[BOG][B] Metagaming: Playing, competing, spectating, cheating, trading, making, and breaking videogames

S Boluk, P LeMieux - 2017 - books.google.com
The greatest trick the videogame industry ever pulled was convincing the world that
videogames were games rather than a medium for making metagames. Elegantly defined as …

[BOG][B] Play matters

M Sicart - 2014 - books.google.com
Why play is a productive, expressive way of being human, a form of understanding, and a
fundamental part of our well-being. What do we think about when we think about play? A …

Exertion games

F Mueller, RA Khot, K Gerling… - … and Trends® in Human …, 2016 - nowpublishers.com
Advances in human-computer interaction (HCI) technologies have led to emerging computer
game systems that foster physical exertion as part of the interaction; we call them exertion …

[BOG][B] Introduction to game analysis

C Fernández-Vara - 2019 - taylorfrancis.com
This accessible textbook gives students the tools they need to analyze games using
strategies borrowed from textual analysis. As the field of game studies grows, videogame …

Dark patterns in the design of games

JP Zagal, S Björk, C Lewis - Foundations of Digital Games 2013, 2013 - diva-portal.org
Game designers are typically regarded as advocates for players. However, a game creator's
interests may not align with the players'. We examine some of the ways in which those …

Negative emotion, positive experience? Emotionally moving moments in digital games

JA Bopp, ED Mekler, K Opwis - Proceedings of the 2016 CHI conference …, 2016 - dl.acm.org
Emotions are key to the player experience (PX) and interest in the potential of games to
provide unique emotional, sometimes uncomfortable experiences is growing. Yet there has …

“An odd kind of pleasure” differentiating emotional challenge in digital games

JA Bopp, K Opwis, ED Mekler - Proceedings of the 2018 CHI conference …, 2018 - dl.acm.org
Recent work introduced the notion of emotional challenge as a means to afford more unique
and diverse gaming experiences. However, players' experience of emotional challenge has …

The positive negative experience in extreme role-playing

M Montola - Proceedings of Nordic DiGRA 2010 Conference …, 2010 - dl.digra.org
Fun is often seen a necessary gratification for recreational games. This paper studies two
freeform role-playing games aiming to create extremely intense experiences of tragedy …

Questions over answers: Reflective game design

R Khaled - Playful disruption of digital media, 2018 - Springer
Reflection is the mental process that occurs when we encounter situations that cannot be
effectively dealt with using previous experiences and solutions. For decades, it has been …

" Horror, guilt and shame"--Uncomfortable Experiences in Digital Games

CPR Gowler, I Iacovides - Proceedings of the annual symposium on …, 2019 - dl.acm.org
Gameplay frequently involves a combination of positive and negative emotions, where there
is increasing interest in how to design for more complex forms of player experience …