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Effective Affective User Interface Design in Games

Johnson, Daniel M. and Wiles, Janet (2003) Effective Affective User Interface Design in Games. Ergonomics 46(13/14):pp. 1332-1345.

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Abstract

It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of nonleisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen’s guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.

Item Type:Journal Article
Status:Published
Subjects:280000 Information, Computing and Communication Sciences > 280100 Information Systems > 280104 Computer-Human Interaction
ID Code:6693
Deposited By:Johnson, Daniel
Deposited On:21 March 2007
Alternative Locations:http://dx.doi.org/10.1080/00140130310001610865
Copyright Owner:Copyright 2003 Taylor & Francis
Copyright Statement:Copyright 2003 Taylor & Francis: First published in Ergonomics 46(13/14):pp. 1332-1345.