![]() While work in HCI and the games literature begins to address experience beyond positive, it just scratches the surface. In contrast, anything other than positive experience is often loosely and sometimes inappropriately lumped together under the broad label “negative experience” which can imply bad experience and something to be avoided, while at the same time suggesting it’s not useful to design. Towards this, we review the literature on experience in interaction design, HCI, and games, and identify that the dominant focus for design has been, and still remains, on positive and fun experience. This paper discusses the conceptual, practical and ethical considerations towards the development of a framework of experience to inform design and assessment of serious games.
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