Abstract is missing.
- Undercurrents: A Computer-Based Gameplay Tool to Support Tabletop RoleplayingKarl Bergström, Staffan Jonsson, Staffan Björk. [doi]
- On Making Good Games: Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay FeaturesStaffan Björk. [doi]
- And Justice for All - the 10 commandments of Online Games, and then some..Magnus Johansson, Harko Verhagen. [doi]
- Leadership Style in World of Warcraft Raid GuildsPatrick Prax. [doi]
- Modelling Experimental Game DesignJussi Holopainen, Timo Nummenmaa, Jussi Kuittinen. [doi]
- Designing for Player Experience: How Professional Game Developers Communicate Design VisionsUlf Hagen. [doi]
- Why gamers don't learn more: An ecological approach to games as learning environmentsJonas Linderoth. [doi]
- Social Play? A study of social interaction in temporary group formation (PUG) in World of WarcraftLina Eklund, Magnus Johansson. [doi]
- The Positive Negative Experience in Extreme Role-PlayingMarkus Montola. [doi]
- Stillborn Gamers? Writing a Birth Certificate for Corporeality and Locomotion in Game ResearchRikke Toft Nørgaard. [doi]
- A public place of their own. A Fieldstudy of a Game Café as a Third PlaceFatima Jonsson. [doi]
- Review on psychophysiological methods in game researchInger Ekman, Guillaume Chanel, Simo Järvelä, Ben Cowley, Mikko Salminen, Pentti Henttonen, Niklas Ravaja. [doi]
- "I'm in love with someone that doesn't exist!!" Bleed in the context of a Computer GameAnnika Waern. [doi]