Abstract is missing.
- PrefaceQuasim Mehdi. 7 [doi]
- Machiavellian agents: Player modelling to deceive and be deceivedScott Watson, Andrew Vardy, Wolfgang Banzhaf, Todd Wareham. 10-17 [doi]
- Interacting with multiple game genres using Motion Onset Visual Evoked PotentialsDavid Marshall, Ryan Beveridge, Shane Wilson, Damien Coyle. 18-27 [doi]
- Classification effects on Motion-Onset Visual Evoked Potentials using commercially available video gamesRyan Beveridge, David Marshall, Shane Wilson, Damien Coyle. 28-37 [doi]
- Solving NP-hard number matrix games with Wisdom of Artificial CrowdsJ. Redding, J. Schreiver, C. Shrum, A. Lauf, R. Yampolskiy. 38-43 [doi]
- A crossword puzzle generator using genetic algorithms with Wisdom of Artificial CrowdsDouglas Bonomo, Adrian P. Lauf, Roman Yampolskiy. 44-49 [doi]
- A Unity 3D framework for algorithm animationNicholas Harshfield, Dar-Jen Chang, Rammohan. 50-56 [doi]
- Applying formal picture languages to procedural content generationDavid Maung, Roger Crawfis. 58-64 [doi]
- The quest for the perfect perfect-mazePaul Hyunjin Kim, Roger Crawfis. 65-72 [doi]
- Designing immersive affective environments with biofeedbackYi Li, Adel S. Elmaghraby, Estate M. Sokhadze. 73-77 [doi]
- Exploring options for efficiently evaluating the playability of computer game agentsTodd Wareham, Scott Watson. 78-87 [doi]
- Online computer game set architecture for people with cerebral palsy: Case studyB. Garcia-Zapirain Soto, Amaia Méndez Zorrilla, A. Madariaga-Ortuzar, I. Lazcano-Quintana. 88-91 [doi]
- Crimes in, of and by virtual worlds and computer gamingMichael Losavio. 93-98 [doi]
- Sphero as an interactive tool in computer games for people with IDAmaia Méndez Zorrilla, Begoña García Zapirain, J. Eskubi-Astobiza, L. Fernandez-Cordero. 99-102 [doi]
- Where do they look at? Analysis of gaze interaction in children while playing a puzzle gameMaite Frutos Pascual, Begoña García Zapirain, Quasim H. Mehdi. 103-106 [doi]
- Video gaming accessibilityDrew McPheron. 107-111 [doi]
- A study of the correlations between Augmented Reality and its ability to influence user behaviorNicole Kosoris, Jeff Chastine. 113-118 [doi]
- 3D Hospital: Design and implement quest-based game framework for transitional trainingYinxuan Shi, Erin Ferlet, Roger Crawfis, Patricia Phillis, Karen Durano. 119-125 [doi]
- Gameplay-driven terrain generation in Scorched EarthQuan Yu, Roger Crawfis. 126-130 [doi]
- Observations and opportunities in cybersecurity education game designPaul Gestwicki, Kaleb Stumbaugh. 131-137 [doi]
- Serious games providing opportunities to empower citizen engagement and participation in e-government servicesAlsanossi M. Ahmed, Quasim H. Mehdi, Robert Moreton, Adel Elmaghraby. 138-142 [doi]
- Transforming BrowserQuest into an epidemiological tool for modelling disease disseminationCurtis Gittens, Jemar Greaves. 143-148 [doi]