Dissertation References

Introducing Intrinsic and Extrinsic rewards, and the potentially detrimental effects they can have.

Get Started. It's Free
or sign up with your email address
Dissertation References by Mind Map: Dissertation References

1. Game Experience

1.1. Video Games Keep Tricking Us Into Doing Things We Loathe

1.2. Tom Chatfield: 7 ways games reward the brain (2010, lecture)

1.3. Design Outside the Box (2010, lecture)

1.4. My Gamerscore is 1,650, and I've Never Felt Better (2010, article)

1.5. GDC Online: Player Retention Requires Real Motivation, Engagement

2. Game design and money

2.1. Social Network Games: ARPU over Design (2010, article)

2.2. Death to the Games Industry: Long Live Games (2005, article)

3. Game design

3.1. Rules of Play (2004, book)

3.2. Design Reboot (2007, lecture)

3.3. Games and the Human Condition (2010, lecture)

3.4. Why so hard? (2010, article)

3.5. Designing Rewards in Games (2010, article)

3.6. MetaGame Design Reward systems that drive engagement (2010, lecture)

3.7. Cow Clicker The Making of Obsession (2010, article)

3.8. The Video Games of Video Games: Prejudices against Social Games...(2010, article)

3.9. History Repeating: or Why Gamers Despise Social Games (2010, article)

3.10. Ian Bogost at X-Media Lab: Serious Gaming (2009, lecture)

3.11. Llamasoft And The Space Giraffe (2007, lecture)

4. Psychology

4.1. Punished by Rewards (1993, book)

4.2. The surprising science of motivation (2009, lecture)

4.3. Procrastination (2010, article)

4.4. Competitiveness vs. Excellence (2010, article)

4.5. RSA Animate - Drive: The surprising truth about what motivates us

5. Read not cited

5.1. Is 'gamification' the future?

5.2. Achievements Considered Harmful?

5.3. Extra Credits: The Skinner Box (2010, video)

5.4. Video Games That Watch Back

5.5. Flow: The Psychology of Optimal Experience

5.6. Behavioral Game Design

5.7. Peering At The Future: Jesse Schell Speaks

5.8. Blow: Over-Using Reward Systems Can Make Games Less Fun

5.9. Nietzsche on Happiness

5.10. TheseShouldNotExist

5.11. CrowFlower

5.12. KingdomOfLoathing

5.13. SustainingPlayerEngagement

5.14. LazzaroFunTypes

5.15. Reward Systems, An Excerpt From Level Design: Concept, Theory, and Practice

5.16. Gamification Backlash Roundup

6. Case studies

6.1. Cultivated Play: Farmville (2010, essay, talk)

6.2. 2010_PopCap_Social_Gaming_Research_Result (2010, report)

6.3. Comparing Survey Applications (2010, review)

6.4. Social Gaming Monitor Graphs 2010 (2010, article)

6.5. The Belly of the whale: Living a Creative Life in The Games Industry (2010, lecture)

7. Examples

7.1. PowerUpRewards

7.2. Farmville (2009)

7.3. Zamzee

7.4. S2H

8. Planing to read

8.1. Motivations of Play in MMORPGs

8.2. Flow: The Psychology of Optimal Experience

8.3. I Lose, Therefore I Think

8.4. The interplay of beauty, goodness, and usability in interactive products

8.5. Game Design for Social Networks

8.6. In Polite Company: Rules of Play in Five Facebook Games

8.7. Social Game Studies: A Workshop Report

8.8. Two factor theories of human motivation in social psychology

8.9. Supporting Novice Usability Practitioners with Usability Engineering Tools

8.10. Toward an understanding of flow in video games

8.11. Slides

8.11.1. Just add points?

8.11.2. User Experiences in Social Games

8.11.3. Pawned. Gamification and Its Discontents

8.11.4. SocialGamesStudies

8.11.5. True Venture Poster

8.12. Playability in Action Videogames: A Qualitative Design Model

8.13. The Player Experience of Need Satisfaction

8.14. The 4 most important emotions of game design

8.15. Serious Games

8.16. Hearts, Clubs, Diamonds, Spades: Players Who Suit Muds

8.17. Zynga links FarmVille and other games with American Express rewards

8.18. You Enjoy, We Reward.

8.19. Pleasure Systems in the Brain

8.20. How Video Games Are Infiltrating—and Improving—Every Part of Our Lives

8.21. Controlled Experiments on the Web: Survey and Practical Guide

8.22. Quests Added to PlayStation Rewards Program

8.23. FarmVillains

8.24. I_love_rewards

8.25. Level Design: Concept, Theory, and Practice

9. Method

9.1. Marrying HCI/Usability and computer games (2004, article)

9.2. Usability and Education of Games through Combined Assessment Methods (2008, article)

9.3. ...hedonic and pragmatic interactive products (2008, article)