<?xml version="1.0" encoding="utf-8"?>
<?xml-stylesheet href="client.xsl" type="text/xsl"?>
<article article-type="other">
<front>
<journal-meta>
<journal-id/>
<issn/>
<banner>
<href>banner.jpg</href>
<size width="100%"/>
</banner>
</journal-meta>
<article-meta>
<title-group>
<article-title>A Summary of Interaction Methodologies for Video Games</article-title>
</title-group>

<author>Chris Rooney  </author>

<aff>Middlesex University, London, UK.</aff>

</article-meta></front>
<body>
<abstract>
<title>ABSTRACT</title>
<p>Over the last four decades, the role of video games in our society has changed significantly. In
the 1970s, video games were played in teenagers' bedrooms. In 2014, teenagers still play them in
their bedrooms, but now families also play them in the living room, and commuters play them every
morning on their way to work. As well as a social change, the fundamental way in which we interact
with video games has also changed, through a series of evolutions and revolutions. This paper aims
to summarise human - video-game interaction by re
ecting on these changes. This is followed by the
concept of gaming-interaction literacy, which is the knowledge of how to appropriate device hardware
to play different game types, gained from the experience of playing video games. </p>
<p> <i>Keywords: </i>Video-game interaction, HCI, Input devices, Gesture, Touch. </p>
</abstract>
<fpdf>
<href>pdflogo.jpg</href>
<hpdf>050</hpdf>
</fpdf>
</body>
</article>
