Abstract is missing.
- GameFlow heuristics for designing and evaluating real-time strategy gamesPenelope Sweetser, Daniel Johnson, Anne Ozdowska, Peta Wyeth. 1 [doi]
- An investigation of Vladimir Propp's 31 functions and 8 broad character types and how they apply to the analysis of video gamesAndrew Brusentsev, Michael Hitchens, Deborah Richards. 2 [doi]
- Performing design analysis: game design creativity and the theatre of the impressedTruna Aka J. Turner, David Browning, Gordon Moyes. 3 [doi]
- Personalised gaming: a motivation and overview of literatureSander Bakkes, Chek Tien Tan, Yusuf Pisan. 4 [doi]
- A feasibility study in using facial expressions analysis to evaluate player experiencesChek Tien Tan, Daniel Rosser, Sander Bakkes, Yusuf Pisan. 5 [doi]
- Feedback-based gameplay metrics: measuring player experience via automatic visual analysisRaphaël Marczak, Jasper van Vught, Lennart E. Nacke, Gareth Schott. 6 [doi]
- A novel agent based control scheme for RTS gamesMatt Cabanag, Deborah Richards, Michael Hitchens. 7 [doi]
- Providing both physical and perceived affordances using physical games pieces on touch based tabletsDan Burnett, Paul Coulton, Adam Lewis. 8 [doi]
- Usability attributes in virtual learning environmentsDeborah Richards, Iwan Kelaiah. 9 [doi]
- Understanding player experience finding a usable model for game classificationJasper van Vught, Gareth Schott, Raphaël Marczak. 10 [doi]
- An investigation of player to player character identification via personal pronounsMichael Hitchens, Anders Drachen, Deborah Richards. 11 [doi]
- Challenging reality using techniques from interactive drama to support social simulations in virtual worldsDeborah Richards, Nicolas Szilas. 12 [doi]
- Designing a game for occupational health and safety in the construction industryStefan Greuter, Susanne Tepe, J. Fiona Peterson, Frank Boukamp, Kimberley d'Amazing, Kalonica Quigley, Rhys van der Waerden, Thomas Harris, Tim Goschnick, Ron Wakefield. 13 [doi]
- Experiences with design patterns for oldschool action gamesDaniel Cermak-Sassenrath. 14 [doi]
- Agent-based museum and tour guides: applying the state of the artDeborah Richards. 15 [doi]
- Beyond arcade machines: students building interactive tangible installationsDaniel Cermak-Sassenrath. 16 [doi]
- Patterns of digital game-play in Australian high school studentsSandy Muspratt, Thomas Apperley. 17 [doi]
- Videogame control device impact on the play experienceMitchell McEwan, Daniel Johnson, Peta Wyeth, Alethea Blackler. 18 [doi]
- Flourishing and video gamesKellie Vella, Daniel Johnson. 19 [doi]
- Personality & video game genre preferencesNicole Peever, Daniel Johnson, John A. Gardner. 20 [doi]
- Box Me Dumb Human installationDaniel Cermak-Sassenrath. 21 [doi]
- NOP performanceNolwenn Hugain-Lacire. 22 [doi]
- SARTRE: a case-based poker web appIan Watson, Jonathan Rubin, Glen Robertson. 23 [doi]
- Case-based learning by observation: preliminary workGlen Robertson, Ian Watson. 24 [doi]
- Quests to masteryStephanie Beth. 25 [doi]