This paper discusses the conceptual, practical and ethical considerations towards the development of a framework of experience to inform design and assessment of serious games. Towards this, we review the literature on experience in interaction design, HCI, and games, and identify that the dominant focus for design has been, and still remains, on positive and fun experience. In contrast, anything other than positive experience is often loosely and sometimes inappropriately lumped together under the broad label "negative experience" which can imply bad experience and something to be avoided, while at the same time suggesting it's not useful to design. While work in HCI and the games literature begins to address experience beyond positive, it...
While many categorizations and definitions have attempted to elucidate the elusive term serious game...
Emotionally impactful game experiences have garnered increasing interest within HCI games research. ...
Video games can both be described as a form of art and as digital products. Video games therefore al...
This paper discusses the conceptual, practical and ethical considerations towards the development of...
This paper discusses the conceptual, practical and ethical considera- tions towards the development ...
While work in interaction design, human-computer interaction (HCI) and the games literature begins t...
Games are normally considered to be 'fun', though recently there is growing interest in how gameplay...
Games are normally considered to be “fun”, though recently there is growing interest in how gameplay...
This paper addresses the importance for serious games to be engaging and fun, despite the entertaini...
This paper addresses the importance for serious games to be engaging and fun, despite the entertaini...
The potential of serious games to promote effective learning has been establishedin the literature. ...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
It has been commonly acknowledged that the acceptance of a product depends on both its utilitarian a...
Designing serious games that engage lots of players is still a challenge, especially for domains tha...
This paper places video games within the area of what I call “designed experiences”. Designed experi...
While many categorizations and definitions have attempted to elucidate the elusive term serious game...
Emotionally impactful game experiences have garnered increasing interest within HCI games research. ...
Video games can both be described as a form of art and as digital products. Video games therefore al...
This paper discusses the conceptual, practical and ethical considerations towards the development of...
This paper discusses the conceptual, practical and ethical considera- tions towards the development ...
While work in interaction design, human-computer interaction (HCI) and the games literature begins t...
Games are normally considered to be 'fun', though recently there is growing interest in how gameplay...
Games are normally considered to be “fun”, though recently there is growing interest in how gameplay...
This paper addresses the importance for serious games to be engaging and fun, despite the entertaini...
This paper addresses the importance for serious games to be engaging and fun, despite the entertaini...
The potential of serious games to promote effective learning has been establishedin the literature. ...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
It has been commonly acknowledged that the acceptance of a product depends on both its utilitarian a...
Designing serious games that engage lots of players is still a challenge, especially for domains tha...
This paper places video games within the area of what I call “designed experiences”. Designed experi...
While many categorizations and definitions have attempted to elucidate the elusive term serious game...
Emotionally impactful game experiences have garnered increasing interest within HCI games research. ...
Video games can both be described as a form of art and as digital products. Video games therefore al...