07.12.2012 Views

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

SHOW MORE
SHOW LESS

Create successful ePaper yourself

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

14. L. Nacke, C. L<strong>in</strong>dley, and S. Stellmach. Log who's play<strong>in</strong>g: Psychophysiological game analysis<br />

made easy through event logg<strong>in</strong>g. In P. Markopoulos, B. E. R. de Ruyter, W. IJsselsteijn, and<br />

D. Rowland, editors, Proceed<strong>in</strong>gs of "International conference on Fun and <strong>Games</strong>", volume<br />

5294 of Lecture Notes <strong>in</strong> <strong>Computer</strong> Science, pages 150{157. Spr<strong>in</strong>ger, 2008. DOI =<br />

10.1007/978-3-540-88322-7 15.<br />

15. L. Nacke and C. A. L<strong>in</strong>dley. Flow and immersion <strong>in</strong> _rst-person shooters: measur<strong>in</strong>g the<br />

player's gameplay experience. In Future <strong>Play</strong> '08: Proceed<strong>in</strong>gs of the 2008 Conference on<br />

Future <strong>Play</strong>, pages 81{88, Toronto, Ontario, Canada, 2008. ACM. DOI =<br />

10.1145/1496984.1496998.<br />

16. R. Pagulayan and K. Steury. Beyond usability <strong>in</strong> games. <strong>in</strong>teractions, 11(5):70{71, 2004. DOI<br />

= 10.1145/1015530.1015566.<br />

17. R. J. Pagulayan, K. Keeker, D. Wixon, R. L. Romero, and T. Fuller. User-centered design <strong>in</strong><br />

games. In The human-computer <strong>in</strong>teraction handbook: fundamentals, evolv<strong>in</strong>g technologies<br />

and emerg<strong>in</strong>g applications, pages 883{906. L. Erlbaum Associates Inc., 2003. ISBN: 0-8058-<br />

3838-4.<br />

18. R. J. Pagulayan, K. R. Steury, B. Fulton, and R. L. Romero. Design<strong>in</strong>g for fun: user-test<strong>in</strong>g<br />

case studies. In Funology: from usability to enjoyment, pages 137{150. Kluwer Academic<br />

Publishers, 2004. ISBN: 1-4020-2966-7.<br />

19. D. P<strong>in</strong>elle, N. Wong, and T. Stach. Us<strong>in</strong>g genres to customize usability evaluations of video<br />

games. In Future <strong>Play</strong> '08: Proceed<strong>in</strong>gs of the 2008 Conference on Future <strong>Play</strong>, pages<br />

129{136, Toronto, Ontario, Canada, 2008. ACM. DOI = 10.1145/1496984.1497006.<br />

20. A. Tychsen. Craft<strong>in</strong>g user experience via game metrics analysis. In Proceed<strong>in</strong>gs of the<br />

Workshop "Research Goals and Strategies for Study<strong>in</strong>g User Experience and Emotion" at the<br />

5th Nordic Conference on Human-computer <strong>in</strong>teraction: build<strong>in</strong>g bridges (NordiCHI), Lund,<br />

Sweden, 20-22 October 2008. retrieved from http://www.cs.uta._/~ ux-emotion/.<br />

21. A. Tychsen and A. Canossa. De_n<strong>in</strong>g personas <strong>in</strong> games us<strong>in</strong>g metrics. In Future <strong>Play</strong> '08:<br />

Proceed<strong>in</strong>gs of the 2008 Conference on Future <strong>Play</strong>, pages 73{80, Toronto, Ontario, Canada,<br />

2008. ACM Press. DOI = 10.1145/1496984.1496997.<br />

22. D. Wixon and R. Pagulayan. Halo 3: the theory and practice of a research-design partnership.<br />

<strong>in</strong>teractions, 15(1):52{55, 2008. DOI = 10.1145/1330526.1330542.<br />

244

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

Saved successfully!

Ooh no, something went wrong!