Abstract is missing.
- Sandbox symposium pitch game post-mortemStan Rosenbaum. 7-8 [doi]
- In the trenches: game developers and the quest for innovationJason Della Rocca, Hank Howie, Steve Meretzky, Joe Minton, Kent Quirk, Tracy Rosenthal-Newsom. 9-11 [doi]
- Occasionally reconcilable differences: bringing games and linear entertainment IP together, for better and for worseStephen Jacobs, Geoffery Long, Kathering Isbister, Richard Rouse III. 13-17 [doi]
- Games, learning and literacyRobin Hunicke, Alice Robison, Kurt Squire, Constance Steinkuehler. 19 [doi]
- Making the mainstream accessible: redefining the gameMatthew T. Atkinson, Sabahattin Gucukoglu, Colin H. C. Machin, Adrian E. Lawrence. 21-28 [doi]
- The passion of the developer: ea_spouse in the h_ouse!: a panel on labor relations and quality of life in the industryThomas J. Allen. 29-40 [doi]
- Exploring the use of ray tracing for future gamesHeiko Friedrich, Johannes Günther, Andreas Dietrich, Michael Scherbaum, Hans-Peter Seidel, Philipp Slusallek. 41-50 [doi]
- That cloud game: dreaming (and doing) innovative game designTracy Fullerton, Jenova Chen, Kellee Santiago, Erik Nelson, Vincent Diamante, Aaron Meyers, Glenn Song, John DeWeese. 51-59 [doi]
- Dynamo: dynamic, data-driven character control with adjustable balancePawel Wrotek, Odest Chadwicke Jenkins, Morgan McGuire. 61-70 [doi]
- Enabling real-time physics simulation in future interactive entertainmentThomas Y. Yeh, Petros Faloutsos, Glenn Reinman. 71-81 [doi]
- Game development for experience through staying thereTim Marsh, Kiyoung Yang, Cyrus Shahabi. 83-89 [doi]
- Computer role-playing games as a vehicle for teaching history, culture, and languageKaveh Kardan. 91-93 [doi]
- Humour theory and videogames: laughter in the slaughterClaire Dormann, Pippin Barr, Robert Biddle. 95-98 [doi]
- The submissive speaks: the semiotics of visuality in virtual BDSM fantasy playShaowen Bardzell. 99-102 [doi]
- Practical implementation of dual paraboloid shadow mapsBrian Osman, Michael Bukowski, Chris McEvoy. 103-106 [doi]
- Attribute based interfaces for geometric modelingKun Gao, Hwajin Park, Alyn P. Rockwood, Dick Sowar. 107-112 [doi]
- Big fast crowds on PS3Craig Reynolds. 113-121 [doi]
- Making things public: democracy and government-funded videogames and virtual reality simulationsElizabeth Losh. 123-132 [doi]
- Designing interpretative quests in the literature classroomJeff Howard. 133-138 [doi]
- Computer games and the three dimensions of reading literacyMichael G. Wagner. 139-142 [doi]
- Emotional remapping of music to facial animationSteve DiPaola, Ali Arya. 143-149 [doi]
- Real time dynamic wind calculation for a pressure driven wind systemCriss Martin, Ian Parberry. 151-154 [doi]
- From Rock, Paper, Scissors to Street Fighter II: proof by constructionYotam I. Gingold. 155-158 [doi]
- Ancient runes: using text input for interaction in mobile gamesElina M. I. Koivisto, Riku Suomela, Ari Koivisto. 159-167 [doi]
- Excuse me, I need better AI!: employing collaborative diffusion to make game AI child's playAlexander Repenning. 169-178 [doi]
- Persistent realtime building interior generationEvan Hahn, Prosenjit Bose, Anthony Whitehead. 179-186 [doi]