J Breuer, G Bente - Journal for computer game culture, 2010 - hal.science
Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this …
We argue for deliberately and systematically creating uncomfortable interactions as part of powerful cultural experiences. We identify the potential benefits of uncomfortable …
The idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries …
Exertion games require investing physical effort. The fact that such games can support physical health is tempered by our limited understanding of how to design for engaging …
I Sharaievska - Revisiting Family Leisure Research, 2018 - taylorfrancis.com
This article examines the ways in which information communication technology (ICT) influences how contemporary families function, build relationships, and enjoy leisure. The …
R Pan, H Lo, C Neustaedter - Proceedings of the 2017 conference on …, 2017 - dl.acm.org
Real-life escape rooms involve players being locked in a room where they have to solve puzzles in order to escape. We conducted an observational and interview study with 38 …
We explore the approach of performance-led research in the wild in which artists drive the creation of novel performances with the support of HCI researchers that are then deployed …
We review the current status of ethnography in systems design. We focus particularly on new approaches to and understandings of ethnography that have emerged as the computer has …
P Dalsgaard, LK Hansen - ACM Transactions on Computer-Human …, 2008 - dl.acm.org
In interaction design for experience-oriented uses of technology, a central facet of aesthetics of interaction is rooted in the user's experience of herself “performing her perception.” By …