Abstract is missing.
- Preface and acknowledgments [doi]
- On the foundations of digital gamesStaffan Björk. 1-8 [doi]
- Narrative involvement in gamesGordon Calleja. 9-16 [doi]
- Play, metaphor and representation - a love triangle or une liaison dangereuse?Sebastian Möring. 17-25 [doi]
- On the absence of imaginative resistance in gamesDavid Myers. 26-30 [doi]
- It's a-me / Mario: Playing as a ludic characterDaniel Vella. 31-38 [doi]
- Dark patterns in the design of gamesJosé Pablo Zagal, Staffan Björk, Chris Lewis 0002. 39-46 [doi]
- eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competitionMarcus Carter, Martin R. Gibbs. 47-54 [doi]
- Welcome to the discourse of the real: Constituting the boundaries of games and playersMia Consalvo, Christopher A. Paul. 55-62 [doi]
- Parental mediation of digital gaming and internet useLina Eklund, Karin Helmersson Bergmark. 63-70 [doi]
- Feedback-based gameplay metricsRaphaël Marczak, Gareth Schott, Pierre Hanna, Jean-Luc Rouas. 71-78 [doi]
- Players' perceptions on the concept of the "good player" in MMOGsIro Voulgari, Vassilis Komis. 79-85 [doi]
- Cultural differences in game appreciation: A study of player game reviewsJosé Pablo Zagal, Noriko Tomuro. 86-93 [doi]
- Prom Week: Designing past the game/story dilemmaJoshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin. 94-101 [doi]
- Visual motion in a railed shooter game: A designer studyDavid Milam, Magy Seif El-Nasr, Lyn Bartram, Bardia Aghabeigi. 102-108 [doi]
- Optimal cover placement against static enemy positionsYinxuan Shi, Roger Crawfis. 109-116 [doi]
- Landspotting - Games for improving global land coverTobias Sturn, Michael Wimmer, Peter Purgathofer, Steffen Fritz. 117-125 [doi]
- Cart-Load-O-Fun: Designing digital games for tramsCagdas Toprak, Joshua Platt, Hsin Yang Ho, Florian Mueller. 126-133 [doi]
- Virtual cinematography in games: Investigating the impact on player experiencePaolo Burelli. 134-141 [doi]
- On the desire to not kill your players: Rethinking sound in pervasive and mixed reality gamesInger Ekman. 142-149 [doi]
- Helping friends or fighting foes: The influence of collaboration and competition on player experienceKatharina Emmerich, Maic Masuch. 150-157 [doi]
- The effects of age on player behavior in educational gamesEleanor O'Rourke, Eric Butler, Yun-En Liu, Christy Ballweber, Zoran Popovic. 158-165 [doi]
- PsyOps: Personality assessment through gaming behaviorShoshannah Tekofsky, Pieter Spronck, Aske Plaat, H. Jaap van den Herik, Jan Broersen. 166-173 [doi]
- More naturalness, less control: The effect of natural mapping on the co-located player experienceVero Vanden Abeele, Bob De Schutter, Brian J. Gajadhar, Daniel Johnson. 174-182 [doi]
- Emotion in interactive storytellingHuiwen Zhao. 183-189 [doi]
- Automated redesign of local playspace propertiesAaron William Bauer, Seth Cooper, Zoran Popovic. 190-197 [doi]
- Behaviour oriented design for real-time-strategy gamesSwen E. Gaudl, Simon Davies, Joanna J. Bryson. 198-205 [doi]
- Evolving large-scale neural networks for vision-based TORCSJan Koutník, Giuseppe Cuccu, Jürgen Schmidhuber, Faustino J. Gomez. 206-212 [doi]
- Sentient Sketchbook: Computer-aided game level authoringAntonios Liapis, Georgios N. Yannakakis, Julian Togelius. 213-220 [doi]
- Quantifying over play: Constraining undesirable solutions in puzzle designAdam M. Smith, Eric Butler, Zoran Popovic. 221-228 [doi]
- Adaptive companions in FPS gamesJonathan Tremblay, Clark Verbrugge. 229-236 [doi]
- Analysis of players' in-game performance vs rating: Case study of Heroes of NewerthNeven Caplar, Mirko Suznjevic, Maja Matijasevic. 237-244 [doi]
- A comparison of methods for player clustering via behavioral telemetryAnders Drachen, Christian Thurau, Rafet Sifa, Christian Bauckhage. 245-252 [doi]
- Play-Graph: A methodology and visualization approach for the analysis of gameplay dataGünter Wallner. 253-260 [doi]
- Course on interaction games and learning for interaction design studentsWolmet Barendregt, Mattias von Feilitzen. 261-268 [doi]
- That Ball Game: A game for teaching game designMalcolm Ryan. 269-274 [doi]
- Game analysis as a signature pedagogy of game studiesAnnika Waern. 275-282 [doi]
- My Dream Theatre: Putting conflict on center stageJoana Campos, Carlos Martinho, Gordon Ingram, Asimina Vasalou, Ana Paiva. 283-290 [doi]
- Designing serious games for eldersKarl C. Fua, Swati Gupta, David Pautler, Ilya Farber. 291-297 [doi]
- Whether to play or preserve the past?: Creating The Forgotten Worker QuestBrian Greenspan, Jennifer R. Whitson. 298-305 [doi]
- Children's collaboration in emergent game environmentsBjörn Berg Marklund, Per Backlund, Mikael Johannesson. 306-313 [doi]
- Games for therapy: Defining a grammar and implementation for the recognition of therapeutic gesturesDavid Maung, Roger Crawfis, Lynne V. Gauthier, Lise Worthen-Chaudhari, Linda P. Lowes, Alex Borstad, Ryan J. McPherson. 314-321 [doi]
- Seamless evaluation integration into IDS educational gamesAndreea Molnar, Patty Kostkova. 322-329 [doi]
- Integrating serious content into serious gamesWilliam Ryan, Dennis Charsky. 330-337 [doi]
- Effective practices in game tutorial systemsAmy Shannon, Acey Kreisler Boyce, Chitra Gadwal, Tiffany Barnes. 338-345 [doi]
- Iterative didactic design of serious gamesMichael G. Wagner, Thomas Wernbacher. 346-351 [doi]
- Exploring Minecraft as a conduit for increasing interest in programmingChristopher Zorn, Chadwick A. Wingrave, Emiko Charbonneau, Joseph J. LaViola Jr.. 352-359 [doi]
- Towards the automatic generation of card games through grammar-guided genetic programmingJosé María Font, Tobias Mahlmann, Daniel Manrique, Julian Togelius. 360-363 [doi]
- The relationship between player involvement and immersion: An experimental investigationLaura Herrewijn, Karolien Poels, Gordon Calleja. 364-367 [doi]
- Three corners of reward in computer gamesBradley James, Barbara Fletcher, Nia Wearn. 368-371 [doi]
- User-generated content as cues for performance in LittleBigPlanetPanagiotis Koutsouras, Paul Cairns. 372-375 [doi]
- Tool-supported iterative learning of component-based software architecture for gamesDavid Llansó, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Pedro A. González-Calero, Magy Seif El-Nasr. 376-379 [doi]
- Exploring player behavior with visual analyticsMichael Eagle, Matthew Johnson, Tiffany Barnes, Acey Kreisler Boyce. 380-383 [doi]
- Narrative engagement in games - A continuation desire perspectiveHenrik Schoenau-Fog, Sandy Louchart, Theodore Lim, Maria T. Soto-Sanfiel. 384-387 [doi]
- MovMote: A game for studying interpretationJason Begy, Steven Schirra. 388-389 [doi]
- BeadLoom GameAcey Kreisler Boyce, Amy Shannon, Chitra Gadwal, Tiffany Barnes. 390-392 [doi]
- The Simula FamilyJean E. Dumas, Nicolas Habonneau, Urs Richle, Nicolas Szilas. 393-395 [doi]
- The games for health prototypeChristoffer Holmgård, Georgios N. Yannakakis, Rilla Khaled. 396-399 [doi]
- A Slower Speed of Light: Developing intuition about special relativity with gamesGerd Kortemeyer, Philip Tan, Steven Schirra. 400-402 [doi]
- Movers and Shakers: Conversation and conflict in a serious game for tabletsKonstantin Mitgutsch, Steven Schirra, Sara Verrilli, Richard Eberhardt. 403-405 [doi]
- Sightlence: Haptics for games and accessibilityMathias Nordvall. 406-409 [doi]
- AnyGammon: Playing backgammon variants using any board sizeNikolaos Papahristou, Ioannis Refanidis. 410-412 [doi]
- Network Nightmares: Using games to teach networks and securityWilliam Ryan, Jennifer Stewart, Dean Verleger, Jackie Crofts. 413-416 [doi]
- A gesture-controlled serious game for teaching emotion recognition skills to preschoolers with autismEirini Christinaki, Georgios Triantafyllidis, Nikolas Vidakis. 417-418 [doi]
- Traveller: Interacting with agents to deal with misunderstandings due to cultureNick Degens, Gert Jan Hofstede, Samuel Mascarenhas, Ana Paiva, André Silva, Felix Kistler, Elisabeth André, Arvid Kappas, Ruth Aylett. 419-420 [doi]
- Real-time procedural terrain generation through swarm behavioursÁngel Fernández Cabezas, Tommy Thompson. 421-422 [doi]
- A framework for biometric playtesting of gamesDirk Janssen, Licia Calvi, Stefano Gualeni. 423-424 [doi]
- Village Voices: An adaptive game for conflict resolutionRilla Khaled, Georgios N. Yannakakis. 425-426 [doi]
- Space Maze: Experience-driven game camera controlYana Knight, Héctor Perez Martínez, Georgios N. Yannakakis. 427-428 [doi]
- Valory: Simultaneous control of avatar and environment in a platform gameRene Ksuz, Magdalena Soukup, Gerald Hauzenberger, Thomas Peintner, Fabian Schmidt. 429-430 [doi]
- Crowdsourcing interactive fiction gamesBoyang Li, Stephen Lee-Urban, Mark Riedl. 431-432 [doi]
- AGENT: Awareness Game Environment for Natural TrainingJeroen Linssen, Thomas de Groot. 433-434 [doi]
- Gameplay semantics for authoring adaptivity in mobile gamesRicardo Lopes, Ken Hilf, Luke Jayapalan, Rafael Bidarra. 435-436 [doi]
- Refining game addiction questionnaires: Evidence for a natural cut-off point?Rune Nielsen. 437-438 [doi]
- Procedural content generation and evolution within the EvoTanks domainAdam Pace, Tommy Thompson. 439-440 [doi]
- Social capital in World of Warcraft guilds: Construction and evaluation of a path modelFelix Reer, Nicole C. Krämer. 441-442 [doi]
- A robust throw detection library for mobile gamesEric Rijnboutt, Olivier Hokke, Rob Kooij, Rafael Bidarra. 443-444 [doi]
- Youth offenders developing social and technical skills through game creationDana Ruggiero. 445-446 [doi]
- Exploring genomes with a game engineJeremiah J. Shepherd, Bill Arndt, W. Jim Zheng, Yun Zhu, Jijun Tang. 447-448 [doi]
- AI and human player cooperation in RTS gamesAndreas Stiegler, Daniel Jack Livingstone. 449-450 [doi]
- Bar chart ball, a data gameJulian Togelius, Marie Gustafsson Friberger. 451-452 [doi]
- Combining deliberation and reactive behavior for AI players in the Mini-Tichu card-gameMartha Vlachou-Konchylaki, Stavros Vassos. 453-454 [doi]
- Anti-heuristics for maintaining immersion through believable non-player charactersHenrik Warpefelt, Björn Strååt. 455-456 [doi]
- Toward personalized guidance in interactive narrativesHong Yu, Mark Riedl. 457-458 [doi]
- Inferring cognitive behaviors from low-level user interactions in gamesTitus Barik. 459-461 [doi]
- Moral dilemmas in role playing digital gamesCristina Battaglino. 462-464 [doi]
- Ruthless playMarcus Carter. 465-467 [doi]
- Decision making styles in computer gamesChristoffer Holmgård. 468-471 [doi]
- Adventure games in kinesthetic videogame theory - A demand-based framework for conceptualizing the narrativeVeli-Matti Karhulahti. 472-473 [doi]
- On the development of learning gamesBjörn Berg Marklund. 474-476 [doi]
- Protecting face in virtual life: An ethnographic analysis of identity categories and informal systems of social control in massively multiplayer online worldsOskar Milik. 477-478 [doi]
- Collaborative procedurally elaborated storytellingJohn Murray. 479-481 [doi]
- Discourses of connectedness: Constructing the networked, mediated communityLisa Newon. 482-484 [doi]
- Beyond gamification: Enhancing user engagement through meaningful game elementsAmon Rapp. 485-487 [doi]
- An examination of human values embedded in commercial video game designKyle Rentschler. 488-489 [doi]
- Authoring multiplayer serious gamesChristian Reuter. 490-492 [doi]
- Intelligent facial animationJosé Serra. 493-495 [doi]
- Understanding digital play in moving spacesCagdas Toprak. 496-498 [doi]
- Decoding the social capability of NPCsHenrik Warpefelt. 499-501 [doi]