Anyone can master the fundamentals of game design - no technological expertise is necessary. "The Art of Game Design: A Book of Lenses" shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Cited By
- Ranandeh V and Mirza-Babaei P Beyond Equilibrium: Utilizing AI Agents in Video Game Economy Balancing Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (155-160)
- Retz C, Braun A, Klotzbier T, Ghellal S and Schott N Towards Co-creative Interdisciplinary Exergame Design Processes: A Theory-Based Approach of a VR-Exergame Fall Prevention Training Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (69-75)
- Thumu N, Meacham F and Normoyle A Towards Understanding the Role of Curiosity in Puzzle Design Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (17-21)
- Montoya M, Ji Y, Wee R, Overdevest N, Patibanda R, Saini A, Pell S and Mueller F (2023). Fluito: Towards Understanding the Design of Playful Water Experiences through an Extended Reality Floatation Tank System, Proceedings of the ACM on Human-Computer Interaction, 7:CHI PLAY, (948-975), Online publication date: 29-Sep-2023.
- Gehrlein R and Dengel A Tokens In Mind - A Board Game Introducing the Ecological and Economic Aspects of Non-Fungible Tokens Proceedings of the 18th WiPSCE Conference on Primary and Secondary Computing Education Research, (1-2)
- Brambilla S, Boccignone G, Borghese A, Croci D and Ripamonti L Tuning Stressful Experience in Virtual Reality Games Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter, (1-8)
- Baykal G, Eriksson E and Torgersson O Collaboration in Co-located Collaborative Digital Games - Towards a Quadripartite Taxonomy Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, (1-6)
- Pasumarthy N Designing Interactive Experiences For Gut Health Engagement and Reflection Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, (1-6)
- van Rozen R, Bouwer A and Millenaar K Towards a Unified Language for Card Game Design Proceedings of the 18th International Conference on the Foundations of Digital Games, (1-4)
- Kaur J, Lavuri R, Parida R and Singh S (2023). Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers, Journal of Global Information Management, 31:1, (1-30), Online publication date: 3-Feb-2023.
- Gerling K and Birk M Reflections on Rigor and Reproducibility: Moving Toward a Community Standard for the Description of Artifacts in Experimental Games Research Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play, (266-267)
- Acevedo P, Choi M, Liu H, Kao D and Mousas C Procedural Game Level Design to Trigger Spatial Exploration Proceedings of the 17th International Conference on the Foundations of Digital Games, (1-11)
- Gómez-Maureira M, van Duijn M, Rieffe C and Plaat A Academic Games - Mapping the Use of Video Games in Research Contexts Proceedings of the 17th International Conference on the Foundations of Digital Games, (1-10)
- Gandhi K, Miller J and Cooper S “Philosophy is Seeped into Every Brick” - Weaving Reflective Elements into Mass-Market Games Proceedings of the 17th International Conference on the Foundations of Digital Games, (1-10)
- Foch C and Kirman B “The game doesn't judge you”: game designers’ perspectives on implementing failure in video games Proceedings of the 17th International Conference on the Foundations of Digital Games, (1-13)
- Sloan R, Lynagh M, Austin H and Brown H Transnational development cultures Proceedings of the 17th International Conference on the Foundations of Digital Games, (1-11)
- Medina Medina N, Paderewski P and Gutiérrez Vela F Video Games for Learning: Design considerations and its application in the video game “The Time Invaders” Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21), (150-156)
- Costa S, Mendes da Silva B and Tavares M Video games and gamification against online hate speech? 10th International Conference on Digital and Interactive Arts, (1-7)
- Kapuscinska A, Bhujwala P, Kalarchian M and Hammer J (2021). A Socio-Ecological Approach to Activity Games for Girls, Proceedings of the ACM on Human-Computer Interaction, 5:CHI PLAY, (1-28), Online publication date: 5-Oct-2021.
- Palma S, Ripamonti L, Borghese N, Maggiorini D and Gadia D Player behaviour metrics for adjusting content in VR games: the case of fear Proceedings of the 14th Biannual Conference of the Italian SIGCHI Chapter, (1-6)
- Zilio D, Orio N and Zamparo L (2021). FakeMuse, Journal on Computing and Cultural Heritage , 14:2, (1-22), Online publication date: 1-Jun-2021.
- de Wit J A Unified Model of Game Design, Through the Lens of User Experience Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, (1-6)
- TB, Tece Bayrak A and C., BW, Wünsche B Player Motivation in Therapy Games for Parkinson's Disease: A Scoping Review 2021 Australasian Computer Science Week Multiconference, (1-10)
- Rankin Y and Irish I (2020). A Seat at the Table, Proceedings of the ACM on Human-Computer Interaction, 4:CSCW2, (1-26), Online publication date: 14-Oct-2020.
- Fjællingsdal K and Klöckner C (2020). Green Across the Board, Simulation and Gaming, 51:5, (632-652), Online publication date: 1-Oct-2020.
- Gómez-Maureira M, Barbero G, Freese M and Preuss M Towards a Taxonomy of AI in Hybrid Board Games International Conference on the Foundations of Digital Games, (1-6)
- Bomström H, Kelanti M, Lappalainen J, Annanperä E and Liukkunen K Synchronizing Game and AI Design in PCG-Based Game Prototypes International Conference on the Foundations of Digital Games, (1-8)
- Martinez K, Menéndez-Menéndez M and Bustillo A Considering User Experience Parameters in the Evaluation of VR Serious Games Augmented Reality, Virtual Reality, and Computer Graphics, (186-193)
- Soldati M, Zahn C, Bildibay D, Iseli T, Leisner D, Niederhauser M and Recher M Create Video Games to Promote Well-Being of Elderly People – A Practice-Driven Guideline Human Aspects of IT for the Aged Population. Healthy and Active Aging, (401-418)
- Fleury M, e Silva T, Sarmet M and Castanho C A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis HCI in Games, (39-57)
- Cardoso Garone P, Nesteriuk S and Belluzzo de Campos G Sensory Design in Games: Beyond Visual-Based Experiences Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Human Communication, Organization and Work, (322-333)
- Dworak W, Filgueiras E and Valente J Automatic Emotional Balancing in Game Design: Use of Emotional Response to Increase Player Immersion Design, User Experience, and Usability. Design for Contemporary Interactive Environments, (426-438)
- Rainey J, Alvarez de la Vega J, Richardson D, Lambton-Howard D, Armouch S, Bartindale T, Hazeldine S, Briggs P, Olivier P and Montague K TalkFutures Proceedings of the 2020 ACM Designing Interactive Systems Conference, (771-784)
- Liao G, Pham T, Cheng T and Teng C (2020). How online gamers’ participation fosters their team commitment, International Journal of Information Management: The Journal for Information Professionals, 52:C, Online publication date: 1-Jun-2020.
- Denisova A, Cairns P, Guckelsberger C and Zendle D (2020). Measuring perceived challenge in digital games, International Journal of Human-Computer Studies, 137:C, Online publication date: 1-May-2020.
- Lam A, Griffin J, Loeun M, Cira N, Lee S and Riedel-Kruse I Pac-Euglena: A Living Cellular Pac-Man Meets Virtual Ghosts Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, (1-13)
- Snodgrass S, Mohaddesi O, Hart J, Rodriguez G, Holmgård C and Harteveld C Like PEAS in PoDS Proceedings of the 14th International Conference on the Foundations of Digital Games, (1-15)
- O'Shea Z and Freeman J Game design frameworks Proceedings of the 14th International Conference on the Foundations of Digital Games, (1-10)
- Ouellette M, Breeding L and Clark C Using applied cognitive load theory and difficulty analysis for educational game design for understanding and transference of literacy skills in adults Proceedings of the 14th International Conference on the Foundations of Digital Games, (1-11)
- Mora A, Tondello G, Calvet L, González C, Arnedo-Moreno J and Nacke L The quest for a better tailoring of gameful design Proceedings of the XX International Conference on Human Computer Interaction, (1-8)
- Altarriba Bertran F, Márquez Segura E, Duval J and Isbister K Chasing Play Potentials Proceedings of the 2019 on Designing Interactive Systems Conference, (1265-1277)
- Andries V and Robertson J Designing Social Play to Support Young Hospitalised Children Proceedings of the 18th ACM International Conference on Interaction Design and Children, (550-555)
- Darzentas D, Velt R, Wetzel R, Craigon P, Wagner H, Urquhart L and Benford S Card Mapper Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, (1-15)
- French F, Baskin S, Gupfinger R, Webber S and Zamansky A ZooJamming Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, (1-8)
- Holladay S and Egbert P Hybridizing education of both video games and animated films SIGGRAPH Asia 2018 Technical Briefs, (1-4)
- Kriz W (2018). Research of the Active Substance of Gaming Simulation, Simulation and Gaming, 49:6, (595-601), Online publication date: 1-Dec-2018.
- Muscat A and Duckworth J WORLD4 Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, (341-351)
- Bangay S and Makin O Meaningful Choice in Strategic Unit Selection Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, (33-44)
- Gundry D and Deterding S Intrinsic elicitation Proceedings of the 13th International Conference on the Foundations of Digital Games, (1-10)
- Khaled R, Lessard J and Barr P Documenting trajectories in design space Proceedings of the 13th International Conference on the Foundations of Digital Games, (1-10)
- de Classe T, de Araujo R and Xexéo G From Business Processes to Digital Games Proceedings of the XIV Brazilian Symposium on Information Systems, (1-8)
- Martins G, Veiga W, Campos F, Ströele V, David J and Braga R Building Educational Games from a Feature Model Proceedings of the XIV Brazilian Symposium on Information Systems, (1-7)
- Lukosch H, Bekebrede G, Kurapati S and Lukosch S (2018). A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems, Simulation and Gaming, 49:3, (279-314), Online publication date: 1-Jun-2018.
- Gallego-Durán F, Molina-Carmona R and Llorens-Largo F (2018). Measuring the difficulty of activities for adaptive learning, Universal Access in the Information Society, 17:2, (335-348), Online publication date: 1-Jun-2018.
- Bopp J, Opwis K and Mekler E “An Odd Kind of Pleasure” Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, (1-12)
- Pritami F and Muhimmah I Digital Game Based Learning using Augmented Reality for Mathematics Learning Proceedings of the 2018 7th International Conference on Software and Computer Applications, (254-258)
- Hämäläinen R, Niilo-Rämä M, Lainema T and Oksanen K (2018). How to Raise Different Game Collaboration Activities, Simulation and Gaming, 49:1, (50-71), Online publication date: 1-Feb-2018.
- da Silva M, Xexéo G and Katchabaw M (2018). Pegasus, International Journal of Computer Games Technology, 2018, Online publication date: 1-Jan-2018.
- Szykman A, Brandão A, Gois J and Katchabaw M (2018). Development of a Gesture-Based Game Applying Participatory Design to Reflect Values of Manual Wheelchair Users, International Journal of Computer Games Technology, 2018, Online publication date: 1-Jan-2018.
- Tondello G, Wehbe R, Orji R, Ribeiro G and Nacke L A Framework and Taxonomy of Videogame Playing Preferences Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (329-340)
- Mueller F, Tan C, Byrne R and Jones M 13 Game Lenses for Designing Diverse Interactive Jogging Systems Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (43-56)
- Wang Y, Rajan P, Sankar C and Raju P (2017). Let Them Play, IEEE Transactions on Learning Technologies, 10:4, (514-525), Online publication date: 1-Oct-2017.
- López-Arcos J, Vela F, Padilla-Zea N, Paderewski P and Medina-Medina N Introducing an interactive story in a geolocalized experience Proceedings of the XVIII International Conference on Human Computer Interaction, (1-7)
- Cheiran J, de M. Rodrigues E, de S. Carvalho E and da Silva J Problem-Based Learning to Align Theory and Practice in Software Testing Teaching Proceedings of the XXXI Brazilian Symposium on Software Engineering, (328-337)
- Kultima A The role of stimuli in game idea generation Proceedings of the 21st International Academic Mindtrek Conference, (26-34)
- Hwang B, Pai N and Wu C (2017). Fuzzy AHP for determining the key features and cognitive differences of mobile game development among designer and game player, Multimedia Tools and Applications, 76:18, (18265-18290), Online publication date: 1-Sep-2017.
- Wardaszko M and Podgórski B (2017). Mobile Learning Game Effectiveness in Cognitive Learning by Adults, Simulation and Gaming, 48:4, (435-454), Online publication date: 1-Aug-2017.
- Willcock I Tools for designing experience Proceedings of the conference on Electronic Visualisation and the Arts, (219-226)
- Barata G, Gama S, Jorge J and Gonalves D (2017). Studying student differentiation in gamified education, Computers in Human Behavior, 71:C, (550-585), Online publication date: 1-Jun-2017.
- van Delden R, Moreno A, Poppe R, Reidsma D and Heylen D A Thing of Beauty Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, (2462-2472)
- Keusch F and Zhang C (2017). A Review of Issues in Gamified Surveys, Social Science Computer Review, 35:2, (147-166), Online publication date: 1-Apr-2017.
- Kim M and Doh Y (2017). Computational Modeling of Players’ Emotional Response Patterns to the Story Events of Video Games, IEEE Transactions on Affective Computing, 8:2, (216-227), Online publication date: 1-Apr-2017.
- (2017). Assessment of fun in interactive systems, Cognitive Systems Research, 41:C, (130-143), Online publication date: 1-Mar-2017.
- Prestopnik N, Crowston K and Wang J (2017). Gamers, citizen scientists, and data, Computers in Human Behavior, 68:C, (254-268), Online publication date: 1-Mar-2017.
- Yáñez-Gómez R, Cascado-Caballero D and Sevillano J (2017). Academic methods for usability evaluation of serious games, Multimedia Tools and Applications, 76:4, (5755-5784), Online publication date: 1-Feb-2017.
- De Schutter B (2017). Gerontoludic Design, International Journal of Gaming and Computer-Mediated Simulations, 9:1, (45-60), Online publication date: 1-Jan-2017.
- Guardiola E The Gameplay Loop Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, (1-7)
- Swacha J and Muszyńska K Design patterns for gamification of work Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality, (763-769)
- Vanden Abeele V, Nacke L, Mekler E and Johnson D Design and Preliminary Validation of The Player Experience Inventory Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, (335-341)
- Geuens J, D'haeseleer I, Geurts L and Vanden Abeele V Lenses of Motivational Design for mHealth Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, (165-171)
- Cheng J, Putnam C and Guo J "Always a Tall Order" Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, (217-228)
- Sousa-Vieira M, López-Ardao J, Fernández-Veiga M, Rodríguez-Pérez M and Herrería-Alonso S (2016). An open-source platform for using gamification and social learning methodologies in engineering education, Computer Applications in Engineering Education, 24:5, (813-826), Online publication date: 1-Sep-2016.
- Choi W, Oh J, Park T, Kang S, Moon M, Lee U, Hwang I, Edge D and Song J (2016). Designing Interactive Multiswimmer Exergames, ACM Transactions on Sensor Networks, 12:3, (1-40), Online publication date: 29-Aug-2016.
- Sim G, Horton M and McKnight L iPad vs Paper Prototypes Proceedings of the The 15th International Conference on Interaction Design and Children, (190-195)
- Carter L and Potter L Designing Games for Presence in Consumer Virtual Reality Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research, (141-148)
- Tan J, Kumar R and Ralph P Blending immersive gameplay with intense exercise using asynchronous exergaming Proceedings of the 5th International Workshop on Games and Software Engineering, (1-7)
- Rogerson M, Gibbs M and Smith W "I Love All the Bits" Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, (3956-3969)
- Lessel P, Altmeyer M, Kerber F, Barz M, Leidinger C and Krüger A WaterCoaster Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, (1813-1820)
- Ahn J, Bonsignore E, Hansen D, Kraus K and Neustaedter C Pervasive Play Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, (3317-3324)
- Gestwicki P and McNely B (2016). Interdisciplinary Projects in the Academic Studio, ACM Transactions on Computing Education, 16:2, (1-24), Online publication date: 28-Mar-2016.
- Noran O On gamification in action learning Proceedings of the Australasian Computer Science Week Multiconference, (1-9)
- Nebel S, Schneider S and Rey G (2016). From duels to classroom competition, Computers in Human Behavior, 55:PA, (384-398), Online publication date: 1-Feb-2016.
- Mora A, Zaharias P, González C and Arnedo-Moreno J FRAGGLE Revised Selected Papers of the 4th International Conference on Games and Learning Alliance - Volume 9599, (530-539)
- Fijnheer J and Oostendorp H Steps to Design a Household Energy Game Revised Selected Papers of the 4th International Conference on Games and Learning Alliance - Volume 9599, (12-22)
- Raftopoulos M Playful Card-Based Tools for Gamification Design Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, (109-113)
- French F, Mancini C and Sharp H Designing Interactive Toys for Elephants Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (523-528)
- Kors M Towards Design Strategies for the Persuasive Gameplay Experience Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (407-410)
- Harpstead E and Aleven V Using Empirical Learning Curve Analysis to Inform Design in an Educational Game Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (197-207)
- Hämäläinen P, Marshall J, Kajastila R, Byrne R and Mueller F Utilizing Gravity in Movement-Based Games and Play Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (67-77)
- Kultima A Game design research Proceedings of the 19th International Academic Mindtrek Conference, (18-25)
- Dahl G and Kraus M Measuring how game feel is influenced by the player avatar's acceleration and deceleration Proceedings of the 19th International Academic Mindtrek Conference, (41-46)
- Bailey M Fundamentals seminar ACM SIGGRAPH 2015 Courses, (1-129)
- Clarke-Midura J, Rosenheck L and Groff J Designing games for learning and assessment Proceedings of the 14th International Conference on Interaction Design and Children, (343-346)
- Plennert S and Robra-Bissantz S InsightGame Proceedings of the 10th International Conference on New Horizons in Design Science: Broadening the Research Agenda - Volume 9073, (381-385)
- Milazzo P, Pardini G, Sestini D and Bove P Case studies of application of probabilistic and statistical model checking in game design Proceedings of the Fourth International Workshop on Games and Software Engineering, (29-35)
- Sun E, Jones B, Traca S and Bos M Leaderboard Position Psychology Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, (1217-1222)
- Lessel P, Altmeyer M and Krüger A Analysis of Recycling Capabilities of Individuals and Crowds to Encourage and Educate People to Separate Their Garbage Playfully Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, (1095-1104)
- Fischer R and Dikkers S Horror at the ridges Mobile Media Learning, (229-241)
- Dichev C, Dicheva D, Angelova G and Agre G (2015). From Gamification to Gameful Design and Gameful Experience in Learning, Cybernetics and Information Technologies, 14:4, (80-100), Online publication date: 1-Jan-2015.
- Shi Y and Shih J (2015). Game factors and game-based learning design model, International Journal of Computer Games Technology, 2015, (11-11), Online publication date: 1-Jan-2015.
- McArthur V and Jenson J E is for Everyone? Best Practices for the Socially Inclusive Design of Avatar Creation Interfaces Proceedings of the 2014 Conference on Interactive Entertainment, (1-8)
- Goddard W, Byrne R and Mueller F Playful Game Jams Proceedings of the 2014 Conference on Interactive Entertainment, (1-10)
- Innocent T and Hwang I Urban Codes // Parallel Worlds Proceedings of the 2014 Conference on Interactive Entertainment, (1-8)
- Ahmed N and Mueller K Gamification as a paradigm for the evaluation of visual analytics systems Proceedings of the Fifth Workshop on Beyond Time and Errors: Novel Evaluation Methods for Visualization, (78-86)
- Christel M, Stevens S, Maher B, Champer M, Collier S, Benavides R and Brice S Lessons Learned from Testing a Children's Educational Game through Web Deployment Proceedings of the 2014 ACM International Workshop on Serious Games, (45-50)
- Coenen T The design and evaluation of a pervasive engagement game in a city neighborhood Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services, (221-228)
- Menestrina Z, Bianchi M, Siesser A, Masu R and Conci A OHR Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, (355-358)
- Stenerson M, Salmon A, Berland M and Squire K Adage Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, (437-438)
- Moser C, Chisik Y and Tscheligi M Around the world in 8 workshops Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, (207-216)
- Linehan C, Bellord G, Kirman B, Morford Z and Roche B Learning curves Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, (181-190)
- Dodero G, Gennari R, Melonio A and Torello S Towards tangible gamified co-design at school Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, (77-86)
- Assigana E, Chang E, Cho S, Kotecha V, Liu B, Turner H, Zhang Y, Christel M and Stevens S TF-CBT triangle of life Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, (9-16)
- González C, Mora A and Toledo P Gamification in intelligent tutoring systems Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality, (221-225)
- Songer R and Miyata K A playful affordances model for gameful learning Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality, (205-213)
- Reichart B and Bruegge B Social interaction patterns for learning in serious games Proceedings of the 19th European Conference on Pattern Languages of Programs, (1-7)
- Fasce F Beyond Serious Games Revised Selected Papers from the Third International Conference on Games and Learning Alliance - Volume 9221, (1-4)
- Silva P, Holden K and Nii A Smartphones, Smart Seniors, But Not-So-Smart Apps 8th International Conference on Foundations of Augmented Cognition. Advancing Human Performance and Decision-Making through Adaptive Systems - Volume 8534, (347-358)
- Tieben R, de Valk L, Rijnbout P, Bekker T and Schouten B Shake up the schoolyard Proceedings of the 2014 conference on Interaction design and children, (175-183)
- Easterday M and Jo I Replay Penalties in Cognitive Games 12th International Conference on Intelligent Tutoring Systems - Volume 8474, (388-397)
- Amir B and Ralph P Proposing a theory of gamification effectiveness Companion Proceedings of the 36th International Conference on Software Engineering, (626-627)
- Werbach K ReDefining Gamification Proceedings of the 9th International Conference on Persuasive Technology - Volume 8462, (266-272)
- De Troyer O and Janssens E (2014). Supporting the requirement analysis phase for the development of serious games for children, International Journal of Child-Computer Interaction, 2:2, (76-84), Online publication date: 1-May-2014.
- Kalmpourtzis G Find the jackalop CHI '14 Extended Abstracts on Human Factors in Computing Systems, (1165-1170)
- Kalmpourtzis G Find the jackalop CHI '14 Extended Abstracts on Human Factors in Computing Systems, (273-276)
- Cairns P, Li J, Wang W and Nordin A The influence of controllers on immersion in mobile games Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (371-380)
- Smith G Understanding procedural content generation Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (917-926)
- Mueller F and Isbister K Movement-based game guidelines Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (2191-2200)
- O'Rourke E, Haimovitz K, Ballweber C, Dweck C and Popović Z Brain points Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (3339-3348)
- Park T, Lee U, MacKenzie S, Moon M, Hwang I and Song J Human factors of speed-based exergame controllers Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (1865-1874)
- Fay I The most important process for making great games Learning, Education and Games, (253-263)
- Weitze C Developing goals and objectives for gameplay and learning Learning, Education and Games, (225-249)
- Richard G Designing for the audience Learning, Education and Games, (199-223)
- Becker K and Parker J An overview of game design techniques Learning, Education and Games, (179-198)
- Herzig P, Jugel K, Momm C, Ameling M and Schill A GaML - A Modeling Language for Gamification Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing, (494-499)
- Delden R and Reidsma D Meaning in Life as a Source of Entertainment Proceedings of the 10th International Conference on Advances in Computer Entertainment - Volume 8253, (403-414)
- Christel M Multimedia Proceedings of the 19th Brazilian symposium on Multimedia and the web, (1-2)
- Garcia F and de Almeida Neris V Design de jogos universais Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems, (82-91)
- Kappen D and Nacke L The kaleidoscope of effective gamification Proceedings of the First International Conference on Gameful Design, Research, and Applications, (119-122)
- Fitz-Walter Z, Wyeth P, Tjondronegoro D and Scott-Parker B Driven to drive Proceedings of the First International Conference on Gameful Design, Research, and Applications, (42-49)
- Gibbons T COR Proceedings of the 14th annual ACM SIGITE conference on Information technology education, (77-82)
- Ferro L, Walz S and Greuter S Towards personalised, gamified systems Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, (1-6)
- Inchamnan W and Wyeth P Motivation during videogame play Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, (1-9)
- Achterbosch L, Miller C and Vamplew P Ganking, corpse camping and ninja looting from the perception of the MMORPG community Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, (1-8)
- Holocher-Ertl T, Kunzmann C, Müller L, Rivera-Pelayo V and Schmidt A Motivational and Affective Aspects in Technology Enhanced Learning Proceedings of the 8th European Conference on Scaling up Learning for Sustained Impact - Volume 8095, (460-465)
- Hirdes E and Leimeister J A Modeling Language to Describe Reusable Learning Processes to Achieve Educational Objectives in Serious Games Proceedings of the 8th European Conference on Scaling up Learning for Sustained Impact - Volume 8095, (454-459)
- Sim G and Cassidy B Investigating the fidelity effect when evaluating game prototypes with children Proceedings of the 27th International BCS Human Computer Interaction Conference, (1-6)
- Lee H, Moon M, Park T, Hwang I, Lee U and Song J Dungeons & swimmers Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication, (287-290)
- Nummenmaa T, Kultima A, Alha K and Mikkonen T Applying lehman's laws to game evolution Proceedings of the 2013 International Workshop on Principles of Software Evolution, (11-17)
- Wasson R, Mould D, Biddle R and Martinez C A sketching game for art history instruction Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling, (23-31)
- Bartoli L, Corradi C, Garzotto F and Valoriani M Exploring motion-based touchless games for autistic children's learning Proceedings of the 12th International Conference on Interaction Design and Children, (102-111)
- Sim G, Cassidy B and Read J Understanding the fidelity effect when evaluating games with children Proceedings of the 12th International Conference on Interaction Design and Children, (193-200)
- Poole E, Eiríksdóttir E, Miller A, Xu Y, Catrambone R and Mynatt E Designing for spectators and coaches Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare, (161-168)
- Miller A, Pater J and Mynatt E Design strategies for youth-focused pervasive social health games Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare, (9-16)
- Lomas D, Patel K, Forlizzi J and Koedinger K Optimizing challenge in an educational game using large-scale design experiments Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (89-98)
- Lundgren S Toying with time Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (1639-1648)
- Smith T Squidge CHI '13 Extended Abstracts on Human Factors in Computing Systems, (2651-2654)
- Prestopnik N and Souid D Forgotten island CHI '13 Extended Abstracts on Human Factors in Computing Systems, (2643-2646)
- Holman C, Aguilar S and Fishman B GradeCraft Proceedings of the Third International Conference on Learning Analytics and Knowledge, (260-264)
- Reda K, Chau D, Mostafa Y, Sujatha N, Leigh J, Nishimoto A, Kahler E and Demeter J (2014). Design Guidelines for Multiplayer Video Games on Multi-touch Displays, Computers in Entertainment, 11:1, (1-17), Online publication date: 1-Mar-2013.
- Kosmadoudi Z, Lim T, Ritchie J, Louchart S, Liu Y and Sung R (2013). Review, Computer-Aided Design, 45:3, (777-795), Online publication date: 1-Mar-2013.
- Kerlow I, Khadafi M, Zhuang H, Zhuang H, Azlin A and Suhaimi A Earth girl Proceedings of the 9th international conference on Advances in Computer Entertainment, (521-524)
- Macías E, García O, Labrador E, Moreno P and Presno M Glooveth Proceedings of the 2012 ACM workshop on User experience in e-learning and augmented technologies in education, (31-36)
- Prestopnik N and Crowston K Purposeful gaming & socio-computational systems Proceedings of the 2012 ACM International Conference on Supporting Group Work, (75-84)
- Heinimäki T Technology trees in digital gaming Proceeding of the 16th International Academic MindTrek Conference, (27-34)
- Marsh T and Costello B Experience in serious games Proceedings of the Third international conference on Serious Games Development and Applications, (255-267)
- Apken D, Landwehr H, Herrlich M, Krause M, Paul D and Malaka R Design and evaluation of parametrizable multi-genre game mechanics Proceedings of the 11th international conference on Entertainment Computing, (45-52)
- Marne B, Wisdom J, Huynh-Kim-Bang B and Labat J The six facets of serious game design Proceedings of the 7th European conference on Technology Enhanced Learning, (208-221)
- Lankes M, Hochleitner W, Hochleitner C and Lehner N Control vs. complexity in games Proceedings of the 4th International Conference on Fun and Games, (101-104)
- Lange-Nielsen F, Lafont X, Cassar B and Khaled R Involving players earlier in the game design process using cultural probes Proceedings of the 4th International Conference on Fun and Games, (45-54)
- Khaled R Muse-based game design Proceedings of the Designing Interactive Systems Conference, (721-730)
- Bardzell S, Bardzell J, Forlizzi J, Zimmerman J and Antanitis J Critical design and critical theory Proceedings of the Designing Interactive Systems Conference, (288-297)
- Köhler B, Haladjian J, Simeonova B and Ismailović D Feedback in low vs. high fidelity visuals for game prototypes Proceedings of the Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques, (42-47)
- Hartelius U, Fröhlander J and Björk S Tisch digital tools supporting board games Proceedings of the International Conference on the Foundations of Digital Games, (196-203)
- Mitgutsch K and Alvarado N Purposeful by design? Proceedings of the International Conference on the Foundations of Digital Games, (121-128)
- Xu Y, Poole E, Miller A, Eiriksdottir E, Catrambone R and Mynatt E Designing pervasive health games for sustainability, adaptability and sociability Proceedings of the International Conference on the Foundations of Digital Games, (49-56)
- Cox A, Cairns P, Shah P and Carroll M Not doing but thinking Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (79-88)
- Khaled R and Ingram G Tales from the front lines of a large-scale serious game project Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (69-78)
- Hong J, Hwang M, Tam K, Lai Y and Liu L (2012). Effects of cognitive style on digital jigsaw puzzle performance, Computers in Human Behavior, 28:3, (920-928), Online publication date: 1-May-2012.
- Villaverde K and Murphy B (2012). Game development using Greenfoot, Journal of Computing Sciences in Colleges, 27:4, (159-167), Online publication date: 1-Apr-2012.
- Omori M and Felinto A (2012). Analysis of motivational elements of social games, International Journal of Computer Games Technology, 2012, (9-9), Online publication date: 1-Jan-2012.
- Korhonen H The explanatory power of playability heuristics Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, (1-8)
- Alves V and Roque L A deck for sound design in games Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, (1-8)
- Alves V and Roque L An inspection on a deck for sound design in games Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound, (15-22)
- Hollins P (2011). Recognition of variety: considering learning with digital games as cybernetic systems, International Journal of Technology Enhanced Learning, 3:5, (456-467), Online publication date: 1-Aug-2011.
- Manker J and Arvola M Prototyping in game design Proceedings of the 25th BCS Conference on Human-Computer Interaction, (279-288)
- Nealen A, Saltsman A and Boxerman E Towards minimalist game design Proceedings of the 6th International Conference on Foundations of Digital Games, (38-45)
- Andersen E, Liu Y, Snider R, Szeto R, Cooper S and Popović Z On the harmfulness of secondary game objectives Proceedings of the 6th International Conference on Foundations of Digital Games, (30-37)
- Dormans J Level design as model transformation Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, (1-8)
- Huang C and Stolterman E Temporality in interaction design Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces, (1-8)
- Alenquer D and Gan H Board game brainstorm Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces, (1-8)
- Quick J and Atkinson R A data-driven taxonomy of undergraduate student videogame enjoyment Proceedings of the 7th international conference on Games + Learning + Society Conference, (185-190)
- Andersen E, Liu Y, Snider R, Szeto R and Popović Z Placing a value on aesthetics in online casual games Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (1275-1278)
- Drake P and Sung K Teaching introductory programming with popular board games Proceedings of the 42nd ACM technical symposium on Computer science education, (619-624)
- Kiili K and Merilampi S Developing engaging exergames with simple motion detection Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments, (103-110)
- Korhonen H Comparison of playtesting and expert review methods in mobile game evaluation Proceedings of the 3rd International Conference on Fun and Games, (18-27)
- Rolfe B, Jones C and Wallace H Designing dramatic play Proceedings of the 24th BCS Interaction Specialist Group Conference, (448-452)
- Sicart M Wicked games Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design, (101-111)
- Juul J In search of lost time Proceedings of the Fifth International Conference on the Foundations of Digital Games, (86-91)
- Garcia-Panella O Knight Lore and the third dimension Well Played 2.0, (62-73)
- Bufe J and Kömker D Case study of FISS Transactions on edutainment IV, (56-67)
- Nummenmaa T, Berki E and Mikkonen T Exploring Games as Formal Models Proceedings of the 2009 Fourth South-East European Workshop on Formal Methods, (60-65)
- Nummenmaa T, Kuittinen J and Holopainen J Simulation as a game design tool Proceedings of the International Conference on Advances in Computer Entertainment Technology, (232-239)
- Steinicke F, Bruder G, Hinrichs K and Steed A Presence-enhancing real walking user interface for first-person video games Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, (111-118)
- Croissant M, Schofield G and McCall C Emotion Design for Video Games: A Framework for Affective Interactivity, Games: Research and Practice, 0:0
Recommendations
User centered game design: evaluating massive multiplayer online role playing games for second language acquisition
Sandbox '08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video gamesUnlike recreational games, serious games do more than entertain the player. Serious games promote acquisition of information and skills that are valued in both the virtual world and the real world. The challenge is to design and develop serious games ...