{"title":"游戏界面:以《侠盗猎车手:圣安地列斯》为例","authors":"Pippin Barr, Rilla Khaled, J. Noble, R. Biddle","doi":"10.1145/1228175.1228233","DOIUrl":null,"url":null,"abstract":"Video games are currently not well understood from an HCI perspective. As opposed to the standard task-based view of interaction, video game interaction takes the form of play. In this paper we offer an analysis of a form of gameplay we call \"playing the interface.\" By understanding play as a kind of interaction with software, we can move toward a video game-specific HCI.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"113 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Playing the interface: a case study of Grand Theft Auto: San Andreas\",\"authors\":\"Pippin Barr, Rilla Khaled, J. Noble, R. Biddle\",\"doi\":\"10.1145/1228175.1228233\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Video games are currently not well understood from an HCI perspective. As opposed to the standard task-based view of interaction, video game interaction takes the form of play. In this paper we offer an analysis of a form of gameplay we call \\\"playing the interface.\\\" By understanding play as a kind of interaction with software, we can move toward a video game-specific HCI.\",\"PeriodicalId\":164924,\"journal\":{\"name\":\"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments\",\"volume\":\"113 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2006-11-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1228175.1228233\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1228175.1228233","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Playing the interface: a case study of Grand Theft Auto: San Andreas
Video games are currently not well understood from an HCI perspective. As opposed to the standard task-based view of interaction, video game interaction takes the form of play. In this paper we offer an analysis of a form of gameplay we call "playing the interface." By understanding play as a kind of interaction with software, we can move toward a video game-specific HCI.