{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,9,19]],"date-time":"2024-09-19T15:17:58Z","timestamp":1726759078403},"publisher-location":"New York, NY, USA","reference-count":14,"publisher":"ACM","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2008,8,9]]},"DOI":"10.1145\/1401843.1401861","type":"proceedings-article","created":{"date-parts":[[2009,9,28]],"date-time":"2009-09-28T17:33:43Z","timestamp":1254159223000},"update-policy":"http:\/\/dx.doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":4,"title":["Games about LOVE and TRUST?"],"prefix":"10.1145","author":[{"given":"Doris C.","family":"Rusch","sequence":"first","affiliation":[{"name":"Singapore-MIT GAMBIT Game Lab, Cambridge, MA"}]},{"given":"Matthew J.","family":"Weise","sequence":"additional","affiliation":[{"name":"Singapore-MIT GAMBIT Game Lab, Cambridge, MA"}]}],"member":"320","published-online":{"date-parts":[[2008,8,9]]},"reference":[{"key":"e_1_3_2_1_1_1","volume-title":"Persuasive Games: Wii's Revolution is in the Past. In: Serious Games Source. URL (consulted","author":"Bogost I.","year":"2006"},{"key":"e_1_3_2_1_2_1","volume-title":"Vancouver BC, 2005","author":"Griffin S.","year":"2005"},{"key":"e_1_3_2_1_3_1","unstructured":"Grodal T. 2000. Video Games and the Pleasures of Control. In: Zillmann D. and Vorderer P. (Eds.): Media Entertainment. The Psychology of its Appeal. Mahwah NJ: Lawrence Erlbaum Associates. 197--215. Grodal T. 2000. Video Games and the Pleasures of Control. In: Zillmann D. and Vorderer P. (Eds.): Media Entertainment. The Psychology of its Appeal. Mahwah NJ: Lawrence Erlbaum Associates. 197--215."},{"key":"e_1_3_2_1_4_1","volume-title":"Game Developers Conference","author":"Hocking C.","year":"2008"},{"key":"e_1_3_2_1_5_1","volume-title":"Game Developers Conference","author":"Hocking C.","year":"2008"},{"key":"e_1_3_2_1_6_1","unstructured":"Jenkins H. 2004. Game Design as Narrative Architecture. In: Wardrip-Fruin N. and Harrigan P. (Eds.) First Person: New Media as Story Performance and Game. Cambridge MIT Press. 118--130. Jenkins H. 2004. Game Design as Narrative Architecture. In: Wardrip-Fruin N. and Harrigan P. (Eds.) First Person: New Media as Story Performance and Game. Cambridge MIT Press. 118--130."},{"key":"e_1_3_2_1_7_1","volume-title":"Situated Play: DiGRA 2007 Conference Proceedings, edited by Akira Baba","author":"Juul J.","year":"2007"},{"key":"e_1_3_2_1_8_1","volume-title":"London, UK: I.B.Tauris.","author":"King G.","year":"2006"},{"key":"e_1_3_2_1_9_1","unstructured":"Koster R. 2005. A Theory of Fun for Game Design. Scottsdale Arizona: Paraglyph Press. Koster R. 2005. A Theory of Fun for Game Design . Scottsdale Arizona: Paraglyph Press."},{"key":"e_1_3_2_1_10_1","unstructured":"Lakoff G. and Johnson M. 1980. Metaphors We Live By. Chicago and London: University of Chicago Press. Lakoff G. and Johnson M. 1980. Metaphors We Live By. Chicago and London: University of Chicago Press."},{"key":"e_1_3_2_1_11_1","volume-title":"Fa\u00e7ade: An Experiment in Building a Fully-Realized Interactive Drama. In Game Developer's Conference: Game Design Track","author":"Mateas M.","year":"2003"},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"crossref","unstructured":"Rusch D. C. 2008. Emotional Design of Computer Games and Fiction Films. In: Jahn-Sudmann A. and Stockmann R. (Eds.): Games Without Frontiers - War Without Tears. Computer Games as a Sociocultural Phenomenon. New York: Palgrave. Rusch D. C. 2008. Emotional Design of Computer Games and Fiction Films. In: Jahn-Sudmann A. and Stockmann R. (Eds.): Games Without Frontiers - War Without Tears. Computer Games as a Sociocultural Phenomenon. New York: Palgrave.","DOI":"10.1057\/9780230583306_3"},{"key":"e_1_3_2_1_13_1","volume-title":"Barthes Revisited: Perspectives on Emotion Strategies in Computer Games. In: Computerphilology Yearbook, TU Darmstadt","author":"Rusch D. C.","year":"2007"},{"key":"e_1_3_2_1_14_1","unstructured":"Salen K. and Zimmerman E. 2004. Rules of Play: Game Design Fundamentals. Cambridge MA The MIT Press. Salen K. and Zimmerman E. 2004. Rules of Play: Game Design Fundamentals. Cambridge MA The MIT Press."}],"event":{"name":"Sandbox '08: An ACM SIGGRAPH Video Game Symposium","location":"Los Angeles California","acronym":"Sandbox '08","sponsor":["SIGGRAPH ACM Special Interest Group on Computer Graphics and Interactive Techniques"]},"container-title":["Proceedings of the 2008 ACM SIGGRAPH symposium on Video games"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/1401843.1401861","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2023,1,12]],"date-time":"2023-01-12T00:42:47Z","timestamp":1673484167000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1401843.1401861"}},"subtitle":["harnessing the power of metaphors for experience design"],"short-title":[],"issued":{"date-parts":[[2008,8,9]]},"references-count":14,"alternative-id":["10.1145\/1401843.1401861","10.1145\/1401843"],"URL":"https:\/\/doi.org\/10.1145\/1401843.1401861","relation":{},"subject":[],"published":{"date-parts":[[2008,8,9]]},"assertion":[{"value":"2008-08-09","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}