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Game User Experience And Player-Centered Design
Empathy and Choice in Story Driven Games: A Case Study of Telltale Games
other
Author(s):
Barbaros Bostan
,
Önder Yönet
,
Vugar Sevdimaliyev
Publication date
(Online):
April 07 2020
Publisher:
Springer International Publishing
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The Behavioral Economics of Music: A Framework for the Study of Music Listening, Evaluation, and Choice Behavior
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Empathy: A Review of the Concept
B. M. P. Cuff
,
S J Brown
,
L. Taylor
…
(2016)
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Is empathic emotion a source of altruistic motivation?
C. Dani Batson
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(1981)
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A Social-Neuroscience Perspective on Empathy
Jean Decety
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Philip Jackson
(2006)
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Author and book information
Book Chapter
Publication date (Print):
2020
Publication date (Online):
April 07 2020
Pages
: 361-378
DOI:
10.1007/978-3-030-37643-7_16
SO-VID:
4a005c68-f974-49ad-959a-bf61ade10c95
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Book chapters
pp. 3
ERP Correlates of Working Memory Load in Excessive Video Game Players
pp. 21
Integrate: A Digital Game for Testing Conformity in Decision Making
pp. 43
Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study
pp. 63
Four Pillars of Healthy Escapism in Games: Emotion Regulation, Mood Management, Coping, and Recovery
pp. 77
User Experience and Motivation of Professional Video Game Players: A Case Study of Esports in Turkey
pp. 123
Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach
pp. 163
Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing
pp. 183
The Game Experience Model (GEM)
pp. 207
Driven, Imaginative, and Casual Game Experiences
pp. 231
Physiological Measures in Game User Research
pp. 253
The Ethics of Game Experience
pp. 265
Death and Rebirth in Platformer Games
pp. 295
Player-Centred Design in Role-Playing Game Branching Dialogue Systems
pp. 327
Designing a CAD-Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study
pp. 349
The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot Thief
pp. 361
Empathy and Choice in Story Driven Games: A Case Study of Telltale Games
pp. 379
Gender Representation and Diversity in Contemporary Video Games
pp. 395
A Deadly Game User Experience: TheCase of #BlueWhaleChallenge
pp. 409
Exploring Experiential Spaces in Video Games: Case Studies of Papers, Please, Beholder, and Mirror’s Edge
pp. 437
Immersiveness and Usability in VR: AComparative Study of Monstrum and Fruit Ninja
pp. 449
Interactive Storytelling in Extended Reality: Concepts for the Design
pp. 469
Using AR Mechanics and Emergent Narratives to Tell Better Stories
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