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Marrying HCI/Usability and computer games: a preliminary look

Marrying HCI/Usability and computer games: a preliminary look Marrying HCI/Usability and Computer Games: A Preliminary Look Anker Helms Jørgensen Center for Computer Games Research Department of Digital Aesthetics and Communication IT University of Copenhagen anker@itu.dk ABSTRACT The fields HCI/usability and computer games have existed for a few decades with virtually no mutual interaction. However, in recent years, a number of exchanges have appeared, both in academia and in practice. This paper presents a preliminary account of this development. Exchanges in both directions seem viable: evaluation methods from HCI/usability towards games and interaction techniques and supporting user communication from games towards HCI/usability. The paper concludes with a discussion of the differences and similarities between the two fields. Author Keywords gularly; alledgedly, the game industry in the US is the fastest growing sector in IT and is now economically equivalent to Hollywood; and massive multiplayer online games with hundred of thousands or even millions of players have appeared - such as Everquest and Lineage. A generic feature of the two fields is the dedication to providing the users with what they want, but nevertheless there has been very little interaction between them. An exception in the HCI field is the 1982 paper by Malone [10] addressing how software http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Marrying HCI/Usability and computer games: a preliminary look

Association for Computing Machinery — Oct 23, 2004

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References (12)

Datasource
Association for Computing Machinery
Copyright
Copyright © 2004 by ACM Inc.
ISBN
1-58113-857-1
doi
10.1145/1028014.1028078
Publisher site
See Article on Publisher Site

Abstract

Marrying HCI/Usability and Computer Games: A Preliminary Look Anker Helms Jørgensen Center for Computer Games Research Department of Digital Aesthetics and Communication IT University of Copenhagen anker@itu.dk ABSTRACT The fields HCI/usability and computer games have existed for a few decades with virtually no mutual interaction. However, in recent years, a number of exchanges have appeared, both in academia and in practice. This paper presents a preliminary account of this development. Exchanges in both directions seem viable: evaluation methods from HCI/usability towards games and interaction techniques and supporting user communication from games towards HCI/usability. The paper concludes with a discussion of the differences and similarities between the two fields. Author Keywords gularly; alledgedly, the game industry in the US is the fastest growing sector in IT and is now economically equivalent to Hollywood; and massive multiplayer online games with hundred of thousands or even millions of players have appeared - such as Everquest and Lineage. A generic feature of the two fields is the dedication to providing the users with what they want, but nevertheless there has been very little interaction between them. An exception in the HCI field is the 1982 paper by Malone [10] addressing how software

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