Abstract is missing.
- Good moods: outlook, affect and mood in dynemotion and the mind moduleMirjam Palosaari Eladhari, Michael Sellers. 1-8 [doi]
- Combining heuristic and landmark search for path planningKevin Grant, David Mould. 9-16 [doi]
- An emergent framework for realistic psychosocial behaviour in non player charactersChristine Bailey, Michael Katchabaw. 17-24 [doi]
- The game studies practicum: applying situated learning to teach professional practicesClara Fernández-Vara, Philip Tan. 25-32 [doi]
- A framework for games literacy and understanding gamesJosé Pablo Zagal. 33-40 [doi]
- Understanding game design for affective learningClaire Dormann, Robert Biddle. 41-48 [doi]
- Collaboration in serious game development: a case studyMinh Quang Tran, Robert Biddle. 49-56 [doi]
- Motivations for play in computer role-playing gamesAnders Tychsen, Michael Hitchens, Thea Brolund. 57-64 [doi]
- Using conflict theory to model complex societal interactionsBen Medler, Joe Fitzgerald, Brian Magerko. 65-72 [doi]
- Defining personas in games using metricsAnders Tychsen, Alessandro Canossa. 73-80 [doi]
- Flow and immersion in first-person shooters: measuring the player s gameplay experienceLennart Nacke, Craig A. Lindley. 81-88 [doi]
- Critical skills for game developers: an analysis of skills sought by industryMonica McGill. 89-96 [doi]
- It s all Greek to me: a case for the classics in game development educationFred Sebastian, Anthony Whitehead. 97-104 [doi]
- Baroque Baroque revolution: high culture gets gameJennifer Jenson, Suzanne de Castell, Nicholas Taylor, Milena Droumeva. 105-112 [doi]
- Game format effects on communication in multi-player gamesAnders Tychsen, Jonas Heide Smith. 113-120 [doi]
- Crafting game-models using reactive system designDavid Harel, Itai Segall, Hillel Kugler, Yaki Setty. 121-128 [doi]
- Using genres to customize usability evaluations of video gamesDavid Pinelle, Nelson Wong, Tadeusz Stach. 129-136 [doi]
- Designing game idea generation gamesAnnakaisa Kultima, Johannes Niemelä, Janne Paavilainen, Hannamari Saarenpää. 137-144 [doi]
- A low-cost infrastructure for tabletop gamesChristopher Wolfe, J. David Smith, T. C. Nicholas Graham. 145-151 [doi]
- Content scheduling in multimedia interactive mobile gamesM. Mohsin Saleemi, Kristian Nybom, Johan Lilius, Jerker Björkqvist. 152-159 [doi]
- Experiments in the use of game technology for pre-visualizationMichael Nitsche. 160-165 [doi]
- Spatial sound for video games and virtual environments utilizing real-time GPU-based convolutionBrent Cowan, Bill Kapralos. 166-172 [doi]
- Guidelines for designing augmented reality gamesRichard Wetzel, Rod McCall, Anne-Kathrin Braun, Wolfgang Broll. 173-180 [doi]
- Urban traffic simulation for games: a general approach for simulation of urban actorsMichael Kutz, Rainer Herpers. 181-184 [doi]
- Scripted smarts in an intelligent virtual environment: behaviour definition using a simple entity annotation languageEike Falk Anderson. 185-188 [doi]
- Synthesizing neural networks for learning in gamesRobert G. Price, Scott D. Goodwin. 189-191 [doi]
- How to embed a game engineering course into a computer science curriculumDaniel Volk. 192-195 [doi]
- Using video games to enhance learning in digital systemsVinod Srinivasan, Karen L. Butler-Purry, Susan Pedersen. 196-199 [doi]
- Intelligent adaptation of digital game-based learningBrian Magerko, Carrie Heeter, Joe Fitzgerald, Ben Medler. 200-203 [doi]
- A secure digital asset managment network for game development and educationMike Pattrick, Andrew Hogue, Khalil El-Khatib. 204-207 [doi]
- Examining the relationship between game type, player disposition and aggressionRobert W. A. Rawn, David R. Brodbeck. 208-211 [doi]
- What you can t see is what you don t get: paradigms of game world visualizationJaroslav Svelch. 212-215 [doi]
- A semantic model for reactive entities to support collaborative game designAlejandro Catalá, Javier Jaen. 216-219 [doi]
- Neo-immersion: awareness and engagement in gameplayJennifer Whitson, Chris Eaket, Brian Greenspan, Minh Quang Tran, Natalie King. 220-223 [doi]
- Facilitating language-oriented game development by the help of language workbenchesSonja Maier, Daniel Volk. 224-227 [doi]
- The case for research in game engine architectureEike Falk Anderson, Steffen Engel, Peter Comninos, Leigh McLoughlin. 228-231 [doi]
- Towards 3D model interoperability in gamesJia Sing Chen, Andrew Hogue. 232-235 [doi]
- Experience in the design and development of a game based on head-tracking inputJeffrey Yim, Eric Qiu, T. C. Nicholas Graham. 236-239 [doi]
- Exaggerated head motions for game viewpoint controlRobert J. Teather, Wolfgang Stürzlinger. 240-243 [doi]
- FIVIS bicycle simulator: an immersive game platform for physical activitiesRainer Herpers, Wolfgang Heiden, Michael Kutz, David Scherfgen, Ulrich Hartmann, Jens Bongartz, Oliver Schulzyk. 244-247 [doi]
- Integrating cumulative context into computer gamesKevin G. Stanley, David Pinelle, Alan Bandurka, David McDine, Regan L. Mandryk. 248-251 [doi]
- Camera selection using SCSPsMichael Janzen, Michael C. Horsch, Eric Neufeld. 252-253 [doi]
- To grab or not to grab: a viable framework for physically based hand animation in game charactersArun Somasekharan. 254-255 [doi]
- The procedural planning system used in the agent architecture of gamesYingying She, Peter Grogono. 256-257 [doi]
- Interactive accounting simulation environment for accounting education and trainingAndrew Milner, Andrew Hogue, Bill Kapralos, John Friedlan. 258-259 [doi]
- Interprofessional care simulator for critical care educationBrent Cowan, Matthew Shelley, Hamed Sabri, Bill Kapralos, Andrew Hogue, Michelle Hogan, Michael R. M. Jenkin, Sandra Goldsworthy, Louise Rose, Adam Dubrowski. 260-261 [doi]
- Lessons from Brain Age on password memorabilityAlain Forget, Sonia Chiasson, Robert Biddle. 262-263 [doi]
- World of Warcraft as a ludic cyborgVictoria McArthur. 264-265 [doi]
- Construction of cybertypes in Lineage II: an analysis of game interfaces and support documentationVictoria McArthur, Tyler M. Pace, Aaron R. Houssian. 266-267 [doi]
- Game 2.0 and beyond: an interaction design approach to digital game evolutionMichiaki Yasumura, Keita Watanabe, Mark H. Chignell. 268-269 [doi]
- Towards an AJAX-based game engineChristian Kletsch, Daniel Volk. 270-271 [doi]
- Kickback: turning game history students into pinball designersStephen Jacobs, Christopher A. Egert. 272-273 [doi]
- Canvas 3D JS libraryCatherine Leung, Andor Salga, Andrew Smith. 274-275 [doi]