Abstract is missing.
- Game OverPhilip Sharp. [doi]
- Girls Creating Games: Challenging Existing Assumptions about Game ContentJill Denner, Steven Bean, Linda L. Werner. [doi]
- Consumption, Identity and the Work of Play in ESPN NFL 2K5Andrew Baerg. [doi]
- Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic CircleMarinka Copier. [doi]
- The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHDTammy McGraw, Krista Burdette, Kristine Chadwick. [doi]
- Megamen: Masculinities at Play in a Campus ArcadeNick Taylor. [doi]
- Lessor-known Worlds: Bridging the Telematic Flows with Located Human Experience Through Game DesignDebra Polson, Barbara Adkins, Marcos Caceres. [doi]
- Virtual Worlds in Asia: Business Models and Legal IssuesIan MacInnes. [doi]
- Changing Views of Commercialization in Digital Games: In-Game Advertising and Advergames as Worlds in PlaySusan B. Kretchmer. [doi]
- Liberal Sims?: Simulated Difference and the Commodity of Social DiversityA. Brady Curlew. [doi]
- Auditory Perception in GamesTroels B. Folmann. [doi]
- B.Sc. Computer Game Development ... Why not?Libero Ficocelli, David Gregg. [doi]
- Theory is Play is Design is TheoryEric Zimmerman. [doi]
- Studying Games in School: learning and teaching about game design, play and cultureCaroline Pelletier. [doi]
- The Ethics of Computer Game DesignMiguel Sicart. [doi]
- The pleasures and practices of virtualised consumption in digital spacesMike Molesworth, Janice Dengeri-Knott. [doi]
- OceanQuest: A University-Based Serious Game ProjectJim Parker, Sonny Chan. [doi]
- CameraBots: Cinematography for Games with Non-Player Characters as Camera OperatorsJames Kneafsey, Hugh McCabe. [doi]
- 1. The Game of Life: Narrative and Ludic Identity Formation in Computer GamesJos de Mul. [doi]
- Mechanized Humanity: how Digital Games Tend to Present PeopleKevin Schut. [doi]
- Who owns my avatar? - Rights in virtual propertyAnders Eriksson, Kalle Grill. [doi]
- Authentic Learning Experiences Through Play: Games, Simulations and the Construction of KnowledgeLisa Galarneau. [doi]
- Frame and Metaphor in Political GamesIan Bogost. [doi]
- Games for Learning: Are Schools Ready for What s to Come?Katrin Becker, Michele Jacobsen. [doi]
- SuperGaming! Distributed Design for Massively Collaborative Play, or, Why I Love BeesJane McGonigal. [doi]
- Augmented Board Games - Using Electronics to Enhance Gameplay in Board GamesJohan Peitz, Daniel Eriksson, Staffan Björk. [doi]
- The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game EventsNiklas Ravaja, Timo Saari, Jari Laarni, Kari Kallinen, Mikko Salminen, Jussi Holopainen, Aki Järvinen. [doi]
- Fundamental Components of the Gameplay Experience: Analysing ImmersionLaura Ermi, Frans Mäyrä. [doi]
- My DocumentSteve Hannah. [doi]
- Racing Academy: peer-to-peer learning in a social racing gameBen Williamson, Stephen Sayers, Richard Sandford. [doi]
- The Ability of Online Branded Games to Build Brand Equity: An Exploratory StudyDavid Deal. [doi]
- Public Diplomacy and Virtual WorldsJoshua Fouts, Douglas Thomas. [doi]
- Evaluation of Web-based Games and Simulations Using the Virtual Usability LaboratoryRon Owston, André Kushniruk, Francis Ho, Kevin Pitts. [doi]
- Narrative comprehension in computer games: Implications for literacy and learningIsabelle Eaton. [doi]
- Games, Montage and the First Person Point of ViewMichael Nitsche. [doi]
- Socially Adaptable GamesDaniel Eriksson, Staffan Björk, Johan Peitz. [doi]
- Computer Games and Emotional EngagementShoaleh Bigdeli, Mahboubeh Asgari. [doi]
- Game Music - learning from the MoviesTroels B. Folmann. [doi]
- The Sponsored Avatar: Examining the Present Reality and Future Possibilites of Advertising in Digital GamesJason Chambers. [doi]
- Evolution Of Space Configuration In VideogamesClara Fernández-Vara, José Pablo Zagal, Michael Mateas. [doi]
- Early Games Production in New ZealandMelanie Swalwell. [doi]
- An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transactionYu-Hao Lee, Holin Lin. [doi]
- The Y Factor: Gender and Games (Panel/Workshop)Jacki Morie, Celia Pearce. [doi]
- Player-Centred Game Design: Adaptive Digital GamesDarryl Charles, Aphra Kerr, Moira McAlister, Michael McNeill, Julian Kücklich, Michaela M. Black, Adrian Moore, Karl Stringer. [doi]
- Individual Differences in Violent Video Game PlayAmanda Bolton, Gregory Fouts. [doi]
- Interactive Story Writing in the Classroom: Using Computer GamesJonathan Schaeffer, Mike Carbonaro, Duane Szafron, Maria Cutumisu, Matthew McNaughton, Curtis Onuczko, Thomas Roy, Stephanie Gillis, Sabrina Kratchmer. [doi]
- Global Heart RateSara Diamond, Tom Donaldson, Anita Johnston. [doi]
- The Dawn of Game Studies in Japan: What Held Japanese Game Studies Back?Rumiko Hoshino, Kiyoshi Shin, Akira Baba. [doi]
- Designing Puzzles for Collaborative Gaming Experience - CASE: eScapeTony Manninen, Tuomo Korva. [doi]
- Cognitive Callisthenics: Do FPS computer games enhance the player s cognitive abilities?Paul Kearney. [doi]
- Sex in Games: Representing and Desiring the VirtualGareth Schott. [doi]
- Feel It, Don t Think: the Significance of Affect in the Study of Digital GamesEugenie Shinkle. [doi]
- Place Space and Monkey Brains: Cognitive Mapping in Games and Other MediaErik Champion. [doi]
- Tales for the many: Storytelling in RPGs, LARPs and MMORPGsAnders Tychsen. [doi]
- Modding NeverWinter Nights: a Simulation for Reinforcing Information Seeking Concepts for Mass Communication StudentsNora Paul, Kathleen Hansen, Matt Taylor. [doi]
- A Totally Different World : Playing and Learning in Multi-User Virtual EnvironmentsLinda Kao, Cathleen Galas, Yasmin B. Kafai. [doi]
- Video games: A significant cognitive artifact of contemporary youth cultureLyn Henderson. [doi]
- Pretty good for a girl: gender, identity and computer gamesCatherine Beavis. [doi]
- Build It to Understand It: Ludology Meets Narratology in Game Design SpaceMichael Mateas, Andrew Stern. [doi]
- Playing with Heritage: Semiotics and cultural analysis of the online Mahjong game in the global environmentWendy Wong. [doi]
- The design of narrative as an immersive simulationRenata Gomes. [doi]
- Motivations of Play in MMORPGsNicholas K. Yee. [doi]
- socio-ec(h)o: Ambient Intelligence and GameplayRon Wakkary, Marek Hatala, Robb Lovell, Milena Droumeva, Alissa Nicole Antle, Dale Evernden, Jim Bizzocchi. [doi]
- Towards an interactive visualization of game design patternsJulie Tolmie, Steve DiPaola, Anthony Charles. [doi]
- Mise-en-scène Applied to Level Design: Adapting a Holistic Approach to Level DesignHeather Logas, Danny Muller. [doi]
- Styles of Playing Violent Video Games: An Individual Differences Research MethodologyAmanda Bolton, Gregory Fouts. [doi]
- Spontaneous Communities of Learning: A Social Analysis of Learning Ecosystems in Massively Multiplayer Online Gaming (MMOG) EnvironmentsLisa Galarneau. [doi]
- Digital Games: A Motivational PerspectiveEliana Medina. [doi]
- The Narrative and Ludic Nexus in Computer Games: Diverse Worlds IIJeffrey E. Brand, Scott Knight. [doi]
- Virtually Visual: The effects of visual technologies on online identificationJennifer Martin. [doi]
- Shadowplay workshopSimon Niedenthal. [doi]
- The White-Eyed Player Culture: Grief Play and Construction of Deviance in MMORPGsHolin Lin, Chuen-Tsai Sun. [doi]
- The Pokemon ParableNeal Thomas. [doi]
- Wherever Hardware, There ll be Games. The evolution of hardware and shifting industrial leadership in the gaming industry 1968-2004Jan Jörnmark, Ann-Sofie Axelsson, Mirko Ernkvist. [doi]
- Among pasta-loving Mafiosos, drug-selling Columbians and noodle-eating Triads - Race, humour and interactive ethics in Grand Theft Auto IIIMikolaj Dymek, Thomas Lennerfors. [doi]
- Interactive Digital Storytelling: Towards a Hybrid Conceptual ApproachUlrike Spierling. [doi]
- Defining Multiplayer Computer Gaming CommunitiesMarko Siitonen. [doi]
- The Gamer and the Case Mod: Socio-Material Play and Expression in the LAN PartyBart Simon. [doi]
- Neomancer: An Exercise in Interdisciplinary Academic Game DevelopmentMichael Katchabaw, Derek Elliott, Stephen Danton. [doi]
- Implementation of a karma factor affects behaviour in a sports-action gameChad D. Ciavarro, Jim Bizzocchi, Nori Bradley, Ian Williamson, Bradley S. Paras, David Goodman. [doi]
- Game Engineering for a Multiprocessor ArchitectureAbdennour El Rhalibi, Steve Costa, David England. [doi]
- What Do We Learn When We Change the Way We Play? Augmenting the Computer Gameplay ExperienceNis Bojin. [doi]
- Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron s CallJason Rhody. [doi]
- 24-1: The Flashback Game JamKatie Salen. [doi]
- Cinematic Camera as Videogame Cliché: Analysis and Software DemonstrationDavid Thomas, Gary Haussmann. [doi]
- Tomorrow, and Tomorrow, and Tomorrow: The Future-Orientation of Videogame PlayBarry Atkins. [doi]
- Gaining Advantage: How Videogame Players Define and Negotiate CheatingMia Consalvo. [doi]
- Realistic Agent Movement in Dynamic Game EnvironmentsRoss Graham, Hugh McCabe, Stephen Sheridan. [doi]
- Perform or Else: An Interdisciplinary Workshop on Extroverted Game PlayJane McGonigal, Henry Lowood, Katherine Isbister. [doi]
- The Expressions of ColoursVeronica Zammitto. [doi]
- Have Fun Working with Our Product! : Critical Perspectives On Computer Game Mod CompetitionsOlli Sotamaa. [doi]
- Intermedial Pleasures: The Enjoyment of Digital Games in the Context of Home Media UseAphra Kerr, Pat Brereton, Roddy Flynn, Julian Kücklich. [doi]
- Visual vs. Functional Design of 3D Models for GamesTomi Kujanpää, Tony Manninen. [doi]
- Albert Goes Narrative ContractingKen Newman, Robert Grigg. [doi]
- Meet Death Jr.: The culture and business of cross-media productionsEspen Aarseth. [doi]
- Boyhood Spaces: Play and Social Navigation through Video GamesShanly Dixon, Bart Simon. [doi]
- Playing Through: the Future of Alternative and Critical Game ProjectsPatrick Crogan. [doi]
- New Design Methods for Activist GamingMary Flanagan, Helen Nissenbaum, Daniel C. Howe. [doi]
- Key Factors in the Design of Effective Games: Results of a Survey of Industry Experts and Advanced GamersDavid Kaufman, David Chandross, Anthony Gurr. [doi]
- Abstract of Dynamic Range: When Game Design and Narratives UniteDominic Arsenault. [doi]
- Dialog as a GamePeter Border. [doi]
- Shenmue: Academia DistilledPhilip Sharp. [doi]
- A Brief History of Wasted TimeDarshana Jayemanne. [doi]
- Growing Complex GamesNicholas Glean. [doi]
- Game, Motivation, and Effective Learning: An Integrated Model for Educational Game DesignBradley S. Paras, Jim Bizzocchi. [doi]
- 2. Computer Games as Participatory Media CultureJoost Raessens, Jos de Mul, Douglas Rushkoff. [doi]
- Online Gaming as a Virtual ForumMatthew Payne. [doi]
- Theory as Game: Designing the Game GameAki Järvinen. [doi]
- Computer Games to Visualize Music: Using a 270-year-old Tradition to Imagine Digital PossibilitiesMark Weiler. [doi]
- Emotions evoked during collaborative and competitive play when players are co-located and spatially separatedRomana Khan, Jonathan Sykes. [doi]
- Bringing New HOPE to Networked Games: Using Optimistic Execution to Improve Quality of ServiceMichael Katchabaw, Ryan Hanna. [doi]
- Cinderella Was A Hacker! and Other Notes from the Edge of Game Design Mary Flanagan. [doi]
- Who s World is it? : Creative Play and Player Presence in World of WarcraftTanya Krzywinska. [doi]
- DiGRA Symposium AbstractPunya Mishra. [doi]
- Legal and Organizational Issues in Collaborative User-Created ContentRisto Sarvas, Marko Turpeinen, Perttu Virtanen, Herkko Hietanen, Fernando Herrera. [doi]
- Interface and Narrative TextureBen Lin, Jim Bizzocchi, Jim Budd. [doi]
- Designing Immersive Sound for a Pervasive Mobile GameInger Ekman, Jussi Lahti, Jani Nummela, Petri Lankoski, Frans Mäyrä. [doi]
- Why are there so few women working in games?Lizzie Haines. [doi]
- Role Theory: The Line Between Roles as Design and Socialization in EverQuestKelly Boudreau. [doi]
- Research Issues in ArchITectural Game DesignSteffen P. Walz. [doi]
- Towards Emotionally Adapted Games based on User Controlled Emotion KnobsTimo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen. [doi]
- Learning and Literacies in the Social World of Tony Hawk Underground 2Elisabeth Hayes. [doi]
- Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology DebateCelia Pearce. [doi]
- Stepping stones between design and theoryStaffan Björk. [doi]
- Time out? Exploring the role of reflection in the design of games for learningMary H. Ulicsak, Steve Sayers, Keri Facer, Ben Williamson. [doi]
- The Nip and the BiteDarshana Jayemanne. [doi]
- Half-Real: The Interplay between Game Rules and Game FictionJesper Juul. [doi]
- Understanding Korean experiences of online game hype, identity, and the menace of the Wang-tta .Florence Chee. [doi]
- On the Foundations of Evil in Computer Game CheatingMiguel Sicart. [doi]
- Extending Soft Models to Game Design: Flow, Challenges and ConflictsAbdennour El Rhalibi, Martin Hanneghan, Stephen Tang, David England. [doi]
- Ascending Abstraction: Form and Content in Go and NethackWill Jordan. [doi]
- /hide: The aesthetics of group and solo playDavid Myers. [doi]
- The problem of other players - in-game collaboration as collective actionJonas Heide Smith. [doi]
- Presence experience in mobile gamingJari Laarni, Niklas Ravaja, Timo Saari. [doi]
- Push. Play: An Examination of the Gameplay ButtonStephen Griffin. [doi]
- The Play s the Thing: Practicing Play as Community Foundation and Design TechniqueTracy Fullerton. [doi]
- The reception of personal computers in cold war Europe: a small scale comparative studyGraeme Kirkpatrick. [doi]
- Beyond P-1: Who Plays Online?Avery Alix. [doi]
- Framing Virtual LawPeter Edelmann. [doi]
- The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in SportsDesmond E. Mulligan, Michael W. Dobson, Janet McCracken. [doi]
- Players as Authors: Conjecturing Online Game Creation Modalities and InfrastructureJosé Tavares, Rui Gil, Licinio Roque. [doi]
- The online game world as a product and the behavioral characteristics of online game consumers as role playerLeo Sang-Min Whang, Jee Yeon Kim. [doi]
- Towards the unification of intuitive and formal game concepts with applications to computer chessAriel Arbiser. [doi]
- Theorizing for design: The case for pure theoryEspen Aarseth. [doi]
- Canadian Content in Video GamesLeonard Paul. [doi]
- Matchmaker, Matchmaker, Make Me a Match: Artificial Societies vs. Virtual WorldsTimothy Burke. [doi]
- Games, Simulations and Simulation Games : theoretical underpinningsLouise Sauvé, David Kaufman, Lise Renaud. [doi]
- A Game Architecture for Emergent Story-Puzzles in a Persistent WorldFederico Peinado, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín. [doi]
- Making Sense of Manhunt or Why We Play: The Seductions of Violent Entertainment Matteo Bittanti. [doi]
- Tangible Interfaces for Pervasive GamingAndreas Schrader, Bernhard Jung, Darren Carlson. [doi]
- How Serious are serious games? Some lessons from Infra-gamesGeertje Bekebrede, Igor Mayer, Stijn-Pieter A. van Houten, Roy T. H. Chin, Alexander Verbraeck. [doi]
- Playful Play with Games: Linking Level Editing to Learning in Art and DesignMaia Engeli. [doi]
- From the real-world data to game world experience: A method for developing plausible & engaging learning gamesMichael W. Dobson, Dan Ha, Chad Ciavaro, Desmond E. Mulligan. [doi]
- The Localization of Digital Games: A Case Study in ChinaQuan Zhou, Beth E. Kolko. [doi]
- Challenge Balance and Diversity: Playing TheSims and TheSims2Sara Mosberg Iversen. [doi]
- Building and Reconstructing Character. A Case Study of Silent Hill 3Petri Lankoski. [doi]
- Persuasive Games and Simulations for Personal Health ManagementTimo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen. [doi]
- The Effects of Aggressive and Relaxing Popular Music on Driving Game Performance and EvaluationGianna Cassidy, Raymond MacDonald, Jon Sykes. [doi]
- End of story? Quest, narrative and enactment in computer gamesAnders Sundnes Løvlie. [doi]
- Playing Audio-only Games: A compendium of interacting with virtual, auditory WorldsNiklas Röber, Maic Masuch. [doi]
- Shadowplay: Simulated Illumination in Game WorldsSimon Niedenthal. [doi]
- Gaming Mind, Gaming Bodies: Mind-Body Split For the New MilleniumBryan-Mitchell Young. [doi]
- Between a rock and a hard place - the role of animation design in game productionLaura Vallius, Tony Manninen. [doi]
- Corpus Simsi: Or Can a Body Tell a Story?Joyce Goggin. [doi]
- Design and Evaluation of a Hybrid Games System Combining Physical and Virtual ComponentsCarsten Magerkurth, Maral Memisoglu. [doi]
- Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE)Kiel Mark Gilleade, Alan J. Dix, Jennifer Allanson. [doi]
- Possibilities of Non-Commercial Games: The Case of Amateur Role Playing Game Designers in JapanKenji Ito. [doi]
- Modeling and Measuring Engagement in Computer GamesMark Chen, Beth E. Kolko, Elizabeth Cuddihy, Eliana Medina. [doi]
- Opening the Production Pipeline: Unruly CreatorsJohn Banks. [doi]
- A Short and Simple Definition of What a Videogame IsNicolas Esposito. [doi]
- How Are Games Educational? Learning Theories Embodied in GamesKatrin Becker. [doi]
- A Cognitive Psychological Approach to Gameplay EmotionsBernard Perron. [doi]
- A computer game used for moral education - some empirical resultsPatrik Bergman. [doi]
- Visual sign in video gamesMaude Bonenfant. [doi]
- A Social Psychological Approach to Games ResearchKatherine Isbister. [doi]
- Where Everybody Knows Your (Screen) Name: Online Games as Third Places Constance Steinkuehler, Dmitri Williams. [doi]
- Multiplayer Play: Designing Social Interaction in GamesKatie Salen, Eric Zimmerman. [doi]
- The Higher Education of GamingKurt Squire, Levi Giovanetto. [doi]
- When Games and Media Collide: A Political Economic Analysis of the Digital Games IndustryNina Huntemann. [doi]
- Styles of Play: Gamer-Identified Trajectories of Participation in MMOGsConstance Steinkuehler. [doi]
- Her Own Boss: Gender and the Pursuit of Incompetent PlayJennifer Jenson, Suzanne de Castell. [doi]
- Hit the Man: Fascination of Death and Violence in Computer GamesGitte Stald. [doi]
- Configuring the player - subversive behaviour in Project EntropiaPeter Jakobsson, Daniel Pargman. [doi]
- Making Right(s) Decision: Artificial life and Rights ReconsideredJuyun Kim. [doi]
- xCher Hill. [doi]
- Fictive affinities in Final Fantasy XI: complicit and critical play in fantastic nations.William Huber. [doi]
- Enhancing player experience in MMORPGs with mobile featuresElina M. I. Koivisto, Christian Wenninger. [doi]
- The Role of Gamers in Critical Discourse.Matthew Weise. [doi]
- 3. Renaissance Now! The Gamers PerspectiveDouglas Rushkoff. [doi]
- Baldur s Gate and History: Race and Alignment in Digital Role-Playing GamesChristopher Warnes. [doi]
- No Fair! : Intellectual Property and Cultural Participation in Children s Online GamingSara M. Grimes. [doi]
- Game Genre Evolution for Educational GamesCarolyn R. Watters. [doi]
- Simulating the Storytelling Qualities of Life: Telling Stories with the SimsSatu Heliö. [doi]
- From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media PoliticsLars Konzack, Thessa Lindof. [doi]
- Designing Goals for Online Role-PlayersMarkus Montola. [doi]
- The Pervasive Interface; Tracing the Magic CircleEva Nieuwdorp. [doi]
- Game Innovation Workshop (A Weeklong Atelier)Celia Pearce, Tracy Fullerton, Janine Fron. [doi]
- Playing with non-humans: digital games as technocultural formSeth Giddings. [doi]
- Towards an Ontological Language for Game AnalysisJosé Pablo Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, Nolan Lichti. [doi]
- A Realistic Reaction System for Modern Video GamesMichael Katchabaw, Stephen Danton, Leif Gruenwoldt. [doi]
- Playing in the Sandbox: Developing games for children with disabilities.Paul Kearney. [doi]
- (Gendered) Gaming Experience in Different Social Environments: From Home to Cyber CafésHolin Lin. [doi]
- A Comparison of Motivational Factors between Game PlayersMelanie Kellar, Carolyn R. Watters, Jack Duffy. [doi]
- Affective Gaming: Using pupil dilation to determine player arousalCraig Stevenson. [doi]
- Introduction to Game Design ResearchAki Järvinen. [doi]
- The Study on the Gamers Lifestyles in On-line Game World: The Emergence of Cyber-Behavior Patterns in two Different Cultural Context of Korea and JapanGeun-Young Chang, Leo Sang-Min Whang. [doi]
- A Brief Social History of Game PlayDmitri Williams. [doi]
- Contexts, pleasures and preferences: girls playing computer gamesDiane Carr. [doi]
- 2, 443 Quenkers and counting, or What in us really wants to grind? Examining the grind in Star Wars Galaxies: An Empire DividedDouglas Thomas. [doi]
- Research as Design-Design as ResearchAndrew Stapleton. [doi]
- Playing And Learning Without Borders: A Real-time Online Play EnvironmentLouise Sauvé, Villardier Louis, Wilfried Probst, Gary M. Boyd, Víctor Germán Sanchez Arias, David Kaufman. [doi]
- Just Who Wears the Tights in This Household? : Technological Dramas, Gender Trouble, and Cryptic Studio s City of HerosDouglas Walls. [doi]
- Digital Entertainment Culture behind the Iron CurtainAndreas Lange. [doi]
- Immersion in Game Atmospheres for the Video Game Heritage PreservationNicolas Esposito. [doi]
- Building Classes of Entertaining Games for Health EducationCarolyn R. Watters, Fengan Liu, Hadi Kharrazi, Sageev Oore, Melanie Kellar, Michael A. Shepherd. [doi]
- Information Behavior and the Formation and Maintenance of Peer Cultures: A Case Study of MMORPG Suellen Adams. [doi]
- On the Ontology of MMORPG Beings: A Theorethical Model for ResearchJavier Salazar. [doi]
- Learning Games as a Platform for Simulated Science PracticeRikke Magnussen. [doi]
- A Three-factor Model of Motivation and Game DesignMahboubeh Asgari. [doi]
- Consumer Driven Computer Game DesignCharles V. Trappey, Claire Chang, Teng-Tai Hsiao, Ming-Hung Che, Wei-Jie Chiu. [doi]
- Cooperation, Collectivism, and Morality: rural gamer identity in Vulcan, AlbertaNils Olson. [doi]
- Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing GamesCraig A. Lindley, Mirjam Eladhari. [doi]
- What happens if you catch Whypox? Children s learning experiences of infectious disease in a multi-user virtual environmentNina Neulight, Yasmin B. Kafai. [doi]
- Judge for yourself: Ethical Advisor 1.0Michael Power, Michel-Frédérick Gagnon, Lyse Langlois. [doi]
- Law, order and conflicts of interest in massively multiplayer online gamesDaniel Pargman, Andreas Eriksson. [doi]
- A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game ExperiencesLicinio Roque. [doi]
- The GameCreator: Self-Created Mobile Games on the InternetJohann Füller, Christoph Ihl, Markus Rieger. [doi]
- Game Styles, Innovation, and New Audiences: An Historical ViewGreg Costikyan. [doi]
- Games, Metaphor, and LearningElizabeth Sweedyk, Marianne de Laet. [doi]
- Game Classification as Game Design: Construction Through Critical AnalysisChristian Elverdam, Espen Aarseth. [doi]
- Gender, Race and Space in the Construction of Hegemonic Games CultureHelen W. Kennedy. [doi]
- Machinima: digital performance and emergent authorshipJohn Carroll, David Cameron. [doi]
- History of Digital Games in TurkeyErdal Yilmaz, Kursat Cagiltay. [doi]
- Game mediated communication: Multiplayer games as the medium for computer based communicationMats Wiklund. [doi]
- Addressing social dilemmas and fostering cooperation through computer gamesMark Chen. [doi]
- The things we learned on Liberty Island: designing games to help people become competent game playersCaroline Pelletier. [doi]
- Architecting Scalability for Massively Multiplayer Online Gaming ExperiencesRui Gil, José Tavares, Licinio Roque. [doi]
- The Gaming BodyZuraida Buter. [doi]