Information Technology Reference
In-Depth Information
Nacke, L. E., & Lindley, C. A. (2009). Affective
ludology, flow and immersion in a first- person
shooter: Measurement of player experience.
Loading... 3
(5). Retrieved February 2, 2010, from
http://journals.sfu.ca/loading/index.php/loading/
article/view/72.
be based or which facilitates reaching a scientific
conclusion.
Human-Centered Design:
Also known as
user-centered design (UCD) is a design philoso-
phy that values the needs, wants, and limitations
of users during each iterative step of the design
process.
Human-Computer Interaction (HCI):
The
research area studying how people interact with
computational machines.
Interaction Design:
The creation and study
of hardware devices and/or software that users
can interact with.
Psychophysiology:
A branch of psychology
concerned with the way psychological activities
produce physiological responses.
User Experience (UX):
The field of study
concerned with experience people have as a result
of their interactions with products, technology
and/or services.
User Studies:
Experimental studies involv-
ing human participants to evaluate the impact of
software or hardware on users.
Röber, N. (2009).
Interaction with sound: Explora-
tions beyond the frontiers of 3D virtual auditory
environments
. Unpublished doctoral dissertation.
Otto-von-Guericke University, Magdeburg.
Wise, R. A. (2004). Dopamine, learning and
motivation.
Nature Reviews. Neuroscience
,
5
(6),
483-494. doi:10.1038/nrn1406
Wolfson, S., & Case, G. (2000). The effects of
sound and colour on responses to a computer game.
Interacting with Computers
,
13
(2), 183-192.
doi:10.1016/S0953-5438(00)00037-0
KEY tErMs AND DEFINItONs
Affective Gaming:
The research area explor-
ing game designs and mechanics that evoke player
emotions and affects.
Affective Sound:
One auditory stimulus or
multiple auditory stimuli (here in a gaming con-
text) that evoke affect and emotion.
Audio Entertainment:
An activity that in-
volves the manipulation or reception of one sonic
entity or multiple sonic entities that permits the
users to amuse themselves.
Empirical Methods (Quantitative):
The col-
lection of quantitative data on which a theory can
ENDNOtEs
1
For example, the
NIA
: http://www.ocztec-
hnology.com/products/ocz_peripherals/
nia-neural_impulse_actuator.
2
In terms of the creation of static sound ob-
jects, the future might see the sound designer
being able to
think
sounds rather than having
to
design
sounds.
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