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Effective affective user interface design in games

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<rdf:Description>
<dc:creator>Johnson, Daniel</dc:creator>
<dc:creator>Wiles, Janet</dc:creator>
<dc:date>2003-11-01</dc:date>
<dc:description xml:lang="es">It 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</dc:description>
<dc:identifier>https://documentacion.fundacionmapfre.org/documentacion/publico/es/bib/57492.do</dc:identifier>
<dc:language>eng</dc:language>
<dc:rights xml:lang="es">InC - http://rightsstatements.org/vocab/InC/1.0/</dc:rights>
<dc:subject xml:lang="es">Interfaz</dc:subject>
<dc:subject xml:lang="es">Diseño de productos</dc:subject>
<dc:subject xml:lang="es">Juego de simulación</dc:subject>
<dc:subject xml:lang="es">Software</dc:subject>
<dc:type xml:lang="es">Artículos y capítulos</dc:type>
<dc:title xml:lang="es">Effective affective user interface design in games</dc:title>
<dc:title xml:lang="es">Título: Ergonomics</dc:title>
<dc:relation xml:lang="es">En: Ergonomics. - London and Washington. - Vol. 46, nº 13-14, November 2003 ; p. 1332-1345</dc:relation>
</rdf:Description>
</rdf:RDF>