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User-centered Design in Games User-centered Design in Games Randy J. Pagulayan1, Kevin Keeker2, Thomas Fuller1, Dennis Wixon3, Ramon L. Romero1, and Daniel V. Gunn1 Microsoft Game Studios1
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Document Date: 2013-10-30 10:44:36


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Natal / /

Company

Activision / IBM / Super Mario Bros / Electronic Arts / Facebook / Nintendo of America / Nintendo / Toshiba / Konami / Atari / Sony Computer Entertainment / NPD Group / AOL / Yahoo! / Microsoft / /

Country

Japan / Jordan / United States / Canada / /

Currency

USD / /

Facility

Real Arcade / Tomb Raider / /

IndustryTerm

improved work product / physically-based control-input systems / handheld gaming devices / physical media / lower retail prices / games driving technology / software patches / voice command hardware / drive technology / higher-tech devices / technology industries / web-based games / console systems / cell processor / retail games / then current microprocessor technology / internet gaming / trusted social network / subscription services / input devices / retail outlets / internet connections / Social networking games / video game systems / portable device / software applications / electronic applications / online sales / communication devices / software domains / word processors / productivity software / productivity applications / /

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Sierra Online / /

OperatingSystem

Nintendo DS / /

Organization

Entertainment Software Association / /

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Position

co-founder / average player / player / touch screen controller / King / Designer / controller / Game Designer / /

Product

Xbox 360 Xenon processor / Playstation 3 / PCjr / Audi R8 / Xbox 360 Xenon / /

Technology

drive technology / broadband / games driving technology / ESA / mobile phones / mobile device / viral marketing / cell processor / mobile devices / cellular telephone / Push Technology / 5 Games Push Technology / 360 Xenon processor / word processors / microprocessor technology / cell phones / flash / /

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