Abstract is missing.
- Monkey see, monkey do: an ecological approach to challenges in gamesJonas Linderoth. 1 [doi]
- A paradox of play: autonomy and discipline in video gamingBonnie A. Nardi. 2 [doi]
- KinectFusion rapid 3D reconstruction and interaction with Microsoft KinectDavid Molyneaux. 3 [doi]
- Building social games: from platform to productReed Shaffner, Zach Shubert. 4 [doi]
- Sports newsgames: prediction, speculation, and accuracyAbe Stein. 5-10 [doi]
- Metagames, paragames and orthogames: a new vocabularyMarcus Carter, Martin R. Gibbs, Mitchell Harrop. 11-17 [doi]
- Game-o-MaticMike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas. 18-25 [doi]
- A curiously short history of game artJohn Sharp. 26-32 [doi]
- Evaluating user performance in 3D stereo and motion enabled video gamesArun Kulshreshth, Jonas Schild, Joseph J. LaViola Jr.. 33-40 [doi]
- Using an interactive visual novel to promote patient empowerment through engagementLangxuan Yin, Lazlo Ring, Timothy W. Bickmore. 41-48 [doi]
- Designing pervasive health games for sustainability, adaptability and sociabilityYan Xu, Erika Shehan Poole, Andrew D. Miller, Elsa Eiriksdottir, Richard Catrambone, Elizabeth D. Mynatt. 49-56 [doi]
- Getting a word in: adding artificial pauses to natural language interactionSerdar Sali, Ronald Liu, Noah Wardrip-Fruin, Michael Mateas, Sri Kurniawan. 57-64 [doi]
- Network bandwidth evaluation of a hybrid peer-to-peer massively multiplayer frameworkJames Dean Mathias, Daniel Watson. 65-72 [doi]
- The entity system architecture and its application in an undergraduate game development studioPaul Gestwicki. 73-80 [doi]
- Gear2D: an extensible component-based game engineLeonardo G. de Freitas, Luiggi Monteiro Reffatti, Igor Rafael de Sousa, Anderson C. Cardoso, Carla Denise Castanho, Rodrigo Bonifácio, Guilherme N. Ramos. 81-88 [doi]
- Using game development to reveal programming competencySteven Simmons, Betsy James DiSalvo, Mark Guzdial. 89-96 [doi]
- What's 'choice' got to do with it?: avatar selection differences between novice and expert players of World of Warcraft and RiftKelly Bergstrom, Jennifer Jenson, Suzanne de Castell. 97-104 [doi]
- 10, 000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyersThomas Debeauvais, Bonnie A. Nardi, Cristina Videira Lopes, Nicholas Yee, Nicolas Ducheneaut. 105-112 [doi]
- Neither playing nor gaming: pottering in gamesSus Lundgren, Staffan Björk. 113-120 [doi]
- Purposeful by design?: a serious game design assessment frameworkKonstantin Mitgutsch, Narda Alvarado. 121-128 [doi]
- A narrative theory of gamesEspen Aarseth. 129-133 [doi]
- Theoretical and methodological challenges (and opportunities) in virtual worlds researchSuzanne de Castell, Nicholas Taylor, Jennifer Jenson, Mark Weiler. 134-140 [doi]
- PLATO: a coordination framework for designers of multi-player real-time digital gamesAryan Zohoorian, Kevin G. Stanley, Carl Gutwin, Amin Tavassolian. 141-148 [doi]
- How psychophysiology can aid the design process of casual games: a tale of stress, facial muscles, and paper beastsStefano Gualeni, Dirk Janssen, Licia Calvi. 149-155 [doi]
- A case study of expressively constrainable level design automation tools for a puzzle gameAdam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic. 156-163 [doi]
- Automated scenario generation: toward tailored and optimized military training in virtual environmentsAlexander Zook, Stephen Lee-Urban, Mark O. Riedl, Heather K. Holden, Robert A. Sottilare, Keith W. Brawner. 164-171 [doi]
- Motivational game design patterns of 'ville gamesChris Lewis 0002, Noah Wardrip-Fruin, Jim Whitehead. 172-179 [doi]
- The design of Mismanor: creating a playable quest-based story gameAnne Sullivan, April Grow, Michael Mateas, Noah Wardrip-Fruin. 180-187 [doi]
- PCG-based game design: creating Endless WebGillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin. 188-195 [doi]
- Tisch digital tools supporting board gamesUlf Hartelius, Johan Fröhlander, Staffan Björk. 196-203 [doi]
- Characterizing gameplay in a player model of game story comprehensionRogelio Cardona-Rivera, R. Michael Young. 204-211 [doi]
- Evolutionary learning of policies for MCTS simulationsJames Pettit, David P. Helmbold. 212-219 [doi]
- Validating a plan-based model of narrative conflictStephen G. Ware, R. Michael Young. 220-227 [doi]
- Scoop!: using movement to reduce math anxiety and affect confidenceKatherine Isbister, Michael Karlesky, Jonathan Frye. 228-230 [doi]
- Picard: a creative and social online flashcard learning gameKathleen Tuite, Timothy Pavlik, Sandra B. Fan, Tyler Robison, Alexander Jaffe, Yun-En Liu, Erik Andersen, Steven L. Tanimoto. 231-234 [doi]
- Prom weekJoshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Noah Wardrip-Fruin, Michael Mateas. 235-237 [doi]
- Tidy city: a location-based game supported by in-situ and web-based authoring tools to enable user-created contentRichard Wetzel, Lisa Blum, Leif Oppermann. 238-241 [doi]
- Table tilt: making friends fastEve Powell, Rachel Brinkman, Tiffany Barnes, Veronica Catete. 242-245 [doi]
- Subjective documentary: the Cat and the CoupPeter Brinson, Kurosh ValaNejad. 246-249 [doi]
- NerdHerder: designing for physical actions in an augmented reality puzzle gameSam Mendenhall, Vu Ha, Yan Xu, Paul Tillery, Joshua Cohen, John Sharp, Blair MacIntyre. 250-253 [doi]
- "Elude": designing depressionDoris C. Rusch. 254-257 [doi]
- Wordplay games: three game modules to improve student vocabulary knowledgeJay Bachhuber, Tobi Saulnier. 258-260 [doi]
- A new game mechanic: game entity social mappingAsier Marzo Pérez. 261-263 [doi]
- Acute effects of physically active versus inactive video game play on executive functioning skills in childrenRachel Flynn. 264-266 [doi]
- Virtual inequality: a woman's place in cyberspaceKelly Bergstrom. 267-269 [doi]
- Regulating virtual environmentsDarryl Woodford. 270-272 [doi]
- Let's play: understanding the role and meaning of digital games in the lives of older adultsJulie A. Brown. 273-275 [doi]
- Creation, evaluation, and presentation of user-generated content in community game-based tutorsAndrew Hicks. 276-278 [doi]
- Optimizing adaptivity in educational gamesErik Andersen. 279-281 [doi]
- Give me a reason to dig: qualitative associations between player behavior in Minecraft and life motivesAlessandro Canossa. 282-283 [doi]
- Game controllers for older adults: experimental study on gameplay experiences and preferencesTan Phat Pham, Yin Leng Theng. 284-285 [doi]
- Adaptive quests for dynamic world change in MMORPGsEmmett Tomai, Rosendo Salazar, Dave Salinas. 286-287 [doi]
- Warcraft: changing perceptions of women and technology through productive playKara A. Behnke. 288-289 [doi]
- Generating game content from open dataMarie Gustafsson Friberger, Julian Togelius. 290-291 [doi]
- Fear of failure: gender differences in older adult gamersLaura M. Levy, Maribeth Gandy, Rob Solomon, Anne Collins McLaughlin, Jason C. Allaire, Laura A. Whitlock. 292-293 [doi]
- Design issues when using commodity gaming devices for virtual object manipulationSiroberto Scerbo, Doug A. Bowman. 294-295 [doi]