Staffan Björk
Visar 75 publikationer
Using Gameplay Design Patterns with Children in the Redesign of a Collaborative Co-located Game
Understanding grassroots sports gamification in the wild
Fabricated Innocence – How people can be lured into feel bad games
Untangling running: designing for real-life runner experiences
Thrimage: An Empathy-Oriented Discussion Tool for Classroom Use
Patterns, Dungeons and Generators
RUFUS: Remote supporter feedback for long-distance runners
Digital Fabrication by IDAC – Aims, Steps and Transferable Principles
The Conceptual Relationship Model - Understanding patterns and mechanics in game design
The Rooms - Creating immersive experiences through projected augmented reality
Should I stay or should I go? A Study of Pickup Groups in Left 4 Dead 2
The Case for Computer-Augmented Games
Designing for Fun and Play: Exploring possibilities in design for gamification
Dark Patterns in the Design of Games
On The Foundations of Digital Games
Neither playing nor gaming: Pottering in games
Should I stay or should I go? Boundary maintaining mechanisms in Left 4 Dead 2
Best before: The red queen dilemma of preserving video games?
Tisch - Digital Tools Supporting Board Games
Zero-Player Games - What We Talk about When We Talk about Players
Not a casual review: Reading jesper juul's a casual revolution
AI design for believable characters via gameplay design patterns
Pick up groups as situated activity systems. Game design and social rules in Left 4 Dead 2
Exploring aesthetical gameplay design patterns: camaraderie in four games
Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying
Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games
Exploring Aesthetic Ideals of Gameplay
Speldesign som didaktisk design
The Importance of Being a Player
Gameplay Design Patterns for Game Dialogues
Exploring Aesthetic Ideals of Gameplay
Tangible Handimation - Real-time Animation with a Sequencer-based Tangible Interface
Supporting Group Relationships in Mediated Domestic Environments
Gameplay Design Patterns for Motivation
Character-Driven Game Design: Characters, Conflicts, and Gameplay
Games, Gamers, & Gaming - Understanding Game Research
Tools for Developing Design Patterns for Mathematical Computer Games
Insectopia - Using the real world as a game resource
The Importance of Being a Player
Game Design in VR Systems for Rehabilitation
Design patterns are Dead - Long Live Design Patterns
Gameplay Design Patterns for Believable Non-Player Characters
Pirates! Using the Physical World as a Game Board
Socially Adaptable Games - From Pirates! to Insectopia
Insectopia - Exploring Pervasive Games through Technology already Pervasively Available
Teaching Gameplay Design Patterns
Understanding Pervasive Games through Gameplay Design Patterns
Spelforskning som en del av Interaktionsdesign
Wizard's Apprentice - gameplay-oriented design of a computer-augmented board game
The story of myTHeme, an Event-Driven Iterative Model for Multidisciplinary Game Design
Forces, Clashes and Remnants: a Model for Event-Driven Iterative Multidisciplinary Game Design
Enhancing board games with electronics
Stepping stones between design and theory
Enhanced Reality Live Role Playing
Describing Games - An Interaction-Centric Structural Framework
MyTHeme. A Computer-Augmented Storytelling game for non-storytellers
Game Mechanic: Describing Computer-Augmented Games in Terms of Interaction
Flip Zooming. The development of an information visualization technique
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