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Archaeology International
Architecture_MPS
Europe and the World: A law review
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History Education Research Journal
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Jewish Historical Studies: A Journal of English-Speaking Jewry
Journal of Bentham Studies
London Review of Education
Radical Americas
Research for All
The Journal of the Sylvia Townsend Warner Society
The London Journal of Canadian Studies
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About UCL Press
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Funology 2 : From Usability to Enjoyment
Playing Games in the Emotional Space
other
Author(s):
Kristina Andersen
,
Margot Jacobs
,
Laura Polazzi
Publication date
(Online):
July 19 2018
Publisher:
Springer International Publishing
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Design: Cultural probes
Bill Gaver
,
Tony Dunne
,
Elena Pacenti
(1999)
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Experience prototyping
Marion Buchenau
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Jane Suri
(2000)
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A preliminary poetics for interactive drama and games
Michael Mateas
(2010)
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Book Chapter
Publication date (Print):
2018
Publication date (Online):
July 19 2018
Pages
: 435-449
DOI:
10.1007/978-3-319-68213-6_28
SO-VID:
53347753-cd63-4073-b4b7-141bbe4cec24
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Book chapters
pp. 3
Funology 2: Critique, Ideation and Directions
pp. 17
The Thing and I (Summer of ’17 Remix)
pp. 33
Can Games Be More Than Fun?
pp. 47
What Is Pleasure?
pp. 61
The (Un)Enjoyable User Experience of Online Dating Systems
pp. 77
“My Peaceful Vagina Revolution:” A Theory of a Design
pp. 95
Improv for Designers
pp. 111
Playing with Provocations
pp. 129
Sketching the Polyphonic Design Space of Theme Parks
pp. 157
Playful Research Fiction: A Fictional Conference
pp. 177
Slow, Unaware Things Beyond Interaction
pp. 193
Designing for Joyful Movement
pp. 209
Discomfort—The Dark Side of Fun
pp. 225
Reorienting Geolocation Data Through Mischievous Design
pp. 241
From Evaluation to Crits and Conversation
pp. 259
Introduction to: Funology 1
pp. 275
Let’s Make Things Engaging
pp. 287
The Engineering of Experience
pp. 301
The Thing and I: Understanding the Relationship Between User and Product
pp. 315
Making Sense of Experience
pp. 331
Enjoyment: Lessons from Karasek
pp. 343
Fun on the Phone: The Situated Experience of Recreational Telephone Conferences
pp. 359
The Enchantments of Technology
pp. 375
The Semantics of Fun: Differentiating Enjoyable Experiences
pp. 391
Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products
pp. 405
That’s Entertainment!
pp. 419
Designing for Fun: User-Testing Case Studies
pp. 435
Playing Games in the Emotional Space
pp. 451
Deconstructing Experience: Pulling Crackers Apart
pp. 469
Designing Engaging Experiences with Children and Artists
pp. 479
Building Narrative Experiences for Children Through Real Time Media Manipulation: POGO World
pp. 495
From Usable to Enjoyable Information Displays
pp. 507
Fun for All: Promoting Engagement and Participation in Community Programming Projects
pp. 519
Deconstructing Ghosts
pp. 525
Interfacing the Narrative Experience
pp. 535
Whose Line Is It Anyway? Enabling Creative Appropriation of Television
pp. 543
The Interactive Installation ISH: In Search of Resonant Human Product Interaction
pp. 555
Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction
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