[图书][B] The language of gaming

A Ensslin - 2017 - books.google.com
This innovative text examines videogames and gaming from the point of view of discourse
analysis. In particular, it studies two major aspects of videogame-related communication: the …

[图书][B] Game cultures: Computer games as new media: computer games as new media

J Dovey, HW Kennedy - 2006 - books.google.com
This book introduces the critical concepts and debates that are shaping the emerging field of
game studies. Exploring games in the context of cultural studies and media studies, it …

Embodied sketching

E Márquez Segura, L Turmo Vidal, A Rostami… - Proceedings of the …, 2016 - dl.acm.org
Designing bodily experiences is challenging. In this paper, we propose embodied sketching
as a way of practicing design that involves understanding and designing for bodily …

[PDF][PDF] Digital games as social presence technology: Development of the Social Presence in Gaming Questionnaire (SPGQ)

YAW De Kort, WA IJsselsteijn, K Poels - Proceedings of PRESENCE, 2007 - academia.edu
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet
in recent theorising about digital game experience, the social richness of playing is often …

People, places, and play: player experience in a socio-spatial context

YAW De Kort, WA Ijsselsteijn - Computers in Entertainment (CIE), 2008 - dl.acm.org
Digital games frequently give rise to engaging and meaningful social interactions, both over
the internet and in the real and tangible world of the gamer. This is the focus of the present …

[图书][B] Agency and media reception: Experiencing video games, film, and television

S Eichner - 2014 - Springer
The great moments of your life won't necessarily be the things you do–they'll also be the
things that happen to you. I'm not saying you can't take action to affect the outcome of your …

How passive image viewers became active multimedia users: New trends and recent advances in subjective assessment of quality of experience

JA Redi, Y Zhu, H De Ridder, I Heynderickx - Visual signal quality …, 2015 - Springer
Subjective assessment of quality of experience (QoE) is key to understanding user
preferences with respect to multimedia fruition. As such, it is a necessary step to multimedia …

Home-based digital leisure: Doing the same leisure activities, but digital

J López-Sintas, L Rojas-DeFrancisco… - Cogent Social …, 2017 - Taylor & Francis
The introduction of the information and communication technologies in the home has
transformed free-time leisure activities. Adopting a constructivist and interpretive …

Is any room really ok? the effect of room size and furniture on presence, narrative engagement, and usability during a space-adaptive augmented reality game

J Shin, H Kim, C Parker, H Kim, S Oh… - 2019 IEEE International …, 2019 - ieeexplore.ieee.org
One of the main challenges in creating narrative-driven Augmented Reality (AR) content for
Head Mounted Displays (HMDs) is to make them equally accessible and enjoyable in …

Enabling co-located physical social play: A framework for design and evaluation

EM Segura, K Isbister - Game user experience evaluation, 2015 - Springer
During the last decade, we have witnessed an increased interest in social play in digital
games. With this comes an urge to understand better how to design and evaluate for this …