Abstract is missing.
- Designing entertaining educational games using procedural rhetoric: a case studyLars Doucet, Vinod Srinivasan. 5-10 [doi]
- Can "Gaming 2.0" help design "Serious Games"?: a comparative studyDamien Djaouti, Julian Alvarez, Jean-Pierre Jessel. 11-18 [doi]
- A narrative-driven design approach for casual games with childrenHenry Been-Lirn Duh, Sharon Lynn Chu Yew Yee, Yuan Xun Gu, Vivian Hsueh-hua Chen. 19-24 [doi]
- Using semiotic grammars for the rapid design of evolving video game mechanicsErik Henry Vick, Rudy McDaniel, Stephen Jacobs. 25-30 [doi]
- PADS: enhancing gaming experience using profile-based adaptive difficulty systemChang Yun, Philip Trevino, William Holtkamp, Zhigang Deng. 31-36 [doi]
- Design patterns to guide player movement in 3D gamesDavid Milam, Magy Seif El-Nasr. 37-42 [doi]
- 3PI experiment: immersion in third-person viewLuiz Ricardo Nakamura, Lucas L. M. Lago, Alexandre B. Carneiro, Anderson J. C. Cunha, Fábio J. M. Ortega, João Luiz Bernardes Jr., Romero Tori. 43-48 [doi]
- Correlation between heart rate, electrodermal activity and player experience in first-person shooter gamesAnders Drachen, Lennart E. Nacke, Georgios N. Yannakakis, Anja Lee Pedersen. 49-54 [doi]
- Exergame effectiveness: what the numbers can tell usAnthony D. Whitehead, Hannah Johnston, Nicole Nixon, Jo Welch. 55-62 [doi]
- Jogging over a distance: the influence of design in parallel exertion gamesFlorian 'Floyd' Mueller, Frank Vetere, Martin R. Gibbs, Stefan Agamanolis, Jennifer G. Sheridan. 63-68 [doi]
- NeuroRehab + the "Fun" factorTaeko Fukamoto. 69-78 [doi]
- Vibraudio pose: an investigation of non-visual feedback roles for body controlled video gamesEmiko Charbonneau, Charles E. Hughes, Joseph J. LaViola Jr.. 79-84 [doi]