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Rules of Play: Game Design Fundamentals

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TLDR
This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games.
Abstract
This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games Also included are concepts, strategies, and methodologies for creating and understanding games

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Proceedings ArticleDOI

From game design elements to gamefulness: defining "gamification"

TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Proceedings ArticleDOI

Gamification. using game-design elements in non-gaming contexts

TL;DR: This workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.
Proceedings ArticleDOI

Defining gamification: a service marketing perspective

TL;DR: A new definition for gamification is proposed, which emphases the experiential nature of games and gamification, instead of the systemic understanding, and ties this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value.
Journal ArticleDOI

Multimodal human-computer interaction: A survey

TL;DR: This paper reviews the major approaches to multimodal human-computer interaction, giving an overview of the field from a computer vision perspective, and focuses on body, gesture, gaze, and affective interaction.
Journal ArticleDOI

How gamification motivates

TL;DR: The results show that badges, leaderboards, and performance graphs positively affect competence need satisfaction, as well as perceived task meaningfulness, while avatars, meaningful stories, and teammates affect experiences of social relatedness.
Trending Questions (1)
How games designed and played?

The paper provides concepts, strategies, and methodologies for creating and understanding games, but it does not specifically explain how games are designed and played.