Abstract is missing.
- Interactive 3D visualisation of playtesting dataBrandon Drenikow, David Arppe, Pejman Mirza-Babaei, Andrew Hogue. 1 [doi]
- Memorix: A tangible memory game using iSIG-BlocksKiju Lee, Donghwa Jeong. 1-8 [doi]
- Physiological acrophobia evaluation through in vivo exposure in a VR CAVEJoão P. Costa, James Robb, Lennart E. Nacke. 1-4 [doi]
- Veillance dosimeter, inspired by body-worn radiation dosimeters, to measure exposure to inverse lightRyan E. Janzen, Steve Mann. 1-3 [doi]
- CINDR: A proposed framework for ethical systems in video gamesAnthony Scavarelli, Ali Arya. 1-5 [doi]
- Iterative design of an augmented reality game and level-editing tool for use in the classroomFarjana Z. Eishita, Kevin G. Stanley, Regan L. Mandryk. 1-4 [doi]
- Veillance dosimeter, inspired by body-worn radiation dosimeters, to measure exposure to inverse lightRyan E. Janzen, Steve Mann. 1-3 [doi]
- Development of task-specific RehabGame settings for robot-assisted pédiatrie movement therapiesAnna Lisa Martin, Ulrich Götz, René Bauer. 1-4 [doi]
- A serious game for interview preparationHarrison Andrews, Monika Bramar, Lucas Lupinski, Bill Kapralos. 1-2 [doi]
- Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2)Anders Drachen, Matthew Yancey, John Maguire, Derrek Chu, Iris Yuhui Wang, Tobias Mahlmann, Matthias Schubert, Diego Klabjan. 1-8 [doi]
- Prototype of a lower member exer-game using smartphone's capabilities as a health-care training and monitoring portable toolSergio Valdivia-Trujillo, Eliana Prada-Dominguez, Alvaro Uribe-Quevedo, Byron Perez-Gutierrez. 1-2 [doi]
- Circuit-adaptive challenge balancing in racing gamesAlex Rietveld, Sander Bakkes, Diederik M. Roijers. 1-8 [doi]
- iMind: An alternative dialogue between viewers and artistsIsabel Pedersen, Pejman Mirza-Babaei, Nathan Gale. 1-2 [doi]
- Virtual mindfulness meditation: Virtual reality and electroencephalography for health gamificationAmber Choo, Aaron May. 1-3 [doi]
- Surgical simulation workflow representation using hierarchical task analysis and statecharts: Implementation on the evolution engineJustin MacKenzie, Shaun Carnegie, James Schmalz, Mike Schmalz, Sandrine de Ribaupierre, Roy Eagleson. 1-2 [doi]
- Design lessons from mainstream motion-based games for exergames for older adultsAnna Barenbrock, Marc Herrlich, Rainer Malaka. 1-8 [doi]
- Suspenseful design: Engaging emotionally with complex applications through compelling narrativesRebecca Langer, Mark S. Hancock, Stacey D. Scott. 1-8 [doi]
- Introducing the biometric storyboards tool for games user researchPejman Mirza-Babaei, Lennart Nacke. 1-7 [doi]
- Challenge balancing for personalised game spacesSander Bakkes, Shimon Whiteson, Guangliang Li, George Viorel Visniuc, Efstathios Charitos, Norbert Heijne, Arjen Swellengrebel. 1-8 [doi]
- Diagetic vs. non-diagetic game displaysMargaree Peacocke, Robert J. Teather, Jacques Carette. 1-2 [doi]
- Actergy as a reflex performance metric: Integral-kinematics applicationsRyan E. Janzen, Steve Mann. 1-2 [doi]
- Scale effects in "bullet hell" gamesRobert J. Teather, Manivanna Thevathasan, Jacques Carette. 1-2 [doi]
- Endoscopie neurosurgery simulation: Implementation on the evolution engineShaun Carnegie, Justin MacKenzie, Sandrine de Ribaupierre, Roy Eagleson, Adrian Togeskov, Mike Schmalz. 1-2 [doi]
- Improvising consciousness: Davian bead gameJosephine Anstey, Dave Pape. 1 [doi]
- Audio games as educational tools: Design principles and examplesEmmanouel Rovithis, Andreas Floros, Andreas Mniestris, Nikolas Grigoriou. 1-8 [doi]
- Encouraging organized active game play in primary school childrenSophie McKenzie, Shaun Bangay, Lisa M. Barnett, Nicola D. Ridgers, Jo Salmon. 1-8 [doi]
- The design and implementation of a generic A∗ algorithm for search in multidimensional spaceMikael Fridenfalk. 1-2 [doi]
- Walking through sight: Seeing the ability to see, in a 3-D augmediated reality environmentRyan E. Janzen, Seyed Nima Yasrebi, Avishek Joey Bose, Arjun Subramanian, Steve Mann. 1-2 [doi]
- The evolution of advergames development: A study in the NetherlandsFloor Aarnoutse, Linda Peursum, Fabiano Dalpiaz. 1-8 [doi]
- Development of an application for performing the subclavian central venous access on neonatesNichole Dzeka-Lozano, Natalie Higuera-Burgos, Lizeth Vega-Medina, Alvaro Uribe-Quevedo, Byron Perez-Gutierrez, Gerardo Tibamoso. 1-4 [doi]
- A comparison between tilt-input and facial tracking as input methods for mobile gamesJustin Cuaresma, I. Scott MacKenzie. 1-7 [doi]
- A real-time reconstructed 3D environment augmented with virtual objects rendered with correct occlusionSaad Khattak, Brent Cowan, Iuliia Chepurna, Andrew Hogue. 1-8 [doi]
- Self-control in casual games: The relationship between Candy Crush Saga™ players' in-app purchases and self-controlMilad Soroush, Mark S. Hancock, Vanessa K. Bonns. 1-6 [doi]
- Informative virtual reality app for preventing lower member injuriesEliana Prada-Dominguez, Sergio Valdivia-Trujillo, Alvaro Uribe-Quevedo, Byron Perez-Gutierrez. 1-2 [doi]
- "SELF-HII": Strength + endurance + longevity through gameplay with humanistic intelligence by Fieldary Human Information InteractionSteve Mann. 1-8 [doi]
- Fraternal feelings: How brothers: A tale of two sons affects players through gameplayAaron May, Jim Bizzocchi, Alissa Nicole Antle, Amber Choo. 1-4 [doi]
- Game refinement theory and its application to score limit gamesNathan Nossal, Hiroyuki Iida. 1-3 [doi]
- Enabling motivated believable agents with reinforcement learningJacquelyne Forgette, Michael Katchabaw. 1-8 [doi]
- Player characteristics and their relationship to goals and rewards in video gamesRandal Staewen, Philip Trevino, Chang Yun. 1-8 [doi]
- Gamification and health professions educationDavid Rojas, Brent Cowan, Bill Kapralos, Adam Dubrowski. 1-2 [doi]
- Towards more accurate open source kart race balancingTony Morelli. 1-4 [doi]
- Using domain specific language for large screen game interactionLi Liu, Jingyuan Zhang, Nicholas Kraft. 1-6 [doi]
- Biased random sequence generation for making common player believe it unbiasedSila Temsiririrkkul, Hisamitsu Nomura, Kokolo Ikeda. 1-8 [doi]
- Development of task-specific RehabGame settings for robot-assisted pédiatrie movement therapiesAnna Lisa Martin, Ulrich Götz, René Bauer. 1-4 [doi]
- Tilt-controlled mobile games: Velocity-control vs. position-controlCatalina I. Constantin, I. Scott MacKenzie. 1-7 [doi]
- Using affective state to adapt characters, NPCs, and the environment in a first-person shooter gameFaham Negini, Regan L. Mandryk, Kevin G. Stanley. 1-8 [doi]
- Wearable gesture control: Improving the computer interface convenience and accessibilityMartin Labrecque. 1 [doi]
- Is more information better? Examining the effects of visual and cognitive fidelity on learning in a serious video gameElizabeth S. Veinott, Brandon Perleman, Emily Polander, James Leonard, Gloria Berry, Richard Catrambone, Elizabeth T. Whitaker, Brianne Eby, Sharon Mayell, Kinneret Teodorescu, Taleri Hammack, Lucas Lemaster. 1-6 [doi]
- Powered to play: A mixed reality game for people driving powered chairsJamal K. Edey, Katie Seaborn, Carmen Branje, Deborah I. Fels. 1-8 [doi]
- At the intersection of sports and MMORPGs: A new model of active video gamesRobin Langerait, Monica Zaczynski, Anthony D. Whitehead. 1-5 [doi]
- Gemini redux: Understanding player perception of accumulated contextKevin G. Stanley, Farjana Z. Eishita, Eva Anderson, Regan L. Mandryk. 1-8 [doi]
- Quaternion based gesture recognition using worn inertial sensors in a motion tracking systemDennis L. Arsenault, Anthony D. Whitehead. 1-7 [doi]
- Balancing multiplayer first-person shooter games using aiming assistanceRodrigo Vicencio-Moreira, Regan L. Mandryk, Carl Gutwin. 1-8 [doi]
- A scenario and dialogue editor for a cultural competence serious gameZain Khan, Bill Kapralos. 1-2 [doi]
- Equalization and variation enhancement in strategic multiplayer gamesMikael Fridenfalk. 1-2 [doi]