Effective affective user interface design in games
Contribuinte(s) |
R. B. Stammers |
---|---|
Data(s) |
01/10/2003
|
Resumo |
It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation ( Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards de. ning how flow in computer games can inform affective design. |
Identificador | |
Idioma(s) |
eng |
Publicador |
Taylor & Francis Ltd |
Palavras-Chave | #Engineering, Industrial #Psychology #Ergonomics #Psychology, Applied #Games #Flow #Affect #User-interface Design #C1 #700103 Information processing services #170112 Sensory Processes, Perception and Performance |
Tipo |
Journal Article |