Abstract is missing.
- Yet another magic bullet: a tool for assessing and evaluating learning potential in gamesKatrin Becker. 1-2 [doi]
- What really works in serious games for healthcare educationJayshiro Tashiro. 3-4 [doi]
- How do researchers choose commercial games for study?Katrin Becker. 5-6 [doi]
- Learning : : thinking : : playing @ digital media & technologyP. J. Rusnak. 7-8 [doi]
- Distinguishing games, serious games, and training simulators on the basis of intentHannah Johnston, Anthony Whitehead. 9-10 [doi]
- From playability to a hierarchical game usability modelLennart Nacke. 11-12 [doi]
- Visual generative behavior patterns to facilitate game developmentBram Pellens, Olga De Troyer, Frederic Kleinermann. 13-14 [doi]
- Game research, measuring gaming preferencesVeronica Zammitto. 15-16 [doi]
- Client-based learning models: student-designed games for business applicationsKaren Collins, Jill Tomasson Goodwin. 17-18 [doi]
- Analyzing user behavior via gameplay metricsAnders Drachen, Alessandro Canossa. 19-20 [doi]
- The challenges of game and human computer interface design for the rehabilitation of aphasic patientsTommy Brett. 21-22 [doi]
- Cognitive evaluation of video games: players' perceptionsJayne Gackenbach, Matt Rosie. 23-24 [doi]
- Real-time GPU-based convolution: a follow-upBrent Cowan, Bill Kapralos. 25-26 [doi]
- Intelligent toolkit for procedural animation of human behaviorsPaul Slinger, Seyed Ali Etemad, Ali Arya. 27-28 [doi]
- Device agnostic 3D gesture recognition using hidden Markov modelsAnthony Whitehead, Kaitlyn Fox. 29-30 [doi]
- 3D tracking using multiple Nintendo Wii Remotes: a simple consumer hardware tracking approachDavid Scherfgen, Rainer Herpers. 31-32 [doi]
- Controlling non-player characters using support vector machinesPedro Melendez. 33-34 [doi]