Motivational Aspects of Gameplay: The Roles of Indirect Engagement and Social Presence in Play Abstract Key Words Contents Figures Introduction Background and Problem Statement Purpose Limitations Theoretical Approach Motivation Social Context Examples of Inspirational Games Trials HD Braid Super Meat Boy Methodology Data Collection Prototypes Interviews Usability Testing The Design Process Conduction of Play Tests The Low-fidelity Prototype Evaluation of the Low-fidelity Prototype Decisions for the High-fidelity Prototype The High-fidelity Prototype Second High-fidelity Prototype Second Evaluation & Design Changes of the High-fidelity Prototype Third High-fidelity Prototype - Final Iteration Discussion and Analysis Conclusion and Further Research References Appendix Further Game Information Rules for the Low-fidelity Prototype Gestalt Technical Details for the Hi-fi Prototype
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