Abstract is missing.
- Designing history: the path to participation nationTracy Fullerton, Laird M. Malamed, Nahil Sharkasi, Jesse Vigil. 7-14 [doi]
- Societal impact of a serious game on raising public awareness: the case of FloodSimGenaro Rebolledo-Mendez, Katerina Avramides, Sara de Freitas, Kam Memarzia. 15-22 [doi]
- Using influence and persuasion to shape player experiencesDavid L. Roberts 0001, Merrick L. Furst, Brian Dorn, Charles L. Isbell Jr.. 23-30 [doi]
- Game design strategies for collectivist persuasionRilla Khaled, Pippin Barr, Robert Biddle, Ronald Fischer, James Noble 0001. 31-38 [doi]
- Inferred lighting: fast dynamic lighting and shadows for opaque and translucent objectsScott Kircher, Alan Lawrance. 39-45 [doi]
- An interactive simulation system for flying Japanese kitesTaichi Okamoto, Makoto Fujisawa, Kenjiro T. Miura. 47-53 [doi]
- The Bespoke 3DUI XNA Framework: a low-cost platform for prototyping 3D spatial interfaces in video gamesPaul D. Varcholik, Joseph J. LaViola Jr., Charles E. Hughes. 55-61 [doi]
- Heuristics for continuity editing of cinematic computer graphics scenesKaveh Kardan, Henri Casanova. 63-69 [doi]
- Game design principles for engaging cooperative play: core mechanics and interfaces for non-mimetic simulation of fire emergency responseZachary O. Toups, Andruid Kerne, William A. Hamilton. 71-78 [doi]
- Experimental evaluation of teaching recursion in a video gameAmanda Chaffin, Katelyn Doran, Drew Hicks, Tiffany Barnes. 79-86 [doi]
- Cardboard semiotics: reconfigurable symbols as a means for narrative prototyping in game designRudy McDaniel, Erik Henry Vick, Stephen Jacobs, Peter Telep. 87-93 [doi]
- Game design for social networks: interaction design for playful dispositionsAki Järvinen. 95-102 [doi]
- A high performance visual profiler for gamesMichiel Roza, Mark Schroders, Huub van de Wetering. 103-110 [doi]
- Presence-enhancing real walking user interface for first-person video gamesFrank Steinicke, Gerd Bruder, Klaus H. Hinrichs, Anthony Steed. 111-118 [doi]
- Understanding visual interfaces for the next generation of dance-based rhythm video gamesEmiko Charbonneau, Andrew Miller, Chadwick A. Wingrave, Joseph J. LaViola Jr.. 119-126 [doi]
- Rock Band: a case study in the design of embodied interface experienceJoshua Tanenbaum, Jim Bizzocchi. 127-134 [doi]
- Art of defense: a collaborative handheld augmented reality board gameDuy-Nguyen Ta Huynh, Karthik Raveendran, Yan Xu 0011, Kimberly Spreen, Blair MacIntyre. 135-142 [doi]
- A framework for exertion interactions over a distanceFlorian 'Floyd' Mueller, Stefan Agamanolis, Frank Vetere, Martin R. Gibbs. 143-150 [doi]
- A unified approach for physically-based simulations and haptic renderingRené Weller, Gabriel Zachmann. 151-159 [doi]
- Giving your self to the game: transferring a player's own movements to avatars using tangible interfacesAli Mazalek, Sanjay Chandrasekharan, Michael Nitsche, Tim Welsh, Geoff Thomas, Tandav Sanka, Paul G. Clifton. 161-168 [doi]