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Games user research and gamification in human-computer interaction

Published:14 September 2017Publication History
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Abstract

Video games inspire new tools for creating engaging user experiences.

References

  1. Abeele, V. V., Nacke, L. E., Mekler, E. D., and Johnson, D. Design and preliminary validation of the player experience inventory. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY Companion '16). ACM, New York, 2016, 335--341. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Toups, Z. O., Crenshaw, N. K., Wehbe, R. R., Tondello, G. F., and Nacke, L. E. 'The collecting itself feels good': Towards collection interfaces for digital game objects. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '16). ACM, New York, 2016, 276--290. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Deterding, S., Dixon, D., Khaled, R., and. Nacke, L. E. From game design elements to gamefulness: Defining 'gamification.' In Proceedings of MindTrek 2011 (Tampere, Finland). ACM, New York, 2011, 9--15. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  1. Games user research and gamification in human-computer interaction

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          • Published in

            cover image XRDS: Crossroads, The ACM Magazine for Students
            XRDS: Crossroads, The ACM Magazine for Students  Volume 24, Issue 1
            Incentives and Gamification
            Fall 2017
            61 pages
            ISSN:1528-4972
            EISSN:1528-4980
            DOI:10.1145/3140569
            Issue’s Table of Contents

            Copyright © 2017 ACM

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            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 14 September 2017

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