HCI has profoundly changed the way people work with computers, it also has the potential to help shape the way people entertain in the digital age. As a popular entertainment form, games are poised to become the next frontier for HCI research. However, the broader HCI community only has limited knowledge of games. The intent of this demo is to paint a broad picture of today's games. We employ genre theory, which has been widely used in film study, as a framework to introduce a variety of games, analyze different interface metaphors and user experiences of games, and present innovative interaction techniques and devices used in games
Current human-computer interaction (HCI) research into video games rarely considers how they are dif...
The potential of serious games to promote effective learning has been establishedin the literature. ...
As the usage of commercial, off-the-shelf computer games as teaching tools are being discussed and e...
Technology has been given relatively little attention in genre theory, but this article argues that ...
The choice of a particular genre in serious game design often seems ad hoc or motivated by gamers’ p...
This article reviews a range of literature of computer games and learning theories and attempts to e...
In this paper, we propose the notion of screen ecologies and argue for its importance in the study o...
While presence, or the sense of being there, is widely understood to be important in game play, it h...
Despite the importance that the dimension of genre holds in media studies, its very definition in th...
This essay explores questions concerning genre theory as they can be applied to videogames and inter...
Games excited generations in various societies: from the very simple physical form - to the latest g...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
Game Genre Evolution for Educational Games Introduction Mass media, such as radio and television, ar...
AbstractOver the past decade, gaming has become a mainstream form of entertainment. It is one of the...
As technology becomes more and more advanced, older concepts are reshaped for modern day tools and f...
Current human-computer interaction (HCI) research into video games rarely considers how they are dif...
The potential of serious games to promote effective learning has been establishedin the literature. ...
As the usage of commercial, off-the-shelf computer games as teaching tools are being discussed and e...
Technology has been given relatively little attention in genre theory, but this article argues that ...
The choice of a particular genre in serious game design often seems ad hoc or motivated by gamers’ p...
This article reviews a range of literature of computer games and learning theories and attempts to e...
In this paper, we propose the notion of screen ecologies and argue for its importance in the study o...
While presence, or the sense of being there, is widely understood to be important in game play, it h...
Despite the importance that the dimension of genre holds in media studies, its very definition in th...
This essay explores questions concerning genre theory as they can be applied to videogames and inter...
Games excited generations in various societies: from the very simple physical form - to the latest g...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
Game Genre Evolution for Educational Games Introduction Mass media, such as radio and television, ar...
AbstractOver the past decade, gaming has become a mainstream form of entertainment. It is one of the...
As technology becomes more and more advanced, older concepts are reshaped for modern day tools and f...
Current human-computer interaction (HCI) research into video games rarely considers how they are dif...
The potential of serious games to promote effective learning has been establishedin the literature. ...
As the usage of commercial, off-the-shelf computer games as teaching tools are being discussed and e...