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  • Textbook
  • © 2016

Digital Make-Believe

  • Connects theories of make-believe to real life design practice
  • Introduces the core theories of interaction, game content and service design, for both students and for professionals seeking to expand their HCI competencies
  • Provides a new and efficient perspective for understanding interaction in interface, user experience, gamification, and service design

Part of the book series: Human–Computer Interaction Series (HCIS)

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Table of contents (10 chapters)

  1. Front Matter

    Pages i-viii
  2. Introduction

    • Phil Turner, J. Tuomas Harviainen
    Pages 1-9
  3. A Make-Believe Narrative for HCI

    • Phil Turner
    Pages 11-26
  4. Make-Believing Virtual Realities

    • Susan Turner, Chih-Wei Huang, Luke Burrows, Phil Turner
    Pages 27-47
  5. Designing for Service Experiences

    • Satu Luojus, J. Tuomas Harviainen
    Pages 67-88
  6. Gameworld Interfaces as Make-Believe

    • Kristine Jørgensen
    Pages 89-99
  7. Make-Believe in Gameful and Playful Design

    • Sebastian Deterding
    Pages 101-124
  8. The Role of Make-Believe in Foley

    • Lindsey Carruthers, Phil Turner
    Pages 125-139
  9. Enactive Mechanism of Make-Belief Games

    • Zuzanna RuciĹ„ska
    Pages 141-160

About this book

Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value.

Useful for designers, undergraduates and researchers alike, this new research provide tools for understanding and applying make-believe in various contexts, ranging from digital tools to physical services. It takes the reader through a world of imagination and intuition applied into efficient practice, with topics including the connection of human-computer interaction (HCI) to make-believe and backstories, the presence of imagination in gamification, gameworlds, virtual worlds and service design, and the believability of make-believe based designs in various contexts. Furthermore, it discusses the challenges inherent in applying make-believe as a basis for interaction design, as well as the enactive mechanism behindit.

Whether used as a university textbook or simply used for design inspiration, Digital Make-Believe provides new and efficient insight into approaching interaction in the way in which actual users of devices, software and services can innately utilise it.

Editors and Affiliations

  • School of Computing, Edinburgh Napier University, Edinburgh, United Kingdom

    Phil Turner

  • Management and Organization, Hanken School of Economics, Helsinki, Finland

    J. Tuomas Harviainen

About the editors

Phil Turner is a reader in the School of Computing at Edinburgh Napier University, and research leader of the Make-Believe group.

J. Tuomas Harviainen is a Development Manager for the city of Vantaa, Finland and a postdoctoral researcher at Hanken School of Economics. He currently focuses especially on the organizational learning aspects of games, but often ventures into service design, management, information systems, or sexology. He is also one of the three editors of the journal Simulation & Gaming.

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access