<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>cxpartners &#187; games</title>
	<atom:link href="http://www.cxpartners.co.uk/tag/games/feed" rel="self" type="application/rss+xml" />
	<link>http://www.cxpartners.co.uk</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Fri, 27 Aug 2010 15:14:06 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Usability and playability for online viral&#160;games</title>
		<link>http://www.cxpartners.co.uk/news/usability_and_playability_for_online_viral_games.htm</link>
		<comments>http://www.cxpartners.co.uk/news/usability_and_playability_for_online_viral_games.htm#comments</comments>
		<pubDate>Wed, 16 Jun 2010 15:57:38 +0000</pubDate>
		<dc:creator>Steve Cable</dc:creator>
				<category><![CDATA[news]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[guidelines]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[user experience]]></category>

		<guid isPermaLink="false">http://www.cxpartners.co.uk/?p=2772</guid>
		<description><![CDATA[ Online viral games can be a great way to spread marketing messages. However just because you have made a game doesn&#8217;t mean it will go viral. It needs to be engaging and above all fun. Here are some simple guidelines to help you create a mini game with a good user experience.
 1. Have [...]]]></description>
		<wfw:commentRss>http://www.cxpartners.co.uk/news/usability_and_playability_for_online_viral_games.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Vision: beating competitors on your&#160;terms</title>
		<link>http://www.cxpartners.co.uk/thoughts/vision_beating_competitors_on_your_terms.htm</link>
		<comments>http://www.cxpartners.co.uk/thoughts/vision_beating_competitors_on_your_terms.htm#comments</comments>
		<pubDate>Tue, 01 Sep 2009 10:42:11 +0000</pubDate>
		<dc:creator>Giles Colborne</dc:creator>
				<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[benchmarking]]></category>
		<category><![CDATA[business requirements]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[vision]]></category>

		<guid isPermaLink="false">http://www.cxpartners.co.uk/?p=418</guid>
		<description><![CDATA[The success of your project is often dependent on the strength of your company’s vision for it. Giles takes a look at how you can make a stronger vision within your organisation.]]></description>
		<wfw:commentRss>http://www.cxpartners.co.uk/thoughts/vision_beating_competitors_on_your_terms.htm/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Design for addiction: Three rules from Tetris and&#160;Twitter</title>
		<link>http://www.cxpartners.co.uk/thoughts/design_for_addiction_three_rules_fromt_tetris_and_twitter.htm</link>
		<comments>http://www.cxpartners.co.uk/thoughts/design_for_addiction_three_rules_fromt_tetris_and_twitter.htm#comments</comments>
		<pubDate>Fri, 26 Jun 2009 14:00:10 +0000</pubDate>
		<dc:creator>Giles Colborne</dc:creator>
				<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[customer journeys]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[persuasion]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[user experience]]></category>

		<guid isPermaLink="false">http://www.cxpartners.co.uk/?p=348</guid>
		<description><![CDATA[Twitter and Tetris can teach us a lot about what makes a product addictive and compelling to use.]]></description>
		<wfw:commentRss>http://www.cxpartners.co.uk/thoughts/design_for_addiction_three_rules_fromt_tetris_and_twitter.htm/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Touch Screen&#160;Gaming</title>
		<link>http://www.cxpartners.co.uk/thoughts/touch_screen_gaming.htm</link>
		<comments>http://www.cxpartners.co.uk/thoughts/touch_screen_gaming.htm#comments</comments>
		<pubDate>Fri, 09 Jan 2009 12:29:25 +0000</pubDate>
		<dc:creator>Giles Colborne</dc:creator>
				<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[interaction design]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[trends]]></category>

		<guid isPermaLink="false">http://www.cxpartners.co.uk/?p=283</guid>
		<description><![CDATA[The popularity of touch screen devices are causing game designers new interaction challenges.]]></description>
		<wfw:commentRss>http://www.cxpartners.co.uk/thoughts/touch_screen_gaming.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
