@COMMENT{{This file has been generated by bib2bib 1.79}}
@COMMENT{{Command line: c:\mv\Projects\ThePerfectToolProject\LearnFromGames\bibgen\bib2bib-1.79.exe -oc tmp-citefile
-ob tmp-bibfile.bib -c "keywords : 'serious-games'" ../../../Research/bib/all.bib}}
@MISC{Carson2000,
AUTHOR = {Don Carson},
TITLE = {{Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons
Learned from the Theme Park Industry}},
MONTH = MAR,
YEAR = {2000},
KEYWORDS = {serious-games},
OWNER = {mvalle},
TIMESTAMP = {2006.08.29},
URL = {http://www.gamasutra.com/features/20000301/carson_01.htm}
}
@ARTICLE{Cherny1997,
AUTHOR = {Lynn Cherny and Chuck Clanton and Erik Ostrom},
TITLE = {{Entertainment is a Human Factor: A CHI 97 Workshop on Game Design
and HCI}},
JOURNAL = {SIGCHI Bulletin},
YEAR = {1997},
VOLUME = {29},
PAGES = {50--54},
NUMBER = {4},
MONTH = OCT,
KEYWORDS = {serious-games},
OWNER = {mvalle},
TIMESTAMP = {2006.08.29},
URL = {http://homepages.cwi.nl/~steven/sigchi/bulletin/1997.4/cherny.html}
}
@INPROCEEDINGS{Dyck2003,
AUTHOR = {Jeff Dyck and David Pinelle and Barry Brown and Carl Gutwin},
TITLE = {{Learning from Games: HCI Design Innovations in Entertainment Software}},
BOOKTITLE = {Proc. Graphics Interface 2003},
YEAR = {2003},
MONTH = FEB,
CITESEERURL = {567480},
KEYWORDS = {serious-games},
OWNER = {mvalle},
TIMESTAMP = {2006.08.29},
URL = {http://citeseer.ist.psu.edu/dyck03learning.html}
}
@INPROCEEDINGS{Johnson1998,
AUTHOR = {Chris W. Johnson},
TITLE = {{Using Cognitive Models to Transfer the Strengths of Computer Games
into Human Computer Interfaces}},
BOOKTITLE = {Workshop on Fun and Human Computer Interaction},
YEAR = {1998},
EDITOR = {A. Monk},
ORGANIZATION = {Department of Psychology, University of York},
KEYWORDS = {serious-games},
OWNER = {mvalle},
TIMESTAMP = {2006.08.29},
URL = {http://www.dcs.gla.ac.uk/~johnson/papers/ics/fun_and_games.html}
}
@ARTICLE{Johnson1999,
AUTHOR = {Chris W. Johnson},
TITLE = {{Taking Fun Seriously: Using Cognitive Models to Reason about Interaction
with Computer Games}},
JOURNAL = {Personal Technologies},
YEAR = {1999},
VOLUME = {3},
PAGES = {105--116},
NUMBER = {3},
KEYWORDS = {serious-games},
PDF = {http://www.dcs.gla.ac.uk/~johnson/papers/um99/games.pdf}
}
@ARTICLE{Johnson2003,
AUTHOR = {Daniel Johnson and Janet Wiles},
TITLE = {Effective affective user interface design in games},
JOURNAL = {Ergonomics},
YEAR = {2003},
VOLUME = {46},
PAGES = {1332--1345},
NUMBER = {13--14},
ABSTRACT = {It is proposed that games, which are designed to generate positive
affect, are most successful when they facilitate flow (Csikszentmihalyi
1992). Flow is a state of concentration, deep enjoyment, and total
absorption in an activity. The study of games, and a resulting understanding
of flow in games can inform the design of non-leisure software for
positive affect. The paper considers the ways in which computer
games contravene Nielsen's guidelines for heuristic evaluation (Nielsen
and Molich 1990) and how these contraventions impact on flow. The
paper also explores the implications for research that stem from
the differences between games played on a personal computer and
games played on a dedicated console. This research takes important
initial steps towards defining how flow in computer games can inform
affective design.},
DOI = {10.1080/00140130310001610865},
KEYWORDS = {Affect; Attention; Equipment-Design; Human-Engineering; Humans; User-Computer-Interface;
Video-Games; serious-games},
OWNER = {mvalle},
PII = {JAJR3DH6TKAPPBCX},
PMID = {14612323},
TIMESTAMP = {2006.08.29},
URL = {http://dx.doi.org/10.1080/00140130310001610865}
}
@INPROCEEDINGS{Jorgensen2004,
AUTHOR = {Anker Helms J{\/o}rgensen},
TITLE = {{Marrying HCI/Usability and Computer Games: A Preliminary Look}},
BOOKTITLE = {Proceedings NordCHI'04},
YEAR = {2004},
PAGES = {393--396},
ADDRESS = {Tampere, Finland},
MONTH = OCT,
PUBLISHER = {ACM},
KEYWORDS = {serious-games HCI},
OWNER = {mvalle},
TIMESTAMP = {2006.08.29}
}
@INPROCEEDINGS{Lazzaro2004,
AUTHOR = {Nicole Lazzaro and Kevin Keeker},
TITLE = {What's my method?: a game show on games},
BOOKTITLE = {CHI '04 extended abstracts on Human factors in computing systems},
YEAR = {2004},
PAGES = {1093--1094},
ADDRESS = {Vienna, Austria},
MONTH = APR,
PUBLISHER = {ACM Press},
ABSTRACT = {What's My Method? is the game show that asks the question, "How do
you user-test games?" The goal of this session is to highlight important
differences between user research methods for games and productivity
software in an instructive and engaging format. Emotion measurement
scenarios are presented to the contestants and audience as questions
in a fictional game show. Three games researchers "compete" to propose
the best methodology to research thorny questions from real games.
The audience acts as the judge, deciding how many points to award
contestants for their answers.},
DOI = {http://doi.acm.org/10.1145/985921.985922},
ISBN = {1-58113-703-6},
KEYWORDS = {serious-games},
LOCATION = {Vienna, Austria},
OWNER = {mvalle},
TIMESTAMP = {2006.08.29}
}
@INPROCEEDINGS{Malone1982,
AUTHOR = {Thomas W. Malone},
TITLE = {{Heuristics for Designing Enjoyable User Interfaces: Lessons from
Computer Games}},
BOOKTITLE = {Proc. 1982 Conference on Human Factors in Computing Systems},
YEAR = {1982},
PAGES = {63--68},
ADDRESS = {New York},
PUBLISHER = {ACM},
KEYWORDS = {serious-games},
OWNER = {mvalle},
TIMESTAMP = {2006.08.29}
}
@INPROCEEDINGS{Pausch1994,
AUTHOR = {Randy Pausch},
TITLE = {{What HCI Designers Can Learn From Video Game Designers}},
BOOKTITLE = {Proceedings CHI '94},
YEAR = {1994},
PAGES = {177--178},
ADDRESS = {Boston, USA},
MONTH = APR,
KEYWORDS = {serious-games},
OWNER = {mvalle},
TIMESTAMP = {2006.08.29}
}
@INPROCEEDINGS{Salisbury2004,
AUTHOR = {John Salisbury},
TITLE = {{All a Question of Fun: How can primary research into how videogames
engage support design practice?}},
BOOKTITLE = {Game Design Research Symposium and Workshop},
YEAR = {2004},
ADDRESS = {Copenhagen},
MONTH = MAY,
KEYWORDS = {serious-games},
OWNER = {mvalle},
TIMESTAMP = {2006.08.29},
URL = {http://www.cs.mdx.ac.uk/research/PhDArea/j_salisbury/john_salisburys_game_design_research_symposium_and_workshop_submission.rtf}
}
@INCOLLECTION{Sotamaa2005,
AUTHOR = {Olli Sotamaa},
TITLE = {{Creative User-centred Design Practices: Lessons from Game Cultures}},
BOOKTITLE = {Everyday Innovators: Researching The Role of Users in Shapring ICTs},
PUBLISHER = {Springer Verlag},
YEAR = {2005},
EDITOR = {Leslie Haddon},
PAGES = {104--116},
ADDRESS = {London},
KEYWORDS = {serious-games},
OWNER = {mvalle},
PDF = {http://www.uta.fi/~tlolso/documents/Everyday_Innovators_Sotamaa.pdf},
TIMESTAMP = {2006.08.29}
}
@MISC{Kuro2001,
AUTHOR = {Various},
TITLE = {What can games teach us about human-computer interaction},
HOWPUBLISHED = {(on the web)},
YEAR = {2001},
KEYWORDS = {HCI serious-games},
OWNER = {mvalle},
TIMESTAMP = {2006.05.31},
URL = {http://www.kuro5hin.org/story/2001/4/15/503/20814}
}
@MASTERSTHESIS{Venturi2005,
AUTHOR = {Mirko Venturi},
TITLE = {I videogiochi e le interfacce},
SCHOOL = {Universit{\`a} di Bologna},
YEAR = {2005},
MONTH = MAR,
ABSTRACT = {Review thesis},
KEYWORDS = {serious-games},
OWNER = {mvalle},
REVIEW = {Why videogames are fun},
TIMESTAMP = {2006.08.29},
URL = {http://tesi.fabio.web.cs.unibo.it/Tesi/UsabilitaEVideoGiochi}
}
@UNPUBLISHED{Ye2004,
AUTHOR = {John Ye and Ding Ye},
TITLE = {HCI and Game Design: From a Practitioner's Point of View},
NOTE = {Found without any publishing note},
MONTH = MAR,
YEAR = {2004},
ABSTRACT = {The intent of this paper is to present an overview of the many aspects
of Human-Computer Interaction (HCI) research and practices, show
their relationships with computer games, and discuss the possibility
of using some of the HCI processes, methodologies, and tools for
game design.},
KEYWORDS = {serious-games},
OWNER = {mvalle},
PDF = {http://www.ye-brothers.com/documents/HCIGAMEDESIGN.pdf},
TIMESTAMP = {2006.08.29}
}
@TECHREPORT{Ye2000,
AUTHOR = {Zhan Ye},
TITLE = {Designing User Interfaces for Games},
INSTITUTION = {Human-Computer Interaction Institute, Carnegie Mellon University},
YEAR = {2000},
MONTH = DEC,
ABSTRACT = {This white paper discusses general issues a designer may encounter
when designing user interfaces for games, from design process to
design principles.},
KEYWORDS = {serious-games},
OWNER = {mvalle},
PDF = {http://www.ye-brothers.com/documents/gameui.pdf},
TIMESTAMP = {2006.08.29}
}
@COMMENT{{jabref-meta: selector_keywords:evaluation;HCI;molecular-visua
lization;serious-games;volume-visualization;}}
This file has been generated by bibtex2html 1.79