Abstract is missing.
- Implementation and evaluation of a background music reactive gameKhalid Aallouche, Homam Albeiriss, Redouane Zarghoune, Juha Arrasvuori, Antti J. Eronen, Jukka Holm. 1 [doi]
- Citizenship and consumption: convergence culture, transmedia narratives and the digital divideThomas Apperley. 2 [doi]
- Rhythms of gaming bodiesThomas Apperley. 3 [doi]
- Beings in the game-world: characters, avatars, and playersPeter Bayliss. 4 [doi]
- Sam Fisher versus Immanuel Kant: the ethics of interactive mediaScott Beattie. 5 [doi]
- Exploring terra incognita: wayfinding devices for gamesNicola J. Bidwell, Colin Lemmon, Mihai Roturu, Christopher Lueg. 6 [doi]
- Place as media in pervasive gamesHugh Davies. 7 [doi]
- Capturing polymorphic creations: towards ontological heterogeneity and transmodiologyChristy Dena. 8 [doi]
- Portal-based sound propagation for first-person computer gamesCameron Foale, Peter Vamplew. 9 [doi]
- An evaluation framework for videogame based tasking of remote vehiclesAdam J. Hassell, Philip Smith, David Stratton. 10 [doi]
- Nonverbal communication in multiplayer game worldsTroy Innocent, Stewart Haines. 11 [doi]
- The nonsense of the auraDarshana Jayemanne. 12 [doi]
- Dramatic flow in interactive 3D narrativeAlyx Macfadyen, Andrew Stranieri, John Yearwood. 13 [doi]
- Then, suddenly, I was moved: nostalgia and the media history of gamesChristian McCrea. 14 [doi]
- Dismembers of the audience: the expulsive, explosive force of bodies in gamesChristian McCrea. 15 [doi]
- Patterns and computer game design innovationKevin McGee. 16 [doi]
- Observing the learning curve of videogames in architectural designGreg More, Andrew Burrow. 17 [doi]
- A physical three-way interactive game based on table tennisFlorian Mueller, Martin R. Gibbs. 18 [doi]
- Real time art engines 3: post-convergent creative practice in MUVEsAdam Nash. 19 [doi]
- My guild, my people: role of guilds in massively multiplayer online gamesYusuf Pisan. 20 [doi]
- Eleven programmers seven artists and five kilograms of Play-Doh: games for teaching game designMalcolm Ryan. 21 [doi]
- The tale of Peter Rabbit: a case-study in story-sense reasoningMalcolm Ryan, Nicholas Hannah, Joshua Lobb. 22 [doi]
- Through the looking glass: game worlds as representations and views from elsewhereJ. Turner, Nicola J. Bidwell. 23 [doi]
- Speaking in character: using voice-over-IP to communicate within MMORPGsGreg Wadley, Martin R. Gibbs, Peter Benda. 24 [doi]
- Utzon s studio as a collaborative virtual environmentViveka Weiley. 25 [doi]
- Evolving images for entertainmentQinying Xu, Daryl J. D Souza, Victor Ciesielski. 26 [doi]
- Simulating sensory perception in 3D game charactersFabio Zambetta. 27 [doi]
- Two families: dynamical policy models in interactive storytellingFabio Zambetta, Adam Nash, Paul Smith. 28 [doi]