{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,3,25]],"date-time":"2025-03-25T14:18:35Z","timestamp":1742912315388,"version":"3.40.3"},"publisher-location":"Cham","reference-count":44,"publisher":"Springer International Publishing","isbn-type":[{"type":"print","value":"9783319026800"},{"type":"electronic","value":"9783319026817"}],"license":[{"start":{"date-parts":[[2014,1,1]],"date-time":"2014-01-01T00:00:00Z","timestamp":1388534400000},"content-version":"tdm","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2014]]},"DOI":"10.1007\/978-3-319-02681-7_25","type":"book-chapter","created":{"date-parts":[[2014,3,4]],"date-time":"2014-03-04T06:36:00Z","timestamp":1393914960000},"page":"367-381","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":2,"title":["Gaming"],"prefix":"10.1007","author":[{"given":"Justus","family":"Beyer","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Sebastian","family":"M\u00f6ller","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","published-online":{"date-parts":[[2014,3,5]]},"reference":[{"key":"25_CR1","unstructured":"Androvich M (2008) GTA IV: Most expensive game ever developed? Gamesindustry International. http:\/\/www.gamesindustry.biz\/articles\/gta-iv-most-expensive-game-ever-developed"},{"key":"25_CR2","unstructured":"Bartle R (1996) Hearts, clubs, diamonds, spades\u2014players who suit muds. http:\/\/www.mud.co.uk\/richard\/hcds.htm"},{"key":"25_CR3","doi-asserted-by":"crossref","unstructured":"Beigbeder T, Coughlan R, Lusher C, Plunkett J, Agu E, Claypool M (2004) The effects of loss and latency on user performance in unreal tournament 2003. In: Proceedings of 3rd ACM SIGCOMM workshop on network and system support for games (NetGames \u201904). ACM, New York, USA, pp 144\u2013151","DOI":"10.1145\/1016540.1016556"},{"key":"25_CR4","doi-asserted-by":"crossref","unstructured":"Brown E, Cairns P (2004) A grounded investigation of game immersion. In: Proceedings of CHI \u201904 extended abstracts on human factors in computing systems. pp 1297\u20131300","DOI":"10.1145\/985921.986048"},{"issue":"4","key":"25_CR5","doi-asserted-by":"publisher","first-page":"31","DOI":"10.1145\/1232743.1232769","volume":"50","author":"J Chen","year":"2007","unstructured":"Chen J (2007) Flow in games. Commun ACM 50(4):31\u201334","journal-title":"Commun ACM"},{"issue":"11","key":"25_CR6","doi-asserted-by":"publisher","first-page":"40","DOI":"10.1145\/1167838.1167860","volume":"49","author":"M Claypool","year":"2006","unstructured":"Claypool M, Claypool K (2006) Latency and player actions in online games. Commun ACM 49(11):40\u201345","journal-title":"Commun ACM"},{"key":"25_CR7","unstructured":"Csikszentmihalyi M (2010) Das flow-Erlebnis: Jenseits von Angst und Langeweile: im Tun aufgehen [The Flow Experience: beyond fear and boredom: opening in doing], 1985\/1975, 10th edn. Klett-Cotta, Stuttgart"},{"key":"25_CR8","unstructured":"Dixon D (2011) Player types and gamification. In: Proceedings of CHI 2011, workshop gamification: using game design elements in non-game contexts. http:\/\/gamification-research.org\/wp-content\/uploads\/2011\/04\/11-Dixon.pdf"},{"key":"25_CR9","unstructured":"Engl S (2010) Mobile gaming\u2014Eine empirische Studie zum Spielverhalten und Nutzungserlebnis in mobilen Kontexten. Magister thesis, Universit\u00e4t Regensburg"},{"key":"25_CR10","unstructured":"Foraker Labs: Glossary\u2014playability (2012) http:\/\/www.usabilityfirst.com\/glossary\/playability"},{"key":"25_CR11","unstructured":"Fritz J (2011) Mit Computerspielern ins Spiel kommen [Get into play with computer gamers]. Schriftenreihe Medienforsch. der LfM NRW 68, Vistas, Berlin"},{"key":"25_CR12","unstructured":"Fullerton T (2008) Game design workshop: a playcentric approach to creating innovative games. Morgan Kaufman"},{"key":"25_CR13","unstructured":"Bartle RA (2012) GamerDNA, Bartle test of gamer psychology. http:\/\/www.gamerdna.com\/quizzes\/bartle-test-of-gamer-psychology\/"},{"key":"25_CR14","doi-asserted-by":"crossref","unstructured":"Hassenzahl M (2008) User experience (UX): towards an experiential perspective on product quality. In: Proceedings of 20th French-speaking conference on human-computer interaction","DOI":"10.1145\/1512714.1512717"},{"key":"25_CR15","doi-asserted-by":"publisher","first-page":"187","DOI":"10.1007\/978-3-322-80058-9_19","volume-title":"Mensch and computer 2003","author":"H Hassenzahl","year":"2003","unstructured":"Hassenzahl H, Burmester M, Koller F (2003) AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualit\u00e4t. In: Ziegler J, Szwillus G (eds) Mensch and computer 2003. Teubner, Stuttgart, pp 187\u2013196"},{"key":"25_CR16","doi-asserted-by":"crossref","unstructured":"Hassenzahl M, Platz A, Burmester M, Lehner K (2000) Hedonic and ergonomic quality aspects determine a software\u2019s appeal. In: Proceedings of CHI 2000, Den Haag, pp 201\u2013208","DOI":"10.1145\/332040.332432"},{"key":"25_CR17","unstructured":"Hugentobler von Z\u00fcrich U (2011) Messen von flow mit EEG in Computerspielen [Measuring flow with EEG in computer games]. PhD thesis, University of Z\u00fcrich"},{"key":"25_CR18","unstructured":"Ijsselsteijn W, De Kort Y, Poels K, Bellotti F, Jurgelionis A (2007) Characterising and measuring user experiences in digital games. In: Proceedings of international conference on advances in computer entertainment technology"},{"key":"25_CR19","unstructured":"Bergstra JA, Middelburg CA (2003) The E-Model, a computational model for use in transmission planning. International Telecommunication Union, Geneva. http:\/\/citeseerx.ist.psu.edu\/viewdoc\/summary?doi=10.1.1.103.3547"},{"key":"25_CR20","unstructured":"Jennett CI (2010) Is game immersion just another form of selective attention? An empirical investigation of real world dissociation in computer game immersion. PhD thesis, University College London"},{"issue":"9","key":"25_CR21","doi-asserted-by":"crossref","first-page":"641","DOI":"10.1016\/j.ijhcs.2008.04.004","volume":"66","author":"C Jennett","year":"2008","unstructured":"Jennett C, Cox AL, Cairns P, Dhoparee S, Epps A, Tijs T, Walton A (2008) Measuring and defining the experience of immersion in games. Int J Hum-Comput Stud 66(9):641\u2013661","journal-title":"Int J Hum-Comput Stud"},{"key":"25_CR22","volume-title":"Half-real: video games between real rules and fictional worlds","author":"J Juul","year":"2005","unstructured":"Juul J (2005) Half-real: video games between real rules and fictional worlds. The MIT Press, Cambridge"},{"key":"25_CR23","doi-asserted-by":"crossref","unstructured":"Lazzaro N, Keeker K (2004) Whats my method? A game show on games. In: Proceedings of CHI 2004, Vienna","DOI":"10.1145\/985921.985922"},{"issue":"2","key":"25_CR24","doi-asserted-by":"publisher","first-page":"141","DOI":"10.1080\/01449290500331156","volume":"25","author":"RL Mandryk","year":"2006","unstructured":"Mandryk RL, Inkpen K, Calvert TW (2006) Using psycho-physiological techniques to measure user experience with entertainment technologies. Behav Inf Technol 25(2):141\u2013158","journal-title":"Behav Inf Technol"},{"key":"25_CR25","doi-asserted-by":"crossref","unstructured":"M\u00f6ller S, Engelbrecht K-P, K\u00fchnel C, Wechsung I, Weiss B (2009) A taxonomy of quality of service and quality of experience of multimodal human-machine interaction. In: Proceedings of 1st international workshop on quality of multimedia experience (QoMEX09), 29\u201331 July 2009, San Diego, CA","DOI":"10.1109\/QOMEX.2009.5246986"},{"key":"25_CR26","doi-asserted-by":"crossref","DOI":"10.1007\/978-3-642-11548-6","volume-title":"Quality engineering. Qualit\u00e4t kommunikationstechnischer Systeme","author":"S M\u00f6ller","year":"2010","unstructured":"M\u00f6ller S (2010) Quality engineering. Qualit\u00e4t kommunikationstechnischer Systeme. Springer, Heidelberg"},{"key":"25_CR27","doi-asserted-by":"crossref","unstructured":"M\u00f6ller S, Schmidt S, Beyer J (2013) An overview of concepts and evaluation methods for computer gaming QoE. Accepted for: 5th international workshop on quality of multimedia experience 2013 (QoMEX13), Klagenfurt, 3\u20135 July","DOI":"10.1109\/QoMEX.2013.6603243"},{"key":"25_CR28","volume-title":"Why games work and the science of learning","author":"C Murphy","year":"2010","unstructured":"Murphy C (2010) Why games work and the science of learning. Alion Science and Technology, Virginia"},{"key":"25_CR29","unstructured":"NPD Group Inc (2008) NDP software category definitions. https:\/\/www5.npd.com\/tech\/pdf\/swcategories.pdf"},{"key":"25_CR30","doi-asserted-by":"crossref","unstructured":"Pinelle D, Wong N, Stach T (2008) Heuristic evaluation for games: usability principles for video game design. In: Proceedings of the ACM conference on human factors in computing systems (CHI 2008). pp 1453\u20131462","DOI":"10.1145\/1357054.1357282"},{"key":"25_CR31","doi-asserted-by":"crossref","unstructured":"Poels K, de Kort Y, Ijsselsteijn W (2007) It is always a lot of fun! Exploring dimensions of digital game experience using focus group methodology. In: Proceedings of future play 2007, Toronto, Canada, pp 83\u201389","DOI":"10.1145\/1328202.1328218"},{"key":"25_CR32","unstructured":"Pommer D (2013) Quality of experience of gaming: cloud gaming\u2014Einfluss von Verz\u00f6gerung und \u00dcbertragungsrate [Quality of experience of gaming: cloud gaming\u2014influence of delay and transmission rate]. Study Project thesis, TU Berlin"},{"key":"25_CR33","unstructured":"European network on quality of experience in multimedia systems and services (COST Action IC 1003). In: Le Callet P, M\u00f6ller S, Perkis A (eds) Qualinet white paper on definitions of quality of experience, Lausanne, Version 1.1, 3 June 2012"},{"key":"25_CR34","unstructured":"Rheinberg F, Vollmeyer R., Engeser S (2003) Die Erfassung des Flow-Erlebens. In: Stiensmeier-Pelster J, Rheinberg F (eds) Diagnostik von motivation und Selbstkonzept (Tests und Trends N.F.) 2, Hogrefe, G\u00f6ttingen, pp 261\u2013279"},{"key":"25_CR35","unstructured":"S\u00e1nchez G, Guti\u00e9rrez FL, Cabrera MJ, Padilla Zea N (2008) Design of adaptive videogame interfaces: a practical case of use in special education. In: Proceedings of 7th international conference on computer-aided design of user interfaces (CADUI 2008), pp 57\u201363"},{"key":"25_CR36","unstructured":"Schaffer N (2009) Verifying an integrated model of usability in games. PhD thesis, Rensselaer Polytechnic Institute, Troy, NY"},{"key":"25_CR37","unstructured":"Schmidt S (2013) Messung der Quality of Experience von Computerspielen [Measurement of the quality of experience of computer games]. Study thesis, TU Berlin"},{"key":"25_CR38","unstructured":"Stelmaszweska H, Fields B, Blandford A (2004) Conceptualising user hedonic experience. In: Reed DJ, Baxter G, Blythe M (eds) Proceedings of ECCE-12, living and working with technology, EACE, York, pp 83\u201389"},{"issue":"4","key":"25_CR39","doi-asserted-by":"publisher","first-page":"533","DOI":"10.1177\/0013916504270695","volume":"37","author":"I Vilnai-Yavetz","year":"2005","unstructured":"Vilnai-Yavetz I, Rafaeli A, Schneider Yaacov C (2005) Instrumentality, aesthetics, and symbolism of office design. Environ Behav 37(4):533\u2013551","journal-title":"Environ Behav"},{"key":"25_CR40","doi-asserted-by":"crossref","unstructured":"Wang S, Dey S (2012) Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks. ACM SIGMOBILE Mob Comput Commun Rev 16(1):10\u201321","DOI":"10.1145\/2331675.2331679"},{"key":"25_CR41","volume-title":"Engineering psychology and human performance","author":"CD Wickens","year":"1992","unstructured":"Wickens CD (1992) Engineering psychology and human performance. HarperCollins, New York"},{"key":"25_CR42","first-page":"113","volume-title":"The medium of the video game","author":"MJP Wolf","year":"2001","unstructured":"Wolf MJP (2001) Genre and the video game. In: Wolf MJP (ed) The medium of the video game. University of Texas Press, Austin, pp 113\u2013134"},{"key":"25_CR43","unstructured":"Yee N (2005) Motivations of play in MMORPGS\u2014results from a factor analytic approach. http:\/\/www.nickyee.com\/daedalus\/motivations.pdf"},{"key":"25_CR44","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-662-22364-2","volume-title":"Psychologie","author":"PG Zimbardo","year":"1995","unstructured":"Zimbardo PG (1995) Psychologie. Springer, Berlin"}],"container-title":["T-Labs Series in Telecommunication Services","Quality of Experience"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-02681-7_25","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2023,2,7]],"date-time":"2023-02-07T22:02:41Z","timestamp":1675807361000},"score":1,"resource":{"primary":{"URL":"https:\/\/link.springer.com\/10.1007\/978-3-319-02681-7_25"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2014]]},"ISBN":["9783319026800","9783319026817"],"references-count":44,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-02681-7_25","relation":{},"ISSN":["2192-2810","2192-2829"],"issn-type":[{"type":"print","value":"2192-2810"},{"type":"electronic","value":"2192-2829"}],"subject":[],"published":{"date-parts":[[2014]]},"assertion":[{"value":"5 March 2014","order":1,"name":"first_online","label":"First Online","group":{"name":"ChapterHistory","label":"Chapter History"}}]}}