Wednesday 25 June 2008

Scopus / Science Direct

More publications:

@article{,
author = {Graham,John and Zheng,Liya and Gonzalez,Cleotilde},
title = {A Cognitive Approach to Game Usability and Design: Mental Model Development in Novice Real-Time Strategy Gamers},
journal = {CyberPsychology & Behavior},
volume = {9},
number = {3},
pages = {361-366},
year = {2006},
doi = {10.1089/cpb.2006.9.361},
URL = {http://www.liebertonline.com/doi/abs/10.1089/cpb.2006.9.361},
eprint = {http://www.liebertonline.com/doi/pdf/10.1089/cpb.2006.9.361},
abstract = {We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an offthe- shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratorycontrolled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional- based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels.}
}

@inproceedings{1067372,
author = {Kiel M Gilleade and Alan Dix},
title = {Using frustration in the design of adaptive videogames},
booktitle = {ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology},
year = {2004},
isbn = {1-58113-882-2},
pages = {228--232},
location = {Singapore},
doi = {http://doi.acm.org/10.1145/1067343.1067372},
publisher = {ACM},
address = {New York, NY, USA},
}

@inproceedings{1125774,
author = {Jonathan Sykes and Melissa Federoff},
title = {Player-centred game design},
booktitle = {CHI '06: CHI '06 extended abstracts on Human factors in computing systems},
year = {2006},
isbn = {1-59593-298-4},
pages = {1731--1734},
location = {Montr\'{e}al, Qu\'{e}bec, Canada},
doi = {http://doi.acm.org/10.1145/1125451.1125774},
publisher = {ACM},
address = {New York, NY, USA},
}



Evaluating fun and usability in computer games with children
PhD Thesis? Wolmet Barendregt?
http://alexandria.tue.nl/extra2/200513731.pdf



@article{
author={Barendregt,W. and Bekker,M. M.},
year={2006},
title={Developing a coding scheme for detecting usability and fun problems in computer games for young children},
journal={Behavior Research Methods},
volume={38},
number={3},
pages={382-389},
note={Cited By (since 1996): 2},
url={www.scopus.com},
}
}

@book{
author={Cowley,B. and Charles,D. and Black,M. and Hickey,R.},
year={2006},
title={User-system-experience model for user centered design in computer games},
volume={4018 LNCS},
pages={419-424},
url={http://www.zenben.net/publications/f_files/USE-Model_AH-06_BCowley.pdf},
}
}

@article{
author={Graham,J. and Zheng,L. and Gonzalez,C.},
year={2006},
title={A cognitive approach to game usability and design: Mental model development in novice real-time strategy gamers},
journal={Cyberpsychology and Behavior},
volume={9},
number={3},
pages={361-366},
url={http://www.liebertonline.com/doi/abs/10.1089/cpb.2006.9.361},
}
}

@inproceedings{
author={Cornett,S.},
editor={ },
year={2004},
title={The usability of massively multiplayer online roleplaying games: Designing for new users},
pages={703-710},
note={Cited By (since 1996): 2},
url={www.scopus.com},
}
}

@inproceedings{
author={Kavakli,M. and Thorne,J. R.},
editor={ },
year={2002},
title={A Usability Study of Input Devices on Measuring User Performance in Computer Games},
pages={291-295},
url={http://citeseer.ist.psu.edu/602271.html},
}
}

W. Barendregt, M.M. Bekker, D.G. Bouwhuis, E. Baauw, Identifying usability and fun problems in a computer game during first use and after some practice, International Journal of Human-Computer StudiesVolume 64, Issue 9, , September 2006, Pages 830-846.
(http://www.sciencedirect.com/science/article/B6WGR-4K07N5W-1/1/8e92072fec63fd973ad8b3c73c4dadb5)
http://dx.doi.org/10.1016/j.ijhcs.2006.03.004

Chang-Franw Lee, Wang-Chin Tsai, Mapping of user interfaces on electronic appliances, Applied ErgonomicsVolume 38, Issue 5, , September 2007, Pages 667-674.
(http://www.sciencedirect.com/science/article/B6V1W-4M04F2T-2/1/bc71c03944566bfb2fb9881c48fa1d3e)
http://dx.doi.org/10.1016/j.apergo.2005.05.015
Keywords: The elderly; User interface; Mapping; Electronic appliance; Digital clock

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