Abstract is missing.
- Evaluation of recording methods for user test sessions on mobile devicesAndrea Abney, Brooke White, Jeremy Glick, Andre Bermudez, Paul Breckow, Jason Yow, Rayna Tillinghast-Trickett, Paul Heath. 1-8 [doi]
- TF-CBT triangle of life: a game to help with cognitive behavioral therapyEtaba Assigana, Eric Chang, Seungsuk Cho, Vivek Kotecha, Bing Liu, Hannah Turner, Yan Zhang, Michael G. Christel, Scott M. Stevens. 9-16 [doi]
- Relating gaming habits with student performance in a gamified learning experienceGabriel Barata, Sandra Gama, Joaquim A. Jorge, Daniel Jorge Viegas Gonçalves. 17-25 [doi]
- Paradigms of games research in HCI: a review of 10 years of research at CHIMarcus Carter, John Downs, Bjorn Nansen, Mitchell Harrop, Martin R. Gibbs. 27-36 [doi]
- Screen ecologies, multi-gaming and designing for different registers of engagementMarcus Carter, Bjorn Nansen, Martin R. Gibbs. 37-46 [doi]
- Improving player balancing in racing gamesJared E. Cechanowicz, Carl Gutwin, Scott Bateman, Regan L. Mandryk, Ian Stavness. 47-56 [doi]
- The first hour experience: how the initial play can engage (or lose) new playersGifford K. Cheung, Thomas Zimmermann, Nachiappan Nagappan. 57-66 [doi]
- What's in a name?: naming practices in online video gamesNicole Crenshaw, Bonnie A. Nardi. 67-76 [doi]
- Towards tangible gamified co-design at school: two studies in primary schoolsGabriella Dodero, Rosella Gennari, Alessandra Melonio, Santina Torello. 77-86 [doi]
- Exploring the effect of achievements on students attending university orientationZachary Fitz-Walter, Peta Wyeth, Dian Tjondronegoro, Daniel Johnson. 87-96 [doi]
- Decreasing sedentary behaviours in pre-adolescents using casual exergames at schoolYue Gao, Kathrin Maria Gerling, Regan L. Mandryk, Kevin G. Stanley. 97-106 [doi]
- Playfully learning visual perspective taking skills with sifteo cubesLuc Geurts, Vero Vanden Abeele, Kevin Van Keer, Ruben Isenborghs. 107-113 [doi]
- Using video games to facilitate understanding of attention deficit hyperactivity disorder: a feasibility studyThomas A. Goldman, Frank J. Lee, Jichen Zhu. 115-120 [doi]
- Instructional objectives to core-gameplay: a serious game design techniqueJoshua V. Hall, Peta A. Wyeth, Daniel Johnson. 121-130 [doi]
- Player strategies: achieving breakthroughs and progressing in single-player and cooperative gamesIoanna Iacovides, Anna Louise Cox, Ara Avakian, Thomas Knoll. 131-140 [doi]
- The edge of glory: the relationship between metacritic scores and player experienceDaniel Johnson, Christopher Watling, John A. Gardner, Lennart E. Nacke. 141-150 [doi]
- Engaged by boos and cheers: the effect of co-located game audiences on social player experienceDennis L. Kappen, Pejman Mirza-Babaei, Jens Johannsmeier, Daniel Buckstein, James Robb, Lennart E. Nacke. 151-160 [doi]
- Playing with strangers: understanding temporary teams in league of legendsYubo Kou, Xinning Gui. 161-169 [doi]
- Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based gamesMichael Lankes, Thomas Mirlacher, Stefan Wagner, Wolfgang Hochleitner. 171-179 [doi]
- Learning curves: analysing pace and challenge in four successful puzzle gamesConor Linehan, George Bellord, Ben Kirman, Zachary H. Morford, Bryan Roche. 181-190 [doi]
- Natural mapping and intuitive interaction in videogamesMitchell W. McEwan, Alethea L. Blackler, Daniel M. Johnson, Peta A. Wyeth. 191-200 [doi]
- Understanding expectations with multiple controllers in an augmented reality videogamePejman Mirza-Babaei, Nathan Gale, João P. Costa, Lennart E. Nacke, Daniel Johnson. 201-206 [doi]
- Around the world in 8 workshops: investigating anticipated player experiences of childrenChristiane Moser, Yoram Chisik, Manfred Tscheligi. 207-216 [doi]
- Beyond designing for motivation: the importance of context in gamificationChad Richards, Craig W. Thompson, T. C. Nicholas Graham. 217-226 [doi]
- Maze commander: a collaborative asynchronous game using the oculus rift & the sifteo cubesPejman Sajjadi, Edgar Omar Cebolledo Gutierrez, Sandra Trullemans, Olga De Troyer. 227-236 [doi]
- Reducing the negative effects of inconsistencies in networked gamesCheryl Savery, T. C. Nicholas Graham. 237-246 [doi]
- Interaction design and cognitive gameplay: role of activation timeKamran Sedig, Robert Haworth. 247-256 [doi]
- A framework for cooperative communication game mechanics from grounded theoryZachary O. Toups, Jessica Hammer, William A. Hamilton, Ahmad Jarrah, William Graves, Oliver Garretson. 257-266 [doi]
- Problematizing cultural appropriationAsimina Vasalou, Rilla Khaled, Daniel Gooch, Laura Benton. 267-276 [doi]
- Know before you go: feelings of flow for older players depends on game and player characteristicsLaura A. Whitlock, Anne Collins McLaughlin, William Leidheiser, Maribeth Gandy, Jason C. Allaire. 277-286 [doi]
- A model of game design activity: new perspectives on creativity and innovationLaureline Chiapello. 287-290 [doi]
- Examining the impact of game interventions on depression among older adultsJinhui Li. 291-294 [doi]
- Gamified co-design with cooperative learning at schoolAlessandra Melonio. 295-298 [doi]
- Using an invisible coach to help players achieve fitness goals in exergames while retaining immersionChad Richards. 299-302 [doi]
- Understanding difficulty, your brain and challengeRina R. Wehbe. 303-306 [doi]
- Using play as a lens to bridge the physical with the digitalGavin Wood. 307-310 [doi]
- PoetryLab: a close listening game for iOSIan A. Arawjo, Christine Mitchell, Jason Camlot. 311-314 [doi]
- Tag and seek: a location-based game in Tainan CityCaroline Arkenson, Yin-Yu Chou, Chun-Yen Huang, Yi-Chin Lee. 315-318 [doi]
- BloxAR: augment your social life!Niels C. Bakker, Jehan R. S. da Camara, Maarten van Elsas, Leon J. Helsloot, Gert Spek, Isha J. van Baar, Rafael Bidarra, Ben A. Kybartas. 319-322 [doi]
- HIDDEN LION: a location based app game of sword lion searchingKuo Ping Chang, Yu-Wei Huang, Shu Yin Hsueh, Yuh Tyng Chen, Shun Nung Huang, Chien-Hsu Chen, Sheng-Fen Chien. 323-326 [doi]
- ASPECT sinking and floating: an interactive playable simulation for teaching buoyancy conceptsShengyen Tony Chen, David Borland, Marc Russo, Ryan Grady, James Minogue. 327-330 [doi]
- Herbert: a motion-controlled mobile gameAlexander M. Duff, Jun Ma, Shannon Sepelak, Alberto Uriarte, Wenjie Wu, Jichen Zhu. 331-334 [doi]
- ASCENT: a first person mountain climbing game on the oculus riftTristan Dufour, Vincent Pellarrey, Philippe Chagnon, Ahmed Majdoubi, Théo Torregrossa, Vladimir Nachbaur, Cheng Li, Ricardo Ibarra Cortes, Jonathan Clermont, Florent Dumas. 335-338 [doi]
- UnderControl an educational serious-game for reproductive healthVictor Guana, Tracy Xiang, Hannah Zhang, Ella Schepens, Eleni Stroulia. 339-342 [doi]
- CHI PLAY 2014: the bellman: subtle interactions in a linear narrativeDaniel Harley, Richard Lachman. 343-346 [doi]
- WORD BLASTOFF: a physics word game for iOSNook Harquail, Michelle Khare. 347-350 [doi]
- Little Newton: an educational physics gameNatalie Lyon, Josep Valls, Caroline Guevara, Ning Shao, Junyu Zhu, Jichen Zhu. 351-354 [doi]
- OHRZeno Menestrina, Michele Bianchi, Adriano Siesser, Raul Masu, Andrea Conci. 355-358 [doi]
- IRC quest: using the commons dilemma to support a single-screen game for hundreds of playersDan John Moran, Carey Metcalfe, T. C. Nicholas Graham. 359-362 [doi]
- The trial of galileo: a game of motion graphsIan Pommer, Michael N. Flaherty, Alicia Griesbach, Bryant Seiler, John Leitner, Kenneth Patterson, Dylan Tepp, Brent Dingle. 363-366 [doi]
- Jelly polo: increasing richness and competition in sports games using small-scale exertionMike Sheinin, Carl Gutwin. 367-370 [doi]
- "Generic Shooter 3000": a realistic first person shooter powered by biofeedbackGonçalo Amaral da Silva, Pedro Alves Nogueira, Rui Amaral Rodrigues. 371-374 [doi]
- "Toru": a game that reverses the wisdom of age using mosquito soundJohn Smith, Kazuhiro Jo. 375-378 [doi]
- Canvas ObscuraSam Snodgrass, Benjamin Goldberg, Ariel Evans, Brandon Packard, Cathy Lu, Jichen Zhu. 379-382 [doi]
- Immaculacy: a game of privacyApril Suknot, Timothy Chavez, Nathan Rackley, Patrick Gage Kelley. 383-386 [doi]
- Taxi trouble: communication is keyRob van Bekkum, Thijs L. M. Brands, Soheil S. Jahanshahi, Aidan C. A. Mauricio, Joost J. E. Oorschot van, Fanny Lie, Ben A. Kybartas, Rafael Bidarra. 387-390 [doi]
- Shynosaurs: a game of attention dilemmaMelodie Vidal. 391-394 [doi]
- PowerFall: a voice-controlled collaborative gameMarco Filipe Ganança Vieira, Hao Fu, Chong Hu, Nayoung Kim, Sudhanshu Aggarwal. 395-398 [doi]
- Dodging stress with a personalized biofeedback gameRami G. Al Rihawi, Beena Ahmed, Ricardo Gutierrez-Osuna. 399-400 [doi]
- Ad hoc genre switching: a concept for generalized parametrizable game mechanicsDaniel Apken, Marc Herrlich, Rainer Malaka. 401-402 [doi]
- IC-CRIME snapshots: training crime scene photographers using procedural content generation in gamesJulio César Bahamón, Maxim Litvinov, Phillip Wright, Roderick Gayle, Kurt Lippert, R. Michael Young. 403-404 [doi]
- ASPECT: sinking and floating haptics for elementary school studentsShengyen Tony Chen, David Borland, Marc Russo, Ryan Grady, James Minogue. 405-406 [doi]
- wanted: guild, depicting hardcore gaming culture in virtual realityChester Cunanan, Jichen Zhu. 407-408 [doi]
- Gamified children universities: an exploratory studyVincenzo Del Fatto, Gabriella Dodero, Rosella Gennari, Alessandra Melonio, Marco Montali, Simon Razniewski, Santina Torello, Xiaofeng Wang, Floriano Zini. 409-410 [doi]
- Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily playDaniel J. Finnegan, Eduardo Velloso, Robb Mitchell, Florian Mueller, Richard Byrne. 411-412 [doi]
- Intangle: exploring interpersonal bodily interactions through sharing controllersJayden Garner, Gavin Wood, Sandra Danilovic, Jessica Hammer, Florian Mueller. 413-414 [doi]
- Last tank rolling: exploring shared motion-based play to empower persons using wheelchairsKathrin Maria Gerling, Laura Buttrick. 415-416 [doi]
- "beam me 'round, Scotty!": exploring the effect of interdependence in asymmetric cooperative gamesJohn Harris, Mark S. Hancock, Stacey D. Scott. 417-418 [doi]
- TouchPoints: an exertion game with strategyYasaman Hashemian, Ding Wang. 419-420 [doi]
- Synthetic perception for intelligent virtual agentsTobias Haubrich, Sven Seele, Rainer Herpers, Christian Bauckhage, Peter Becker. 421-422 [doi]
- RedWire: a novel way to create and re-mix gamesJesse C. Himmelstein, Mikael Couzic, Charlene I. Jennett, Anna Louise Cox, Raphael Goujet, Ariel B. Lindner, François Taddei. 423-424 [doi]
- Designing an immersive and entertaining pervasive gameplay experience with spheros as game and interface elementsBrennan Jones, Kody R. Dillman, Setareh Aghel Manesh, Ehud Sharlin, Anthony Tang. 425-426 [doi]
- A bottom-up method for developing a trait-based model of player behaviorMikhail A. Kabakov, Alessandro Canossa, Magy Seif El-Nasr, Jeremy B. Badler, Randy C. Colvin, Stefanie Tignor, Zhengxing Chen, Kunal Asarsa. 427-428 [doi]
- Flappy voice: an interactive game for childhood apraxia of speech therapyTian Lan, Sandesh Aryal, Beena Ahmed, Kirrie J. Ballard, Ricardo Gutierrez-Osuna. 429-430 [doi]
- Gingerman challenge: a persuasive game for promoting adequate sunlight exposure for office workersHajin Lim, Jaehyeon Park, Bongwon Suh. 431-432 [doi]
- A diary study exploring game completion and player experienceElisa D. Mekler, Alexandre N. Tuch, Anja Lea Martig, Klaus Opwis. 433-434 [doi]
- Developing iconic and semi-iconic game controllersLennart E. Nacke, João P. Costa, Dennis L. Kappen, James Robb, Daniel Buckstein. 435-436 [doi]
- Adage: an open API for data collection in educational gamesMark E. Stenerson, Allison Salmon, Matthew Berland, Kurt Squire. 437-438 [doi]
- Playing with emotions: sentiment design for public spaceEmily Sun, Mark Matthews, Geri Gay, Margaret E. Morris, Douglas M. Carmean. 439-440 [doi]
- Predicting the metascore with a subjective user experience dataJari M. E. Takatalo, Jukka Häkkinen. 441-442 [doi]
- Design guidelines for audio-based game featuresTiffany Tong, Daniel Zingaro, Steve Engels. 443-444 [doi]
- A theory of game mechanic signaling for interface designZachary O. Toups, Igor Dolgov, Elizabeth M. Bonsignore. 445-446 [doi]
- Exercising playfully: co-designing fun ways of keeping active in the parkEmmanuel Tsekleves, Andy Darby, Adrian I. Gradinar, Marcia T. Smith. 447-448 [doi]
- PLEX as input and evaluation tool in persuasive game design: pilot studyMarierose M. M. van Dooren, Renske Spijkerman, Richard H. M. Goossens, Vincent M. Hendriks, Valentijn T. Visch. 449-450 [doi]
- Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabiliaDiane Watson, Deltcho Valtchanov, Mark S. Hancock, Regan L. Mandryk. 451-452 [doi]
- Toward interactive social stories for children with autismJichen Zhu, James Connell, Connor Kerns, Natalie Lyon, Nicole Vecere, Desiree Lim, Chelsea Myers. 453-454 [doi]
- Towards balancing learner autonomy and pedagogical process in educational gamesJichen Zhu, Aroutis Foster, Glen Muschio, Justin H. Patterson, Josep Valls-Vargas, Daniel Newman. 455-456 [doi]
- Participatory design for serious game design: truth and liesRilla Khaled, Vero Vanden Abeele, Maarten Van Mechelen, Asimina Vasalou. 457-460 [doi]
- Game idea jam for sport and exertion gamesChristiane Moser, Manfred Tscheligi, Mark Magnusson, Florian Mueller. 461-464 [doi]
- EyePlay: applications for gaze in gamesJayson Turner, Eduardo Velloso, Hans Gellersen, Veronica Sundstedt. 465-468 [doi]
- Making the best of imperfect data: reflections on an ideal worldMike Ambinder. 469 [doi]
- DIY game console developmentTrevor Michael Tomesh, Daryl H. Hepting. 471-473 [doi]
- Beyond gamification: designing behavior change gamesDustin DiTommaso, Ciara Taylor. 475 [doi]
- Engines of play: how player motivation changes over timeJason VandenBerghe. 476 [doi]