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FDG 2010: Pacific Grove, CA, USA
- Ian Horswill, Yusuf Pisan:
International Conference on the Foundations of Digital Games, FDG '10, Pacific Grove, CA, USA, June 19-21, 2010. ACM 2010, ISBN 978-1-60558-937-4 - Erik Andersen, Yun-En Liu, Ethan Apter, François Boucher-Genesse, Zoran Popovic:
Gameplay analysis through state projection. 1-8 - Robin Lynn Angotti, Cinnamon Hillyard, Michael Panitz, Kelvin Sung, Keri Marino:
Game-themed instructional modules: a video case study. 9-16 - Dmitri Botvich, Jimmy McGibney, Georgy Ostapenko, Stefano De Paoli, Aphra Kerr, Max Keatinge:
Integrating players, reputation and ranking to manage cheating in MMOGs. 17-24 - Acey Kreisler Boyce, Tiffany Barnes:
BeadLoom Game: using game elements to increase motivation and learning. 25-31 - Amanda Chaffin, Tiffany Barnes:
Lessons from a course on serious games research and prototyping. 32-39 - Seth Cooper, Adrien Treuille, Janos Barbero, Andrew Leaver-Fay, Kathleen Tuite, Firas Khatib, Alex Cho Snyder, Michael Beenen, David Salesin, David Baker, Zoran Popovic:
The challenge of designing scientific discovery games. 40-47 - Thomas Debeauvais, Bonnie A. Nardi:
A qualitative study of Ragnarök Online private servers: in-game sociological issues. 48-55 - Betsy James DiSalvo, Amy S. Bruckman:
Race and gender in play practices: young African American males. 56-63 - Anthony Estey, Jeremy Long, Bruce Gooch, Amy Ashurst Gooch:
Investigating studio-based learning in a course on game design. 64-71 - Garnet D. Hertz:
OutRun: perversive games and designing the de-simulation of eight-bit driving. 72-78 - Kenneth Hullett, Jim Whitehead:
Design patterns in FPS levels. 78-85 - Jesper Juul:
In search of lost time: on game goals and failure costs. 86-91 - Foaad Khosmood, Marilyn A. Walker:
Grapevine: a gossip generation system. 92-99 - Chris Lewis, Noah Wardrip-Fruin:
Mining game statistics from web services: a World of Warcraft armory case study. 100-107 - Chris Lewis, Jim Whitehead, Noah Wardrip-Fruin:
What went wrong: a taxonomy of video game bugs. 108-115 - Jeremy Long, Anthony Estey, David Bartle, Sven C. Olsen, Amy Ashurst Gooch:
Catalyst: seeing through the eyes of a cat. 116-123 - Kevin McGee, Aswin Thomas Abraham:
Real-time team-mate AI in games: a definition, survey, & critique. 124-131 - Tim McLaughlin, Dennie Smith, Irving A. Brown:
A framework for evidence based visual style development for serious games. 132-138 - David Milam, Magy Seif El-Nasr:
Analysis of level design 'push & pull' within 21 games. 139-146 - Tony Morelli, John Foley, Luis Columna, Lauren Lieberman, Eelke Folmer:
VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired. 147-154 - Juliet Norton, Chadwick A. Wingrave, Joseph J. LaViola Jr.:
Exploring strategies and guidelines for developing full body video game interfaces. 155-162 - Samuel Rossoff, George Tzanetakis, Bruce Gooch:
Adapting personal music for synesthetic game play. 163-170 - Jonathan P. Rowe, Lucy R. Shores, Bradford W. Mott, James C. Lester:
Individual differences in gameplay and learning: a narrative-centered learning perspective. 171-178 - Serdar Sali, Noah Wardrip-Fruin, Steven Dow, Michael Mateas, Sri Kurniawan, Aaron A. Reed, Ronald Liu:
Playing with words: from intuition to evaluation of game dialogue interfaces. 179-186 - Jonas Schild, Robert Walter, Maic Masuch:
ABC-Sprints: adapting Scrum to academic game development courses. 187-194 - T. L. Taylor, Emma Witkowski:
This is how we play it: what a mega-LAN can teach us about games. 195-202 - Josh Sheldon, Judy Perry, Eric Klopfer, Jennifer Ong, Vivian Hsueh-Hua Chen, Pei Wen Tzuo, Louisa Rosenheck:
Weatherlings: a new approach to student learning using web-based mobile games. 203-208 - Gillian Smith, Jim Whitehead, Michael Mateas:
Tanagra: a mixed-initiative level design tool. 209-216 - James M. Thomas, Melissa E. DeRosier:
Toward effective game-based social skills tutoring for children: an evaluation of a social adventure game. 217-223 - Mike Treanor, Michael Mateas, Noah Wardrip-Fruin:
Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics. 224-231 - Kathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam M. Smith, Zoran Popovic:
Reconstructing the world in 3D: bringing games with a purpose outdoors. 232-239 - Daniel Wong, Darren Earl, Fred Zyda, Ryan Zink, Sven Koenig, Allen Pan, Selby Shlosberg, Jaspreet Singh, Nathan R. Sturtevant:
Implementing games on pinball machines. 240-247 - Dylan Arena, Daniel L. Schwartz:
Stats invaders!: learning about statistics by playing a classic video game. 248-249 - Katelyn Doran, Acey Kreisler Boyce, Samantha L. Finkelstein:
Reaching out with game design. 250-251 - Lisa M. Tolentino, Philippos Savvides, David Birchfield:
Applying game design principles to social skills learning for students in special education. 252-253 - Matthew William Fendt:
Dynamic social planning and intention revision in generative story planning. 254-255 - Saskia Groenewegen:
Improving crowd behaviour for games and virtual worlds. 256-258 - Andrew Hicks:
Towards social gaming methods for improving game-based computer science education. 259-261 - Kenneth Hullett:
The science of level design. 262-264 - Matthew W. Johnson:
Supporting collaborative real-time strategic planning in multi-player games. 265-267 - Ricardo Lopes:
Scenario adaptivity in serious games. 268-270 - Florian Mehm:
Authoring serious games. 271-273 - Andrea Nickel, Tiffany Barnes:
Games for CS education: computer-supported collaborative learning and multiplayer games. 274-276
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