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ACMACE
2005
ACM
13 years 8 months ago
Game space design foundations for trans-reality games
Trans-reality games are games that take advantage of pervasive, mobile, ubiquitous, location-based and mixed reality technical infrastructures to create game spaces that can inclu...
Craig A. Lindley
DIGRA
2003
Springer
13 years 11 months ago
Describing Games: An Interaction-Centric Structural Framework
We present a structural framework to describe games in terms of components. The components are divided into four major areas: meta-structure, bounding, narrative and objective. Th...
Staffan Björk, Jussi Holopainen
DIGRA
2005
Springer
13 years 11 months ago
Extending Soft Models to Game Design: Flow, Challenges and Conflicts
Challenge and conflict are elements that all game designers strive to engineer into their games. Research shows that challenge is what drives a high proportion of games players ye...
Abdennour El Rhalibi, Martin Hanneghan, Stephen Ta...
IWEC
2004
13 years 7 months ago
Engaging Game Characters: Informing Design with Player Perspectives
The behavior of characters in current computer games is generally scripted and predictable. This paper discusses some issues related to creating game characters that enhance player...
Penelope Drennan, Stephen Viller, Peta Wyeth
BCSHCI
2008
13 years 7 months ago
Designing a head-up game for children
Head-Up Games [19,20] attempt to combine the technological benefits of modern electronic games with the social and physical advantages of traditional games. To demonstrate this co...
Koen Hendrix, Guo Yang, Dirk van de Mortel, Tim Ti...