Why we play games: Four keys to more emotion without story N Lazzaro Game Developers Conference 8, 14, 2004 | 1113 | 2004 |
Why we play: affect and the fun of games N Lazzaro Human-computer interaction: Designing for diverse users and domains 155, 679-700, 2009 | 261 | 2009 |
Why we play games: Four keys to more emotion in player experiences N Lazzaro Proceedings of GDC 306, 1â, 2004 | 144 | 2004 |
What's my method? A game show on games N Lazzaro, K Keeker CHI'04 Extended Abstracts on Human Factors in Computing Systems, 1093-1094, 2004 | 101 | 2004 |
Understand emotions N Lazzaro Beyond game design: nine steps towards creating better videogames, 3-48, 2009 | 80 | 2009 |
Why we play games: 4 keys to more emotion R Lazzaro Proc. Game Developers Conference 2004, 2004 | 65 | 2004 |
Why we play games: Four keys to more emotion without story (2004) N Lazzaro URL: http://www. xeodesign. com/xeodesign_whyweplaygames. p df, 2004 | 40 | 2004 |
The 4 keys 2 fun N Lazzaro Nicole Lazzaro. Available online: http://www. nicolelazzaro. com/the4-keys …, 2004 | 37 | 2004 |
Are boy games even necessary? N Lazzaro | 35 | 2008 |
Why we play games: Four keys to more emotion without story. XEODesign N Lazzaro Inc.: Oakland, CA, USA, 2004 | 35 | 2004 |
The untapped world of video games K Keeker, R Pagulayan, J Sykes, N Lazzaro CHI'04 Extended Abstracts on Human Factors in Computing Systems, 1610-1611, 2004 | 29 | 2004 |
Game usability: advice from the experts for advancing the player experience M Lazzaro Morgan Kaufmann, 315-345, 2008 | 24 | 2008 |
Why we play games N Lazzaro Presentation at Game Developer Conference, 2004 | 22 | 2004 |
Chasing wonder and the future of engagement N Lazzaro Talk. http://www. slideshare. net/NicoleLazzaro/chasing-wonder-and-the …, 2011 | 14 | 2011 |
Why we play games together: The people factor N Lazzaro Game Developers Conference, San, 2005 | 13 | 2005 |
The 4 most important emotions of game design N Lazzaro Game Developers Conference, San Francisco, 2007 | 8 | 2007 |
Fun meters for games N Lazzaro, L Mellon Austin Game Developers Conference, 2005 | 8 | 2005 |
What’s My Method N Lazzaro, K Keeker A Game Show on Games, 1-2, 2004 | 8 | 2004 |
Fun keys: Testing emotions and player experiences N Lazzaro Game Usability: Advice from the Experts for Advancing the Player Experience …, 4 | 8 | 4 |
The four keys to fun: Designing emotional engagement and viral distribution without spamming your friends N Lazzaro ACM SIGCHI, 2009 | 7 | 2009 |