Using Reflexive Photography To Investigate Design Affordances For Creativity In Digital Entertainment Games | 0 | 0.34 | 2021 |
A Special Interest Group on Designed and Engineered Friction in Interaction | 0 | 0.34 | 2021 |
"One Of The Baddies All Along": Moments That Challenge A Player'S Perspective | 0 | 0.34 | 2019 |
The Role of Gaming During Difficult Life Experiences. | 0 | 0.34 | 2019 |
Co-created Evaluation: identifying how games support police learning | 0 | 0.34 | 2019 |
"Horror, Guilt And Shame" - Uncomfortable Experiences In Digital Games | 0 | 0.34 | 2019 |
"A Game That Makes You Question ..." Exploring The Role Of Reflection For The Player Experience | 0 | 0.34 | 2018 |
A Mixed Method Approach For Evaluating And Improving The Design Of Learning In Puzzle Games | 0 | 0.34 | 2017 |
Understanding Engagement Within The Context Of A Safety Critical Game | 1 | 0.35 | 2017 |
How external and internal resources influence user action: the case of infusion devices. | 1 | 0.35 | 2016 |
Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions. | 2 | 0.37 | 2016 |
Designing for Emotional Complexity in Games: The Interplay of Positive and Negative Affect. | 2 | 0.38 | 2016 |
Design Frictions for Mindful Interactions: The Case for Microboundaries. | 5 | 0.41 | 2016 |
The False Dichotomy between Positive and Negative Affect in Game Play | 6 | 0.48 | 2015 |
Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement | 14 | 0.64 | 2015 |
Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement | 8 | 0.65 | 2015 |
Moving Beyond Fun: Evaluating Serious Experience in Digital Games | 14 | 0.83 | 2015 |
Learning the game: breakdowns, breakthroughs and player strategies | 3 | 0.48 | 2014 |
MOODs: building massive open online diaries for researchers, teachers and contributors | 0 | 0.34 | 2014 |
Player strategies: achieving breakthroughs and progressing in single-player and cooperative games | 7 | 0.51 | 2014 |
Do games attract or sustain engagement in citizen science?: a study of volunteer motivations | 13 | 0.82 | 2013 |
Supporting learning within the workplace: device training in healthcare | 3 | 0.53 | 2013 |
Motivation, Engagement and Learning through Digital Games | 4 | 0.49 | 2011 |
Making sense of game-play: how can we examine learning and involvement? | 2 | 0.42 | 2011 |
Exploring the link between player involvement and learning within digital games | 7 | 0.59 | 2009 |