TY - GEN
T1 - Incorporating the Theory of Attention in Applied Game Design
AU - Kniestedt, Isabelle
AU - Lukosch, Stephan
AU - van der Kuil, Milan
AU - Lefter, Iulia
AU - Brazier, Frances
N1 - Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.
PY - 2022
Y1 - 2022
N2 - Whereas entertainment games are capable of creating deeply rewarding and emotional experiences, applied game projects often result in products that, while potentially effective, are lacking in many other aspects of the user experience. This may be due to the fact that the focus of most design approaches for applied games lies primarily on the use of game mechanics, neglecting other aspects of design that aim to shape and influence the player’s emotional journey. This article provides an exploratory effort in a different approach to creating applied games, namely through the design of user attention and by integrating the theory of attention into applied game design practice. This approach is tested in two ongoing applied game projects, from which preliminary guidelines for applied game researchers and practitioners are proposed.
AB - Whereas entertainment games are capable of creating deeply rewarding and emotional experiences, applied game projects often result in products that, while potentially effective, are lacking in many other aspects of the user experience. This may be due to the fact that the focus of most design approaches for applied games lies primarily on the use of game mechanics, neglecting other aspects of design that aim to shape and influence the player’s emotional journey. This article provides an exploratory effort in a different approach to creating applied games, namely through the design of user attention and by integrating the theory of attention into applied game design practice. This approach is tested in two ongoing applied game projects, from which preliminary guidelines for applied game researchers and practitioners are proposed.
KW - Applied games
KW - Attention
KW - Game design
KW - Serious games
UR - http://www.scopus.com/inward/record.url?scp=85142685676&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-20212-4_16
DO - 10.1007/978-3-031-20212-4_16
M3 - Conference contribution
AN - SCOPUS:85142685676
SN - 9783031202117
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 200
EP - 213
BT - Entertainment Computing – ICEC 2022 - 21st IFIP TC 14 International Conference, ICEC 2022, Proceedings
A2 - Göbl, Barbara
A2 - van der Spek, Erik
A2 - Baalsrud Hauge, Jannicke
A2 - Baalsrud Hauge, Jannicke
A2 - McCall, Rod
PB - Springer
T2 - 21st IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022
Y2 - 1 November 2022 through 3 November 2022
ER -