Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System 2012
DOI: 10.1145/2336727.2336728
|View full text |Cite
|
Sign up to set email alerts
|

GameFlow heuristics for designing and evaluating real-time strategy games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
11
0

Year Published

2013
2013
2023
2023

Publication Types

Select...
4
3
3

Relationship

0
10

Authors

Journals

citations
Cited by 25 publications
(11 citation statements)
references
References 10 publications
0
11
0
Order By: Relevance
“…These are notable results due to the fact that more enjoyable pursuits increase motivation to engage further with them, which has been noted as the first step toward learning (Paras and Bizzocchi, 2005). Indeed, a game that is deemed "fun" is more likely to be played and thus more likely to have an effect than the opposite (Sweetser et al, 2012).…”
Section: Discussionmentioning
confidence: 99%
“…These are notable results due to the fact that more enjoyable pursuits increase motivation to engage further with them, which has been noted as the first step toward learning (Paras and Bizzocchi, 2005). Indeed, a game that is deemed "fun" is more likely to be played and thus more likely to have an effect than the opposite (Sweetser et al, 2012).…”
Section: Discussionmentioning
confidence: 99%
“…Because such functions are regular, users may become uninterested and quit the game. Part of the fun of games comes from their unexpected nature [45]. In order to make game scores less predictable, we introduced a new function using an exponential progression.…”
Section: Designing the Score Mechanismmentioning
confidence: 99%
“…Developers of entertainment games use these opening cinematics to establish a context and begin the narrative, create plot hooks, and motivate individuals to play the game (Dickey, 2006). They can be used as a way to involve the players emotionally in the story line (Freeman, 2004), and can be used to create an enjoyable experience when they are used to provide overall goals for the game (Sweetser, Johnson, Wyeth, & Ozdowska, 2012). Modern opening cinematics tend toward flashy, full-motion videos and they are geared toward attracting new customers and generating buzz, which justifies the costly development expense of the cinematic (Freeman, 2004;Newman, 2002).…”
Section: Context and Opening Cinematicsmentioning
confidence: 99%