Games have come a long way since the 1980s when gamers—in the modern video game sense—were a young, fringe lot.
Game design often seems to turn usability principles upside down: traditional, information-oriented design values the standards of usability, usefulness, and appeal, but game developers start from the other direction and work back.
Game design has come a long way. Game-conscious UX, whether in traditional games or gamified-applications, will play an important role in the future.
Collaboration between human-computer interaction (HCI) and mental health professionals can play a valuable role in future research on mental health technologies.
Research with adolescent World of Warcraft players indicated design strategies that will help make Massive Multiplayer Online Game more accessible for individuals of all ages.
The latest iteration of a colorful web-based computer program illustrates the “thought process” of a computer faced with making a move in a chess game. The Thinking Machine 4 (http://www.turbulence.org/spotlight/thinking/method.html) lets you see how it analyzes each possible move before it decides how to respond to yours.
Using threads of green for your moves and orange…
People with physical disabilities want, demand, and deserve to play games. Let’s make games more accessible, for them and for our future selves.
Nintendo broke a usability barrier with its Wii gaming system by creating an interface that could be easily learned by users less experienced with gaming.
Games, gamers, emotions and storytelling. (Full text not available)