Abstract is missing.
- Using HTC Vive and TouchDesigner to Projection-Map Moving Objects in 3D Space: A Playful Participatory ArtworkBetty Sargeant, Florian 'Floyd' Mueller, Justin Dwyer. 1-11 [doi]
- JumpGym: Exploring the Impact of a Jumping Exergame for Waiting AreasMmachi G. Obiorah, Emily Harburg, Maarten Bos, Michael S. Horn. 13-24 [doi]
- Local Multiplayer Immersion Affected by 3D StereoscopyDaniel P. O. Wiedemann, Peter J. Passmore, Magnus Moar. 25-35 [doi]
- Indie Game and Media Art Exhibition Spaces as Interface LayersKieran Nolan. 37-45 [doi]
- Effects of Commercial Exergames on Motivation in Brian Injury TherapyCynthia Putnam, Amanda Lin, Vansanth Subramanian, Dorian C. Anderson, Erica Christian, Bharathi Swaminathan, Sai Yalla, William Cotter, Danielle Ciccone, Jinghui Cheng. 47-59 [doi]
- Touching Base on Children's Interactions with Tablet GamesJanet C. Read, Suzanne Clarke, Dan Fitton, Rhianne Joes, Matthew Horton, Gavin Sim. 61-72 [doi]
- Integrating Affective Responses and Gamification into Early Reading Acquisition Software ApplicationsAmelia W. Cole, Denise T. Quesnel, Serkan Pekçetin, Diane Gromala, Heather O'Brien, Alissa Nicole Antle, Bernhard E. Riecke. 73-85 [doi]
- Memory Must Not Be Lost: "Progetto Ustica" and Civically-Engaged GamesGabriele Ferri, Mauro Salvador, Ben A. M. Schouten, Ivan Venturi. 87-97 [doi]
- The Ocean Game: Assessing Children's Engagement and Learning in a Museum Setting Using a Treasure-Hunt GameVanessa Cesário, Marko Radeta, Sónia Matos, Valentina Nisi. 99-109 [doi]
- AMELIO: Evaluating the Team-building Potential of a Mixed Reality Escape Room GameHarald Warmelink, Igor Mayer, Jessika Weber, Bram Heijligers, Mata Haggis, Erwin Peters, Max M. Louwerse. 111-123 [doi]
- HCI Lessons From PlayStation VRM. P. Jacob Habgood, David Wilson, David Moore, Sergio Alapont. 125-135 [doi]
- Racial Diversity in Indie Games: Patterns, Challenges, and OpportuntiesCale J. Passmore, Rowan Yates, Max Valentin Birk, Regan L. Mandryk. 137-151 [doi]
- Automated Game Testing with ICARUS: Intelligent Completion of Adventure Riddles via Unsupervised SolvingJohannes Pfau, Jan David Smeddinck, Rainer Malaka. 153-164 [doi]
- Teaching Pervasive Game Design in a Zombie ApocalypseJoshua Tanenbaum, Daniel Gardner, Michael A. Cowling. 165-177 [doi]
- Cognitive Rehabilitation Potential of a Driving Simulation Game for BrainInjury: A Pilot StudyCynthia Putnam, Dorian C. Anderson, Wayne Hosley Jr., Jinghui Cheng, Lisa Goldman. 179-185 [doi]
- Towards Teaching Maternal Healthcare and Nutrition in Rural Ethiopia through a Serious GameJosé M. Font, Alexander Hedvall, Emil Svensson. 187-193 [doi]
- Assessing Implicit Computational Thinking in Zoombinis Gameplay: Pizza Pass, Fleens & Bubblewonder AbyssElizabeth Rowe, Jodi Asbell-Clarke, Kathryn Cunningham, Santiago Gasca. 195-200 [doi]
- Children's Evaluations of a System Supporting Observation of Anatomies and Behaviors of Animals in ZoosYui Tanaka, Ryohei Egusa, Yuuki Dobashi, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Tomoyuki Nogami. 201-206 [doi]
- Implementation and Evaluation of Accessible Caption System in Universal Puppetry: A Case Study on Hearing Impaired Children at the Elementary School of DeafRyohei Egusa, Shuya Kawaguchi, Tsugunosuke Sakai, Hiroshi Mizoguchi, Fusako Kusunoki, Miki Namatame, Shigenori Inagaki. 207-212 [doi]
- Developing and Testing ScrollQuest: A Video Game Targeting Rejection Sensitivity in AdolescentsAnouk Tuijnman, Isabela Granic, Josh Whitkin, Rutger C. M. E. Engels. 213-221 [doi]
- The Design of a Virtual Reality Game for Stroke-Induced Attention DeficitsHanne Huygelier, Céline R. Gillebert, Raymond van Ee, Vero Vanden Abeele. 223-230 [doi]
- No Game, No Pain?: Towards a Mobile Exergame for RehabilitationDaniel Steffen, Corinna A. Christmann, Wolfgang Teufl, Gabriele Bleser. 231-237 [doi]
- Games, Health and the City: Developing Location-Aware Games for Leveraging the Most Suitable Places for Physical ActivityIgnacio Miralles, Carlos Granell, Luis E. Rodríguez-Pupo, Sven Casteleyn, Joaquín Huerta. 239-245 [doi]
- Researching Adaptivity for Individual Differences in Numeracy GamesMartyn Mees, Tim Jay, Jacob Habgood, Paul Howard-Jones. 247-253 [doi]
- Acceptance of a Neuropaediatric Exergame Rehabilitation System with Severe Cerebral PalsyWilliam J. Farr, Marilyn Poole, Clive Thursfield, Ian Male. 255-260 [doi]
- Improving Relationships between Parents and Children in Shopping Malls by Using a Digital Treasure Hunting GameNaomi Iga, Asuka Wakao, Kohei Matsumura, Roberto Lopez-Gulliver, Haruo Noma. 261-267 [doi]
- Can Card Games Be Used to Assess Mild Cognitive Impairment?: A Study of Klondike Solitaire and Cognitive FunctionsKarsten Gielis, Filipa Brito, Jos Tournoy, Vero Vanden Abeele. 269-276 [doi]
- Roller Coaster Park Manager by Day Problem Solver by Night: Effect of Video Game Play on Problem SolvingKaitlyn M. Roose, Elizabeth S. Veinott. 277-282 [doi]
- "Dinner is ready!": Virtual Reality Assisted Training for Chronic Pain RehabilitationMonique Tabak, Miriam Cabrita, Thomas Schüler, David Hörst, René Heuven, Benjamin Kinast, Annika Thomas. 283-289 [doi]
- CodeFruits: Teaching Computational Thinking Skills Through Hand GesturesSidhant Goyal, Simran Chopra, Dileep Mohanan. 291-298 [doi]
- KeynVision: Exploring Piano Pedagogy in Mixed RealityAmare Birhanu, Stefan Rank. 299-304 [doi]
- Simple Acts for a Better World: A Gameful System for Prosocial Behavior: Preliminary Design and Research PlanSharon T. Steinemann, Benjamin Geelan, Kristy de Salas, Klaus Opwis. 305-313 [doi]
- Exploring Gaze and Hand Gestures for Non-Verbal In-Game CommunicationBernhard Maurer, Alina Krischkowsky, Manfred Tscheligi. 315-322 [doi]
- Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious GameKonstantin Wegner, Sven Seele, Helmut Buhler, Sebastian Misztal, Rainer Herpers, Jonas Schild. 323-329 [doi]
- Requirements and Game Ideas for Social Interaction in Mobile Outdoor GamesXavier Fonseca, Stephan Lukosch, Heide Lukosch, Simon Tiemersma, Frances M. T. Brazier. 331-337 [doi]
- Supporting Creative Confidence in a Musical Composition Workshop: Sound of ColourJack Davenport, Mark Lochrie, John Law. 339-344 [doi]
- SEE ME ROAR: Self-determination Enhanced Engagement for Math Education Relying On Augmented RealityJingYa Li, Erik D. Van der Spek, Jun Hu, Loe M. G. Feijs. 345-351 [doi]
- Productivity & Play: A First-Person Shooter for Fast and Easy Scene DesignThomas Fröhlich, Jan von Oehsen, Rainer Malaka. 353-359 [doi]
- Machine Learning for Personalized Challenges in a Gamified Sustainable Mobility ScenarioReza Khoshkangini, Annapaola Marconi, Giuseppe Valetto. 361-368 [doi]
- Sonora: Inclusive Voice Play For Children With Various AbilitiesDaniil Umanski, Yael Avni, Michal Rinott. 369-374 [doi]
- From Board Game to Digital Game: Designing a Mobile Game for Children to Learn About Invasive SpeciesAishat Aloba, Gabriel Coleman, Triton Ong, Shan Yan, Dehlia Albrecht, Marko Suvajdzic, Lisa Anthony. 375-382 [doi]
- Adding Interactivity to BalanSAR: a Spatial Augmented Reality Game for Balancing in Physical EducationDaniCa Mast, Michel Bosman, Sylvia Schipper, Samantha Diederiks, Sanne de Vries. 383-389 [doi]
- The Drawbox Project: Open Ended Play Over a DistanceMichal Rinott, Daniil Umanski. 391-396 [doi]
- Experiment-Driven Development of a GWAP for Marking Segments in TextChris Madge, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio. 397-404 [doi]
- Design Box Case Study: Facilitating Interdisciplinary Collaboration and Participatory Design in Game DevelopmRoger Altizer Jr., José Pablo Zagal, Erin Johnson, Bob Wong, Rebecca Anderson, Jeffery Botkin, Erin Rothwell. 405-412 [doi]
- Designing Hybrid Games for Playful Fabrication: Augmentation, Accumulation & IdlenessJoshua Tanenbaum, Karen Tanenbaum, Michael A. Cowling. 413-419 [doi]
- Magia Transformo: Designing for Mixed Reality Transformative PlayKe Jing, Natalie Nygaard, Joshua Tanenbaum. 421-429 [doi]
- MagicTorch: A Context-aware Projection System for Asymmetrical VR GamesJiabao Li, Honghao Deng, Panagiotis Michalatos. 431-436 [doi]
- Playful Technology-Mediated Audience Participation in a Live Music EventFares Kayali, Oliver Hödl, Geraldine Fitzpatrick, Peter Purgathofer, Alexander Filipp, Ruth Mateus-Berr, Ulrich Kühn, Thomas Wagensommerer, Johannes Kretz, Susanne Kirchmayr. 437-443 [doi]
- How Multidisciplinary is Gamification Research?: Results from a Scoping ReviewNicholas O'Donnell, Dennis L. Kappen, Zachary Fitz-Walter, Sebastian Deterding, Lennart E. Nacke, Daniel M. Johnson 0001. 445-452 [doi]
- Exploring the Role of Self-efficacy in Biofeedback Video GamesJoanneke Weerdmeester, Marieke van Rooij, Owen Harris, Niki Smit, Rutger C. M. E. Engels, Isabela Granic. 453-461 [doi]
- Trait Mindfulness and Player ExperienceMehmet Kosa, Ahmet Uysal. 463-470 [doi]
- ShuttleKicker+: Designing Gamified Sonification to Augment the Physical Leisure ActivityXipei Ren, Yudan Ma, Yuan Lu, Aarnout Brombacher. 471-478 [doi]
- Towards Computer-Aided Imagery in Sport and ExerciseKourosh Naderi, Jari Takatalo, Perttu Hämäläinen. 479-485 [doi]
- Playability: A Game-Centric DefinitionJanne Paavilainen. 487-494 [doi]
- To Save or To Sacrifice?: Understanding Meaningful Choices in GamesGlena Helen Iten, Sharon T. Steinemann, Klaus Opwis. 495-502 [doi]
- Investigating Uncertainty in Digital Games and its Impact on Player ImmersionShringi Kumari, Christopher Power, Paul A. Cairns. 503-509 [doi]
- Ingestible Games: Swallowing a Digital Sensor to Play a GameZhuying Li, Felix Brandmueller, Florian 'Floyd' Mueller, Stefan Greuter. 511-518 [doi]
- What can We Learn from Eye Tracking Boardgame Play?Melissa J. Rogerson, Martin R. Gibbs, Wally Smith. 519-526 [doi]
- Recommendations for Building Gamified Calibration Technologies for BCI ApplicationsChloe Eghtebas, Christian Haupt, Gudrun Klinker. 527-533 [doi]
- Pokémon GoAung Pyae, Mika Luimula, Jouni Smed. 535-541 [doi]
- MOBA as a Stage: Explaining Purchase Behavior through different Strategies of Self-PresentationBastian Kordyaka, Marius Müller 0001, Björn Niehaves. 543-550 [doi]
- Toward Measuring Empathy in Virtual RealityKate Carey, Emily Saltz, Jacob Rosenbloom, Mark Micheli, Judeth Oden Choi, Jessica Hammer. 551-559 [doi]
- Emotional Robocoaster: An Exploration on Emotions, Research Methods and IntrospectionPedro Reynolds-Cuéllar, Cynthia Breazeal. 561-567 [doi]
- Attributes of Ingress Gaming Locations Contributing to Players' Place AttachmentCynthia M. Sifonis. 569-575 [doi]
- How to Do Gameful DesignSebastian Deterding. 581-583 [doi]
- CatEscape: An Asymmetrical Multiplatform Game Connecting Virtual, Augmented and Physical WorldJiabao Li, Honghao Deng, Panagiotis Michalatos. 585-590 [doi]
- ZenSketch: A Sketch-based Game For Improving Line WorkBlake Williford, Matthew Runyon, Adil Hamid Malla, Wayne Li, Julie Linsey, Tracy Hammond. 591-598 [doi]
- Through Pink and Blue Glasses: Designing a Dispositional Empathy Game Using Gender Stereotypes and Virtual RealityDaphne A. Muller, Caro R. van Kessel, Sam Janssen. 599-605 [doi]
- The Pantheon of Dream: Playing with emergent and embedded narratives to increase player immersionAmber G. O'Brien. 607-613 [doi]
- The Maze: Enabling Collaborative Planning in Games Through Annotation InterfacesSultan A. Alharthi, Ruth Torres, Ahmed Khalaf, Zachary O. Toups. 615-620 [doi]
- What Lurks in the Dark: An Audience Participation Horror GameJustin Fanzo, Rachel Gu, Jinchao Han, Ketul Majmudar, Tony Deng, Flora Cheng, Chaoya Li, Jessica Hammer. 621-624 [doi]
- Guts Game: A Game using Ingestible SensorsFelix Brandmueller, Zhuying Li. 625-631 [doi]
- Angle Jungle: An Educational Game about AnglesJibran Khan, Jun Wang, Xueyang Wang, Yonglin Zhang, Jessica Hammer, Scott Stevens, Ricardo Washington. 633-638 [doi]
- WEARPG: Movement-Based Tabletop Role-Playing Game with Arm-Worn Devices and an Augmented DieOguz Turan Buruk, Ismet Melih Özbeyli, Oguzhan Özcan. 639-646 [doi]
- Project Hindsight: Seamless Interactive Film For Virtual RealityJacob Rosenbloom, Abhinav Sinha, Kyungkuk Kim, Sunil Nayak, Fu Yen Hsiao, Justin Campbell, Ralph Vituccio, Heather Kelley. 647-652 [doi]
- Exploiting Players?: Critical Reflections on Participation in Game DevelopmentKathrin Gerling, Guenter Wallner, Pejman Mirza-Babaei, John Shearer, Conor Linehan, Kieran Hicks. 653-655 [doi]
- Positive Gaming: Workshop on Gamification and Games for WellbeingGustavo Fortes Tondello, Rita Orji, Kellie Vella, Daniel Johnson, Marierose M. M. van Dooren, Lennart E. Nacke. 657-660 [doi]
- Augmented Tabletop Games WorkshopZachary O. Toups, Nicolas LaLone, Oguz Turan Buruk, Joshua Tanenbaum, Aaron Trammell, Jessica Hammer, Ansgar E. Depping. 661-666 [doi]
- Arguing on the Holodeck.: Designing Immersive Interactive Entertainment with Persuasive IntentMartijn J. L. Kors, Karel Millenaar, Erik D. Van der Spek, Gabriele Ferri, Ben A. M. Schouten, Alyea Sandovar, Cas Ketel, Joris Dormans. 667-671 [doi]
- Games for the Assessment and Treatment of Mental HealthRegan L. Mandryk, Max Valentin Birk, Adam Lobel, Marieke van Rooij, Isabela Granic, Vero Vanden Abeele. 673-678 [doi]