Computer games as interfaces
interactionsPublished 1 September 2004
Dennis L. Chao
Citations9
SJR quartileQ3
SJR score0.38
SNIP0.70
Generate an AI Snapshot to get a quick, structured summary of this paper.
Study Snapshot
ObjectiveStudy objective
MethodsResearch methodology
PopulationPopulation studied
Sample sizeSample sizes
OutcomesStudy outcomes here
ResultsStudy results comes here
LimitationsResearch study limitations comes here
A concise AI-generated summary of the paper will appear here once you click Generate AI Snapshot.
TL;DR
Pace is defined in the past as " the rate at which players experience new challenges and novel game details, but spans across most, if not all, game genres".
Abstract
No abstract available.
Keywords
Social Sciences
The American Journal of PsychologyUser Centered System Design: New Perspectives on Human-Computer Interaction
1,849 Citations1988Roy Pea, Donald A. Norman +1 more
Choice Reviews OnlineThe Human-computer interaction handbook: fundamentals, evolving technologies, and emerging applications
1,359 Citations2013Juliele A. Jacko
This book discusses the evolution of Human-Computer Interaction in the age of Experience Ecosystems, as well as design principles for Usable Interfaces and Privacy, Security, and Trust.
User-Centered Design in Games
277 Citations2002Randy J. Pagulayan, Kevin Keeker +3 more
Doom as an interface for process management
79 Citations2001Dennis L. Chao
This paper explores a novel interface to a system administration task by modifying a popular computer game, Doom, to perform useful work and highlights the adversarial relationships that exist in a computer and suggests a new resource allocation scheme.
Human-computer interaction seriesDesigning for Fun: User-Testing Case Studies
42 Citations2003Randy J. Pagulayan, Keith Steury +2 more
This chapter established some awareness (and possibly even some credibility) in two different directions of psychology researchers born out of academia and the Human-Computer Interaction/Human Factors fields talking about applying or adapting existing HCI/HF methodologies into the world of video games.
