Abstract is missing.
- Movement Control Methods for Mobile Devices: An Empirical Study of Displacement InterfacesElias Bestard Lorigados, I. Scott MacKenzie, Melanie Baljko. 3-21 [doi]
- Assessing the Comprehensiveness of the Co-operative Performance Metric: A Mixed-Method Analysis Using Portal 2Gregory Gorman, Conor Linehan. 22-39 [doi]
- Auto Generating Maps in a 2D EnvironmentLazaros Lazaridis, Konstantinos-Filippos Kollias, George S. Maraslidis, Heraklis Michailidis, Maria Papatsimouli, George F. Fragulis. 40-50 [doi]
- Spell Painter: Motion Controlled Spellcasting for a Wizard Video GameDaniel MacCormick, Loutfouz Zaman. 51-68 [doi]
- Dynamic Difficulty Adjustment in Digital Games: Comparative Study Between Two Algorithms Using Electrodermal Activity DataIan Nery Bandeira, Vitor F. Dullens, Thiago Veras Machado, Rennê Ruan A. Oliveira, Carla Denise Castanho, Tiago Barros Pontes e Silva, Mauricio Miranda Sarmet. 69-83 [doi]
- Playable Characters Attributes: An Empirical Analysis Based on the Theoretical Proposal from Katherine Isbister and Ernest AdamsTânia Ribeiro, Gonçalo Ribeiro, Ana Isabel Veloso. 84-100 [doi]
- Guidance is Good: Controlled Experiment Shows the Impact of Navigational Guidance on Digital Game Enjoyment and FlowUday Sai Reddy Ambati, Gregory Brandt, Owen Schaffer. 101-118 [doi]
- Slow, Repeat, Voice Guidance: Automatic Generation of Practice Charts to Improve Rhythm Action GamesShio Takidaira, Yoshiyuki Shoji, Martin J. Dürst. 119-138 [doi]
- Conveyance of Narrative Through Digital Game EnvironmentsMichael Brandse. 141-159 [doi]
- Design of Emotion-Driven Game Interaction Using BiosignalsYann Frachi, Takuya Takahashi, Feiqi Wang, Mathieu Barthet. 160-179 [doi]
- Frankenhead - Exploring Participatory Engagement and Play as a Cultural EventAndreas Kratky, Joanna Shen, Hesiquio Mendez Alejo, Rong Deng, Fabian Bock. 180-195 [doi]
- Targeting IMPACT: A New Psychological Model of User ExperienceLeah Kurta, Jonathan Freeman. 196-212 [doi]
- Practical Considerations on Applications of the Popularity of Games: The Case of Location-Based Games and DisasterNicolas J. LaLone, Z O. Toups, Konstantinos Papangelis. 213-233 [doi]
- Research on the User Experience of Affordance of the Cube Game Interface DesignHongYu Li, Chien-Hsiung Chen. 234-244 [doi]
- Online Social Games in the Eyes of Children and Teens: A Systematic ReviewSean Li, Erin Li, Xiaojun Yuan 0001. 245-255 [doi]
- Artistic and Communication Strategies of Creating Playful Experiences in New Media Arts - A ReconnaissanceAnna Maj. 256-268 [doi]
- Apples and Oranges: A Study of "Tend & Befriend" as a Phenomenon in Digital GamesZoë O'Shea, Richard Bartle, Xueni Pan, Jonathan Freeman. 269-288 [doi]
- Design Implications for a Gamified Recycling HouseAdam Palmquist, Ole Goethe, Jeanine Krath, Joacim Rosenlund, Miralem Helmefalk. 289-305 [doi]
- Social Anxiety Strategies Through GamingMatthew Copeman, Jonathan Freeman. 309-326 [doi]
- Does Gamification Increase Purchase Intention? A Systematic ReviewYichen Gao, Zhanwei Wu. 327-339 [doi]
- How is Video Game Playing Time Linked to Parent-Child Communication Frequency? A Longitudinal Cross-Lagged AnalysisJiawen Gou, Lihanjing Wu, Hui Li. 340-353 [doi]
- A Study on Player Experience in Real-Time Strategy Games Combined with Eye-Tracking and Subjective EvaluationJiawei Jiao, Jinchun Wu, Chengqi Xue. 354-374 [doi]
- First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?Asha Kambe, Tatsuo Nakajima. 375-386 [doi]
- Does "Left-Behind" Cause Rural Adolescents to Spend More Time Playing Video Games in China? - Evidence from China Education Panel SurveySiyuan Wang, Lihanjing Wu, Xiao Liang. 387-396 [doi]
- Validating Learning Games, a Case StudyAlessandro Canossa, Alexis Lozano Angulo, Luis Fernando Laris Pardo. 399-413 [doi]
- Do We Speak the Same Language? The Effect of Emojis on Learners in an Online Learning EnvironmentWad Ghaban. 414-426 [doi]
- Multisensory Collaborative Play: Online Resources for Parents of Children with Autism Spectrum DisorderMohamad Hassan Hijab, Bilikis Banire, Dena Al-Thani. 427-443 [doi]
- Students' Status Toward the New Gamified Learning Method: An Exploratory StudyLan Jiang, Fan Zhao, Xiaoxue Wang, Jingshun Zhang. 444-455 [doi]
- Understanding School Children's Playful Experiences Through the Use of Educational Robotics - The Impact of Open-Ended DesignsJeanette Sjöberg, Eva Brooks. 456-468 [doi]
- Videogame Design Using a User-Centered Approach to Teaching Projectile MotionJulian F. Villada, Maria F. Montoya. 469-483 [doi]
- A 'Serious Games' Approach to Decisions of Environmental Impact of Energy TransformationJakub Binter, Silvia Boschetti, Tomás Hladký, Hermann Prossinger, Timothy Jason Wells, Jirina Jílková, Daniel Ríha. 487-495 [doi]
- A Configurable Serious Game for Inhibitory and Interference ControlHouda Chabbi, Sandy Ingram, Florian Hofmann, Vinh Ngyuen, Yasser Khazaal. 496-507 [doi]
- AWATO: A Serious Game to Improve Cybersecurity AwarenessLauren S. Ferro, Andrea Marrella, Tiziana Catarci, Francesco Sapio, Adriano Parenti, Matteo de Santis. 508-529 [doi]
- Designing Social Exergame to Enhance Intergenerational Interaction and ExerciseEmiran Kaisar, Shi Qiu 0001, Rui Yuan, Ting Han. 530-541 [doi]
- Toward the Design of a Gamification Framework for Enhancing Motivation Among Journalists, Experts, and the Public to Combat Disinformation: The Case of CALYPSO PlatformCatherine Sotirakou, Theodoros Paraskevas, Constantinos Mourlas. 542-554 [doi]
- FIST FIX: Soft Hard Combination Product Design for Hand Rehabilitation After StrokeTianyu Zhou, Ting Han. 555-565 [doi]
- An Augmented Reality Update of a Classic Game: "Where in the World is Carmen Sandiego?", Case StudyAnnette Marie Chabebe Rivera, Wenyu Wu, Chengqi Xue. 569-585 [doi]
- A Data-Driven Design of AR Alternate Reality Games to Measure ResilienceReza Habibi, Sai Siddartha Maram, Johannes Pfau, Jessica Wei, Shweta K. Sisodiya, Atieh Kashani, Elin Carstensdottir, Magy Seif El-Nasr. 586-604 [doi]
- Implicit Interaction Mechanisms in VR-Controlled Interactive Visual NovelsCristóbal Maldonado, Francisco J. Gutierrez, Victor Fajnzylber. 605-617 [doi]
- LegionARius - Beyond LimesDavid A. Plecher, Andreas Wohlschläger, Christian Eichhorn 0002, Gudrun Klinker. 618-636 [doi]
- Research Status and Trends of the Gamification Design for Visually Impaired People in Virtual RealityShufang Tan, Wendan Huang, Junjie Shang. 637-651 [doi]
- DropAR: Enriching Exergaming Using Collaborative Augmented Reality ContentKieran Woodward, Eiman Kanjo, Will Parker. 652-663 [doi]