Abstract is missing.
- Gameplay analysis through state projectionErik Andersen, Yun-En Liu, Ethan Apter, François Boucher-Genesse, Zoran Popovic. 1-8 [doi]
- Game-themed instructional modules: a video case studyRobin Lynn Angotti, Cinnamon Hillyard, Michael Panitz, Kelvin Sung, Keri Marino. 9-16 [doi]
- Integrating players, reputation and ranking to manage cheating in MMOGsDmitri Botvich, Jimmy McGibney, Georgy Ostapenko, Stefano De Paoli, Aphra Kerr, Max Keatinge. 17-24 [doi]
- BeadLoom Game: using game elements to increase motivation and learningAcey Kreisler Boyce, Tiffany Barnes. 25-31 [doi]
- Lessons from a course on serious games research and prototypingAmanda Chaffin, Tiffany Barnes. 32-39 [doi]
- The challenge of designing scientific discovery gamesSeth Cooper, Adrien Treuille, Janos Barbero, Andrew Leaver-Fay, Kathleen Tuite, Firas Khatib, Alex Cho Snyder, Michael Beenen, David Salesin, David Baker, Zoran Popovic. 40-47 [doi]
- A qualitative study of Ragnarök Online private servers: in-game sociological issuesThomas Debeauvais, Bonnie A. Nardi. 48-55 [doi]
- Race and gender in play practices: young African American malesBetsy James DiSalvo, Amy Bruckman. 56-63 [doi]
- Investigating studio-based learning in a course on game designAnthony Estey, Jeremy Long, Bruce Gooch, Amy Ashurst Gooch. 64-71 [doi]
- OutRun: perversive games and designing the de-simulation of eight-bit drivingGarnet Hertz. 72-78 [doi]
- Design patterns in FPS levelsKenneth Hullett, Jim Whitehead. 78-85 [doi]
- In search of lost time: on game goals and failure costsJesper Juul. 86-91 [doi]
- Grapevine: a gossip generation systemFoaad Khosmood, Marilyn A. Walker. 92-99 [doi]
- Mining game statistics from web services: a World of Warcraft armory case studyChris Lewis, Noah Wardrip-Fruin. 100-107 [doi]
- What went wrong: a taxonomy of video game bugsChris Lewis 0002, Jim Whitehead, Noah Wardrip-Fruin. 108-115 [doi]
- Catalyst: seeing through the eyes of a catJeremy Long, Anthony Estey, David Bartle, Sven C. Olsen, Amy Ashurst Gooch. 116-123 [doi]
- Real-time team-mate AI in games: a definition, survey, & critiqueKevin McGee, Aswin Thomas Abraham. 124-131 [doi]
- A framework for evidence based visual style development for serious gamesTim McLaughlin, Dennie Smith, Irving A. Brown. 132-138 [doi]
- Analysis of level design 'push & pull' within 21 gamesDavid Milam, Magy Seif El-Nasr. 139-146 [doi]
- VI-Tennis: a vibrotactile/audio exergame for players who are visually impairedTony Morelli, John Foley, Luis Columna, Lauren Lieberman, Eelke Folmer. 147-154 [doi]
- Exploring strategies and guidelines for developing full body video game interfacesJuliet Norton, Chadwick A. Wingrave, Joseph J. LaViola Jr.. 155-162 [doi]
- Adapting personal music for synesthetic game playSamuel Rossoff, George Tzanetakis, Bruce Gooch. 163-170 [doi]
- Individual differences in gameplay and learning: a narrative-centered learning perspectiveJonathan P. Rowe, Lucy R. Shores, Bradford W. Mott, James C. Lester. 171-178 [doi]
- Playing with words: from intuition to evaluation of game dialogue interfacesSerdar Sali, Noah Wardrip-Fruin, Steven Dow, Michael Mateas, Sri Kurniawan, Aaron A. Reed, Ronald Liu. 179-186 [doi]
- ABC-Sprints: adapting Scrum to academic game development coursesJonas Schild, Robert Walter, Maic Masuch. 187-194 [doi]
- This is how we play it: what a mega-LAN can teach us about gamesT. L. Taylor, Emma Witkowski. 195-202 [doi]
- Weatherlings: a new approach to student learning using web-based mobile gamesJosh Sheldon, Judy Perry, Eric Klopfer, Jennifer Ong, Vivian Hsueh-hua Chen, Pei Wen Tzuo, Louisa Rosenheck. 203-208 [doi]
- Tanagra: a mixed-initiative level design toolGillian Smith, Jim Whitehead, Michael Mateas. 209-216 [doi]
- Toward effective game-based social skills tutoring for children: an evaluation of a social adventure gameJames M. Thomas, Melissa E. DeRosier. 217-223 [doi]
- Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logicsMike Treanor, Michael Mateas, Noah Wardrip-Fruin. 224-231 [doi]
- Reconstructing the world in 3D: bringing games with a purpose outdoorsKathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam M. Smith, Zoran Popovic. 232-239 [doi]
- Implementing games on pinball machinesDaniel Wong 0001, Darren Earl, Fred Zyda, Ryan Zink, Sven Koenig, Allen Pan, Selby Shlosberg, Jaspreet Singh, Nathan R. Sturtevant. 240-247 [doi]
- Stats invaders!: learning about statistics by playing a classic video gameDylan Arena, Daniel L. Schwartz. 248-249 [doi]
- Reaching out with game designKatelyn Doran, Acey Kreisler Boyce, Samantha L. Finkelstein. 250-251 [doi]
- Applying game design principles to social skills learning for students in special educationLisa M. Tolentino, Philippos Savvides, David Birchfield. 252-253 [doi]
- Dynamic social planning and intention revision in generative story planningMatthew William Fendt. 254-255 [doi]
- Improving crowd behaviour for games and virtual worldsSaskia Groenewegen. 256-258 [doi]
- Towards social gaming methods for improving game-based computer science educationAndrew Hicks. 259-261 [doi]
- The science of level designKenneth Hullett. 262-264 [doi]
- Supporting collaborative real-time strategic planning in multi-player gamesMatthew W. Johnson. 265-267 [doi]
- Scenario adaptivity in serious gamesRicardo Lopes. 268-270 [doi]
- Authoring serious gamesFlorian Mehm. 271-273 [doi]
- Games for CS education: computer-supported collaborative learning and multiplayer gamesAndrea Nickel, Tiffany Barnes. 274-276 [doi]