| 205 | -- | 209 | Meagan Leflar, Audrey Girouard. Navigating in 3D space with a handheld flexible device |
| 211 | -- | 218 | Stephen Karpinskyj, Fabio Zambetta, Lawrence Cavedon. Video game personalisation techniques: A comprehensive survey |
| 219 | -- | 232 | Anders Drachen, Joseph Riley, Shawna Baskin, Diego Klabjan. Going out of business: Auction house behavior in the Massively Multi-player Online Game Glitch |
| 233 | -- | 241 | Hanyuool Kim, Issei Takahashi, Hiroki Yamamoto, Satoshi Maekawa, Takeshi Naemura. MARIO: Mid-air Augmented Reality Interaction with Objects |
| 243 | -- | 0 | Pedro Antonio González-Calero. Preface of Special issue SEED2013 |
| 245 | -- | 250 | Pablo Gervás. Metrics for desired structural features for narrative renderings of game logs |
| 251 | -- | 258 | Raúl Lara-Cabrera, Carlos Cotta, Antonio José Fernández Leiva. Geometrical vs topological measures for the evolution of aesthetic maps in a RTS game |
| 259 | -- | 267 | José Luis González Sánchez 0001, Francisco Luis Gutiérrez Vela. Assessing the player interaction experiences based on playability |
| 269 | -- | 270 | Andrea Sanna, Fabrizio Lamberti. Preface of the special issue on virtual puppetry |
| 271 | -- | 283 | Benjamin Walther-Franks, Rainer Malaka. An interaction approach to computer animation |
| 285 | -- | 294 | Benjamin Kenwright. Planar character animation using genetic algorithms and GPU parallel computing |
| 295 | -- | 296 | Francesco Bellotti, Riccardo Berta, Alessandro De Gloria. Special issue on Serious Games |
| 297 | -- | 312 | Nick Kraayenbrink, Jassin Kessing, Tim Tutenel, Gerwin de Haan, Rafael Bidarra. Semantic crowds |
| 313 | -- | 322 | Ángel Serrano-Laguna, Javier Torrente, Pablo Moreno-Ger, Baltasar Fernández-Manjón. Application of Learning Analytics in educational videogames |
| 323 | -- | 334 | Aparajithan Sivanathan, Theodore Lim, Sandy Louchart, James M. Ritchie. Temporal multimodal data synchronisation for the analysis of a game driving task using EEG |
| 335 | -- | 345 | Claudia Ribeiro, Carla Farinha, João Madeiras Pereira, Miguel Mira da Silva. Gamifying requirement elicitation: Practical implications and outcomes in improving stakeholders collaboration |
| 347 | -- | 355 | André Pinheiro, Paulo Fernandes, Ana Maia, Gonçalo Cruz, Daniela Pedrosa, Benjamim Fonseca, Hugo Paredes, Paulo Martins, Leonel Morgado, Jorge Rafael. Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines |
| 357 | -- | 366 | Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Elisa Lavagnino, Alessandra Antonaci, Francesca Maria Dagnino, Michela Ott, Margarida Romero, Mireia Usart, Igor S. Mayer. Serious games and the development of an entrepreneurial mindset in higher education engineering students |
| 367 | -- | 377 | Kristian Kiili, Timo Lainema, Sara de Freitas, Sylvester Arnab. Flow framework for analyzing the quality of educational games |
| 379 | -- | 0 | Christos Gatzidis, Jian Zhang. Foreword for the Elsevier Entertainment Computing Special Issue from the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS Games 2013) |
| 381 | -- | 390 | Paula Alavesa, Timo Ojala, Daniele Zanni. Props: 3D-game-like mediator for improvisational storytelling |
| 391 | -- | 399 | Fotis Liarokapis, Kurt Debattista, Athanasios Vourvopoulos, Panagiotis Petridis, Alina Ene. Comparing interaction techniques for serious games through brain-computer interfaces: A user perception evaluation study |
| 401 | -- | 412 | A. A. Navarro-Newball, Diego Loaiza, Claudia Oviedo, Andrés Castillo, Anita Portilla, Diego Linares, G. Álvarez. Talking to Teo: Video game supported speech therapy |
| 413 | -- | 424 | Ioannis Theoklitos Paraskevopoulos, Emmanuel Tsekleves, Cathy Craig, Caroline Whyatt, John Cosmas. Design guidelines for developing customised serious games for Parkinson's Disease rehabilitation using bespoke game sensors |
| 425 | -- | 437 | Sebastian Seebauer. Validation of a social media quiz game as a measurement instrument for climate change knowledge |
| 439 | -- | 0 | Haruhiro Katayose, Dennis Reidsma. Special issue: Ten years of Advances in Computer Entertainment |
| 441 | -- | 449 | James Fraser, Michael Katchabaw, Robert E. Mercer. A methodological approach to identifying and quantifying video game difficulty factors |
| 451 | -- | 462 | Chi Thanh Vi, Kazuki Takashima, Hitomi Yokoyama, Gengdai Liu, Yuichi Itoh, Sriram Subramanian, Yoshifumi Kitamura. A dynamic flexible and interactive display method of digital photographs |
| 463 | -- | 473 | Marcello A. Gómez Maureira, Michelle Westerlaken, Dirk P. Janssen, Stefano Gualeni, Licia Calvi. Improving level design through game user research: A comparison of methodologies |
| 475 | -- | 484 | Tuuli Keskinen, Jaakko Hakulinen, Markku Turunen, Tomi Heimonen, Antti Sand, Janne Paavilainen, Jaana Parviainen, Sari Yrjänäinen, Frans Mäyrä, Jussi Okkonen, Roope Raisamo. Schoolchildren's user experiences on a physical exercise game utilizing lighting and audio |
| 485 | -- | 494 | Yosuke Kurihara, Seiya Takei, Yuriko Nakai, Taku Hachisu, Katherine J. Kuchenbecker, Hiroyuki Kajimoto. Haptic robotization of the human body by data-driven vibrotactile feedback |
| 495 | -- | 507 | Cristina Sylla, Clara Coutinho, Pedro Branco. A digital manipulative for embodied "stage-narrative" creation |