The human-computer interaction handbook
Systems Analysis and Design
Intelligent lighting for a better gaming experience
CHI '05 Extended Abstracts on Human Factors in Computing Systems
The CaveUT system: immersive entertainment based on a game engine
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Modelling quest data for game designers
Proceedings of the 2006 international conference on Game research and development
ScriptEase: A generative/adaptive programming paradigm for game scripting
Science of Computer Programming
A practical approach for enabling online analysis of event streams
Proceedings of the 2007 inaugural international conference on Distributed event-based systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Defining personas in games using metrics
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Detection of MMORPG bots based on behavior analysis
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Real-time creased approximate subdivision surfaces
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Improving academic-industry collaboration for game research and education
Proceedings of the 4th International Conference on Foundations of Digital Games
Analyzing user behavior via gameplay metrics
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Player modeling using self-organization in tomb raider: underworld
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
ACM Transactions on Computing Education (TOCE)
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Game industry-academic relationships are traditionally related to technology development and education, but more research-oriented partnerships outside of direct technology development and education are forming. With these types of partnerships come stumbling blocks that must be resolved for successful outcomes. Meanwhile, user-oriented research is becoming an essential component in game production due to its utility in guiding the quality of game products. Academia can help inform user studies, which calls for industry-academic partnerships. This opportunity has enabled and stimulated the collaboration between Simon Fraser University and Bardel Entertainment in Vancouver, British Columbia. This paper discusses the importance of game industry and academic collaboration, current opportunities, and strategies based on the SFU-Bardel partnership. Two in-progress projects are detailed: developing novel user testing methods and guidance on design through navigation analysis and playtesting sessions.