GET 2010 Proceedings |
MOTIVATIONAL FACTORS AND SOCIAL RELATIONS ACROSS DIFFERENT TYPES OF PLAYERS AND GAMES THE SYMBIOSIS OF AI AND COMPUTER GAMES: TWO EXAMPLES OF GAMES AS A BIDIRECTIONAL INTERACTIVE SYSTEM THE IMPLEMENTATION OF PERSONALITY IN A SOCIAL STRATEGY GAME AUTOSTEREOSCOPY AND MOTION PARALLAX FOR MOBILE COMPUTER GAMES USING COMMERCIALLY AVAILABLE HARDWARE DEVELOPING THE GAME TESTAMENT MULTIPLE PERSPECTIVES IN SERIOUS GAME DEVELOPMENT GAMEWORK ? A CUSTOMIZABLE FRAMEWORK FOR PERVASIVE GAMES USING EDUCATIONAL GAMES FOR LEARNING INTRODUCTORY PROGRAMMING: INITIAL STUDY ON STUDENTS?S PERCEPTIONS ?ON THE TOP OF HIGH TOWERS..." DISCUSSING LOCATIONS IN A MOBILE HEALTH GAME FOR DIABETICS ON-DEMAND CREATION OF PROCEDURAL CITIES FACEBOOK GAMES: THE POINT WHERE TRIBES AND CASUAL GAMES MEET GATHERING COMMONSENSE KNOWLEDGE WITH A GAME MOONGATE: MODULAR REAL-TIME STRATEGY ENGINE FOR XBOX 360 AND PC PROTOTYPING AS AN APPROACH TOWARDS DIGITAL GAMES RESEARCH WHAT?S THAT?: SOCIAL TAGGING OF AUDIOVISUAL HERITAGE IN A SERIOUS SOCIAL GAME SETTING MagiEntertain: MOBILE ENTERTAINMENT INTERACTION BASED ON MAGNETIC FIELD ECO-DRIVER: USING AUTOMOTIVE SENSOR DATA TO CONTROL MOBILE DRIVING GAMES INFLUENCE OF COMMUNICATION ON THE GAMEPLAY EXPERIENCE IN MMORPGS PLAYING WITH ROBOTS: A TABLETOP FRAMEWORK FOR ROBOT AND HUMAN GAME PLAYING DEGENDERING GAMES: TOWARDS A GENDER-INCLUSIVE FRAMEWORK FOR GAMES EXPERIENCES FROM THE DEVELOPMENT OF THE PERVASIVE GAME CITYZOMBIE THE DEVELOPMENT OF THE ONLINE GAME TO LEARN ABOUT RESOURCE MANAGEMENT ENTITLED ?KINGDOM OF THE EARTH? |