1 |
S. Rogers, Level Up! The Guide to Great Video Game Design, 1st ed. New Jersey, NJ: JOHN WILEY & SONS, 2010.
|
2 |
G. Oh and J. Kim, Effective Quest Design in MMORPG Environment, Conference, 2005. https://www.gdcvault.com/play/1019964/Effective-Quest-Design-in-MMORPG.
|
3 |
D. Schubert, "Slave to the Grind". Delivered at GDC Online, Oct. 2010.
|
4 |
D. Golumbia, "Games without play," New Literary History, vol. 40, no. 1, pp. 179-204, 2009.
DOI
|
5 |
M. Consalvo, T. Dodd Alley, N. Dutton, M. Falk, H. H. Fisher, et al., "Where's my montage? The performance of hard work and its reward in film, television and MMOGs," Games and Culture, vol. 5, no. 4, pp. 381-402, 2010.
DOI
|
6 |
H. Kezu, "A theoretical review of curiosity," Journal of Liaoning Normal University (Social Science Edition), pp. 49-52, 2005,6,28.
|
7 |
J. Sinclair, "Feedback control for exergames," Dissertation, Edith Cowan University, Mount Lawley, 2011.
|
8 |
S. Rigby and R. Ryan, "The player experience of need satisfaction (PENS): An applied model and methodology for understanding key components of the player experience". Retrieved from https://natronbaxter.com/wp-content/uploads/2010/05/PENS_Sept07.pdf 2007.
|
9 |
J. A. Litman and C. D.Spielberger, "Measuring epistemic Curiosity and its diversive and specific compoments," Journal of Personality Assessment, vol. 80, no. 1, pp. 75-86, 2003.
DOI
|
10 |
S. Rettberg, Corporate Ideology and World of Warcraft in Digital Culture, Play and Identity, Hilde Corneliussen and Jill Walker Rettberg (eds.) Cambridge: The MIT Press, 2008.
|
11 |
"Grinding (video games) "Wikipedia, 2021.
|
12 |
T. L. Taylor, Play between Worlds: Exploring Online Game Culture. Cambridge: The MIT Press, 2006.
|
13 |
J. A. Litman, "Interest and deprivation factors of epistemic curiosity," Personality and Individual Differences, vol. 44, no. 7, pp. 1585-1595, 2008.
DOI
|
14 |
L. Yumei, "Research on the relationship among college students' cognitive closure need, ambiguity tolerance and Curiosity," Hubei Normal University, 2019.
|
15 |
N. Lazzaro, "Why we play games: Four keys to more emotion without story," Proc. Game Developers Conference 2004, 2004.
|
16 |
T. Alexandra, A. Safinah, K. Geoff, and H. Jessica, "Integrating curiosity and uncertainty in game design," Digra/fdg, 2016.
|
17 |
G. Costikyan, Uncertainty in Games. Mit Press, 2013.
|
18 |
J. P. Zagal, S. Bjork, and C. Lewis, "Dark patterns in the design of games,". Foundations of Digtal Games, 2013, 2013.
|
19 |
S. H. Hsu, M. H. Wen, and M. C. Wu, "Exploring user experiences as predictors of MMORPG addiction," Computers & Education, vol. 53, no. 3, pp. 990-999. 2009.
DOI
|
20 |
G. Loewenstein, "The psychology of curiosity: A review and reinterpretation," Psychological Bulletin, vol. 116, no. 1, p. 75, 1994.
DOI
|
21 |
K. Poels, Y. De Kort, and W. A. IJsselsteijn, "FUGA-the fun of gaming: Measuring the human experience of media enjoyment. Deliverable D3.3, 2008.
|