1297–1300.<br />

Counter-Strike: Source (2004). http://store.steampowered.com/app/240/. Accessed March 22,<br />

2009.<br />

Csikszentmihalyi M (1975) Beyond Boredom <strong>and</strong> Anxiety. Jossey-Bass Publishers, San Francisco,<br />

CA.<br />

Davis JP, Steury K, Pagulayan R (2005) A survey method for assess<strong>in</strong>g perceptions of a game: The<br />

consumer playtest <strong>in</strong> game design. Game Studies 5: 1.<br />

Della Fave A, Massim<strong>in</strong>i F (1988) Modernization <strong>and</strong> the chang<strong>in</strong>g context of flow <strong>in</strong> work <strong>and</strong><br />

leisure. In: Csikszentmihalyi I, Csikszentmihalyi M (ed) Optimal <strong>Experience</strong>: Psychological<br />

Studies of Flow <strong>in</strong> Consciousness. Cambridge University Press, Cambridge.<br />

Ducheneaut N, Yee N, Nickell E, Moore RJ (2006) “Alone together?”: Explor<strong>in</strong>g the social dynamics<br />

of massively multiplayer onl<strong>in</strong>e games. In: Proceed<strong>in</strong>gs of CHI 2006, ACM Press, New<br />

York, pp. 407–416.<br />

Ermi L, Mäyrä F (2005) Fundamental components of the game play <strong>Experience</strong>: Analys<strong>in</strong>g<br />

immersion. In: Proceed<strong>in</strong>gs of DiGRA 2005.<br />

Fonta<strong>in</strong>e G (1992) The experience of a sense of presence <strong>in</strong> <strong>in</strong>tercultural <strong>and</strong> <strong>in</strong>ternational<br />

encounters. Presence: Teleoperators <strong>and</strong> Virtual Enviroments 1: 482–490.<br />

Ghani JA, Deshp<strong>and</strong>e SP (1994) Task characteristics <strong>and</strong> the experience of optimal flow <strong>in</strong> humancomputer<br />

<strong>in</strong>teraction. Journal of Psychology 128: 381–391.<br />

Half-Life 2 (2004). http://www.half-life.com/overview.html. Accessed March 22, 2009.<br />

Hilgard ER (1980) The trilogy of m<strong>in</strong>d: cognition, affection, <strong>and</strong> conation. Journal of the History<br />

of the Behavioral Sciences 16: 107–117.<br />

Hunicke R, LeBlanc M, Zubek R (2004) MDA: A formal approach to game design <strong>and</strong> game<br />

research. In: Proceed<strong>in</strong>gs of AAAI Workshop on Challenges <strong>in</strong> Game AI: 4.<br />

IJsselsteijn W, de Kort Y, Poels K, Jurgelionis A, Bellotti F (2007) Characteris<strong>in</strong>g <strong>and</strong> measur<strong>in</strong>g<br />

user experiences <strong>in</strong> digital games. In: Proceed<strong>in</strong>gs of ACE 2007.<br />

ISO 9241-210:2008 (2008) Ergonomics of human system <strong>in</strong>teraction – Part 210: Human-centred<br />

design for <strong>in</strong>teractive systems (formerly known as 13407). International St<strong>and</strong>ardization<br />

Organization (ISO).<br />

James W (1890) The Pr<strong>in</strong>ciples of Psychology. H. Holt <strong>and</strong> Company, New York.<br />

Jennett C, Cox AL, Cairns P, Dhoparee S, Epps A, Tijs T, Walton A (2008) Measur<strong>in</strong>g <strong>and</strong> def<strong>in</strong><strong>in</strong>g<br />

the experience of immersion <strong>in</strong> games. International Journal of Human Computer Studies 66:<br />

641–661.<br />

Kim T, Biocca F (1997) Telepresence via television: Two dimensions of telepresence may have different<br />

connections to memory <strong>and</strong> persuasion. Journal of Computer-Mediated Communication<br />

3(2).<br />

Komula<strong>in</strong>en J, Takatalo J, Lehtonen M, Nyman G (2008) Psychologically structured approach<br />

to user experience <strong>in</strong> games. In: Proceed<strong>in</strong>gs of NordiCHI 2008, ACM Press, New York,<br />

pp. 487–490.<br />

Lazarus RS (1991a) Cognition <strong>and</strong> motivation <strong>in</strong> emotion. American Psychologist 46: 352–367.<br />

Lazarus RS (1991b) Progress on a cognitive-motivational-relational theory of emotion. American<br />

Psychologist 46: 819–834.<br />

Lazzaro N (2004) Why we play games: Four keys to more emotion without story. http://<br />

www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf. Accessed November<br />

2007.<br />

Lessiter J, Freeman J, Keogh E, Davidoff J (2001) A cross-media presence questionnaire: The ITCsense<br />

of presence <strong>in</strong>ventory. Presence: Teleoperators <strong>and</strong> Virtual Enviroments 10: 282–297.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!