Journal: Entertainment Computing

Volume 5, Issue 4

205 -- 209Meagan Leflar, Audrey Girouard. Navigating in 3D space with a handheld flexible device
211 -- 218Stephen Karpinskyj, Fabio Zambetta, Lawrence Cavedon. Video game personalisation techniques: A comprehensive survey
219 -- 232Anders Drachen, Joseph Riley, Shawna Baskin, Diego Klabjan. Going out of business: Auction house behavior in the Massively Multi-player Online Game Glitch
233 -- 241Hanyuool Kim, Issei Takahashi, Hiroki Yamamoto, Satoshi Maekawa, Takeshi Naemura. MARIO: Mid-air Augmented Reality Interaction with Objects
243 -- 0Pedro Antonio González-Calero. Preface of Special issue SEED2013
245 -- 250Pablo Gervás. Metrics for desired structural features for narrative renderings of game logs
251 -- 258Raúl Lara-Cabrera, Carlos Cotta, Antonio José Fernández Leiva. Geometrical vs topological measures for the evolution of aesthetic maps in a RTS game
259 -- 267José Luis González Sánchez 0001, Francisco Luis Gutiérrez Vela. Assessing the player interaction experiences based on playability
269 -- 270Andrea Sanna, Fabrizio Lamberti. Preface of the special issue on virtual puppetry
271 -- 283Benjamin Walther-Franks, Rainer Malaka. An interaction approach to computer animation
285 -- 294Benjamin Kenwright. Planar character animation using genetic algorithms and GPU parallel computing
295 -- 296Francesco Bellotti, Riccardo Berta, Alessandro De Gloria. Special issue on Serious Games
297 -- 312Nick Kraayenbrink, Jassin Kessing, Tim Tutenel, Gerwin de Haan, Rafael Bidarra. Semantic crowds
313 -- 322Ángel Serrano-Laguna, Javier Torrente, Pablo Moreno-Ger, Baltasar Fernández-Manjón. Application of Learning Analytics in educational videogames
323 -- 334Aparajithan Sivanathan, Theodore Lim, Sandy Louchart, James M. Ritchie. Temporal multimodal data synchronisation for the analysis of a game driving task using EEG
335 -- 345Claudia Ribeiro, Carla Farinha, João Madeiras Pereira, Miguel Mira da Silva. Gamifying requirement elicitation: Practical implications and outcomes in improving stakeholders collaboration
347 -- 355André 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 -- 366Francesco 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 -- 377Kristian Kiili, Timo Lainema, Sara de Freitas, Sylvester Arnab. Flow framework for analyzing the quality of educational games
379 -- 0Christos 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 -- 390Paula Alavesa, Timo Ojala, Daniele Zanni. Props: 3D-game-like mediator for improvisational storytelling
391 -- 399Fotis 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 -- 412A. A. Navarro-Newball, Diego Loaiza, Claudia Oviedo, Andrés Castillo, Anita Portilla, Diego Linares, G. Álvarez. Talking to Teo: Video game supported speech therapy
413 -- 424Ioannis 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 -- 437Sebastian Seebauer. Validation of a social media quiz game as a measurement instrument for climate change knowledge
439 -- 0Haruhiro Katayose, Dennis Reidsma. Special issue: Ten years of Advances in Computer Entertainment
441 -- 449James Fraser, Michael Katchabaw, Robert E. Mercer. A methodological approach to identifying and quantifying video game difficulty factors
451 -- 462Chi 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 -- 473Marcello A. Gómez Maureira, Michelle Westerlaken, Dirk P. Janssen, Stefano Gualeni, Licia Calvi. Improving level design through game user research: A comparison of methodologies
475 -- 484Tuuli 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 -- 494Yosuke Kurihara, Seiya Takei, Yuriko Nakai, Taku Hachisu, Katherine J. Kuchenbecker, Hiroyuki Kajimoto. Haptic robotization of the human body by data-driven vibrotactile feedback
495 -- 507Cristina Sylla, Clara Coutinho, Pedro Branco. A digital manipulative for embodied "stage-narrative" creation

Volume 5, Issue 3

135 -- 146Kevin Browne, Christopher Anand, Elizabeth Gosse. Gamification and serious game approaches for adult literacy tablet software
147 -- 156Mirja Ilves, Yulia Gizatdinova, Veikko Surakka, Esko Vankka. Head movement and facial expressions as game input
157 -- 158Paolo Ciancarini. Preface
159 -- 171Don Dailey, Adam Hair, Mark Watkins. Move similarity analysis in chess programs
173 -- 187H. Jaap van den Herik, Aske Plaat, David N. L. Levy, D. Dimov. Plagiarism in game programming competitions
189 -- 204Søren Riis. What makes a chess program original? Revisiting the Rybka case

Volume 5, Issue 2

91 -- 100Jiulin Zhang, Xuemei Gao. Background music matters: Why video games lead to increased aggressive behavior?
101 -- 114Matthew Hudson, Paul A. Cairns. Interrogating social presence in games with experiential vignettes
115 -- 125Sofia Reis, Nuno Correia. Casual games with a pervasive twist
127 -- 133Jehanzeb R. Cheema. Computer use for entertainment among young men and women in Qatar: Evidence from a national sample

Volume 5, Issue 1

1 -- 17James Munro, Kofi Appiah, Patrick Dickinson. Investigating informative performance metrics for a multicore game world server
19 -- 0Junia Anacleto, T. C. Nicholas Graham. Preface
21 -- 32Anders Drachen, Rafet Sifa, Christian Thurau. The name in the game: Patterns in character names and gamer tags
33 -- 41Edirlei Soares de Lima, Bruno Feijó, Simone D. J. Barbosa, Antonio L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer. Draw your own story: Paper and pencil interactive storytelling
43 -- 54Amin Tavassolian, Kevin G. Stanley, Carl Gutwin. The effect of temporal adaptation granularity and game genre on the time-balancing abilities of adaptive time-varying minigames
55 -- 62Lennart E. Nacke, Chris Bateman, Regan L. Mandryk. BrainHex: A neurobiological gamer typology survey
63 -- 0Marc Cavazza. Preface
65 -- 70Diane J. Schiano, Bonnie A. Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee. The "lonely gamer" revisited
71 -- 82Paul Martin. A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent
83 -- 90Tony Morelli, Eelke Folmer. Real-time sensory substitution to enable players who are blind to play video games using whole body gestures