Challenge design and categorization in video game design

Michael Brandse, Kiyoshi Tomimatsu

研究成果: Conference contribution

1 引文 斯高帕斯(Scopus)

摘要

In this paper, we examine how challenge is designed in games. Building on the paralitic system proposed by Stenros, we approach challenge design in two ways; first we look at how challenge is designed by the game creators, and then we look at how players approach games with challenges of their own as well as how often they participate in this kind of behavior. Since challenge is an important component to the majority of games, we argue that understanding how challenge is designed is important for further research into challenge in games.

原文English
主出版物標題Design, User Experience, and Usability
主出版物子標題User Experience Design for Diverse Interaction Platforms and Environments - Third International Conference, DUXU 2014, Held as Part of HCI Int. 2014, Proc.
發行者Springer Verlag
頁面669-677
頁數9
版本PART 2
ISBN(列印)9783319076256
DOIs
出版狀態Published - 2014
事件3rd International Conference on Design, User Experience, and Usability: User Experience Design for Diverse Interaction Platforms and Environments, DUXU 2014, Held as Part of 16th International Conference on Human-Computer Interaction, HCI Int. 2014 - Heraklion, Crete, Greece
持續時間: 2014 六月 222014 六月 27

出版系列

名字Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
號碼PART 2
8518 LNCS
ISSN(列印)0302-9743
ISSN(電子)1611-3349

Conference

Conference3rd International Conference on Design, User Experience, and Usability: User Experience Design for Diverse Interaction Platforms and Environments, DUXU 2014, Held as Part of 16th International Conference on Human-Computer Interaction, HCI Int. 2014
國家Greece
城市Heraklion, Crete
期間14-06-2214-06-27

All Science Journal Classification (ASJC) codes

  • Theoretical Computer Science
  • Computer Science(all)

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