[1] | D. Carson, Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry, Mar. 2000. [ bib | html ] |
[2] | L. Cherny, C. Clanton, and E. Ostrom, Entertainment is a Human Factor: A CHI 97 Workshop on Game Design and HCI, SIGCHI Bulletin, vol. 29, pp. 50-54, Oct. 1997. [ bib | html ] |
[3] | J. Dyck, D. Pinelle, B. Brown, and C. Gutwin, Learning from Games: HCI Design Innovations in Entertainment Software, in Proc. Graphics Interface 2003, Feb. 2003. [ bib | html ] |
[4] | C. W. Johnson, Using Cognitive Models to Transfer the Strengths of Computer Games into Human Computer Interfaces, in Workshop on Fun and Human Computer Interaction (A. Monk, ed.), Department of Psychology, University of York, 1998. [ bib | html ] |
[5] | C. W. Johnson, Taking Fun Seriously: Using Cognitive Models to Reason about Interaction with Computer Games, Personal Technologies, vol. 3, no. 3, pp. 105-116, 1999. [ bib | pdf ] |
[6] |
D. Johnson and J. Wiles, Effective affective user interface design in
games, Ergonomics, vol. 46, no. 13-14, pp. 1332-1345, 2003.
[ bib |
html ]
|
[7] | A. H. Jorgensen, Marrying HCI/Usability and Computer Games: A Preliminary Look, in Proceedings NordCHI'04, (Tampere, Finland), pp. 393-396, ACM, Oct. 2004. [ bib ] |
[8] | Various, What can games teach us about human-computer interaction. (on the web), 2001. [ bib | html ] |
[9] |
N. Lazzaro and K. Keeker, What's my method?: a game show on games, in
CHI '04 extended abstracts on Human factors in computing systems, (Vienna,
Austria), pp. 1093-1094, ACM Press, Apr. 2004.
[ bib ]
|
[10] | T. W. Malone, Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games, in Proc. 1982 Conference on Human Factors in Computing Systems, (New York), pp. 63-68, ACM, 1982. [ bib ] |
[11] | R. Pausch, What HCI Designers Can Learn From Video Game Designers, in Proceedings CHI '94, (Boston, USA), pp. 177-178, Apr. 1994. [ bib ] |
[12] | J. Salisbury, All a Question of Fun: How can primary research into how videogames engage support design practice?, in Game Design Research Symposium and Workshop, (Copenhagen), May 2004. [ bib | html ] |
[13] | O. Sotamaa, Creative User-centred Design Practices: Lessons from Game Cultures, in Everyday Innovators: Researching The Role of Users in Shapring ICTs (L. Haddon, ed.), pp. 104-116, London: Springer Verlag, 2005. [ bib | pdf ] |
[14] |
M. Venturi, I videogiochi e le interfacce, Master's thesis, Università
di Bologna, Mar. 2005.
[ bib |
html ]
|
[15] |
Z. Ye, Designing user interfaces for games, tech. rep., Human-Computer
Interaction Institute, Carnegie Mellon University, Dec. 2000.
[ bib |
pdf ]
|
[16] |
J. Ye and D. Ye, Hci and game design: From a practitioner's point of view.
Found without any publishing note, Mar. 2004.
[ bib |
pdf ]
|
This file has been generated by bibtex2html 1.79