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Showing papers by "Staffan Björk published in 2011"


Proceedings ArticleDOI
07 May 2011
TL;DR: This one-day workshop at CHI 2011 will bring together the CHI community with an inter-disciplinary mix of researchers and practitioners to share findings and explore the issues surrounding this emerging area of research into social games, and highlight the key questions, opportunities and challenges for future academic study.
Abstract: "Social games", defined as games played and distributed on Social Networks, have become a digital gaming phenomenon. The most popular games boast tens of millions of users each month, employing simple mechanics to reach a vast new audience that was apparently under-served by traditional digital games. Their enormous success raises important academic questions about game design, interface design, psychology and the social power of online networks. Social Game Studies at CHI 2011 is a one-day workshop at CHI 2011 that will bring together the CHI community with an inter-disciplinary mix of researchers and practitioners to share findings and explore the issues surrounding this emerging area of research into social games, and highlight the key questions, opportunities and challenges for future academic study.

16 citations


Book ChapterDOI
01 Jan 2011
TL;DR: This work addresses the problem of creating human-like, believable behavior for game characters by developing that character so that it ful ...
Abstract: We address the problem of creating human-like, believable behavior for game characters. To achieve character believability in games, the game designer needs to develop that character so that it ful ...

10 citations


Proceedings ArticleDOI
28 Sep 2011
TL;DR: Three different approaches to harvesting gameplay design patterns are proposed, using theories as analysis foci, distilling patterns from theories, and using theories to understand the consequences of having or not having patterns present in a game design.
Abstract: Gameplay design patterns are semiformal interconnected descriptions features of gameplay. While most previous patterns have been identified through analyzing existing games, this paper proposed how patterns can be identified using theories as starting points. More specifically, we propose three different approaches to harvesting gameplay design patterns: 1) using theories as analysis foci, 2) distilling patterns from theories, and 3) using theories to understand the consequences of having or not having patterns present in a game design. The three approaches are presented together with examples of their use, and based upon this the concept of Theory Lenses as an analytical tool is introduced as a way of allowing theories independent of their research field to be applied to research on gameplay design.

6 citations