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Entertainment Computing, Volume 26
Volume 26, May 2018
- Harits Ar Rosyid, Matt Palmerlee, Ke Chen:
Deploying learning materials to game content for serious education game development: A case study. 1-9 - Joaquim A. M. Neto, Karin Becker:
Relating conversational topics and toxic behavior effects in a MOBA game. 10-29 - Sturle Danielsen Tvedt, Helle Asgjerd Oltedal, Bjørn-Morten Batalden, Manuel Fradinho Oliveira:
Way-finding on-board training for maritime vessels. 30-40 - Margaree Peacocke, Robert J. Teather, Jacques Carette, I. Scott MacKenzie, Victoria McArthur:
An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representations. 41-58 - Luca Chittaro, Riccardo Sioni:
Existential video games: Proposal and evaluation of an interactive reflection about death. 59-77 - Ozan Cetinaslan:
Localized constraint based deformation framework for triangle meshes. 78-87 - Truong-Huy D. Nguyen, Edward F. Melcer, Alessandro Canossa, Katherine Isbister, Magy Seif El-Nasr:
Seagull: A bird's-eye view of the evolution of technical games research. 88-104 - Aung Pyae:
Understanding the role of culture and cultural attributes in digital game localization. 105-116 - Sunu Wibirama, Hanung Adi Nugroho, Kazuhiko Hamamoto:
Depth gaze and ECG based frequency dynamics during motion sickness in stereoscopic 3D movie. 117-127 - Marçal Mora Cantallops, Miguel-Ángel Sicilia:
MOBA games: A literature review. 128-138 - Luis Valente, Bruno Feijó, Alexandre Ribeiro Silva, Esteban Clua:
Pervasive virtuality in digital entertainment applications and its quality requirements. 139-152 - Inês Lebres, Paulo Rita, Sérgio Moro, Pedro Ramos:
Factors determining player drop-out in Massive Multiplayer Online Games. 153-162
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