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Emotional response patterns and sense of presence during video games: potential criterion variables for game design.

, , , , , and . NordiCHI, page 339-347. ACM, (2004)

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Patterns in Game Design (Game Development Series) (Game Development Series), and . Charles River Media, (December 2004)Game Design Patterns., , and . DiGRA Conference, (2003)Describing Games: An Interaction-Centric Structural Framework., and . DiGRA Conference, (2003)MobiComics: collaborative use of mobile phones and large displays for public expression., , and . Mobile HCI, page 383-392. ACM, (2012)The playful experiences (PLEX) framework as a guide for expert evaluation., , , , and . DPPI, page 221-230. ACM, (2013)Playful Furniture: Breaching a Serious Setting With Interactive Seats., , , , , , , and . Games Cult., 13 (3): 301-321 (2018)A design strategy for Geo AR mobile game sustainable success emphasizing game completeness., , and . Entertain. Comput., (May 2023)First-Person Walkers: Understanding the Walker Experience through Four Design Themes., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Foundations of Gameplay.. Blekinge Institute of Technology, Sweden, (2011)AutoJam: Exploring Interactive Music Experiences in Stop-and-Go Traffic., , , and . Conference on Designing Interactive Systems, page 441-450. ACM, (2017)