Abstract is missing.
- Applying software product lines to multiplatform video gamesEmad Albassam, Hassan Gomaa. 1-7 [doi]
- A DSL for describing the artificial intelligence in real-time video gamesTom Hastjarjanto, Johan Jeuring, Sean Leather. 8-14 [doi]
- Towards model checking of computer games with Java PathFinderNastaran Shafiei, Franck van Breugel. 15-21 [doi]
- User requirements for gamifying sports softwareKonstantinos Giannakis, Konstantinos Chorianopoulos, Letizia Jaccheri. 22-26 [doi]
- Game design as a gameRobert H. Thompson, Steven L. Tanimoto. 27-31 [doi]
- Goal-oriented requirements analysis and an extended design pattern using scala for artificial intelligence programming contestsKazunori Sakamoto, Hiroaki Hosono, Seiji Sato, Hironori Washizaki, Yoshiaki Fukazawa. 32-35 [doi]
- Educational software engineering: where software engineering, education, and gaming meetTao Xie, Nikolai Tillmann, Jonathan de Halleux. 36-39 [doi]
- Distributed DeepThought: synchronising complex network multi-player games in a scalable and flexible mannerKarsten Pedersen, Christos Gatzidis, Barry Northern. 40-43 [doi]
- Comparative API complexity analysis of two platforms for networked multiplayer games using a reference gameToni Alatalo, Erno Kuusela, Rauli Puuperä, Timo Ojala. 44-50 [doi]