Abstract is missing.
- Social Experience in World of Warcraft: Technological and Ideological MediationsNicole Crenshaw. 1-4 [doi]
- Theory of Action Phases in Video Games: Effects of Deliberative and Implemental Mindset Differences in Video Game DesignMehmet Kosa. 10-13 [doi]
- The Spaces Between: Using Play to Situate the Social and the Technical in a Single SpaceNicolas LaLone. 14-17 [doi]
- Effect Of Platform Type on Player Gaming Experience: An Investigation of Brain Games for Cognitive Performance Enhancement in Healthy Older AdultsGloria Opoku-Boateng. 18-20 [doi]
- Multi-Person Interaction: Enhancing Practices for Interactive Group ParticipationSanghyun Yoo. 21-24 [doi]
- Bool the Miner: Relying on Ghost Companions to Solve Boolean EquationsMaria Aufheimer, Johannes Bonenberger, David Klein, Imin Kurashvili, Katja Rogers. 25-31 [doi]
- INJUSTICE: Interactive Live Action Virtual Reality ExperienceJaehee Cho, Yeongmin Won, Atit Kothari, Stephanie Fawaz, Zixu Ding, Xu Cheng. 33-37 [doi]
- Arcaid: Addressing Situation Awareness and Simulator Sickness in a Virtual Reality Pac-Man GameDaniel Clarke, Graham McGregor, Brianna Rubin, Jonathan Stanford, T. C. Nicholas Graham. 39-45 [doi]
- Torchless: Asymmetry in a Shared Screen Dungeon CrawlerTimothy Day, Robert Gray, Weicheng Liu, Stefan Rank, Patrick Dean, Shangyu Chen, Juan Garzon. 47-53 [doi]
- World Of Riders: Exercising is FunLucas Martins de Souza, Irem Gökçe Yildirim, Anya Kolesnichenko, Taiwoo Park. 55-60 [doi]
- CLEVER: A Trivia and Strategy Game for Enterprise Knowledge LearningDominic Elm, Gustavo Fortes Tondello, Dennis L. Kappen, Marim Ganaba, Melissa Stocco, Lennart E. Nacke. 61-66 [doi]
- PLANET 10: A Space OdysseyYogendra Patil, Michael Sarris, Matthew Gunter, Levy Averette. 67-70 [doi]
- The Falling of Momo: A Myo-Electric Controlled Game to Support Research in Prosthesis TrainingAaron Tabor, Alex Kienzle, Carly Smith, Alex Watson, Jason Wuertz, David Hanna. 71-77 [doi]
- ABOVE WATER: An Educational Game for AnxietyRina R. Wehbe, Diane K. Watson, Gustavo Fortes Tondello, Marim Ganaba, Melissa Stocco, Alvin Lee, Lennart E. Nacke. 79-84 [doi]
- Exploring Human: eBike Interaction to Support Rider AutonomyJosh Andres, Julian de Hoog, Jürg von Känel, Julian Berk, Bach Le, Xizi Wang, Marcus Brazil, Florian 'Floyd' Mueller. 85-92 [doi]
- Exploring the Playfulness of Tools for Co-Designing Smart Connected Devices: A Case Study with Blind and Visually Impaired StudentsAndreas Bischof, Kevin Lefeuvre, Albrecht Kurze, Michael Storz, Sören Totzauer, Arne Berger. 93-99 [doi]
- Echo Chamber: A Persuasive Game on Climate Change RhetoricEthan Burch, Jeremy Fernsler, Robert Brulle, Jichen Zhu. 101-107 [doi]
- Guided Play: Automatic Stereotypical Behavior Analysis and Intervention during PlayCong Chen, Ajay Chander, Kanji Uchino, Kimiko Ryokai. 109-115 [doi]
- The Effects of Delay on Game Actions: Moving Target Selection with a MouseMark Claypool, Ragnhild Eg, Kjetil Raaen. 117-123 [doi]
- An Adaptive Training Framework for Increasing Player Proficiency in Games and SimulationsSimon Demediuk, William L. Raffe, Xiaodong Li. 125-131 [doi]
- Analysis of Popularity of Game Mods: A Case StudyTapajit Dey, Jacob Logan Massengill, Audris Mockus. 133-139 [doi]
- CLEVER: Gamification and Enterprise Knowledge LearningDominic Elm, Dennis L. Kappen, Gustavo Fortes Tondello, Lennart E. Nacke. 141-148 [doi]
- "It's Like I Would Die as Well": Gratifications of Fearful Game ExperienceSarah I. Endress, Elisa D. Mekler, Klaus Opwis. 149-155 [doi]
- Informational, but not Intrinsically Motivating Gamification': Preliminary FindingsSeamus F. Forde, Elisa D. Mekler, Klaus Opwis. 157-163 [doi]
- Lenses of Motivational Design for mHealthJonas Geuens, Ine D'haeseleer, Luc Geurts, Vero Vanden Abeele. 165-171 [doi]
- Assessing Computational Thinking in Students' Game DesignsAmy K. Hoover, Jackie Barnes, Borna Fatehi, Jesús Moreno-León, Gillian Puttick, Eli Tucker-Raymond, Casper Harteveld. 173-179 [doi]
- Can Videogame Players Inform Better Scientific Visualization'Holly Hutson, Daniel M. Johnson 0001, Xin-Yi Chua, James M. Hogan, Margot Brereton, Markus Rittenbruch, Benedetta Frida Baldi, Seán I. O'Donoghue. 181-187 [doi]
- Krinkle Cube: A Collaborative VR Game Using Natural InteractionWallace Santos Lages, Mahdi Nabiyouni, Leonardo Arantes. 189-196 [doi]
- Toward a Cognitive Processing Theory of Player's Experience of Computer Mediated EnvironmentsShulan Lu, Derek Harter. 198-203 [doi]
- Design and Evaluation of a Dynamically Adaptive Fitness Game Environment for Children and Young AdolescentsAnna Lisa Martin-Niedecken, Ulrich Götz. 205-212 [doi]
- Tracing the Development of a Haptically-enhanced Simulation for Teaching Phase ChangeJames Minogue, David Borland, Marc Russo, Shengyen Tony Chen. 213-219 [doi]
- SmartBar: Refining a Capacitive-Enabled Spacebar for GamersJustin Mockler, Eric Faggin. 221-227 [doi]
- The Effect of Game Tutorial: A Comparison Between Casual and Hardcore GamersRaphaël Morin, Pierre-Majorique Léger, Sylvain Senecal, Marie-Christine Bastarache-Roberge, Mario Lefèbrve, Marc Fredette. 229-237 [doi]
- Exploring the Effects of Gaze Awareness on Multiplayer GameplayJoshua Newn, Eduardo Velloso, Marcus Carter, Frank Vetere. 239-244 [doi]
- Spatial Involvement in Training Mental Rotation with MinecraftAnna Nguyen, Stefan Rank. 245-252 [doi]
- The Value of Rewards: Exploring World of Warcraft for Gamification DesignAmon Rapp. 253-259 [doi]
- All the Feels: Introducing Biometric Data to Online Gameplay StreamsRaquel Robinson, Katherine Isbister, Zachary Rubin. 261-267 [doi]
- Towards Player-Centric Adaptivity: Interactions of Gameplay Behaviour and Player Traits in a Survival GameKatja Rogers, Clemens Kamm, Michael Weber 0001. 269-276 [doi]
- Considering Diversity in Collaborative Video Game Design WorkRachel N. Simons. 277-284 [doi]
- Exploring the Behavior of the Player to Change the Course of a GameJoão Sousa, Rui M. Jesus. 285-290 [doi]
- The Winner Gives It All': Preliminary Results on The Role of Game Outcome on the Effectiveness of a Game for ChangeSharon T. Steinemann, Elisa D. Mekler, Klaus Opwis. 291-298 [doi]
- Game-Based Myoelectric TrainingAaron Tabor, Scott Bateman, Erik Scheme. 299-306 [doi]
- Treehouse Dreams: A Game-Based Method for Eliciting Interview Data from ChildrenAlexandra To, Anny Fan, Catherine Kildunne, Eda Zhang, Geoff F. Kaufman, Jessica Hammer. 307-314 [doi]
- Heuristic Evaluation for Gameful DesignGustavo Fortes Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, Lennart E. Nacke. 315-323 [doi]
- Initial Design Implications for Early Algebra GamesRuth Torres, Zachary O. Toups, Karin Wiburg, Barbara Chamberlin, Cynthia Gomez, Mehmet Ali Ozer. 325-333 [doi]
- Design and Preliminary Validation of The Player Experience InventoryVero Vanden Abeele, Lennart E. Nacke, Elisa D. Mekler, Daniel M. Johnson 0001. 335-341 [doi]
- Playing Support: Social Connectedness Amongst Male Videogame PlayersKellie Vella, Daniel M. Johnson 0001, Jo Mitchell. 343-350 [doi]
- Toward Human in the Loop Optimization Through Game-Based ExperimentsMichael Williams, Hassen Gharbi, Aybike Ulusan, Özlem Ergun, Xiaofeng Zhu, Shiyu Zhang, Casper Harteveld. 351-358 [doi]
- Motivational Impacts and Sustainability Analysis of a Wearable-based Gamified Exercise and Fitness SystemZhao Zhao, S. Ali Etemad, Anthony Whitehead, Ali Arya. 359-365 [doi]
- Designing for Emotional Complexity in Games: The Interplay of Positive and Negative AffectElisa D. Mekler, Stefan Rank, Sharon T. Steinemann, Max Valentin Birk, Ioanna Iacovides. 367-371 [doi]
- Fictional Game Elements: Critical Perspectives on Gamification DesignAmon Rapp, Federica Cena, Frank Hopfgartner, Juho Hamari, Conor Linehan. 373-377 [doi]