Effective affective user interface design in games
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100 | 1 | $0MAPA20080135850$aJohnson, Daniel | |
245 | 1 | 0 | $aEffective affective user interface design in games$cDaniel Johnson, Janet Wiles |
520 | 8 | $aIt is proposed that games , which are designed to generate positive affect, are most successful when they facilitate flow. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation and how these contraventions impact on flow | |
650 | 1 | 1 | $0MAPA20080547721$aInterfaz |
650 | 1 | 1 | $0MAPA20080590413$aDiseño de productos |
650 | 1 | 1 | $0MAPA20080591656$aJuego de simulación |
650 | 1 | 1 | $0MAPA20080549084$aSoftware |
700 | 1 | $0MAPA20080059163$aWiles, Janet | |
740 | 0 | $aErgonomics | |
773 | 0 | $tErgonomics$dLondon and Washington$gVol. 46, nº 13-14, November 2003 ; p. 1332-1345 |