Video games are a form of software and thus an obvious object of study in Human-Computer Interaction (HCI). Interaction with video games differs from the usual understanding of HCI, however, because people play video games rather than use them. In this dissertation we ask: " How can we analyse human-computer interaction in video games when the interaction in question is play?" We propose video game values, defined as sustained beliefs about preferable conduct during play, as a basis for video game HCI. In order to describe and analyse play we use activity theory, focusing on how the interface mediates players' beliefs about preferable conduct. Activity theory allows us to address the multiple levels of context and detail in play as well as...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
This paper focuses on examining play activities in people's favourite videogame experience. Through ...
Current human-computer interaction (HCI) research into video games rarely considers how they are dif...
This study arises from pedagogical discussion about learning potential with computer games – more pr...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
This research examines how players engage in gameplay activities in videogames, and how these activi...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Video games have become the most popular leisure activity among children and adolescents. The increa...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
This paper focuses on examining play activities in people's favourite videogame experience. Through ...
Current human-computer interaction (HCI) research into video games rarely considers how they are dif...
This study arises from pedagogical discussion about learning potential with computer games – more pr...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
This research examines how players engage in gameplay activities in videogames, and how these activi...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Video games have become the most popular leisure activity among children and adolescents. The increa...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...