a Middlesex University website - Info
Home > References

Material that has been of use to me
Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in Action Videogames: A Qualitative Design Model. Human-Computer Interaction, 17, 311-368.
Fulton, B (2002). Beyond Psychological Theory: Getting Data that Improve Games. Game Developer's Conference 2002 Proceedings.

Available from: Microsoft Playtest Research.
Glaser, B. & Strauss, A. (1967). The discovery of grounded theory: Strategies for qualitative research. New York. Aldine.
Johnson, C. (1999). Taking Fun Seriously: Using Cognitive Models to Reason about Interaction with Computer Games. Personal Technologies 3(3), 105-116.
Juul, J. (2003). The game, the player, the world: Looking for a heart of gameness. Level Up: Proceedings of the Digital Games Research Conference.

Abstract available from: Level Up site.
Kim, J., Choi, D. & Kim, H. (1999). Toward the Construction of Fun Computer Games: Differences in the views of Developers and Players, Personal Technologies, 3, 1-13.

Available from: The HCI lab at Yonsei Univesity.
Kline, S. & Arlidge, A. (2002). Online Gaming as Emergent Social Media: A Survey. Available as https://www2.sfu.ca/media-lab/onlinegaming/report.htm
Malone, T. W. (1981). Toward a Theory of Intrinsically Motivating Instruction. Cognitive Science, 4, 333-369
Poole, S. (2000). Trigger Happy: the inner life of videogames. Fourth Estate.
For more detailed references refer to my individual writings in the Publications page.
Valid XHTML 1.0!