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Playful or Gameful?: creating delightful user experiences

Published: 01 May 2014 Publication History
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References

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Boyle, E.A., Connolly, T.M., Hainey, T. and Boyle, J.M. Engagement in digital entertainment games: A systematic review. Computers in Human Behavior 28, 3 (2012), 771--780.
[2]
Caillois, R. Man, Play, and Games. University of Illinois Press, 1961.
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McGonigal, J. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin, 2011.
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Deterding, S., Dixon, D., Khaled, R. and Nacke, L. From game design elements to gamefulness: Defining "gamification". Proc. of the 15th International Academic MindTrek Conference. ACM, 2011, 9--15.
[5]
Lucero, A. and Arrasvuori, J. The PLEX Cards and its techniques as sources of inspiration when designing for playfulness. International Journal of Arts and Technology 6, 1 (2013), 22--43.
[6]
Lucero, A., Holopainen, J., Ollila, E., Suomela, R. and Karapanos, E. The Playful Experiences (PLEX) framework as a guide for expert evaluation. Proc. of the 2013 Conference on Designing Pleasurable Products and Interfaces. ACM, 2013, 221--230.
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Jordan, P. Designing Pleasurable Products. Taylor & Francis, London, 2000.

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  • (2024)Game On: Using Serious Tabletop Games to Enhance User Engagement and Optimize Requirements Engineering for Smart City Urban Mobility SolutionsProceedings of the 2024 International Conference on Information Technology for Social Good10.1145/3677525.3678689(404-407)Online publication date: 4-Sep-2024
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    cover image Interactions
    Interactions  Volume 21, Issue 3
    May-June 2014
    74 pages
    ISSN:1072-5520
    EISSN:1558-3449
    DOI:10.1145/2608008
    • Editors:
    • Ron Wakkary,
    • Erik Stolterman
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 01 May 2014
    Published in INTERACTIONS Volume 21, Issue 3

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    • (2024)Game On: Using Serious Tabletop Games to Enhance User Engagement and Optimize Requirements Engineering for Smart City Urban Mobility SolutionsProceedings of the 2024 International Conference on Information Technology for Social Good10.1145/3677525.3678689(404-407)Online publication date: 4-Sep-2024
    • (2024)Learning from Users: Everyday Playful Interactions to Support Architectural Spatial ChangesProceedings of the ACM on Human-Computer Interaction10.1145/36770858:CHI PLAY(1-25)Online publication date: 15-Oct-2024
    • (2024)Participatory Design and UX Research Methods, Using Interdisciplinary Knowledge From Design, Pedagogy and Nutrition to Promote Food Literacy in ChildrenPerspectives on Design III10.1007/978-3-031-43516-4_8(135-153)Online publication date: 4-Feb-2024
    • (2023)Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance AssessmentEnergies10.3390/en1619694816:19(6948)Online publication date: 4-Oct-2023
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    • (2023)The Aesthetics of Disharmony: Harnessing Sounds and Images for Dynamic Soundscapes GenerationProceedings of the ACM on Human-Computer Interaction10.1145/36110457:CHI PLAY(665-698)Online publication date: 4-Oct-2023
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    • (2023)An implementation framework for transformative gamification servicesBehaviour & Information Technology10.1080/0144929X.2023.224156043:10(2118-2150)Online publication date: 2-Aug-2023
    • (2023)A meta-analytic review of gamified interventions in mental health enhancementComputers in Human Behavior10.1016/j.chb.2022.107621141(107621)Online publication date: Apr-2023
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