Preventing bots from playing online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Automatic computer game balancing: a reinforcement learning approach
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Atoms of EVE′: A Bayesian basis for esthetic analysis of style in sketching
Artificial Intelligence for Engineering Design, Analysis and Manufacturing
Games that do not exist communication design beyond the current limits
SIGDOC '06 Proceedings of the 24th annual ACM international conference on Design of communication
Keeping bots out of online games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Motivation-driven educational game design: applying best practices to music education
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Playing for keeps: gaming as a language learning tool
ACM SIGGRAPH 2006 Educators program
A new approach on wearable game design and its evaluation
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Time and computer games or "no, that's not what happened"
Proceedings of the 3rd Australasian conference on Interactive entertainment
Instructional ethology: reverse engineering for serious design of educational games
Future Play '07 Proceedings of the 2007 conference on Future Play
True story: dynamically generated, contextually linked quests in persistent systems
Future Play '07 Proceedings of the 2007 conference on Future Play
Bridging the gap: balancing faculty expectations and student realities in computer gaming courses
Future Play '07 Proceedings of the 2007 conference on Future Play
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
Using genetically optimized artificial intelligence to improve gameplaying fun for strategical games
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Games about LOVE and TRUST?: harnessing the power of metaphors for experience design
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Educational game design for online education
Computers in Human Behavior
Does Body Movement Engage You More in Digital Game Play? and Why?
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Games, gamers, and gaming: understanding game research
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
Audio Puzzler: piecing together time-stamped speech transcripts with a puzzle game
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Game design principles in everyday fitness applications
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Dynamic Game Balancing by Recognizing Affect
Proceedings of the 2nd International Conference on Fun and Games
Creating an Emotionally Adaptive Game
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
In polite company: rules of play in five Facebook games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Evolving player-specific content for level based arcade games
Proceedings of the 4th International Conference on Foundations of Digital Games
Cardboard semiotics: reconfigurable symbols as a means for narrative prototyping in game design
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Balancing Skills to Optimize Fun in Interactive Board Games
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Scaling the Level of Difficulty in Single Player Video Games
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Developing a serious game to evaluate and train group decision making skills
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
A systematic methodology to use LEGO bricks in web communication design
Proceedings of the 27th ACM international conference on Design of communication
Robust player imitation using multiobjective evolution
CEC'09 Proceedings of the Eleventh conference on Congress on Evolutionary Computation
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Proceedings of the 2010 conference on Information Modelling and Knowledge Bases XXI
Dynamic game level generation using on-line learning
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Statistical modeling of affective responses from visual and auditory attributes in the movies
UI-HCII'07 Proceedings of the 2nd international conference on Usability and internationalization
Ludoliteracy: defining understanding and supporting games education
Ludoliteracy: defining understanding and supporting games education
Toward a ludic architecture: the space of play and games
Toward a ludic architecture: the space of play and games
Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER
Simulation and Gaming
A framework for evidence based visual style development for serious games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Designing entertaining educational games using procedural rhetoric: a case study
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Wicked games: on the design of ethical gameplay
DESIRE '10 Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design
Helping hands: designing video games with interpersonal touch interaction
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Player's model: criteria for a gameplay profile measure
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Streamlining domain analysis for digital games product lines
SPLC'10 Proceedings of the 14th international conference on Software product lines: going beyond
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Now it's personal: on abusive game design
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Interactive storytelling in academic teaching
ICIDS'10 Proceedings of the Third joint conference on Interactive digital storytelling
Proceedings of the 2011 conference on Information Modelling and Knowledge Bases XXII
Playable data: characterizing the design space of game-y infographics
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Practical, appropriate, empirically-validated guidelines for designing educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interactive evolution for the procedural generation of tracks in a high-end racing game
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Dynamic game difficulty balancing for backgammon
Proceedings of the 49th Annual Southeast Regional Conference
Learning in virtual worlds: a new path for supporting cognitive impaired children
FAC'11 Proceedings of the 6th international conference on Foundations of augmented cognition: directing the future of adaptive systems
A game-based corpus for analysing the interplay between game context and player experience
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
Playing in Traffic: pervasive gaming for commuters
Proceedings of the 7th Australasian Conference on Interactive Entertainment
Proceedings of the 7th Australasian Conference on Interactive Entertainment
Evolving a learning analytics platform
Proceedings of the 1st International Conference on Learning Analytics and Knowledge
Capturing entertainment through heart rate dynamics in the playware playground
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Subjunctive interfaces in exploratory e-learning
WM'05 Proceedings of the Third Biennial conference on Professional Knowledge Management
Towards understanding meme media knowledge evolution
Proceedings of the 2005 international conference on Federation over the Web
Towards a generic framework for automated video game level creation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Designing dramatic play: story and game structure
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Automatic generation of funny cartoons diary for everyday mobile life
AI'06 Proceedings of the 19th Australian joint conference on Artificial Intelligence: advances in Artificial Intelligence
Ubiquitous framework for creating and evaluating persuasive applications and games
GPC'11 Proceedings of the 6th international conference on Grid and Pervasive Computing
Modeling but NOT measuring engagement in computer games
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
Digging deeper into platform game level design: session size and sequential features
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Purposeful by design?: a serious game design assessment framework
Proceedings of the International Conference on the Foundations of Digital Games
Motivational game design patterns of 'ville games
Proceedings of the International Conference on the Foundations of Digital Games
Unpacking self and socio dialectics within learners' interactive play
Computers & Education
Crossing the game threshold: a system for teaching basic programming constructs
Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
Cardiovascular physiology predicts learning effects in a serious game activity
Computers & Education
How to analyse therapeutic games: the player / game / therapy model
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Experience in serious games: between positive and serious experience
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Computer games and english language learning
ICWL'12 Proceedings of the 11th international conference on Advances in Web-Based Learning
Applaud having fun: a mobile game to cheer your favourite sports team
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Educational Games and IT Professionals: Perspectives from the Field
International Journal of Human Capital and Information Technology Professionals
Gamifying learning experiences: Practical implications and outcomes
Computers & Education
Phrase detectives: Utilizing collective intelligence for internet-scale language resource creation
ACM Transactions on Interactive Intelligent Systems (TiiS) - Special section on internet-scale human problem solving and regular papers
Controllable procedural map generation via multiobjective evolution
Genetic Programming and Evolvable Machines
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EEG-based assessment of video and in-game learning
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Power of friends: when friends guess about their friends' guess
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Usability testing for serious games: making informed design decisions with user data
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Follow the mob: an innovative approach for roaming characters in MMO games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
How to develop financial applications with game features in e-banking?
Proceedings of the 2013 International Conference on Information Systems and Design of Communication
International Journal of Game-Based Learning
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
The playful experiences (PLEX) framework as a guide for expert evaluation
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
The effect of leaderboard ranking on players' perception of gaming fun
OCSC'13 Proceedings of the 5th international conference on Online Communities and Social Computing
An experience report on using gamification in technical higher education
Proceedings of the 45th ACM technical symposium on Computer science education
Curiosity: From psychology to computation
ACM Computing Surveys (CSUR)
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