Games entice hundreds of millions of people across the globe to spend countless hours and dollars performing often menial taskscertainly, there must be some way to use this power for other purposes? Already in the 1980s, prescient scholars like Thomas Mahne followed this intuition and began looking into games as a source of “heuristics for enjoyable interfaces.” In the early 2000s, the “serious games” movement followed, building full-fledged games to train, educate, and persuade. In parallel, the field of human-computer interaction began exploring the various facets of user experience, and design for pleasure, fun, and motivation became topics of research.…
You must be a member of SIGCHI, a subscriber to ACMís Digital Library, or an interactions subscriber to read the full text of this article.LOG IN TO READ THE FULL ARTICLE
GET ACCESSJoin ACM SIGCHI
In addition to all of the professional benefits of being a SIGCHI member, members get full access to interactionsí online content and receive the print version of the magazine bimonthly.
Subscribe to the ACM Digital Library
Get access to all interactions content online and the entire archive of ACM publications dating back to 1954. (Please check with your institution to see if it already has a subscription.)
Subscribe to interactions
Get full access to interactionsí online content and receive the print version of the magazine bimonthly.