| Objectively evaluating entertainment technology |
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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
SESSION: Doctoral consortium
table of contents
Pages: 1057 - 1058
Year of Publication: 2004
ISBN:1-58113-703-6
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Downloads (6 Weeks): 3, Downloads (12 Months): 37, Citation Count: 2
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ABSTRACT
Emerging technologies offer new ways of using entertainment technology to foster interactions between players and connect people. Evaluating entertainment technology is challenging because success isn't defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods of evaluating entertainment technology aren't robust. This research uses previous literature and empirical results to create a methodology for objective evaluation of entertainment technology. By gathering physiological data in the context of game play, we intend to correlate physiological responses with subjective reports and with game events. This framework would be a powerful tool used by designers, developers, and researchers to inform their design and evaluate their decisions.
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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Ekman, P., R.W. Levenson, and W.V. Friesen. (1983). Autonomic Nervous System Activity Distinguishes among Emotions. Science, 221(4616), 1208--1210.
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Regan L. Mandryk , Kori M. Inkpen , Mark Bilezikjian , Scott R. Klemmer , James A. Landay, Supporting children's collaboration across handheld computers, CHI '01 extended abstracts on Human factors in computing systems, March 31-April 05, 2001, Seattle, Washington
[doi> 10.1145/634067.634219]
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Scott, S.D., R.L. Mandryk, and K.M. Inkpen. (2003). Understanding Children's Collaborative Interactions in Shared Environments. Journal of Computer Assisted Learning, 19(2), 220--228.
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