Articles about 게임

교육용 게임: 몰입형 학습 경험을 위한 10가지의 디자인 팁

People playing games around a table

복잡한 생물의학적 주제 교육을 위한 게임 디자인의 10가지의 실전 요령. 더 어려운 일은 독자가 게임을 하지 않는 의료 전문가라는 것이었습니다. [자세히 읽기]

더 훌륭한 게임: 아이 트래킹을 통한 통찰

Eyetracking on mobile screen

아이 트래킹은 사용자 평가 게임을 위한 유용한 도구입니다. [자세히 읽기]

(English) Play Your Way to Productivity: Using Game Design to Achieve “Flow”

Sun icon with

(English) The Email Game, a productivity game inspired by the linearity of in-game tasks, structures your workday into unit-based sessions, breaking work into manageable units. [자세히 읽기]

(English) Social Games with Words: A Short History of Implementations

(English) Knowing the strengths and weaknesses of a platform is critical to getting the most out of user interface designs for it. [자세히 읽기]

(English) Designing Games for
 Non-Gamers: Rapid Prototyping as a Design Methodology

screencap of game

(English) In designing games for non-gamers, provide more clarity in the tutorial and game mechanics and do not to rely on players’ prior digital media expertise. [자세히 읽기]

(English) Multi-screen Games and Beyond: New Dimensions in User Interaction

(English) User experiences, and thus games, evolve with continued interaction with and between screens everywhere. [자세히 읽기]

(English) Simplifying Game Interfaces: Principles for Hiding UI Complexity

screencap of Prince of Persia

(English) Correctly amplifying the microscopic motions of thumbs on a game controller to avoid over-whelming first time players may be achieved through context sensitivity. [자세히 읽기]

(English) Using Biometrics to Reveal Insights into the Player Experience

graph with game points labeled

(English) Biometric sensors, particularly EMG and EEG, help user researchers in understanding digital experiences, gaining insight into how users experience websites. [자세히 읽기]

(English) Playing to Learn: Teaching User Research to Game Design Students

(English) Students of Game Player Experience understand the value of user research first hand by learning good game user experience principles and seeing those principles implemented. [자세히 읽기]

(English) Games in the Real World: Some Characteristics We Can Use

(English) User experience designers capitalize on the gameful attributes of everyday activities, influencing human behavior to promote new kinds of interactions, creating change in the real world. [자세히 읽기]

(English) Looking to Games for the New User Experience: What Other Website Interfaces Can Learn

(English) Games have come a long way since the 1980s when gamers—in the modern video game sense—were a young, fringe lot. [자세히 읽기]

(English) On the Edge: Gaming the User Experience

(English) Game design often seems to turn usability principles upside down: traditional, information-oriented design values the standards of usability, usefulness, and appeal, but game developers start from the other direction and work back. [자세히 읽기]

(English) Editor’s Note: Games, Gameplay,
 and Gamification

UX

(English) Game design has come a long way. Game-conscious UX, whether in traditional games or gamified-applications, will play an important role in the future. [자세히 읽기]

(English) Engaging with Mental Health: Opportunity for Collaboration

screencap of computer game

(English) Collaboration between human-computer interaction (HCI) and mental health professionals can play a valuable role in future research on mental health technologies. [자세히 읽기]

(English) Keep It Simple. 
At First: Designing Game-Based
 Tools for Youth

screencap from video game

(English) Research with adolescent World of Warcraft players indicated design strategies that will help make Massive Multiplayer Online Game more accessible for individuals of all ages. [자세히 읽기]

(English) What’s News: Thoughts as Art

Sorry, this entry is only available in English. [자세히 읽기]

(English) The View from Here: Game Over?

(English) People with physical disabilities want, demand, and deserve to play games. Let’s make games more accessible, for them and for our future selves. [자세히 읽기]

(English) What’s News: Wii Usability Woos Non-Gamers

(English) Nintendo broke a usability barrier with its Wii gaming system by creating an interface that could be easily learned by users less experienced with gaming. [자세히 읽기]

(English) Power Play (Issue 3.3)

Magazine cover

(English) Games, gamers, emotions and storytelling. (Full text not available) [자세히 읽기]