For those just joining, please see the first article in this series for an introduction to MOBA’s and general overview of this design discussion.
Heroes of the Storm vs. League of Legends – A Game Design Breakdown & ComparisonMultiplayer Online
Multiplayer Online Battle Arena (MOBA) games are one of the most played genres of video games on the planet right now and they comprise a significant portion of modern e-sports. To understand how they developed, we should first examine one
In the last few years, there has been a growing interest in the application of game elements to real-life goals and tasks. These efforts are often directed towards self-improvement, encouraging positive lifestyle changes, and increasing motivation to complete work objectives.
Stealth games are rather common in today’s video game culture. Popular titles such as Metal Gear Solid, Thief, Assassins Creed, The Last of Us, Hitman, Sly Cooper, and Splinter Cell often come to mind when discussing challenging yet exhilarating
Part of the article series Looking at Gamification: Personal Viewpoints.
As a first-year wading (well, cliff-diving, really) into the depths of academic research reports last fall, I was struck with what you might call “jargon fatigue.” Though I was no
It seems like an age old argument among educators, parents, caretakers and peers; are video games good or bad for social behavior? Parents often worry that participating in video games will give their children poor morals, increase aggression and decrease
This year, the annual ACM conference on Computer-Human Interaction (CHI), was held in Toronto, Ontario. The conference serves as a global summit of researchers, academics, and industry professionals in fields related to computer science, software development, user research, and interaction
For the first time this year, prestigious game researchers and designers from all over the world gather for an international conference exploring new developments in gaming technology and research applications. The conference, entitled Computer-Human Interaction in Play or CHI PLAY,
This year, the IEEE Consumer Electronics Society launched the Games, Entertainment, and Media (GEM) conference series, following the success of the previous International Games Innovation Conferences. Uniting the worlds of research and industry expertise, the conference serves as a platform
HCI research has many applications outside of the laboratory. Concepts related to user experience and interactive entertainment are ingrained in several aspects of everyday life, especially with the increasing prevalence of mobile and social technology. By applying the principles of