@book{ubo:26426,
  editor = {Niesenhaus, Jörg and Rauterberg, Matthias and Masuch, Maic},
  title = {Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010},
  year = {2010},
  publisher = {CEUR Workshop Proceedings},
  abstract = {For the first time the track “Entertainment Interfaces” took take place together with the German HCI conference Mensch &amp; Computer, the German e-learning conference DeLFI and the German Usability Professionals (UPA) track from 12-15 September at Duisburg. Within the past years the market of entertainment products has seen an overwhelming growth and has become an important part of the creative industries. This steady growth is not only based upon the changing demographics of users of interactive entertainment. One important reason is the diversification of interactive entertainment products converting more and more casual users into active consumers. The motion-sensitive controllers of the Nintendo Wii game console, the music instruments of Guitar Hero and Rock Band, and also products like Microsoft’s Natal which are currently in development offer innovative and user-friendly interfaces to attract new target groups. Computer- and videogames are not the only area the diversification changes: In the course of the growing media convergence new entertainment products evolve between the different fields of the creative industries. Interactive audio books, innovative toys and building blocks, game-based learning and serious games, virtual and augmented realities, and artistic installations and products give a first idea of the potential of this area. The track “Entertainment Interfaces” offers researchers, developers and designers a platform to present innovative ideas in the area of interactive entertainment with a focus on interaction in games and other entertainment products and to discuss design challenges and the evaluation of entertainment interfaces. The aims of the track are to strengthen the awareness of the relevance of user-friendly and innovative interfaces for entertainment applications in the research community and in the public, to encourage the research activities and the education in this field, and to foster the knowledge transfer between researchers and developers. We like to emphasize the interdisciplinary background of the “Entertainment Interfaces” track and welcome contributions from the areas of computer science, psychology, design and engineering sciences as well as contributions from developers and designers working in the field of interactive entertainment.},
  note = {ISSN 1613-0073},
  url = {http://ceur-ws.org/Vol-634}
}


@inproceedings{ubo:26352,
  author = {Vervenne, Marcel and Niesenhaus, Jörg},
  editor = {Kerres, Michael and Ojstersek, Nadine and Schroeder, Ulrik and Hoppe, Ulrich Heinz},
  chapter = {},
  title = {Kompetenzentwicklung und Wissensmanagement durch situiertes Lernen in Massive Multiplayer Online Games},
  year = {2010},
  publisher = {Köllen Druck + Verlag},
  address = {Bonn},
  abstract = {Dieser Beitrag thematisiert die Kompetenzentwicklung und das Wissensmanagement durch situiertes Lernen am Beispiel des Massively Multiplayer Online-Rollenspiels World of Warcraft (WoW). Auf der Basis der Darstellung der Komplexität des Spiels werden mehrere Wissensbereiche definiert. Darüber hinaus werden Untersuchungsergebnisse präsentiert, welche Aufschluss über die Demographie, das Nutzungsverhalten, und das Lernen in komplexen Welten geben sollen.},
  isbn = {978-3-88579-263-5},
  booktitle = {Proceedings der DeLFI 2010 - 8. Tagung der Fachgruppe E-Learning der Gesellschaft für Informatik e.V.}
}


@inproceedings{ubo:26371,
  author = {Nacke, E. Lennart and Schild, Jonas and Niesenhaus, Jörg},
  editor = {Calvi, Licia and Gualeni, Stefano and Nuijten, Koos and Nacke, E. Lennart and Poels, Karolien},
  chapter = {},
  title = {Gameplay experience testing with playability and usability surveys – An experimental pilot study},
  year = {2010},
  publisher = {NHTV Expertise Series},
  address = {Breda},
  url = {http://www.acagamic.com/uploads/2007/09/Playability-submission.final_.submission.pdf},
  abstract = {This pilot study investigates an experimental methodology for gathering data to create correlations between experiential factors measured by a gameplay experience questionnaire and player quality measures, such as playing frequency, choice of game, and playing time. The characteristics of two distinct games were examined concerning the aspects of game experience, subjective game quality, and game usability. Interactions within the three aspects were identified. The results suggest that gameplay experience dimensions flow and immersion are similarly motivating in different game genres, which however might not be equally enjoyable. On the one hand, usability ratings may be positively influenced when a game provides immersion and flow or on the other hand, flow and immersion may be negatively influenced by poor usability ratings. These results emphasize the need for an approach to classify games based on correlation patterns involving game experience, quality, and usability.},
  booktitle = {Playability and player experience: Proceedings of the Fun and Games 2010 Workshop}
}


@inproceedings{ubo:26427,
  author = {Nacke, E. Lennart and Niesenhaus, Jörg and Engl, Stephan and Canossa, Alessandro and Kuikkaniemi, Kai and Immich, Thomas},
  editor = {Niesenhaus, Jörg and Rauterberg, Matthias and Masuch, Maic},
  chapter = {},
  title = {Bringing Digital Games to User Research and User Experience},
  year = {2010},
  edition = {Vol-634},
  publisher = {CEUR Workshop Proceedings},
  abstract = {In recent years, the gaming industry has grown up and digital games have become more complex products. With this maturity comes an increasing need for formal playtesting methods from user research and scientific methods from academia. Employing user research methods in game development, especially combined qualitative (e.g., questionnaires, interviews) and quantitative (e.g., EEG, EMG, game metrics) methods lead to a better understanding of the relationship and interactions between players and games. This panel gathers game user research industry and academic experts for discussing current methodological advancements and future challenges in playtesting, usability, playability evaluation, and general game user research.},
  url = {http://ceur-ws.org/Vol-634},
  booktitle = {Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010}
}


