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2015, 2015, Human-computer interaction series, ISBN 3319159844, 286
Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game... 
Video games | Computer science | Computer graphics | Computer Graphics | Computer Science | User Interfaces and Human Computer Interaction
eBook
2010, Human-computer interaction series, ISBN 9781848829626, 273
User experience is a key research area in human-computer interaction. This text explores concepts that enhance user experience in games such as fun, flow and... 
Computer games | Computer games - Evaluation | Computer Science | User Interfaces and Human Computer Interaction | Human-computer interaction
eBook
2006, LEA's communication series, ISBN 9780805853223, xiv, 464
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the... 
Video games | Computer Software Packages | Mass Media & Communication | Media & Communications | Human Computer Interaction | Video games - Psychological aspects
Book
1999, ISBN 9780415170888, 272
How do people become involved in sports? What can their experiences teach us?These are two of the many questions asked by this unique collection of personal... 
Social aspects | Sports | Sports & Outdoor Recreation | Sport and Politics | Sociology of Culture | Sociology of Sport | Social Theory | Sociology & Social Policy
eBook
2008, ISBN 0123694965, 512
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic... 
Animation | Gaming | Games | Design | Computer games
eBook
2011, ISBN 1409418553, xvi, 218
Exploring sports event management from a Caribbean, small island developing state perspective, this volume uses the events of the recently held Cricket World... 
Tourism | Regional Geography - Human Geography | Planning | Development Geography | 2007 | Caribbean Area | World Cup (Cricket) | Sports and tourism
Book
2008, 1, ISBN 0754646173, 156
Drawing on a broad range of historical and sociological literature, this book traces the everyday gambling experiences of a diverse group of women. It provides... 
Cultural Studies | Sociology of Sport | Gender Studies | Gambling | Great Britain | Social classes | Social aspects | Women gamblers | Social conditions | Gambling-Social aspects-Great Britain | Social classes-Great Britain | Women gamblers-Great Britain-Social conditions
Book
2010, Technologies of the imagination and digital culture, ISBN 0472070983, 236
World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online... 
World of Warcraft | Visual anthropology | Social aspects | Computer games | Virtual reality | Korea (South) Social aspects | Computer games--Social aspects | Virtual reality--Social aspects | Media | SOCIAL SCIENCE | Popular Culture | Korea (South) - Social aspects | COMPUTERS | GAMES | Anthropology | Role Playing & Fantasy | Virtual Worlds | Cultural | Korea (South)
Book
International Journal of Human - Computer Studies, ISSN 1071-5819, 10/2018, Volume 118, pp. 38 - 46
•Popular measures of videogame player experience typically have not been empirically validated.•We provide factor-analytic validation of two of the most... 
Confirmatory factor analysis | Scale validation | Videogame player experience | PSYCHOLOGY, MULTIDISCIPLINARY | FIT INDEXES | SELF-DETERMINATION THEORY | ENJOYMENT | MOTIVATION | ERGONOMICS | VALIDITY | VIDEO GAMES | COMPUTER SCIENCE, CYBERNETICS
Journal Article
2012, Learning in doing, ISBN 052119623X, xxi, 464
"This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it... 
Design | Psychological aspects | Video games | Study and teaching | Learning, Psychology of | Social aspects | PSYCHOLOGY / General
Book