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Future Play 2010: Vancouver, BC, Canada
- Bill Kapralos, Andrew Hogue, Simon Xu:
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06 - 07, 2010. ACM 2010, ISBN 978-1-4503-0235-7
Full papers: design track
- Chris Bateman, Lennart E. Nacke:
The neurobiology of play. 1-8 - Jaakko Stenros:
Playing the system: using frame analysis to understand online play. 9-16 - Jiaming You, Michael Katchabaw:
A flexible multi-model approach to psychosocial integration in non player characters in modern video games. 17-24 - Nis Bojin:
Ludemes and the linguistic turn. 25-32 - Annakaisa Kultima:
The organic nature of game ideation: game ideas arise from solitude and mature by bouncing. 33-39 - Douglas Wilson, Miguel Sicart:
Now it's personal: on abusive game design. 40-47 - Ian J. Livingston, Regan L. Mandryk, Kevin G. Stanley:
Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations. 48-55 - Janne Paavilainen:
Critical review on video game evaluation heuristics: social games perspective. 56-65 - Annakaisa Kultima, Jaakko Stenros:
Designing games for everyone: the expanded game experience model. 66-73 - Donald H. House, Brian A. Malloy, Cory Buckley:
The craft of computer programming: lifting the veil. 74-81 - Robert J. Hall:
Cheating attacks and resistance techniques in GeoGame design. 82-89 - Jonas Schild, Maic Masuch:
Game design for ad-hoc multi-touch gameplay on large tabletop displays. 90-97 - Nicholas Shim, Ronald Baecker, Jeremy P. Birnholtz, Karyn Moffatt:
TableTalk Poker: an online social gaming environment for seniors. 98-104 - Beth Aileen Lameman, Jason E. Lewis, Skawennati Fragnito:
Skins 1.0: a curriculum for designing games with first nations youth. 105-112 - Nicholas Taylor, Jennifer Jenson, Suzanne de Castell:
Epidemic: e-learning goes viral. 113-118 - Grigore D. Pintilie:
GLUBs: games for learning and understanding biology. 119-126 - Kevin A. Harrigan, Karen Collins, Michael J. Dixon, Jonathan A. Fugelsang:
Addictive gameplay: what casual game designers can learn from slot machine research. 127-133
Full papers: technical track
- Beth Aileen Lameman, Magy Seif El-Nasr, Anders Drachen, Wendy Foster, Dinara Moura, Bardia Aghabeigi:
User studies: a strategy towards a successful industry-academic relationship. 134-142 - Jean-Pierre Corriveau, Wei Shi:
Teaching strategies to millenial students. 143-150 - Matthew Brehmer, T. C. Nicholas Graham, Tadeusz Stach:
Activate your GAIM: a toolkit for input in active games. 151-158 - Lennart E. Nacke:
Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction. 159-166 - Daniel Natapov, I. Scott MacKenzie:
Gameplay evaluation of the trackball controller. 167-174 - Daniel Natapov, I. Scott MacKenzie:
The trackball controller: improving the analog stick. 175-182 - Loutfouz Zaman, Daniel Natapov, Robert J. Teather:
Touchscreens vs. traditional controllers in handheld gaming. 183-190 - J. David Smith, T. C. Nicholas Graham:
Raptor: sketching games with a tabletop computer. 191-198 - Saara Toivonen, Olli Sotamaa:
Digital distribution of games: the players' perspective. 199-206
Short papers
- David Owen:
Aristotle would have admired BioShock while Shakespeare would have played Dragon Age. 207-210 - David Scherfgen, Rainer Herpers, Timur Saitov:
Single webcam 3D tracking for video games. 211-214 - Mike Ey, Joe Pietruch, David I. Schwartz:
"Oh-No! Banjo": a case study in alternative game controllers. 215-218 - Farjana Z. Eishita, Kevin G. Stanley:
THEEMPA: simple AR games using layar. 219-222 - Mela Kocher, P. J. Rusnak, Ken Eklund:
Breaking boundaries: learning by ARG within an academic conference presentation. 223-226 - Carl Symborski:
Improving content download performance in online virtual worlds. 227-230 - Victoria McArthur:
Virtual world professionals and avatar appearance codes. 231-234 - Lorna Rae Boschman:
Exergames for adult users: a preliminary pilot study. 235-238 - Velian T. Pandeliev, Ronald M. Baecker:
A framework for the online evaluation of serious games. 239-242 - Kevin G. Stanley, Ian J. Livingston, Alan Bandurka, Robert Kapiszka, Regan L. Mandryk:
PiNiZoRo: a GPS-based exercise game for families. 243-246 - Huaxin Wei:
Embedded narrative in game design. 247-250
Extended abstracts
- Alex Monclou, Sayra Cristancho, Bill Kapralos, Adam Dubrowski:
Serious games for analog telecommunications education. 251-252 - Karen Collins, Bill Kapralos, Andrew Hogue, Kamen Kanev:
An exploration of distributed mobile audio and games. 253-254 - Kevin Tonon, Ronald Baecker:
GameSoup: a two-stage game development environment. 255-256 - Zhiqi Shen, Chunyan Miao, Liang Zhang, Han Yu, Mark J. Chavez:
An emotion aware agent platform for interactive storytelling and gaming. 257-258 - Andrew Speers, Lowell Crotin, Douglas Stamp, Timothy Crawford, Tushar Goel:
The virtual Jet Ski: a visual-physical motion simulation. 259-260 - Jonathan Lam, Christopher Collins, Bill Kapralos, Andrew Hogue, Miguel Ángel García-Ruíz:
Wiimote-controlled stereoscopic MRI visualization with sonic augmentation. 261-262
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