Abstract
Research was carried out with twenty-seven games players, using a number of techniques. This was academic research, but intended to be useful in the development of existing and new genres of game. Considering the future application of such techniques, perhaps outside academia, their cost-benefit will be important. The authors report both on what they discovered about the two games studied, and also on the strengths and weaknesses of the techniques employed.
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Davis, S.B., Carini, C. (2005). Constructing a Player-Centred Definition of Fun for Video Games Design. In: Fincher, S., Markopoulos, P., Moore, D., Ruddle, R. (eds) People and Computers XVIII — Design for Life. Springer, London. https://doi.org/10.1007/1-84628-062-1_8
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DOI: https://doi.org/10.1007/1-84628-062-1_8
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