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Effective affective user interface design in games

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      <subfield code="a">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</subfield>
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      <subfield code="g">Vol. 46, nº 13-14, November 2003 ; p. 1332-1345</subfield>
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