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Entertainment Computing, Volume 31
Volume 31, August 2019
- Eric Nelson Bailey, Kazunori Miyata
:
Improving video game project scope decisions with data: An analysis of achievements and game completion rates. - Yuanjie Wu
, Yu Wang
, Sungchul Jung, Simon Hoermann
, Robert W. Lindeman
:
Towards an articulated avatar in VR: Improving body and hand tracking using only depth cameras. - Oskari Kallio, Masood Masoodian:
Featuring comedy through ludonarrative elements of video games. - Marierose M. M. van Dooren, Panote Siriaraya, Valentijn Visch, Renske Spijkerman, Laura Bijkerk
:
Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare. - Benjamin Eckstein, Eva Krapp, Anne Elsässer, Birgit Lugrin:
Smart substitutional reality: Integrating the smart home into virtual reality. - Çagdas Yildirim, Barbaros Bostan
, Mehmet Ilker Berkman
:
Impact of different immersive techniques on the perceived sense of presence measured via subjective scales. - Jamie McGann, Johann Issartel
, Lucy Hederman
, Owen Conlan
:
PaCMAn: A 'principled' framework, arising from a systematic review of the literature, to underpin design and deployment of video games for motor skill acquisition. - Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck:
Modeling and adjusting in-game difficulty based on facial expression analysis.
- Jih-Hsuan Tammy Lin, Nicholas David Bowman
, Shu-Fang Lin, Yen-Shen Chen:
Setting the digital stage: Defining game streaming as an entertainment experience.

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