廿一世紀嘅電子遊戲設計同製作係高度專業化嘅領域,途中用到-呢個表當中有提及嘅-數學、程式編寫同人工智能等領域上嘅知識。因為遊戲設計同製作咁專業,受過訓嘅遊戲設計師同製作師需要對呢啲詞彙有返咁上下熟,並且用呢啲詞彙作出專業性質嘅討論同埋諗點樣製作出好玩嘅 game [1](由英文借咗入粵語作粵拼:gem1)。
殺必死[e 83]:源自日文サービス(日羅:sabbisu,取自英文 service)。呢個詞指喺製作一隻遊戲嗰時,加入啲對隻遊戲遊戲性同故仔無關痛癢,加嚟純粹為氹 fan 史開心嘅嘢,例如係好多遊戲都有嘅泳裝畫面噉-泳裝畫面通常根本冇用,但生得靚仔靚女嘅遊戲角色著住泳裝會令好多 fan 史開心[65]。
概念圖[e 88]:指製作初期用嚟表達諗頭嘅圖畫;例如遊戲製作師心目中想像咗遊戲主角或者遊戲世界嘅樣出嚟,於是就畫幅草圖出嚟先,等佢嘅同事有個基本嘅概念,然後佢哋仲會對幅圖進行各種嘅更改(例:「我覺得主角塊面唔夠好睇,對眼大啲會比較好...」),而打後到咗要整美術嘢嗰陣,製作師會將佢哋啲概念圖交俾製作團隊當中專門負責整圖像嘅人員,等嗰啲人員整一啲出得街嘅圖畫(圖畫可能會用於隻遊戲嘅宣傳用海報等嘅地方)同 3D 模型出嚟[69][70]。
遊戲模組[e 116]:由玩家對遊戲內容作嘅一啲更改;好多受歡迎嘅遊戲都有 fan 史為佢哋整模組,例如可能有啲 fan 史嫌隻遊戲易得滯,所以為隻遊戲寫個模組,個模組裝咗之後會提升隻遊戲嘅難度(令敵人 AI 變醒等等),跟住佢哋仲可能會將個模組擺上網俾其他 fan 史下載[99]。有唔少遊戲開發者都歡迎遊戲模組,認為模組會令玩家更加肯投放時間心機落隻遊戲度,所以會做啲嘢鼓勵玩家整模組-
繼承[e 124]:物件類別之間可以有嘅一種關係;如果話物件類別 A 由類別 B 嗰度「繼承」,意思係指類別 B(超類別)有嘅特性類別 A 冚唪唥都有,不過類別 A 可以有類別 B 冇嘅特性;噉做令到寫遊戲程式慳返好多時間精神-想像一隻戰略遊戲,玩家可以控制坦克車同士兵等嘅單位,而坦克車同士兵又各有分幾種,呢啲單位冚唪唥都由「單位」呢個類別嗰度繼承咗「位置」同「移動速度」等嘅特性,但坦克車可以有啲獨有(士兵冇)嘅特性,士兵又可以有啲獨有(坦克車冇)嘅特性,於是喺寫遊戲程式嗰陣,製作師就唔需要士兵又同佢寫柞有關控制位置同移動速度嘅碼、坦克車又同佢寫柞噉嘅碼,而係俾個超類別管嗮呢啲所有單位類別都要用嘅碼[104]。
有限狀態機[e 158]:指一部有若干個可能狀態嘅抽象機械,係廿世紀遊戲 AI 嘅根基:想像一個寫嚟教電腦玩隻射擊遊戲嘅 AI,個 AI 係一部有「防守」、「進攻」同「去搵彈藥」等多個可能狀態嘅抽象機械,佢內置嘅 AI 演算法要做嘅嘢就係教佢幾時進入邊個狀態(例:if 自己淨低嘅生命值低過 50%,then 進入防守狀態-教佢喺自己血低嗰陣要防守)。呢類決策演算法會攞同遊戲輸贏相關嘅資訊(自己同對手血量等等),並且計出要進入邊個狀態(採取邊個策略)[139]。
遊戲空間嘅設計對一隻遊戲嘅動態(睇 MDA 框架)有重大影響。想像一隻大逃殺遊戲,有兩幅地圖:地圖 B 嘅面積比地圖 A 大約大 50%,兩者嘅掠奪品數量一樣,所以地圖 B 嘅掠奪品分佈冇咁密;實際嘅遊戲設計經驗顯示,玩地圖 B 嗰陣,玩家更加常會有「執唔夠掠奪品,要嘥大量時間行去第個地點嗰度執掠奪品」嘅情況,令隻遊戲嘅節奏變得更加慢;視乎隻遊戲嘅玩家群鍾唔鍾意節奏快嘅遊戲,節奏變慢有可能搞到玩家嘅遊戲體驗變差[169]。
軟鎖[e 217]:遊戲狀態一種,隻遊戲仲未完,亦冇輕機,但玩家進入咗一個冇可能爆機嘅狀態,搞到佢得返兩個選擇-一係載入一個打前嘅存檔(如果得),一係由頭重新玩過;軟鎖可以係遊戲設計師特登設下整蠱啲玩家嘅,而呢種設計相當有爭議性;另一方面,軟鎖亦有可能係因為遊戲編程做得唔好而發生,例:想像一隻遊戲,其中有一關,玩家一定要過咗嗰關先爆到機,呢一關要同 NPC A 講完嘢之後再同 NPC B 講嘢先有得進入,但個遊戲程式編寫得唔夠嚴密,搞到個玩家原來有可能同 NPC B 講咗嘢先再同 NPC A 講,而且兩段對話都冇得重複-如果有個玩家唔知呢點,走咗去同 NPC B 講嘢先嘅話,隻遊戲就會進入軟鎖狀態[橋 14]。
科技樹[e 404]:有升呢機制嘅遊戲常見,指以決策樹表示玩家喺升呢嗰陣有得揀嘅新異能;喺有升呢機制嘅遊戲當中,玩家升到咁上下等級可以揀新異能嚟用,當中(例如)有兩個異能,B 同 C,要喺玩家有咗異能 A 嗰陣先有得攞,所以如果用決策樹表達嘅話,B 同 C 就會係 A 嘅分枝,而將成隻遊戲嘅異能畫做噉嘅分枝圖表達出嚟嘅,就係所謂嘅科技樹。科技樹喺即時策略遊戲當中常見,而當用喺 RPG 嗰陣,科技樹通常會俾人嗌做技能樹[e 405][272]。
玩家留存[e 422]:指過咗若干時間之後,有幾多百分比嘅玩家仲喺度玩緊隻遊戲;玩家留存喺遊戲分析上係一個常用嚟評估隻遊戲嘅表現嘅指標-一個好嘅遊戲會能夠留住啲玩家,所以將呢隻遊戲嘅玩家留存做 Y 軸,時間做 X 軸,條線應該會維持接近 100% 維持一段相對長嘅時間[291]。可以睇埋生還分析呢種統計分析方法。
Elo 等級分制度[e 447],當中 Elo 大致似粵拼:ji1 lou4:一套喺兩位玩家玩嘅零和遊戲當中評估玩家技術嘅做法,响國際象棋同電競入面都會用到;喺呢種制度下,每位玩家都有個 elo 值,當位玩家同第位玩家對局,最後贏嗰方會由輸嗰方身上攞走一定量嘅分數,而贏家同輸家之間嘅 elo 值差距會決定「輸家要喪失幾多分」-雙方 elo 值差距愈大呢個數值就愈細,即係話強嘅玩家打低弱嘅玩家唔會攞到好多分,而弱嘅玩家打低強嘅玩家會攞到好多分;如是者經過好多局對局之後,啲玩家嘅 elo 就會趨向穩定,而且技術愈好嘅玩家 elo 值就愈高[315]。
元遊戲[e 471]:「遊戲外嘅遊戲」,PvP 遊戲上必要嘅一個概念,指對「第啲玩家點樣玩緊隻遊戲」嘅思考,並且用呢啲思考嚟玩;例如一隻英雄射擊遊戲,有三位英雄,A、B、同 C,當中 C 零舍多人用,有位玩家擅長用 A 同 B,佢知家陣 C 多人用,於是就揀用 A 同 B 當中比較擅長應付 C 嗰一個[橋 33]。
擴張實境[e 488]:指用由電腦產生嘅資訊加埋現實環境,嚟到為玩家提供遊戲體驗;例:廿一世紀初 AR 遊戲最出名嘅係 Pokémon GO,喺呢隻手機遊戲當中,玩家會「喺現實世界入面捉寵物小精靈」-佢哋會攞住部手機,透過部手機望周圍環境,部手機嘅遊戲程式會產生寵物小精靈嘅影像(由電腦產生嘅資訊),呢啲影像擺喺周圍環境嘅影像(現實環境)上面,望落就會造成好似啲寵物小精靈真係喺周圍環境入面出現嘅效果[351]。
Elias, George Skaff. Characteristics of Games. MIT Press 2012. ISBN 978-0262017138.
Hofer, Margaret. The Games We Played: The Golden Age of Board & Table Games. Princeton Architectural Press 2003. ISBN 978-1568983974.
Huizinga, Johan. Homo Ludens: A Study of the Play-Element in Culture. Beacon Press 1971. ISBN 978-0807046814.
Kankaanranta, Marja Helena. Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering). Springer 2009. ISBN 978-9048181414.
Malone, T. (1981, May). What makes computer games fun?. In Proceedings of the Joint Conference on Easier and More Productive Use of Computer Systems.(Part-II): Human Interface and the User Interface-Volume 1981 (p. 143).
Moore, Michael E.; Novak, Jeannie (2010). Game Industry Career Guide. Delmar: Cengage Learning. ISBN 978-1-4283-7647-2.
Norman, Donald A. The Design of Everyday Things. Basic Books 2002. ISBN 978-0465067107.
Peek, Steven. The Game Inventor's Handbook. Betterway Books 1993. ISBN 978-1558703155.
Peterson, Jon. Playing at the World. Unreason Press 2012. ISBN 978-0615642048.
Salen Tekinbad, Katie. Rules of Play: Game Design Fundamentals. The MIT Press 2003. ISBN 978-0262240451.
Schell, Jesse. The Art of Game Design: A book of lenses. CRC Press 2008. ISBN 978-0123694966.
Tinsman, Brian. The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!. Morgan James Publishing 2008. ISBN 978-1600374470.
Woods, Stewart. Eurogames: The Design, Culture and Play of Modern European Board Games. McFarland 2012.
Hunicke, R., LeBlanc, M., & Zubek, R. (2004, July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1, p. 1722).
Lee, S. C., Suh, Y. H., Kim, J. K., & Lee, K. J. (2004). A cross-national market segmentation of online game industry using SOM. Expert systems with applications, 27(4), 559-570.
Voida, A., & Greenberg, S. (2009, April). Wii all play: the console game as a computational meeting place. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1559-1568). ACM.
Von Ahn, L., & Dabbish, L. (2004, April). Labeling images with a computer game. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 319-326). ACM.
Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. T. (2009). Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-344.
Fyock, C., Amin, M. K., Simon, B., Bassali, H. S., Lechner, M. D., Beckwith, R., ... & Frazier, K. T. (2014). U.S. Patent No. 8,825,765. Washington, DC: U.S. Patent and Trademark Office.
Lipkin, N. (2013). Examining Indie's Independence: The meaning of" Indie" Games, the politics of production, and mainstream cooptation. Loading..., 7(11).
Ramadan, R., & Widyani, Y. (2013, September). Game development life cycle guidelines. In 2013 International Conference on Advanced Computer Science and Information Systems (ICACSIS) (pp. 95-100). IEEE.
Rich, B. D. (2014). Principles of future proofing: a broader understanding of resiliency in the historic built environment. Preserv Educ Res, 7, 31-49.
Corts, K. S., & Lederman, M. (2009). Software exclusivity and the scope of indirect network effects in the US home video game market. International Journal of industrial Organization, 27(2), 121-136.
Lin, H., & Sun, C. T. (2007, September). Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses. In DiGRA Conference.
Bycer, Joshua (2018). "Chapter 12: Team Fortress 2 (2007; PC and Multiple Platforms): The Birth of Games as a Service". 20 Essential Games to Study. CRC Press.
Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in human behavior, 29(4), 1841-1848.
Li, L., Niu, Z., Griffiths, M. D., & Mei, S. (2021). Relationship between gaming disorder, self-compensation motivation, game flow, time spent gaming, and fear of missing out among a sample of Chinese university students: A network analysis. Frontiers in Psychiatry, 12, 761519.
Barrett, Grant (2006). "fan service". The official dictionary of unofficial English: a crunk omnibus for thrillionaires and bampots for the Ecozoic Age. New York City: McGraw-Hill. p. 112.
Orehovec, Barbara (2003). Revisiting the Reading Workshop: A Complete Guide to Organizing and Managing an Effective Reading Workshop That Builds Independent, Strategic Readers (illustrated ed.). Scholastic Inc. p. 89.
Zen Studios (April 26, 2016). Zen Pinball 2 - Aliens vs. Pinball pack. PlayStation 3, PlayStation 4, PlayStation Vita, Wii U. Level/area: Aliens - Game Over. Private William Hudson: "That's it man, game over, man, it's game over!"
Delalleau, O., Contal, E., Thibodeau-Laufer, E., Ferrari, R. C., Bengio, Y., & Zhang, F. (2012). Beyond skill rating: Advanced matchmaking in ghost recon online. IEEE Transactions on Computational Intelligence and AI in Games, 4(3), 167-177.
Shaker, Noor; Togelius, Julian; Nelson, Mark J. (2016). Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer.
Robin Hunicke; V. Chapman (2004). "AI for Dynamic Difficulty Adjustment in Games". Challenges in Game Artificial Intelligence AAAI Workshop. San Jose. pp. 91–96.
Postigo, H. (2008). Video game appropriation through modifications: Attitudes concerning intellectual property among modders and fans. Convergence, 14(1), 59-74.
Sihvonen, Tania (2011). "Cultural and Commercial Appropriation". Players Unleashed!: Modding The Sims and the Culture of Gaming. Amsterdam: Amsterdam University Press. pp. 37-86.
Burger-Helmchen, Thierry; Cohendet, Patrick (October 2011). "User Communities and Social Software in the Video Game Industry". Long Range Planning. 44 (5-6): 317-343.
Ramadan, S., Baqapuri, H. I., Roecher, E., & Mathiak, K. (2019, June). Process mining of logged gaming behavior (PDF). In 2019 International Conference on Process Mining (ICPM) (pp. 57-64). IEEE.
Davidson, Drew; Kelley, Heather; Kücklich, Julian; Walz, Steffen P.; Böttger, Matthias (2007). Space Time Play: Synergies Between Computer Games, Architecture and Urbanism: the Next Level. Basel: Birkhäuser. p. 119.
Packard, B., & Phillips, J. (2019, April). AN EXAMINATION OF THE ETHICS OF ASSET FLIPS. In 34th Annual Conference of The Pennsylvania Association of Computer and Information Science Educators (p. 47).
Bontrager, P., Khalifa, A., Mendes, A., & Togelius, J. (2016, September). Matching games and algorithms for general video game playing. In Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference.
Cameron Browne; Edward Powley; Daniel Whitehouse; Simon Lucas; Peter I. Cowling; Philipp Rohlfshagen; Stephen Tavener; Diego Perez; Spyridon Samothrakis; Simon Colton (March 2012). "A Survey of Monte Carlo Tree Search Methods". IEEE Transactions on Computational Intelligence and AI in Games. 4 (1): 1–43.
Snook, Greg (2000). "Simplified 3D Movement and Pathfinding Using Navigation Meshes". In DeLoura, Mark (ed.). Game Programming Gems. Charles River Media. pp. 288–304.
Cui, X., & Shi, H. (2011). A*-based pathfinding in modern computer games. International Journal of Computer Science and Network Security, 11(1), 125-130.
Lindley, Craig (June 24–26, 2004). "Narrative, Game Play, and Alternative Time Structures for Virtual Environments". In Göbel, Stefan (ed.). Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Lecture Notes in Computer Science. 3105. Darmstadt, Germany: Springer. pp. 183–194. doi:10.1007/978-3-540-27797-2_25. ISBN 978-3-540-22283-5. .. gameplay gestalt, understood as a pattern of interaction with the game system." ("A gestalt may be understood as a configuration or pattern of elements so unified as a whole that it cannot be described merely as a sum of its parts."); ".. In general, it [game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players."
Roth, C., Vermeulen, I., Vorderer, P., & Klimmt, C. (2012). Exploring replay value: shifts and continuities in user experiences between first and second exposure to an interactive story. Cyberpsychology, Behavior, and Social Networking, 15(7), 378-381.
DeHaan, J. (2005). Learning language through video games: A Theoretical Framework, an Evaluation of Game Genres and questions for Future Research. SP Schaffer & ML Price (Eds), 229-239. p. 2.
Simon Carless (2004). Gaming hacks. O'Reilly Media. p. 112. "A term used to describe a private portion of a gameworld created just for an individual or group of players."
Manninen, T., & Kujanpää, T. (2007). The value of virtual assets: the role of game characters in MMOGs. International Journal of Business Science & Applied Management (IJBSAM), 2(1), 21-33.
Burguillo, J. C. (2010). Using game theory and Competition-based Learning to stimulate student motivation and performance. Computers & Education, 55(2), 566e575.
Boyce, A., & Barnes, T. (2010, June). BeadLoom Game: using game elements to increase motivation and learning. In Proceedings of the fifth international conference on the foundations of digital games (pp. 25-31). ACM.
Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., & DeCoster, J. (2012). Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior. Cyberpsychology, Behavior, and Social Networking, 15(5), 277-280.
Hefner, D., Klimmt, C., & Vorderer, P. (2007, September). Identification with the player character as determinant of video game enjoyment. In International conference on entertainment computing (pp. 39-48). Springer, Berlin, Heidelberg.
Ito, Mizuko (1997). "Virtually Embodied: The Reality of Fantasy in a Multi-User Dungeon". In Porter, David (ed.). Internet Culture (pbk. ed.). Routledge. pp. 94–95. ISBN 0-415-91684-4. Different MUDs institutionalize marriage in different ways, but in the LPMUDs that I study, predictable norms of monogamous heterosexuality are playfully reproduced. One can generally find a chapel, a priest, and heterosexual newlyweds, provided with familiar props such as rings, wedding dresses, and bouquets. Couples might subsequently pool bank accounts, or talk on a special private channel enabled by their wedding rings. They sometimes even adopt other players as their children."
Towers, J. Tarin; Badertscher, Ken; Cunningham, Wayne; Buskirk, Laura. Yahoo! Wild Web Rides. IDG Books Worldwide Inc. 1996: 152. ISBN 0-7645-7003-X. Tanks: Leading the ChargeNo, we're not talking about those huge army vehicles. Well, yeah, some MUDs do have that kind of tank in them, but that's not what we're referring to. A tank in a typical fantasy MUD is the character who, alone or in a group, is always the first to attack a monster. A mob will direct its attacks at the first person that hits it, so in a group the tank is generally some character with enough hit points to withstand this punishment. Meanwhile the others hack safely away at the adversary — at least until the tank is killed and somebody else becomes the lucky target. Some MUDs now have monsters that can switch their attacks to other characters in the group, so the tank approach doesn't work as well with them. If you're a newbie and are asked to join a group, it's important that you understand this concept. Listen to the leader and only attack after she says, or you may end up tanking something that will toast your hide in seconds.
Mahlmann, T., Drachen, A., Togelius, J., Canossa, A., & Yannakakis, G. N. (2010, August). Predicting player behavior in tomb raider: Underworld. In Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games (pp. 178-185). IEEE.
Holin Lin, Chuen-Tsai Sun (2007), ""White-Eyed" and "Griefer" Player Culture: Deviance Construction in MMORPGs", Worlds in Play: International Perspectives on Digital Games Research, pp. 106.
Allart, T., Levieux, G., Pierfitte, M., Guilloux, A., & Natkin, S. (2016, September). Design influence on player retention: A method based on time varying survival analysis. In 2016 IEEE Conference on Computational Intelligence and Games (CIG) (pp. 1-8). IEEE.
Henry, Theresa F., et al. "Socially awkward: social media companies' nonfinancial metrics can send a mixed message." Journal of Accountancy, Sept. 2014, p. 52+. Business Collection.
Smith, A. M., Lewis, C., Hullett, K., Smith, G., & Sullivan, A. (2011). An inclusive taxonomy of player modeling. University of California, Santa Cruz, Tech. Rep. UCSC-SOE-11-13.
King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International journal of mental health and addiction, 8(1), 90-106.
Brown, E., & Cairns, P. (2004, April). A grounded investigation of game immersion (PDF). In CHI'04 extended abstracts on Human factors in computing systems (pp. 1297-1300).
Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (Eds.). (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge university press.
Sweetser, P., & Johnson, D. (2019, December). GameFlow and Player Experience Measures: An Initial Comparison of Conceptual Constructs. In Proceedings of the 31st Australian Conference on Human-Computer-Interaction (pp. 317-321).
Witmer, B. G., Jerome, C. J., & Singer, M. J. (2005). The factor structure of the presence questionnaire. Presence: Teleoperators and Virtual Environments, 14, 298-312.
Riley, J. M., Kaber, D. B., & Draper, J. V. (2004). Situation awareness and attention allocation measures for quantifying telepresence experiences in teleoperation. Human Factors and Ergonomics in Manufacturing & Service Industries, 14(1), 51-67.
Taylor, L. N. (2009). Gaming Ethics, Rules, Etiquette, and Learning. In Handbook of Research on Effective Electronic Gaming in Education (pp. 1057-1067). IGI Global.
Orosy-Fildes, C., & Allan, R. W. (1989). Psychology of computer use: XII. Videogame play: Human reaction time to visual stimuli. Perceptual and motor skills, 69(1), 243-247.
Batchelder, W. H., & Bershad, N. J. (1979). The statistical analysis of a Thurstonian model for rating chess players. Journal of Mathematical Psychology, 19(1), 39-60.
Herbrich, Ralf; Minka, Tom; Graepel, Thore (2007), Schölkopf, B.; Platt, J. C.; Hoffman, T. (eds.), "TrueSkill™: A Bayesian Skill Rating System" (PDF), Advances in Neural Information Processing Systems 19, MIT Press, pp. 569-576
Stevens, Reed; Tom Satwicz & Laurie McCarthy. "In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids' Lives.". In Katie Salen (ed.). The Ecology of Games: Connecting Youth, Games, and Learning, Pages. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. pp. 41–46.
Kaminka, G. A., Veloso, M. M., Schaffer, S., Sollitto, C., Adobbati, R., Marshall, A. N., ... & Tejada, S. (2002). Gamebots: a flexible test bed for multiagent team research. Communications of the ACM, 45(1), 43-45.
Swann, C., Crust, L., & Vella, S. A. (2017). New directions in the psychology of optimal performance in sport: flow and clutch states. Current opinion in psychology, 16, 48-53.
Kaelin, Mark (3 May 2006). Playing a MMORPG is not all fun and games, you better have the right vocabulary. Tech Republic. CBS Interactive, Inc.. Retrieved on 15 December 2009
authors, collective of (2015-07-05). Proceedings of IAC-TLEl 2015: 1 Proceedings of IAC-TLEl 2015 International Academic Conference on Teaching, Learning and E-learning in Budapest 2015 (IAC-TLEl 2015 in Budapest), Friday - Saturday, July 10 - 11, 2015. Czech Institute of Academic Education z.s.
Nacke, L. E., Kalyn, M., Lough, C., & Mandryk, R. L. (2011, May). Biofeedback game design: using direct and indirect physiological control to enhance game interaction. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 103-112). ACM.
McMahan, R. P., Bowman, D. A., Zielinski, D. J., & Brady, R. B. (2012). Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE transactions on visualization and computer graphics, 18(4), 626-633.
Mike Muuss. "The Story of the PING Program". U.S. Army Research Laboratory. Archived from the original on 25 October 2019. Retrieved 8 September 2010. My original impetus for writing PING for 4.2a BSD UNIX came from an offhand remark in July 1983 by Dr. Dave Mills ... I named it after the sound that a sonar makes, inspired by the whole principle of echo-location ... From my point of view PING is not an acronym standing for Packet InterNet Grouper, it's a sonar analogy. However, I've heard second-hand that Dave Mills offered this expansion of the name, so perhaps we're both right."