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Handheld gaming devices for baby boomers

Published: 29 October 2009 Publication History

Abstract

The endurance of the relationship between people and products is not based on functionality or price alone rather it is an entire experience that tenders pleasure, warmth, and 'fuzzies'. Usability, Cognitive and Sensorial Design theory researched in this study was inspired by Nathan Shedroff's theory of Experience Design. This research is focused on innovation of handheld gaming devices for baby boomers with the goal to create guidelines for future design in this domain. This research is an ongoing project and will continue over several more months beyond this paper. Although generalizations regarding the findings in the study are limited by its scope, this study however does provide evidence for broader and more comprehensive research in this domain.

References

[1]
Jordan, P. W. Designing pleasurable products. CRC Press, Boca Raton, 2002.
[2]
Desmet, P. M. A., and Hekkert, P. Framework of product Experience. International Journal of Design, 1 (1), 57--66.
[3]
Turkle, S. The inner history of devices. MIT Press, Cambridge, MA, 2008.
[4]
Schaefer, C. E. Play therapy with adults. John Wiley & Sons, Inc., Hoboken, New Jersey, 2003
[5]
Pearce, C. The truth about baby boomer gamers, Games and Culture, 3 (2). Retrieved June 12, 2009, from Sage Publications: http://gac.sagepub.com
[6]
Shedroff, N. Information Interaction Design: A Unified Theory of Design. Retrieved November 13, 2008 from Nathan.com: http://www.nathan.com/thoughts/unified/index.html
[7]
Stanton, N. Human factors in consumer products. Taylor & Francis Publishers, London, 1998.
[8]
Norman, D. A. Emotional design. Basic Books, New York, 2004.
[9]
Salen, K. & Zimmerman E. Rules of play: Game design fundamentals. Massachusetts Institute of Technology, 2004.

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Published In

cover image ACM Other conferences
ACE '09: Proceedings of the International Conference on Advances in Computer Entertainment Technology
October 2009
456 pages
ISBN:9781605588643
DOI:10.1145/1690388
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 October 2009

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Author Tags

  1. experience design
  2. gaming culture
  3. handheld games and baby boomers

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ACE '09
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Overall Acceptance Rate 36 of 90 submissions, 40%

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