Level Flow Patterns in Game Design

Author:

Brandse Michael

Publisher

Springer Nature Switzerland

Reference13 articles.

1. Enger, M.: What is ”Nintendo hard”? (2012). https://www.giantbomb.com/profile/michaelenger/blog/what-is-nintendo-hard/98057/. Accessed 30 Sept 2022

2. Suits, B.: The Grasshopper: Games. University of Toronto Press, Life and Utopia (1978)

3. Insomniac Games. Spider-Man (Software). Sony IntePOSFC ractive Entertainment, Japan (2018)

4. Cox, A., Cairns, P., Shah, P., Carrol, M.: Not doing but thinking: the role of challenge in the gaming experience. In: CHI ’12 Proceedings of the SIGCHI Conference of Human Factors in Computing Systems, ACM New York, ACM, 79–88 (2012)

5. Juul, J.: The game, the player, the world: Looking for a heart of gameness. In: Copier, M., Raessens, J. (eds.) Level Up: Digital Games Research Conference Proceedings, Utrecht University, pp. 30–45. Utrecht University (2003)

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