Abstract is missing.
- Exploring adolescent's STEM learning through scaffolded game designAlexander Ivan Games, Luke Kane. 1-8 [doi]
- Analysis of social gameplay macros in the Foldit cookbookSeth Cooper, Firas Khatib, Ilya Makedon, Hao Lü, Janos Barbero, David Baker, James Fogarty, Zoran Popovic, Foldit players. 9-14 [doi]
- A computational approach towards conflict resolution for serious gamesYun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Carlos Martinho, Gordon Ingram, Ana Paiva, Georgios N. Yannakakis. 15-22 [doi]
- Fun and learning: the power of narrativeTim Marsh, Chuang Xuejin, Li Zhiqiang Nickole, Scot Osterweil, Eric Klopfer, Jason Haas. 23-29 [doi]
- On the harmfulness of secondary game objectivesErik Andersen, Yun-En Liu, Rich Snider, Roy Szeto, Seth Cooper, Zoran Popovic. 30-37 [doi]
- Towards minimalist game designAndrew Nealen, Adam Saltsman, Eddy Boxerman. 38-45 [doi]
- Guidelines for personalizing the player experience in computer role-playing gamesJuha-Matti Vanhatupa. 46-52 [doi]
- A point-and-shoot weapon design for outdoor multi-player smartphone gamesRobert J. Hall. 53-60 [doi]
- Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustrationAlessandro Canossa, Anders Drachen, Janus Rau Møller Sørensen. 61-68 [doi]
- Feature-based projections for effective playtrace analysisYun-En Liu, Erik Andersen, Rich Snider, Seth Cooper, Zoran Popovic. 69-76 [doi]
- Measuring cooperative gameplay pacing in World of WarcraftMartin Ashton, Clark Verbrugge. 77-83 [doi]
- Recognizing players' activities and hidden stateWesley Kerr, Paul R. Cohen, Niall M. Adams. 84-90 [doi]
- Using sequential observations to model and predict player behaviorBrent E. Harrison, David L. Roberts. 91-98 [doi]
- Explicit domain modelling in video gamesDavid Llansó, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Pedro A. González-Calero. 99-106 [doi]
- Modelling virtual camera behaviour through player gazeAndrea Picardi, Paolo Burelli, Georgios N. Yannakakis. 107-114 [doi]
- Proceduralist readings: how to find meaning in games with graphical logicsMike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas. 115-122 [doi]
- Splinter Cell: Double AgentPaul Martin. 123-130 [doi]
- From "open mailbox" to context mechanics: shifting levels of abstraction in adventure gamesClara Fernández-Vara. 131-138 [doi]
- BeadLoom Game: adding competitive, user generated, and social features to increase motivationAcey Kreisler Boyce, Katelyn Doran, Antoine Campbell, Shaun Pickford, Dustin Culler, Tiffany Barnes. 139-146 [doi]
- Real-time sensory substitution to enable players who are blind to play video games using whole body gesturesTony Morelli, Eelke Folmer. 147-153 [doi]
- Navigating a 3D avatar using a single switchEelke Folmer, Fangzhou Liu, Barrie Ellis. 154-160 [doi]
- A study of raiders with disabilities in World of WarcraftTheodore Lim, Bonnie A. Nardi. 161-167 [doi]
- Supplemental sonification of a bingo gameDaniel Ramos, Eelke Folmer. 168-173 [doi]
- A new look at World of Warcraft's social landscapeDiane J. Schiano, Bonnie A. Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee. 174-179 [doi]
- If you build it they might stay: retention mechanisms in World of WarcraftThomas Debeauvais, Bonnie A. Nardi, Diane J. Schiano, Nicolas Ducheneaut, Nicholas Yee. 180-187 [doi]
- Using your friends: social mechanics in social gamesMia Consalvo. 188-195 [doi]
- Choosing human team-mates: perceived identity as a moderator of player preference and enjoymentTim Robert Merritt, Kevin McGee, Teong Leong Chuah, Christopher Ong. 196-203 [doi]
- Representing game characters' inner worlds through narrative perspectivesJichen Zhu, Santiago Ontañón, Brad Lewter. 204-210 [doi]
- Curveship's automatic narrative styleNick Montfort. 211-218 [doi]
- An educational tool for creating distributed physical gamesHenrik Hautop Lund, Luigi Pagliarini. 219-226 [doi]
- Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanicsTeale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin. 227-234 [doi]
- Performatology: an arts approach to designing performative embodied agents (PEAs) for procedural character animationChris Topher Maraffi. 235-237 [doi]
- Kodu game lab: improving the motivation for learning programming conceptsAllan Fowler, Brian Cusack. 238-240 [doi]
- (In)formative play: the effects of digital games on creativity and problem-solving skillsJohannes Breuer. 241-243 [doi]
- Human factors in entertainment computing: designing for diversityKathrin Maria Gerling. 244-246 [doi]
- A computational model of narrative conflictStephen G. Ware. 247-249 [doi]
- Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrativeRogelio Cardona-Rivera. 250-252 [doi]
- Minstrel remixed: a reconstruction and explorationBrandon Robert Tearse. 253-255 [doi]
- Towards fast, believable real-time rendering of burning objects in video gamesDhanyu Amarasinghe, Ian Parberry. 256-258 [doi]
- Automatic identification and generation of highlight cinematics for 3D gamesMike Dominguez, R. Michael Young, Stephen Roller. 259-261 [doi]
- Don't play me: EVE Online, new players and rhetoricChristopher A. Paul. 262-264 [doi]
- Wizard of Wii: toward understanding player experience in first person games with 3D gesturesSalman Cheema, Joseph J. LaViola Jr.. 265-267 [doi]
- Descriptions: a viable choice for video game authorsNeesha Desai, Duane Szafron. 268-270 [doi]
- Adaptive playware in physical gamesHenrik Hautop Lund, Arnar Tumi Thorsteinsson. 271-273 [doi]
- Towards the next generation of board game opponentsAndré Pereira, Rui Prada, Ana Paiva. 274-276 [doi]
- An enjoyment metric for the evaluation of alternate reality gamesAndrew Peter Macvean, Mark O. Riedl. 277-279 [doi]
- Multi-core processing within the frontal lobeJ. Adam Noah, Atsumichi Tachibana, Shaw Bronner. 280-282 [doi]
- On creating a native real-time-strategy game user interface for multi-touch devicesNicole Crenshaw, Scott Orzech, Wai Son Wong, Alexandra Holloway. 283-285 [doi]
- Crafty dynamic vendor pricing in computer role-playing gamesDominic Gurto, Malcolm Ryan, Alan Blair. 286-288 [doi]
- Beachcomber: a game for the visually impairedNathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo. 289-292 [doi]
- Only the good... get pirated: game piracy activity vs. metacritic scoreAnders Drachen, Kevin Bauer, Robert W. D. Veitch. 292-294 [doi]
- The chain model for social tagging game designLilian Weng, Rossano Schifanella, Filippo Menczer. 295-297 [doi]
- Feeling the ambiance: using smart ambiance to increase contextual awareness in game agentsColm Sloan, John D. Kelleher, Brian Mac Namee. 298-300 [doi]
- An inclusive view of player modelingAdam M. Smith, Chris Lewis, Kenneth Hullet, Anne Sullivan. 301-303 [doi]
- A different approach to teaching Chinese through serious gamesJeremiah J. Shepherd, Renaldo J. Doe, Matthew Arnold, Yun Zhu, Jijun Tang. 304-306 [doi]
- Lessons in teaching game designAnne Sullivan, Gillian Smith. 307-309 [doi]
- SpyFeet: an exercise RPGAaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn A. Walker, Noah Wardrip-Fruin. 310-312 [doi]
- Toward a computational model of focalization in narrativeByung-Chull Bae, Yun-Gyung Cheong, R. Michael Young. 313-315 [doi]
- Using navigation meshes for collision detectionD. Hunter Hale, G. Michael Youngblood. 316-318 [doi]
- Prom Week: social physics as gameplayJoshua McCoy, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin. 319-321 [doi]
- Tabletop games using real environment and physical simulationJeremy Laviole, Martin Hachet, Christophe Schlick. 322-324 [doi]
- Brain-computer interfaces for 3D games: hype or hope?Fabien Lotte. 325-327 [doi]
- Reactive animation and gameplay experienceChelsea Hash, Katherine Isbister. 328-330 [doi]
- Is more movement better?: a controlled comparison of movement-based gamesKatherine Isbister, Rahul Rao, Ulf Schwekendiek, Elizabeth O. Hayward, Jessamyn Lidasan. 331-333 [doi]