Player Experience, Design and Research
Author:
Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-23161-2_418
Reference34 articles.
1. Abeele, V V, L E Nacke, E D Mekler, and D Johnson. 2016. Design and preliminary validation of the player experience inventory. In CHI PLAY 2016 – Proceedings of the Annual Symposium on Computer-Human Interaction in Play Companion, 335–41. https://doi.org/10.1145/2968120.2987744
2. Boberg, Marion, Evangelos Karapanos, Jussi Holopainen, and Andrés Lucero. 2015. PLEXQ: towards a playful experiences questionnaire. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 381–91
3. Bogost, Ian. 2016. Play Anything : the Pleasure of Limits, the Uses of Boredom, and the Secret of Games
4. Brockmyer, J.H., Fox, C.M., Curtiss, K.A., McBroom, E., Burkhart, K.M., Pidruzny, J.N.: The development of the game engagement questionnaire: a measure of engagement in video game-playing. J. Exp. Soc. Psychol. 45(4), 624–634 (2009). https://doi.org/10.1016/j.jesp.2009.02.016
5. Cowley, B., Kosunen, I., Petri Lankoski, J., Kivikangas, M., Järvelä, S., Ekman, I., Kemppainen, J., Ravaja, N.: Experience assessment and design in the analysis of gameplay. Simul. Gaming. 45(1), 41–69 (2014). https://doi.org/10.1177/1046878113513936
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