Abstract is missing.
- How I Learned to Love the Bomb: Defconand the Ethics of Computer GamesMiguel Sicart. 1-10 [doi]
- When Items Become Victims: Brand Memory in Violent and Nonviolent GamesAndré Melzer, Brad Bushman, Ulrich G. Hofmann. 11-22 [doi]
- Immersion, the Greatest HookFaisal Qureshi. 23-26 [doi]
- Newsgames: Theory and DesignMiguel Sicart. 27-33 [doi]
- Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing GamesNuno Afonso, Rui Prada. 34-45 [doi]
- A Surround Display Warp-Mesh Utility to Enhance Player EngagementCharles Henden, Erik Champion, Ralf Muhlberger, Jeffrey Jacobson. 46-56 [doi]
- Development and Evaluation of a Centaur RobotSatoshi Tsuda, Kuniya Shinozaki, Ryohei Nakatsu. 57-66 [doi]
- Analysis of Japanese Folktales for the Purpose of Story GenerationTakaaki Kato, Takenori Wama, Koji Miyazaki, Ryohei Nakatsu. 67-76 [doi]
- Strategic Path Planning on the Basis of Risk vs. TimeAshish C. Singh, Lawrence B. Holder. 77-87 [doi]
- Fear Inducer: A Mixed Reality Audio ExperienceJurgen Westerhoff. 88-93 [doi]
- Game Bot Detection Based on Avatar TrajectoryKuan-Ta Chen, Andrew Liao, Hsing-Kuo Kenneth Pao, Hao-Hua Chu. 94-105 [doi]
- Achievement of Carrying Objects by Small-Sized Humanoid RobotHiroyuki Nakagawa, Ryohei Nakatsu. 106-115 [doi]
- Interactive Multimedia Contents in the IllusionHoleTokuo Yamaguchi, Kazuhiro Asai, Yoshifumi Kitamura, Fumio Kishino. 116-121 [doi]
- Creating an Emotionally Adaptive GameTim J. W. Tijs, Dirk Brokken, Wijnand IJsselsteijn. 122-133 [doi]
- Robust Interactive Storytelling Framework for Automatic TV Content/Story ProductionHussein Karam Hussein Abd El-Sattar. 134-148 [doi]
- Designing Toys That Come Alive: Curious Robots for Creative PlayKathryn Elizabeth Merrick. 149-154 [doi]
- Musical B-boying: A Wearable Musical Instrument by DancingMinoru Fujimoto, Naotaka Fujita, Yoshinari Takegawa, Tsutomu Terada, Masahiko Tsukamoto. 155-160 [doi]
- Hybrid Visual Tracking for Augmented BooksHyun Seung Yang, Kyusung Cho, Jaemin Soh, Jinki Jung, Junseok Lee. 161-166 [doi]
- Towards Emotional Characters in Computer GamesRobert Schaap, Rafael Bidarra. 167-172 [doi]
- Sense Cup: A Design of a New Interactive Holistic Sense Convergence Device for Digital StorytellingHyun Sang Cho, Soohyun Lim, Tatsuya Yamazaki, Minsoo Hahn. 173-178 [doi]
- Frame Selection for Automatic Comic Generation from Game LogTomonori Shuda, Ruck Thawonmas. 179-184 [doi]
- Conscientious Objector: Pacifism, Politics and Abusing the Player in Doom 3Dan Pinchbeck. 185-189 [doi]
- Experiences Employing Novice Wizard Operators in a Gallery SettingSteven Dow, Blair MacIntyre. 190-196 [doi]
- Fast Rendering of Large Crowds Using GPUHunKi Park, JungHyun Han. 197-202 [doi]
- Physiological Player Sensing: New Interaction Devices for Video GamesJérôme Dupire, Viviane Gal, Alexandre Topol. 203-208 [doi]
- Hitch Haiku: An Interactive Supporting System for Composing Haiku PoemNaoko Tosa, Hideto Obara, Michihiko Minoh. 209-216 [doi]
- Dome Displays for Educational Games and Activities in the Museum and on the RoadKerry Handron, Jeffrey Jacobson. 217-220 [doi]
- Game-Based Simulation for the Evaluation of Threat Detection in a Seaport EnvironmentAllen Christiansen, Damian Johnson, Lawrence B. Holder. 221-224 [doi]
- BCI for Games: A State of the Art SurveyAnton Nijholt. 225-228 [doi]
- In-Depth Observation of Video GamersJorge Alves Lino, Ben Salem. 229-231 [doi]
- BioMedia for EntertainmentBen Salem, Adrian Cheok, Adria Bassaganyes. 232-242 [doi]