| Genres as a tool for understanding and analyzing user experience in games |
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Conference on Human Factors in Computing Systems
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CHI '04 extended abstracts on Human factors in computing systems
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Vienna, Austria
DEMONSTRATION SESSION: Demostrations
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Pages: 773 - 774
Year of Publication: 2004
ISBN:1-58113-703-6
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Author
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Zhan Ye
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Blackwell Consulting Services, Naperville, IL
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Downloads (6 Weeks): 12, Downloads (12 Months): 94, Citation Count: 2
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ABSTRACT
HCI has profoundly changed the way people work with computers, it also has the potential to help shape the way people entertain in the digital age. As a popular entertainment form, games are poised to become the next frontier for HCI research. However, the broader HCI community only has limited knowledge of games. The intent of this demo is to paint a broad picture of today's games. We employ genre theory, which has been widely used in film study, as a framework to introduce a variety of games, analyze different interface metaphors and user experiences of games, and present innovative interaction techniques and devices used in games.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Daniel C., An Introduction to Genre Theory, <http://users.aber.ac.uk/dgc/publish.html>
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Stefan H., Mattias A., and Fredrik A., Genres and Design Considerations of iTV Cases, Proc. of NordiCHI 2000.
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Thomas S., Hollywood Genres: Formulas, Filmmaking, and the Studio System, McGraw Hill, 1981.
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