The Art of Game Design: A book of lenses
By J. Schell. 2019
2,360 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/d5e6e9c58d04a042a3a313d50300ab7c5832063b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Carlos Delgado Kloos
- Riccardo Berta
- María-Blanca Ibáñez-Espiga
- Maira B. Carvalho
- Francesco Bellotti
- Alessandro De Gloria
- G.W.M. Rauterberg
- Jannicke Madeleine Baalsrud Hauge
In Developmental and Educational Psychology
- Carlos Delgado Kloos
- Riccardo Berta
- María-Blanca Ibáñez-Espiga
- Maira B. Carvalho
- Francesco Bellotti
- Alessandro De Gloria
- G.W.M. Rauterberg
- Lennart E. Nacke
Citations in the corpus
- An activity theory-based model for serious games analysis and conceptual design (2015, methodology): “…of gaming components incorporates terms described by previous works on game mechanics (Adams & Dormans, 2012; Djaouti et al., 2007; Koster, 2011; Schell, 2008; Zagal et al., 2005), in addition to the game mechanics identified in the LMeGM model (Arnab et al., 2015) and the game components of…”
- Dark patterns in the design of games (2013, background): “When writing about game design, authors often stress the focal role of the player using terms like ‘player-centered’ or ‘play-centric’ (e.g. [4; 20; 45]).”
- Serious games and the gamification of tourism (2017, background): “1) Relation involves interacting and connecting with other players (Schell, 2008; Deterding, 2011 ).”
- Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014, background): “Finally, the mechanics and dynamics of the game are designed to trigger emotions that players find pleasant or fun; this is called the aesthetics of the game [13].”
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “For example, this division can equally be found in Salen & Zimmerman’s framing of rules, play and culture [48], Schell’s book of lenses [49], Deterding’s argument for moving from game design elements to gamefulness [50], the MDA-framework [51], in the many heuristics [7, 8], design principles [52] o”
- Gamification: a systematic review of design frameworks (2017, neutral): “Most of the analysed design principles and elements are present to some extent in the final candidates, and can be seen as relevant issues in the game-design literature (Salen and Zimmerman 2003; Schell 2008).”
- Gamification and Serious Games for Personalized Health (2012, background): “However, a game is not simply a collection of parts, it is an integrated system which requires these elements to be balanced and tuned [22].”