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Future Play 2007: Toronto, Ontario, Canada
- Bill Kapralos, Michael Katchabaw, Jay Rajnovich:

Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15 - 17, 2007. ACM 2007, ISBN 978-1-59593-943-2
Social, ethical and cultural perspectives on games
- Grant Tavinor

:
Towards an ethics of video gaming. 1-8 - Jennifer Jenson, Suzanne de Castell, Stephanie Fisher:

Girls playing games: rethinking stereotypes. 9-16 - Wijnand A. IJsselsteijn

, Henk Herman Nap
, Yvonne de Kort
, Karolien Poels:
Digital game design for elderly users. 17-22 - Alexander Thayer:

Analyzing sociocultural perspectives on violence in digital games. 23-29
Pervasive games
- Jaakko Stenros, Markus Montola, Frans Mäyrä:

Pervasive games in ludic society. 30-37 - Anthony D. Whitehead, Nick Crampton, Kaitlyn Fox, Hannah Johnston

:
Sensor networks as video game input devices. 38-45 - Carolina Islas Sedano, Teemu Henrikki Laine, Mikko Vinni, Erkki Sutinen

:
Where is the answer?: the importance of curiosity in pervasive mobile games. 46-53
Graphics, visual techniques, and sound in games (part 1)
- Eric Penner, J. R. Parker:

The virtual window simulator. 54-60 - Robert J. Teather

, Wolfgang Stuerzlinger
:
Guidelines for 3D positioning techniques. 61-68 - Kevin Grad, T. C. Nicholas Graham, A. James Stewart:

Effective use of the periphery in game displays. 69-76
Psychology ("mind games")
- Jayne Gackenbach, Ian Matty, Bena Kuruvilla:

Video game play: effects on nighttime dreams. 77-82 - Karolien Poels, Yvonne de Kort

, Wijnand A. IJsselsteijn
:
"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology. 83-89 - Vadim Kyrylov, Eddie Hou:

While the ball in the digital soccer is rolling, where the non-player characters should go in a defensive situation? 90-96 - Marty Kauhanen, Robert Biddle:

Cognitive dimensions of a game scripting tool. 97-104 - Jussi Kuittinen, Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen:

Casual games discussion. 105-112
Educational games
- Jay Shiro Tashiro, David Dunlap:

The impact of realism on learning engagement in educational games. 113-120 - Katrin Becker

:
Instructional ethology: reverse engineering for serious design of educational games. 121-128 - Steve DiPaola, Ali Arya:

A framework for socially communicative faces for game and interactive learning applications. 129-136
Storytelling in games
- Jenny Brusk, Torbjörn Lager, Anna Hjalmarsson, Preben Wik:

DEAL: dialogue management in SCXML for believable game characters. 137-144 - James Pita, Brian Magerko, Scott Brodie:

True story: dynamically generated, contextually linked quests in persistent systems. 145-151 - W. Zhang, M. McLaughlin, Michael Katchabaw:

Story scripting for automating cinematics and cut-scenes in video games. 152-159
Physical games
- Cody Watts, Ehud Sharlin:

Save 'Em: physical gameplay using augmented reality techniques. 160-165 - Jeffrey Yim, T. C. Nicholas Graham:

Using games to increase exercise motivation. 166-173
Graphics, visual techniques, and sound in games (part 2)
- Andrew Hogue, Sunbir Gill, Michael Jenkin

:
Automated avatar creation for 3D games. 174-180 - Yves Chiricota, Jean-Michel Gilbert:

IMTool: an open framework for interactive music composition. 181-188 - Alexander Wong, Andrew A. Kennings:

Adaptive multiple texture approach to texture packing for 3D video games. 189-196
Short papers
- Christoph Lürig:

Filtering of analogue sticks on joypads for improved control precision. 197-200 - Christopher A. Egert, Stephen Jacobs, Andrew M. Phelps:

Bridging the gap: balancing faculty expectations and student realities in computer gaming courses. 201-204 - Jessica Aldred, Robert Biddle, Chris Eaket, Brian Greenspan, David Mastey

, Minh Quang Tran, Jennifer R. Whitson
:
Playscripts a new method for analyzing game design and play. 205-208 - Louis Kratz, Matthew Smith, Frank J. Lee

:
Wiizards: 3D gesture recognition for game play input. 209-212 - Ryan Lange:

Video game habits: a reasoned action approach. 213-216 - J. R. Parker, John Heerema:

Musical interaction in computer games. 217-220 - J. R. Parker, J. Drews, J. Owoc:

A fast temporal compression/expansion algorithm for sampled audio. 221-224 - Daniel Volk:

Game development 2.0. 225-228 - Katrin Becker

:
Oh, the thinks you can think: language barriers in serious game design. 229-232 - Beth A. Dillon:

NDNWN: designing games with aboriginal stories using the Aurora Toolset. 233-236 - Michelle Hogan, Hamed Sabri, Bill Kapralos:

Interactive community simulation environment for community health nursing. 237-240
Posters
- Evan M. Peck, Maria A. Riolo

, Charles A. Cusack:
Wildfire Wally: a volunteer computing game. 241-242 - Annakaisa Kultima, Janne Paavilainen:

Creativity techniques in game design. 243-244 - Dana R. Herrera

, András Margitay-Becht
:
Playing for knowledge. 245-246 - Aki Järvinen:

mygamestudies.com: building a community for game design students. 247-248 - Claire Dormann, Robert Biddle:

Making players laugh: the value of humour in computer games. 249-250 - Eitan Glinert, Lonce Wyse:

AudiOdyssey: an accessible video game for both sighted and non-sighted gamers. 251-252

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