Gaming 2008 Proceedings |
USER EXPERIENCE IN PLAYING A DIGITAL GAME IN DIFFERENT SITUATIONS THE MORE THE MERRIER? LEARNING IN SINGLE VS. MULTIPLAYER GAMES YO HO HUM: DOES EVERYDAY LIFE MAKE GOOD GAMING? HOMO LUDENS GOING MOBILE? PERSPECTIVES ON MOBILE GAMING SEMI-AUTOMATED MAP GENERATION FOR CONCEPT GAMING AESTHETICS OF ENTERTAINING VR EXPERIENCES BEYOND ICONIC SIMULATION A FLEXIBLE EXTENDED QUARTO! IMPLEMENTATION BASED ON COMBINATORIAL ANALYSIS A REVIEW OF FIRST-PERSON SHOOTER GAME ENGINES AND THEIR USE IN RESEARCHING SCIENTIFIC DISCIPLINES 4D GAMES ? ALTERNATIVE REALITIES THE WII REMOTE AS AN INPUT DEVICE FOR 3D INTERACTION IN IMMERSIVE HEAD-MOUNTED DISPLAY VIRTUAL REALITY DEVELOPING A GAME CATEGORIZATION FOR SITUATIONAL GAME PRODUCTION RESEARCHING DIGITAL GAME PLAYERS: GAMEPLAY AND GAMING CAPITAL BOREDOM, IMMERSION, FLOW ? A PILOT STUDY INVESTIGATING PLAYER EXPERIENCE EDUCATIONAL GAMES AS INTERACTIVE APPLICATIONS IN THE IDTV PEDAGOGY MULTIPLAYER GAMING AMONGST TWEENS USING THEORIES OF GAMING ENGAGEMENT TO EXAMINE ADULT ENGAGEMENT WITH LEARNING A SERIOUS GAMES DESIGN ARCHITECTURE FOR EDUCATORS APPLYING SERIOUS GAMING TO BUSINESS PROCESS MANAGEMENT WITH VIPROSA Wii GAME TECHNOLOGY FOR MUSIC THERAPY: A FIRST EXPERIMENT WITH CHILDREN SUFFERING FROM BEHAVIORAL DISORDERS THE POSITIVE EFFECT OF PLAYING VIOLENT GAMES ON CHILDREN?S SELF-REGULATION LEARNING |