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Genres as a tool for understanding and analyzing user experience in games
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Source Conference on Human Factors in Computing Systems archive
CHI '04 extended abstracts on Human factors in computing systems table of contents
Vienna, Austria
DEMONSTRATION SESSION: Demostrations table of contents
Pages: 773 - 774  
Year of Publication: 2004
ISBN:1-58113-703-6
Author
Zhan Ye  Blackwell Consulting Services, Naperville, IL
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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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.