Abstract is missing.
- Beyond the sweet spotSteven Chiang. [doi]
- Kodu: end-user programming and design for gamesMatt MacLaurin. [doi]
- Lighting in games: past, present and futurePeter-Pike Sloan. [doi]
- The intellectual life of online playConstance Steinkuehler. [doi]
- The Brain: revolutionary interface for next-generation digital mediaTan Le. [doi]
- Next-gen content creation for next-gen AIDamian A. Isla. [doi]
- Beyond Barbie and Mortal Kombat: new perspectives on girls and gamesYasmin B. Kafai. [doi]
- Lessons from a class on handheld augmented reality game designEvan Barba, Yan Xu, Blair MacIntyre, Tony Tseng. 2-9 [doi]
- Instructional design as game designJessica D. Bayliss, David I. Schwartz. 10-17 [doi]
- Exploring 3D gestural interfaces for music creation in video gamesJared N. Bott, James G. Crowley, Joseph J. LaViola Jr.. 18-25 [doi]
- Games for passengers: accounting for motion in location-based applicationsLiselott Brunnberg, Oskar Juhlin, Anton Gustafsson. 26-33 [doi]
- Motion and scene complexity for streaming video gamesMark Claypool. 34-41 [doi]
- Perspectives, frame rates and resolutions: it s all in the gameMark Claypool, Kajal T. Claypool. 42-49 [doi]
- Hardcore casual: game culture ::::Return(s) to Ravenhearst::::Mia Consalvo. 50-54 [doi]
- Interactive GPU-based procedural heightfield brushesGiliam J. P. de Carpentier, Rafael Bidarra. 55-62 [doi]
- Evaluation of a game-based lab assignmentMichael Eagle, Tiffany Barnes. 64-70 [doi]
- Addressing industry issues in a multi-disciplinary course on game designAnthony Estey, Amy Gooch, Bruce Gooch. 71-78 [doi]
- Influence points for tactical information in navigation meshesFrederick W. P. Heckel, G. Michael Youngblood, D. Hunter Hale. 79-85 [doi]
- GPS-enabled mobiles for learning shortest paths: a pilot studyJason J. Holdsworth, Siu Man Lui. 86-90 [doi]
- Very fast action selection for parameterized behaviorsIan Horswill. 91-98 [doi]
- Scenario generation for emergency rescue training gamesKenneth Hullett, Michael Mateas. 99-106 [doi]
- Easy to use and incredibly difficult: on the mythical border between interface and gameplayJesper Juul, Marleigh Norton. 107-112 [doi]
- Indicative routes for path planning and crowd simulationIoannis Karamouzas, Roland Geraerts, Mark H. Overmars. 113-120 [doi]
- Motivating and evaluating game development capstone projectsJoe Linhoff, Amber Settle. 121-128 [doi]
- Defining the expectation gap: a comparison of industry needs and existing game development curriculumMonica McGill. 129-136 [doi]
- A requirements analysis for videogame design support toolsMark J. Nelson, Michael Mateas. 137-144 [doi]
- Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoonsDavid Olsen, Michael Mateas. 145-152 [doi]
- Relating cognitive models of computer games to user evaluations of entertainmentPaolo Piselli, Mark Claypool, James Doyle. 153-160 [doi]
- Time will tell: in-game social interactions that facilitate second language acquisitionYolanda Rankin, Deidra Morrison, McKenzie McNeal, Bruce Gooch, Marcus W. Shute. 161-168 [doi]
- Blending the real and virtual in games: the model of fantasy sportsFrank M. Shipman III. 169-174 [doi]
- Rhythm-based level generation for 2D platformersGillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas. 175-182 [doi]
- Generative conversation tool for game writersChristina R. Strong, Michael Mateas, Dave Grossman. 183-190 [doi]
- Improving academic-industry collaboration for game research and educationChris Swain. 191-198 [doi]
- Evaluating distance metrics for animation blendingBen J. H. van Basten, Arjan Egges. 199-206 [doi]
- Can middle-schoolers use Storytelling Alice to make games?: results of a pilot studyLinda L. Werner, Jill Denner, Michelle Bliesner, Pat Rex. 207-214 [doi]
- Characterizing and understanding game reviewsJosé Pablo Zagal, Amanda Ladd, Terris Johnson. 215-222 [doi]
- System for Automated Interactive Lighting (SAIL)Joseph A. Zupko, Magy Seif El-Nasr. 223-230 [doi]
- Robust resource allocation in a massive multiplayer online gaming environmentLuis Diego Briceno, Howard Jay Siegel, Anthony A. Maciejewski, Ye Hong, Brad Lock, Mohammad Nayeem Teli, Fadi Wedyan, Charles Panaccione, Chris Klumph, Kody Willman, Chen Zhang. 232-239 [doi]
- Emphasizing soft skills and team development in an educational digital game design courseQuincy Brown, Frank J. Lee, Suzanne Alejandre. 240-247 [doi]
- Where do we go now?: anytime algorithms for path planningRehman Butt, Stefan J. Johansson. 248-255 [doi]
- An exploration of menu techniques using a 3D game input deviceDustin B. Chertoff, Ross W. Byers, Joseph J. LaViola Jr.. 256-262 [doi]
- Plagiarism detection in game-playing softwarePaolo Ciancarini, Gian Piero Favini. 264-271 [doi]
- Questioning video games influence on CS interestBetsy James DiSalvo, Amy Bruckman. 272-278 [doi]
- Creating a games class: a walkthroughShannon Duvall. 279-284 [doi]
- Online recruitment and engagement of students in game and simulation-based STEM learningDavid Gibson, Susan Grasso. 285-290 [doi]
- Designing serious games with linguistic resourcesStephen Howell, Tony Veale. 291-298 [doi]
- Affective game engines: motivation and requirementsEva Hudlicka. 299-306 [doi]
- Mammoth: a massively multiplayer game research frameworkJörg Kienzle, Clark Verbrugge, Bettina Kemme, Alexandre Denault, Michael Hawker. 308-315 [doi]
- Educational impact of digital visualization and auditing tools on a digital character production courseMark Christensen van Langeveld, Robert Kessler. 316-323 [doi]
- Evaluation of intelligent camera control systems based on cognitive models of comprehensionArnav Jhala, R. Michael Young. 327-328 [doi]
- Evolving player-specific content for level based arcade gamesSanjeev Satheesh, Harikrishna Narasimhan, Pramala Senthil. 329-330 [doi]
- Toward a domain-independent framework to automate scaffolding of task-based learning in digital gamesJames M. Thomas, R. Michael Young. 331-332 [doi]
- Predicting opponent resource allocations when qualitative and contextual information is not availableBaylor Wetzel, Steve Jensen, Maria L. Gini. 333-334 [doi]
- Creative expression of emotions in virtual humansCelso M. de Melo, Jonathan Gratch. 336-338 [doi]
- Level up: a frame work for the design and evaluation of educational gamesMichael Eagle. 339-341 [doi]
- Evaluating the effectiveness of hypothesis-based digital learning games in high school science curriculumMonica McGill. 344-345 [doi]
- Exertion in networked gamesFlorian Mueller. 346-348 [doi]
- Storyboard authoring of plan-based interactive dramasJames Skorupski. 349-351 [doi]
- Automated dialogue generationChristina R. Strong. 352-353 [doi]
- Gender-inclusive quest design in massively multiplayer online role-playing gamesAnne Sullivan. 354-356 [doi]