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A Review of Affective Design towards Video Games
Author(s) -
Yiing Y’ng Ng,
Chee Weng Khong,
Harold Thwaites
Publication year - 2012
Publication title -
procedia - social and behavioral sciences
Language(s) - English
Resource type - Journals
ISSN - 1877-0428
DOI - 10.1016/j.sbspro.2012.08.225
Subject(s) - mainstream , entertainment , video game , game design , product (mathematics) , entertainment industry , multimedia , computer science , user experience design , focus (optics) , game mechanics , human–computer interaction , political science , physics , geometry , mathematics , optics , law
Over the past decade, gaming has become a mainstream form of entertainment. It is one of the fastest growing forms of entertainment and has become a big business, easily rivaling the film industry in terms of consumer spending. However, due to the rapid growth of technology and competitiveness in the industry, game designers are increasingly faced with the challenge of making their games attractive and engaging to its intended users. Over the years, practitioners and researchers in the human-computer interaction (HCI) community have placed a lot of effort in developing processes and methods for use in interdisciplinary fields. An effective user-centered gaming interface plays an important role in the gaming industry and provides valuable contribution in the HCI practice. This is because it supports the mental communication and emotional response of its audiences that is the gamers, thus improving the interaction modes between the user and product. Hence, designing games in a manner that provides the same user experience to all players, irrespective of player motivation, experience or skill is becoming the focus of modern game research. This paper will attempt to address and review the literature on affective design elements, principles and methodologies that are suitable for the video games industry

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