Anders Drachen
Biographic Data
| ID | 1850625 |
|---|---|
| NAME | Anders Drachen |
| GIVEN NAMES | Anders |
| FAMILY NAME | Drachen |
| SIGNATURE | DRACHEN A |
| AFFILIATIONS | University of Southern Denmark |
| ORCID | 0000-0002-1002-0414 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Shaping the Future of Games in Society
This forum features game-practitioner perspectives on the interaction design process, techniques, and evaluation involved in creating playful experiences. We focus on how technology advancement, infrastructure, and constraints shape the player experience. --- Pejman Mirza-Babaei, Editor
No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
Governments around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people's playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on…
Esports meets human-computer interaction
people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events
Games User Research
Today, Games User Research forms an integral component of the development of any kind of interactive entertainment. User research stands as the primary source of business intelligence in the incredibly competitive game industry. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a hand…
Introduction to Games User Research
This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people inter…
No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
Governments around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people's playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on…
Games User Research
Today, Games User Research forms an integral component of the development of any kind of interactive entertainment. User research stands as the primary source of business intelligence in the incredibly competitive game industry. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a hand…
Introduction to Games User Research
This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people inter…
Esports meets human-computer interaction
people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events
No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
Governments around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people's playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on…
Shaping the Future of Games in Society
This forum features game-practitioner perspectives on the interaction design process, techniques, and evaluation involved in creating playful experiences. We focus on how technology advancement, infrastructure, and constraints shape the player experience. --- Pejman Mirza-Babaei, Editor
Computer Science (5 works) · Digital Games and Media (4 works) · Educational Games and Gamification (3 works) · Human–computer interaction (3 works) · Engineering (2 works) · Impact of Technology on Adolescents (2 works) · Innovative Human-Technology Interaction (2 works) · Sociology (2 works) · Advertising (1 works) · Artificial Intelligence in Games (1 works)