How to survive a corporate merger
IEEE Spectrum
Computers as theatre
Digital literacy
Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Sustaining mentoring relationships on-line
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Remediation: understanding new media
Remediation: understanding new media
“Thick” authenticity: new media and authentic learning
Journal of Interactive Learning Research
The Wiki way: quick collaboration on the Web
The Wiki way: quick collaboration on the Web
Arcade Fever: The Fan's Guide to the Golden Age of Video Games
Arcade Fever: The Fan's Guide to the Golden Age of Video Games
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Minds in Play: Computer Game Design as a Context for Children's Learning
Minds in Play: Computer Game Design as a Context for Children's Learning
The Complete Wargames Handbook: How to Play, Design, and Find Them
The Complete Wargames Handbook: How to Play, Design, and Find Them
The Art of Computer Game Design
The Art of Computer Game Design
Game Architecture and Design with Cdrom
Game Architecture and Design with Cdrom
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Online Game Interactivity Theory with Cdrom
Online Game Interactivity Theory with Cdrom
Game Design Theory and Practice
Game Design Theory and Practice
Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Computer literacy: today and tomorrow
Journal of Computing Sciences in Colleges
The human-computer interaction handbook
Chris Crawford on Game Design
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Studying cooperation and conflict between authors with history flow visualizations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
First Person: New Media as Story, Performance, and Game
First Person: New Media as Story, Performance, and Game
Communications of the ACM - The Blogosphere
Learning with Weblogs: An Empirical Investigation
HICSS '05 Proceedings of the Proceedings of the 38th Annual Hawaii International Conference on System Sciences (HICSS'05) - Track 1 - Volume 01
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Becoming Wikipedian: transformation of participation in a collaborative online encyclopedia
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
From Wikipedia to the classroom: exploring online publication and learning
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Collaborative games: lessons learned from board games
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Unit Operations: An Approach to Videogame Criticism
Unit Operations: An Approach to Videogame Criticism
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
How Computer Games Help Children Learn
How Computer Games Help Children Learn
A Theory of Fun for Game Design
A Theory of Fun for Game Design
More than a Game: The Computer Game as Fictional Form
More than a Game: The Computer Game as Fictional Form
The Book of Games Volume 1: The Ultimate Guide to PC and Video Games
The Book of Games Volume 1: The Ultimate Guide to PC and Video Games
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Game On!
Using empirical data to reason about internet research ethics
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
GameLog: fostering reflective gameplaying for learning
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Constructing text:: Wiki as a toolkit for (collaborative?) learning
Proceedings of the 2007 international symposium on Wikis
Playability in action videogames: a qualitative design model
Human-Computer Interaction
The implicit rules of board games: on the particulars of the lusory agreement
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
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