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Cited by 239

The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.

Effective affective user interface design in games

Johnson, Daniel, Wiles, Janet·2003·Ergonomics

Abstract

It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.

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Crossref · 10.1080/00140130310001610865

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Metadata

Authors
Johnson, D., & Wiles, J.
Venue
Ergonomics
Published
2003-10
Volume
46
Issue
13-14
Pages
1332-1345
ISSN
  • 0014-0139 (ISSN-L)
  • 1366-5847
OpenAlex
W2036158238
Cited by
239
References
2
FWCI
7.89
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: Effective affective user interface design in games. https://app.cochat.ai/papers/10.1080/00140130310001610865
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Johnson, D., & Wiles, J. (2003). Effective affective user interface design in games. Ergonomics. https://doi.org/10.1080/00140130310001610865

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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.