Journal: Entertainment Computing

Volume 2, Issue 4

203 -- 0Jérôme Dupire, Stéphane Natkin. Preface to the Special Issue of best papers from ICEC 2009
205 -- 213Maria Virginia Aponte, Guillaume Levieux, Stéphane Natkin. Measuring the level of difficulty in single player video games
215 -- 221Ruck Thawonmas, Keisuke Yoshida, Jing-Kai Lou, Kuan-Ta Chen. Analysis of revisitations in online games
223 -- 231Mei Yii Lim, Karin Leichtenstern, Michael Kriegel, Sibylle Enz, Ruth Aylett, Natalie Vannini, Lynne E. Hall, Paola Rizzo. Technology-enhanced role-play for social and emotional learning context - Intercultural empathy
233 -- 243Katsutoki Hamana, Atsushi Nakano, Jun'ichi Hoshino. Segmented episode control system for interactive narrative entertainment
245 -- 261Toshitaka Amaoka, Hamid Laga, Makoto Yoshie, Masayuki Nakajima. Personal space-based simulation of non-verbal communications
263 -- 0Jörg Niesenhaus. Entertainment Interfaces
265 -- 273Lennart E. Nacke, Sophie Stellmach, Dennis Sasse, Jörg Niesenhaus, Raimund Dachselt. LAIF: A logging and interaction framework for gaze-based interfaces in virtual entertainment environments

Volume 2, Issue 3

149 -- 150Konstantinos Chorianopoulos, David Geerts. Introduction to user experience design for TV Apps
151 -- 161Emmanuel Tsekleves, Roger Whitham, Koko Kondo, Annette Hill. Investigating media use and the television user experience in the home
163 -- 173David J. Wheatley, Santosh Basapur. Concept evaluation and usability testing of a TV based video communications system
175 -- 190Shelley Buchinger, Simone Kriglstein, Sabine Brandt, Helmut Hlavacs. A survey on user studies and technical aspects of mobile multimedia applications
191 -- 202Marianna Obrist, Christiane Moser, Damien Alliez, Manfred Tscheligi. In-situ evaluation of users' first impressions on a unified electronic program guide concept

Volume 2, Issue 2

59 -- 60Minhua Ma. Introduction to Serious Games Development and Applications
61 -- 68Tim Marsh. Serious games continuum: Between games for purpose and experiential environments for purpose
69 -- 74Elizabeth A. Boyle, Thomas M. Connolly, Thomas Hainey. The role of psychology in understanding the impact of computer games
75 -- 80William Seager, Martin Ruskov, M. Angela Sasse, Manuel Oliveira. Eliciting and modelling expertise for serious games in project management
81 -- 88Nina Haferkamp, Nicole C. Krämer, Conor Linehan, Massimiliano Schembri. Training disaster communication by means of serious games in virtual environments
89 -- 96Hannah Johnston, Anthony Whitehead. Pose presentation for a dance-based massively multiplayer online exergame
97 -- 101Alberto Fuchslocher, Jörg Niesenhaus, Nicole C. Krämer. Serious games for health: An empirical study of the game "Balance" for teenagers with diabetes mellitus
103 -- 113Ben Cowley, Jose Luiz Moutinho, Chris Bateman, Alvaro Oliveira. Learning principles and interaction design for 'Green My Place': A massively multiplayer serious game
115 -- 121Fionn Murtagh, Adam Ganz, Joe Reddington. New methods of analysis of narrative and semantics in support of interactivity
123 -- 131Matteo Bardini, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria. Enabling dynamic generation of levels for RTS serious games
133 -- 141Karla Muñoz, Paul Mc Kevitt, Tom Lunney, Julieta Noguez, Luis Neri. An emotional student model for game-play adaptation
143 -- 148Adérito Marcos, Nelson Zagalo. Instantiating the creation process in digital art for serious games design

Volume 2, Issue 1

1 -- 2Eduardo H. Calvillo Gámez, Jeremy Gow, Paul A. Cairns. Introduction to special issue: Video games as research instruments
3 -- 9Ryan P. McMahan, Eric D. Ragan, Anamary Leal, Robert J. Beaton, Doug A. Bowman. Considerations for the use of commercial video games in controlled experiments
11 -- 16J. Matias Kivikangas, Lennart Nacke, Niklas Ravaja. Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character
17 -- 21Amanda E. Staiano, Sandra L. Calvert. The promise of exergames as tools to measure physical health
23 -- 28Edward Downs, S. Shyam Sundar. "We won" vs. "They lost": Exploring ego-enhancement and self-preservation tendencies in the context of video game play
29 -- 37Michael Lankes, Regina Bernhaupt. Using embodied conversational agents in video games to investigate emotional facial expressions
39 -- 46Nanja J. J. M. Smets, Guido M. te Brake, Thijs Buurman, Mark A. Neerincx, Herre van Oostendorp. Effects of mobile support on situation awareness and navigation in a field and game environment
47 -- 58Damian Schofield. Playing with evidence: Using video games in the courtroom