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- Tan Le:
The Brain: revolutionary interface for next-generation digital media.
- Matt MacLaurin:
Kodu: end-user programming and design for games.
- Chris Satchell:
Evolution of the medium: positioning for the future of gaming.
- Steven Chiang:
Beyond the sweet spot.
- Damian A. Isla:
Next-gen content creation for next-gen AI.
- Yasmin B. Kafai:
Beyond Barbie and Mortal Kombat: new perspectives on girls and games.
- Peter-Pike J. Sloan:
Lighting in games: past, present and future.
- Constance Steinkuehler:
The intellectual life of online play.
- Mark Claypool:
Motion and scene complexity for streaming video games. 34-41
- Mia Consalvo:
Hardcore casual: game culture Return(s) to Ravenhearst. 50-54
- Ian Horswill:
Very fast action selection for parameterized behaviors. 91-98
- Monica McGill:
Defining the expectation gap: a comparison of industry needs and existing game development curriculum. 129-136
- Frank M. Shipman III:
Blending the real and virtual in games: the model of fantasy sports. 169-174
- Chris Swain:
Improving academic-industry collaboration for game research and education. 191-198
- Shannon Duvall:
Creating a games class: a walkthrough. 279-284
- Eva Hudlicka:
Affective game engines: motivation and requirements. 299-306
- Michael Eagle:
Level up: a frame work for the design and evaluation of educational games. 339-341
- Margaret Greene:
Waging wars in wangba: political policy and social practice in Chinese MMO culture. 342-343
- Monica McGill:
Evaluating the effectiveness of hypothesis-based digital learning games in high school science curriculum. 344-345
- Florian Mueller:
Exertion in networked games. 346-348
- James Skorupski:
Storyboard authoring of plan-based interactive dramas. 349-351
- Christina R. Strong:
Automated dialogue generation. 352-353
- Anne Sullivan:
Gender-inclusive quest design in massively multiplayer online role-playing games. 354-356