<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-6357901437650216658</id><updated>2011-12-10T00:18:01.856Z</updated><category term='Federoff'/><category term='Bogost'/><category term='experience design'/><category term='information architecture'/><category term='attention'/><category term='microsoft game user research'/><category term='Sidhe Interactive'/><category term='Desurvivre'/><category term='berthouze'/><category term='consciousness'/><category term='dead space'/><category term='nichols'/><category term='half life 2'/><category term='presence'/><category term='psychology'/><category term='psychonauts'/><category term='Caplan'/><category term='phd'/><category term='heuristics'/><category term='Wynards'/><category term='flow'/><category term='laurel'/><category term='virtua tennis'/><category term='script'/><category term='Marketing'/><category term='play diary'/><category term='interactions'/><category term='cognition'/><category term='Usability Testing'/><category term='koelsch'/><category term='fulton'/><category term='immersion'/><category term='Sessersten'/><category term='engagement'/><category term='body language'/><category term='lucas'/><category term='takatalo'/><category term='user experience'/><category term='halo'/><category term='ia'/><category term='boredom'/><category term='plants vs zombies'/><category term='aesthetics'/><category term='steury'/><category term='laitinen'/><category term='schema'/><category term='culture'/><category term='UX'/><category term='experience'/><category term='debrief'/><category term='eeg'/><category term='gunn'/><category term='okami'/><category term='cognitive science'/><category term='isbister'/><category term='fuga'/><category term='Lindley'/><category term='Calleja'/><category term='McGonigal'/><category term='hopson'/><category term='Nacke'/><category term='epistemology'/><category term='cued-recall'/><category term='hermeneutics'/><category term='emg'/><category term='chao'/><category term='facial expression'/><category term='Mirror&apos;s Edge'/><category term='semiotics'/><category term='Wii sports resort'/><category term='Toth'/><category term='cognitive model'/><category term='biometrics'/><category term='physiology'/><category term='pagulayan'/><category term='Consalvo'/><title type='text'>Game Player Interaction</title><subtitle type='html'>HCI for video game players</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>94</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-7720496004379798941</id><published>2010-05-28T13:08:00.003+01:00</published><updated>2010-05-28T13:20:37.669+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><category scheme='http://www.blogger.com/atom/ns#' term='half life 2'/><title type='text'>Half Life 2 (Mac)</title><content type='html'>&lt;i&gt;Half Life 2&lt;/i&gt; is &lt;a href="http://store.steampowered.com/app/220/"&gt;now available&lt;/a&gt; on the Mac, so I thought I'd revisit what I thought was my favourite game of all time. I'm surprised by what I found, and wonder whether this suggests that my UX demands have increased and become more nuanced since I originally played it.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Mac specific issues&lt;/span&gt;&lt;br /&gt;Pro: Instantaneous switching between game and any other application.&lt;br /&gt;Con: Disappointing frame rate (&lt;30fps), especially for such an old game (2004)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Game issues&lt;/b&gt;&lt;br /&gt;Annoyed by having to replay the same section over and over again because I don't understand how the game wants me to complete the puzzle, or move on through to the next section of the game. It's presented as an semi-open world, but in reality the only interesting paths are linear. I find myself unintentionally and unknowingly backtracking sometimes because I find it hard to read where I'm supposed to go, or what I'm supposed to do. Sometimes these backtracks can be very long and tedious, giving me a very large amount of game world to explore. Ideally redundant paths should be blocked, thus helping to guide me along the intended path. Alternatively, provide dynamic, non-linear gameplay where previous parts of the gameworld still have interest and fun, and where I really can chose my own way through the game.&lt;br /&gt;&lt;br /&gt;Loading screens. Maybe back in 2004 this was acceptable, but these days it's not. I expect background loading at all times. If you're going to insist on a loading screen, at least make it interesting, perhaps interactive in a way that's relevant and plausible. Especially you should avoid interrupting the player while they're doing something highly interactive and feedback driven, such as piloting a hovercraft! After the loading screen has completed I often go a bit out of control with the sudden return to gameplay.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-7720496004379798941?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/7720496004379798941/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=7720496004379798941' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7720496004379798941'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7720496004379798941'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2010/05/half-life-2-mac.html' title='Half Life 2 (Mac)'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-3582454236985017255</id><published>2009-08-24T11:14:00.005+01:00</published><updated>2009-08-25T00:14:05.938+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><category scheme='http://www.blogger.com/atom/ns#' term='Mirror&apos;s Edge'/><title type='text'>Play Diary: Mirror's Edge</title><content type='html'>I tried it out on the PS3 and enjoyed the experience of linking together moves to run over the cityscape, but was disappointed that the PS3 version didn't let me save multiple games - I'm told that you can do this if you 'log in' as a different user in the PS3 menu. I don't have a PS3 myself so didn't know this was possible, but it strikes me as a pretty bad idea. Is this how most games work on that console? How do you know which user you're logged in as? What's wrong with the traditional method of giving you several different slots to save in?&lt;br /&gt;&lt;br /&gt;Anyway, it was cheap on Amazon so I decided to buy it for the PC as I'd heard this was the best version available.&lt;br /&gt;&lt;br /&gt;First problem: Saving. On the PC I expected this to be easy (choose a filename, click save) but it looks like they've tried to replicate the console style. First of all you have no option to save multiple games, which is clearly a bad idea! Secondly the location of the save games is hidden (so how do I know what to back up...?) While most games default to saving in their installation directory, ME puts it into My Documents. Unfortunately there's a strict limit on how much data I can put here on my PC at uni as it's on a shared drive. As such I often log in to the computer rather than the domain, in which case My Documents is actually in a different location. The upshot is that the second time I played the game it didn't find my save file. Hugely annoying. As usual the internet had the answer as it seems other people were experiencing the same problem.&lt;br /&gt;&lt;br /&gt;Discussed on IGN as &lt;a href="http://uk.gamespot.com/pc/action/mirrorsedge/show_msgs.php?topic_id=m-1-47656851&amp;pid=941949"&gt;Save file location&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;An improvement over the console experience is combat and navigation. With a mouse you're able to move and react in a speed appropriate to the game. Looking around the environment with analogue sticks is slow, and trying to aim at enemies is inaccurate.&lt;br /&gt;&lt;br /&gt;Personally I really like the use of colour and pixel effects. The enemy textures aren't terribly good though.&lt;br /&gt;&lt;br /&gt;Overall impression so far is ok. I think they could have done so much better with a more free-roaming environment, or at least made the game less binary - currently I get the feeling that there's one correct route to take, and if you don't get it precisely right you die swiftly and without negotiation. To me this is pretty dull and breaks up the key aspect of the game: flow. Even something as simple as Prince of Persia's time rewind would be an improvement. Ideally though I'd like to feel like I had much more choice about how to navigate around with much more margin for interpretation and improvisation.&lt;br /&gt;&lt;br /&gt;A typical scenario would be: Enjoy running and jumping to location X, take one false turn and die. Wait for reload, repeat the now boring navigation to get to the same point as before, try another option and probably die again. 3rd time lucky. Overall experience: tedious frustration.&lt;br /&gt;&lt;br /&gt;An ideal scenario would be: Enjoy running and jumping to location X, take a false turn and have to run / jump / bounce / climb away, try a different option then run / jump / bounce / climb away again. 3rd time lucky. Overall experience: embodied flow.&lt;br /&gt;&lt;br /&gt;I've started to watch the cutscenes now. I don't know whether this is because I'm interested in the story or am becoming disillusioned with the game...&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/457-Mirrors-Edge"&gt;Yahtzee's review&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Elevators are basically dull loading screens. Surely they can come up with something better than this? Especially on PC.&lt;br /&gt;&lt;br /&gt;Got stuck in chapter 7 (the Boat). Had to read walkthrough.&lt;br /&gt;Chapter 8 climbing the tall scaffolding is so annoying! How many times must I die!?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-3582454236985017255?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/3582454236985017255/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=3582454236985017255' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3582454236985017255'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3582454236985017255'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/08/play-diary-mirrors-edge.html' title='Play Diary: Mirror&apos;s Edge'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-7546741550132579825</id><published>2009-08-24T10:47:00.003+01:00</published><updated>2009-08-24T11:45:12.421+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><category scheme='http://www.blogger.com/atom/ns#' term='dead space'/><title type='text'>Play Diary: Dead Space</title><content type='html'>Started playing on Sunday 24th August.&lt;br /&gt;&lt;br /&gt;Initial problems: huge mouse lag in menus and game. Searching the internet suggested that turning &lt;a href="http://ve3d.ign.com/articles/news/42453/Dead-Space-PC-Mouse-Lag-Work-Around"&gt;off vertical sync&lt;/a&gt; would fix this. This is a serious usability problem. After fixing that I had to increase the mouse sensitivity to its maximum in order to get the kind of performance I'm used to (I enjoy FPS games like TF2 and L4D.) Maybe this is due to the game leading on 360 and only being ported the PC. As such they may have balanced the enemies with the assumption that the player couldn't react very quickly as they had to control the avatar using a control pad.&lt;br /&gt;&lt;br /&gt;Second problem was the perspective. Why does it use a 3rd person view? Enclosed interior environments are better suited to 1st person. Currently the character takes up a considerable amount of the limited view with no real benefit that I can think of. This not only causes problems for the player but also for the machine (extra texture &amp; vertex processing.) My early impression is that this is an FPS, and my feeling is that a first person view would improve the experience. I believe the 3rd person view is more popular with Asian markets, but the realistic visual style and uninspiring grey/brown colour palette doesn't strike me as being very appealing in the East.&lt;br /&gt;&lt;br /&gt;There are more control issues though. For example why am I obliged to continually manually press "B" in order to bring up a HUD showing me where my next objective is? It's pretty tedious. I feel like I'm being punished. In free roaming, open areas it wouldn't be so bad as you could see a long way into the distance, so wouldn't need to press it so often. But in small, enclosed interior environments it seems silly as there are such short distances between doors / bends in corridors, etc that the indicator is only useful for extremely short navigation, and hence has to be frequently repeated.&lt;br /&gt;&lt;br /&gt;So far the narrative has been pretty predictable too.&lt;br /&gt;&lt;br /&gt;I was a bit annoyed with the "Press E to get rid of the monster" QTE. I pressed E but nothing happened and I died. Turns out you have to *mash* E. Why?&lt;br /&gt;&lt;br /&gt;Overall I'd say it is worth the £5 I paid for it, but that's all.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/333-Dead-Space"&gt;Yahtzee's thoughts&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-7546741550132579825?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/7546741550132579825/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=7546741550132579825' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7546741550132579825'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7546741550132579825'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/08/play-diary-dead-space.html' title='Play Diary: Dead Space'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-2830668412924345142</id><published>2009-07-23T16:23:00.005+01:00</published><updated>2009-07-24T10:00:20.960+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><category scheme='http://www.blogger.com/atom/ns#' term='Wii sports resort'/><title type='text'>Play Diary: Wii Sports Resort</title><content type='html'>Instructional Video: Nice, though play control (pause, rewind, etc) would be useful - it goes so fast through the steps that I expect many people will panic! Good that you can replay it in sections, but d-pad forward / rewind control through them would be appreciated.&lt;br /&gt;&lt;br /&gt;Place Wii remote on a steady surface - I was holding mine in my hand, and it just automatically skipped through as if I'd pressed A.&lt;br /&gt;&lt;br /&gt;Swordplay duel&lt;br /&gt;Round 1: spam downward thrust, won&lt;br /&gt;2: defended, draw&lt;br /&gt;3: spammed attack, won&lt;br /&gt;&lt;br /&gt;Wakeboarding&lt;br /&gt;Free: 516 points? level 52&lt;br /&gt;&lt;br /&gt;Frisee Dog&lt;br /&gt;level 123 (430 points: blue, blue, orange, blue, purple, orange, x, x, orange+bouncing orange splodge, purple)&lt;br /&gt;&lt;br /&gt;Bow&lt;br /&gt;Stage 1: 27 points&lt;br /&gt;2: 25&lt;br /&gt;3: 24&lt;br /&gt;F: 3 (2 misses, one was a miss-draw, i.e., I wasn't holding the Wiimote vertical, so it screwed up the orientation of my camera, and I ended up pointing into the sky - wanted to undraw but released Z, shooting instead.)&lt;br /&gt;Total: 70 points (level 61)&lt;br /&gt;&lt;br /&gt;Basketball&lt;br /&gt;3 point contest&lt;br /&gt;Thought the diagram of how to hold the remote showed buttons on the wrong side...?&lt;br /&gt;Scored 1 pt (level 4)&lt;br /&gt;&lt;br /&gt;Table tennis&lt;br /&gt;6-2 (level 100)&lt;br /&gt;&lt;br /&gt;Power cruising - slalom - beach&lt;br /&gt;151.9 pts (level 98)&lt;br /&gt;Didn't get boost - does it reallly only last for half a second? And what's with the power-up bar?&lt;br /&gt;&lt;br /&gt;Canooing - speed challenge&lt;br /&gt;Feels great! played in the lake for ages, couldn't find 2 ducks though.&lt;br /&gt;100 pts (level 60)&lt;br /&gt;&lt;br /&gt;Cycling - Road race&lt;br /&gt;Around the island.&lt;br /&gt;Didn't get into it too much. Was 7th, went for the sprint but ran out of breath and came 14th (2:40.06)&lt;br /&gt;Level 5&lt;br /&gt;&lt;br /&gt;Air Sports - Skydyving&lt;br /&gt;Didn't understand scoring mechanic - how do I get more than 1 other Mii in my shot? None of them seem to want to hook up after the 1st&lt;br /&gt;38 pts (level 40)&lt;br /&gt;&lt;br /&gt;Golf three holes - resort a&lt;br /&gt;Played first hole: birdie&lt;br /&gt;&lt;br /&gt;Bowling - 10 pin game&lt;br /&gt;Auto throw style is a good idea (thinking Age Concern)&lt;br /&gt;149 (level 144)&lt;br /&gt;Surprised at how similar it is to the Wii Sports version, though at least spin seems to be easier to control.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-2830668412924345142?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/2830668412924345142/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=2830668412924345142' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2830668412924345142'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2830668412924345142'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/07/play-diary-wii-sports-resort.html' title='Play Diary: Wii Sports Resort'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-1472777056243603618</id><published>2009-06-21T12:34:00.004+01:00</published><updated>2009-06-24T17:19:59.190+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><category scheme='http://www.blogger.com/atom/ns#' term='virtua tennis'/><title type='text'>Play Diary: Virtua Tennis 2009</title><content type='html'>&lt;div&gt;Nice title &amp;amp; main screen. Simple.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;Play Motion Plus movie resets console &amp;amp; returns to main screen (might be just my dodgy version.)&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Training:&lt;/div&gt;&lt;div&gt;When choosing the training session, I thought the big right / left arrows would move the whole set (page) of sessions. Instead it just moves them one by one. This is an example of a developer implementing their own version of a scroll bar, but in so doing they break consistency with other scroll bars (which have lots of usability testing already done on them.) - some kind of visual feedback would help; it's very hard to see any difference in the boxes as they all look very alike. Even a sliding transition would help - currently box A is immediately replaced with box B. Maybe indicate the ones you've already done successfully?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;"Select your control method"&lt;/div&gt;&lt;div&gt;Why doesn't it remember my previously selected controller (MotionPlus)? Also why can't I see all the options at once (there are left/right arrows for controller type, but L/R handed are both shown simultaneously.)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The three part "VT Coach" screen is a nice idea, but really doesn't help with the training. "Twist your body" - I did that *loads* but it didn't seem to make any difference. The little pictures don't do a good job of showing the necessary *movement*.&lt;/div&gt;&lt;div&gt;"The Wiimote should be held on it's side" (does that mean with the buttons facing left instead of the normal up?)&lt;/div&gt;&lt;div&gt;Also, this screen uses a button "Ready", but there's no pointer control. Confusing - tried to point at the screen and click on it. Until you've seen that this button automatically goes orange after a (long) time it's not clear that this indicates that it's inactive. In a windows environment this only makes sense when seen next to other items that are in the different state; this screen only has the one button so there's nothing to compare it to that would indicate that grey means "unavailable". Why does it take so long for the button to turn orange anyway? (again, might be my version of the disc)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Not clear how to make the opponent serve the ball. There's a bit 1 in a circle on screen. I tried pressing the 1 button but that doesn't seem to work. Tried the A button but that doesn't work either. Seems like you have to press A many times while pointing at the screen. Weird, inconsistent behaviour with no feedback when you press the right or wrong button, so I have to just mash a lot.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;Lag between motion and avatar is disconcerting. Doesn't appear to be 1-1 motion...?&lt;/div&gt;&lt;div&gt;Targeting left &amp;amp; right - no idea if I'm doing it right, and why not. Would like some feedback (other than binary Success/Failure - repeatedly saying "Fail!" to a student is not good encouragement!) Wouldn't it be possible to analyse the player's stroke, visually represent it relative to the kind of stroke they're supposed to do, then allow them to practice with this 'ghost'? Would be much faster than going through the whole process of receiving the ball, returning, seeing "Fail!" then starting again. Assume they'll fail for the first few times and help with it! Also passing the training should be based on being able to reproduce the move consistently. I finally got 3 successful shots (but mixed in with about 8 failures) - this means I can do the move sufficiently well?!&lt;/div&gt;&lt;div&gt;Would be a good Usability question to ask the player to describe how they do each shot after they've passed - good test to see whether they really learnt anything.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;When trying to do a soft shot:&lt;/div&gt;&lt;div&gt;Annoyed at how the avatar runs around like a nutter! Also how sometimes he'll stand further away from the ball than necessary, so when I swing he's not close enough to hit it; he had plenty of time to get to the ball, he just ran around stupidly. Seems that when I move the Wiimote back he'll stop running - but then he'll actually initiate the swing even if I haven't! Grr!&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Training's frustrating and boring. Gave up after intermediate 9. Why not incorporate training as part of the first play through? I feel like it's optional (and not going to help me anyway.)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Player selection screen: Good that it has equal male / female split. Would have liked to order by country. Also would have liked to see player stats (what does "various shots" mean? "Tactical player" - surely that's up to my performance...?)&lt;/div&gt;&lt;div&gt;After selecting player 1, why am I asked to select player 2 in a 1 player game? Is this for the computer? Then why does it not indicate that?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;What's with the cheesy rock music? Horrible!&lt;/div&gt;&lt;div&gt;Game is slightly more interesting than training. At one point I started to feel like I might actually be getting it.&lt;/div&gt;&lt;div&gt;Frame rate seems pretty low, but the graphics are quite low quality, so I don't know why this would be.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;According to &lt;a href="http://uk.wii.ign.com/articles/996/996245p1.html"&gt;IGN&lt;/a&gt; you can control the avatar with the Nunchuck - I didn't see any mention of this in the game at all! They also say that this is a better option because the AI is pretty poor at it.&lt;/div&gt;&lt;div&gt;They also confirm that the MotionPlus controls are difficult.&lt;/div&gt;&lt;div&gt;They also comment on the low framerate, poor quality graphics and annoying music. Glad my thoughts are echoed by pro reviewers!&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href="http://www.videogamer.com/wii/virtua_tennis_2009/review.html"&gt;Videogamer&lt;/a&gt; also comment on the lack of auto-detection of Wiimote type.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Options -&gt; How To&lt;/div&gt;&lt;div&gt;There are Back / Next buttons (in grey - doesn't this mean unavailable...?) but the screens also automatically switch over after a time period. This is annoying as it's too short for me to read and absorb all of the information.&lt;/div&gt;&lt;div&gt;It looks like I am supposed to hold the remote on its side, with the buttons pointing to the left. Why is that? Why couldn't they write the game to allow me to hold it the normal way?&lt;/div&gt;&lt;div&gt;They mention the "Visual Assist" - but where is it? How do I enable it?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;When setting up an Exhibition mode (in the Play option on the main screen) there's a button in the top right called "Rules" (greyed out, but still available...) but it doesn't tell you the rules, it just toggles between a screen with Game mode, type, players, court ... and a screen with games, sets, tiebreaks, server, ai.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Session 2:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Played through remaining Intermediate tutorials. Emphasised orientation of Wiimote upon impact (also held with buttons facing left / on the side.)&lt;/div&gt;&lt;div&gt;Couldn't get the hang of slices in Advanced.&lt;/div&gt;&lt;div&gt;Played a match, felt much more in control. Won 1 game, lost match.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-1472777056243603618?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/1472777056243603618/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=1472777056243603618' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1472777056243603618'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1472777056243603618'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/06/play-diary-virtua-tennis-2009.html' title='Play Diary: Virtua Tennis 2009'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-4812214964046215334</id><published>2009-05-31T10:34:00.013+01:00</published><updated>2009-06-26T14:17:42.793+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><category scheme='http://www.blogger.com/atom/ns#' term='plants vs zombies'/><title type='text'>Play Diary: Plants Vs. Zombies</title><content type='html'>&lt;b&gt;&lt;div&gt;Loading Screen&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-weight: normal;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Help&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: normal;"&gt; - letter from the zombies.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-weight: normal;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;Interaction&lt;/b&gt;&lt;div&gt;Furious clicking (casual games paper) - &lt;a href="http://www.gamasutra.com/blogs/SumantraLahiri/20090310/849/Why_Is_Peggle_So_Addictive.php"&gt;Why Is Peggle So Addictive&lt;/a&gt;?  Sumantra Lahiri, 10th March 2009&lt;br /&gt;Analysis: &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=23678"&gt;The Universal (Brain-Eating) Appeal Of Plants Vs. Zombies&lt;/a&gt;&lt;br /&gt;by Kris Graft, May 20, 2009.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Compulsion (cybernetic feedback; sympathetic nervous system, "flight-or-fight" - physiology paper, Grodal?). c.f. Tetris, Pokemon. &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=23724"&gt;Kris Graft (May 29, 2009) Analysis: The Psychology Behind Item Collecting And Achievement Hoarding. Gamasutra&lt;/a&gt; &lt;/div&gt;&lt;div&gt;[Shop] First click on icons sometimes doesn't respond.&lt;/div&gt;&lt;div&gt;[Zen garden] Accidentally clicking on background removes action icon. Would bubble cursor help? Didn't realise for a long time that right click removes action icon too (useful) - think this applies throughout other areas of game too?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;In-game&lt;/b&gt;&lt;/div&gt;&lt;div&gt;Scaffolding - introduction of plant types. (plants chosen by Chris)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Game Modes&lt;/b&gt;&lt;/div&gt;&lt;div&gt;Adventure&lt;/div&gt;&lt;div&gt;Core&lt;/div&gt;&lt;div&gt;Bowling&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Survival&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Puzzle&lt;/div&gt;&lt;div&gt;Vase Breaker.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Almanac&lt;/b&gt;&lt;/div&gt;&lt;div&gt;Didn't use it much. Sometimes reveals important data (weaknesses.)&lt;/div&gt;&lt;div&gt;Does narrative matter? (e.g., zombie backstory.)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Shop&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Plants&lt;/b&gt;&lt;/div&gt;&lt;div&gt;I use a lot of walnuts, especially useful with splash damage weapons and slow-speed plants.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Zen Gardens&lt;/b&gt;&lt;/div&gt;&lt;div&gt;Leave the snail to automatically collect coins (screensaver mode - HUD slides off screen)&lt;/div&gt;&lt;div&gt;Coins spawn &amp;amp; snail sleeps after X seconds (even while paused when focus lost.)&lt;/div&gt;&lt;div&gt;Tree of knowledge - didn't use it, too expensive. Finally got all of the upgrades (50ft tree) - apparently at 1000 ft you get the real final piece of wisdom. What's the point? Less visible, less reward than traditional highscore table.&lt;/div&gt;&lt;div&gt;Customisation: Move tool (aethstics only, not mechanics.) - with full screen of plants you can't move any; move tool requires an empty space to move a plant into.&lt;/div&gt;&lt;div&gt;Uncollected coins are lost if you move to a new screen. Annoying.&lt;/div&gt;&lt;div&gt;Click-fest doesn't work so well here (is it because there's no challenge, no urgency?)&lt;/div&gt;&lt;div&gt;Watering plants is binary state, based on timer - if you water it 1 second before its timer expires you'll still have to water it again. Dumb. Reduces the screen to mindless click-fest.&lt;/div&gt;&lt;div&gt;Golden watering can has little use: no timer or resource constraints on use of original can; difficult to select 4 plants anyway, even when circle appears over them all (it has to cross their centre point, 1 pixel off and the plant is de-selected.) - sometimes difficult to notice that a plant isn't selected.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Audio&lt;/b&gt;&lt;/div&gt;&lt;div&gt;Turning off audio when game loses focus is a great idea. Very important when Zen Garden is running on automatic to accumulate coins.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Loading Screen&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-4812214964046215334?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/4812214964046215334/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=4812214964046215334' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4812214964046215334'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4812214964046215334'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/05/play-diary-plants-vs-zombies.html' title='Play Diary: Plants Vs. Zombies'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-4114780886981205051</id><published>2009-05-05T13:02:00.003+01:00</published><updated>2009-05-05T13:09:21.105+01:00</updated><title type='text'>Research Assessment</title><content type='html'>Trying to get my head around what the best venues for publication would be.&lt;div&gt;&lt;a href="http://www.arnetminer.org/page/conference-rank/html/All-in-one.html"&gt;ArnetMiner&lt;/a&gt; has a ranked list of conferences and journals.&lt;br /&gt;&lt;br /&gt;This is the closest I could get to an RAE definition of how publications are assessed,&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.rae.ac.uk/pubs/2006/01/docs/genstate.pdf"&gt;Section 2: Generic statement on criteria and working methods&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;span style="font-weight:bold;"&gt;"Assessment process&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;...&lt;br /&gt;&lt;br /&gt;19. This is an expert review exercise. Sub-panel members will exercise their knowledge, judgement and expertise to reach a collective view on the quality profile of research described in each submission, that is the proportion of work in each submission that is judged to reach each of five quality levels from 4* to Unclassified (see Annex 1). The definition of each level relies on a conception of quality (world-leading) which is the absolute standard of quality in each UOA. Each submission will be assessed against absolute standards and will not be ranked against other submissions."&lt;br /&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-4114780886981205051?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/4114780886981205051/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=4114780886981205051' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4114780886981205051'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4114780886981205051'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/05/research-assessment.html' title='Research Assessment'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-4444991149241203979</id><published>2009-04-29T15:14:00.004+01:00</published><updated>2009-04-29T15:17:40.590+01:00</updated><title type='text'>Valve UX - Mike Ambinder</title><content type='html'>&lt;a href="http://uk.pc.ign.com/articles/966/966972p1.html"&gt;GDC 09: Why Are Valve's Games So Polished?&lt;/a&gt;&lt;br /&gt;Charles Onyett &lt;br /&gt;US, March 26, 2009&lt;br /&gt;&lt;br /&gt;Job title at Valve: &lt;a href="http://www.valvesoftware.com/people.html"&gt;UX Design&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Ph.D. Experimental Psychology (mostly vision)&lt;br /&gt;B.A. Computer Science and Psychology&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-4444991149241203979?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/4444991149241203979/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=4444991149241203979' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4444991149241203979'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4444991149241203979'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/04/valve-ux-mike-ambinder.html' title='Valve UX - Mike Ambinder'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-8413208457911628476</id><published>2009-04-29T14:08:00.005+01:00</published><updated>2009-04-29T14:19:04.548+01:00</updated><title type='text'>Joerg Niesenhaus</title><content type='html'>Joerg Niesenhaus M.Sc. (&lt;a href="http://twitter.com/joergniesenhaus"&gt;Twitter&lt;/a&gt;) is an &lt;a href="http://www.interactivesystems.info/Mitarbeiter/Personen/Niesenhaus"&gt;interaction design researcher&lt;/a&gt; at the University of Duisburg-Essen.&lt;br /&gt;Previously worked in the games industry (mostly on The Settlers series as "Animation files" and "Beta Tester", and more recently in 2007 as a "Level Designer" - BlueByte / Ubisoft: &lt;a href="http://www.imdb.de/name/nm2445233/"&gt;IMDB&lt;/a&gt;, &lt;a href="http://www.mobygames.com/developer/sheet/view/developerId,38465/"&gt;MobyGames&lt;/a&gt;)&lt;br /&gt;His blog is &lt;a href="http://www.game-usability.de/"&gt;game-usability.de&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-8413208457911628476?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/8413208457911628476/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=8413208457911628476' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8413208457911628476'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8413208457911628476'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/04/joerg-niesenhaus.html' title='Joerg Niesenhaus'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-2932398408805344202</id><published>2009-04-24T16:39:00.002+01:00</published><updated>2009-04-24T16:58:14.774+01:00</updated><title type='text'>Prototypes and the Vertical Slice</title><content type='html'>http://news.bbc.co.uk/1/hi/technology/7012688.stm&lt;br /&gt;http://www.gamedev.net/columns/events/gdc2007/article.asp?id=1031&lt;br /&gt;http://sites.google.com/site/teamsketchitup/&lt;br /&gt;http://www.developmag.com/tutorials/31/Grand-Rapids&lt;br /&gt;http://www.developmag.com/tutorials/32/Quick-thinking&lt;br /&gt;http://kimgregson.com/wordpress/2008/11/08/game-sketches-talk-by-john-buchanan-at-future-play/&lt;br /&gt;&lt;br /&gt;How to Prototype a Game in Under 7 Days: Tips and Tricks from 4 Grad Students Who Made Over 50 Games in 1 Semester&lt;br /&gt;http://www.gamasutra.com/features/20051026/gabler_01.shtml&lt;br /&gt;http://www.gdcradio.net/2007/01/how_to_prototype_a_game_in_und.html&lt;br /&gt;&lt;br /&gt;IGDA Leadership Forum 08 - "Game Prototyping" by Jamie Fristrom&lt;br /&gt;http://video.google.com/videoplay?docid=-4991334930792778473&amp;hl=en&lt;br /&gt;&lt;br /&gt;Game Prototyping and New Product Science&lt;br /&gt;http://www.igda.org/leadership/?p=111&lt;br /&gt;&lt;br /&gt;Interesting thread with some other professional developers here,&lt;br /&gt;http://www.facebook.com/profile.php?id=635786195&amp;v=feed&amp;story_fbid=90005042144&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-2932398408805344202?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/2932398408805344202/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=2932398408805344202' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2932398408805344202'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2932398408805344202'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/04/prototypes-and-vertical-slice.html' title='Prototypes and the Vertical Slice'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-5426259045310478576</id><published>2009-03-29T20:06:00.002+01:00</published><updated>2009-03-29T20:50:18.003+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><title type='text'>Play Diary: De Blob</title><content type='html'>Is this a Blue Tongue game? I know people who work there :)&lt;br /&gt;&lt;br /&gt;Cute attract film / title sequence, with the coloured blobs brightening up the grey landscape.&lt;br /&gt;&lt;br /&gt;"This game automatically saves progress." Thank god!&lt;br /&gt;&lt;br /&gt;Options screen -&gt; Gameplay.&lt;br /&gt;I tried to click on the "Back" text, but this resulted in Applying the settings (Back was next to the - symbol, to indicate that you need to press - to go back, the word itself is not clickable.)&lt;br /&gt;&lt;br /&gt;Choose Blob's mood - nice touch (presumably this affects the soundtrack?)&lt;br /&gt;Really nice FMV for the game's intro sequence. Love the lighting, really smooth blobs, like the pastel coloring.&lt;br /&gt;&lt;br /&gt;I like the way the blobs speak, with the occasionally recognisable word (blog, INKT)&lt;br /&gt;How To Get Colour: Instructional rather than embodied, but pretty colours, simple instructions, make it friendly. Also the "Do you understand?" with Again (left arrow icon) and Got it! (tick icon) - very clear.&lt;br /&gt;&lt;br /&gt;Finished first level.&lt;br /&gt;&lt;br /&gt;I often didn't understand things - like, do I need to complete all challenges before moving on? Do I need to paint everything before moving on? Is moving on to the next stage what I should be doing at all? What does the transform object do? (I think I have to slam it...)&lt;br /&gt;&lt;br /&gt;Ah, I see, it tells you how many challenges, etc you achieved when you finish a level (so you can replay it to beat your best performance.) Looks like there's lots to unlock.&lt;br /&gt;&lt;br /&gt;I like the soundtrack :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-5426259045310478576?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/5426259045310478576/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=5426259045310478576' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/5426259045310478576'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/5426259045310478576'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/03/play-diary-de-blob.html' title='Play Diary: De Blob'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-767195581090702318</id><published>2009-03-29T19:01:00.002+01:00</published><updated>2009-03-29T20:05:57.872+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><title type='text'>Play Diary: Dead Rising: Chop Till You Drop</title><content type='html'>Session 1: Player 1&lt;br /&gt;&lt;br /&gt;Intro movie was surprisingly long for an action comedy game. Also quite lame, bad lip syncing, melodramatic acting, strange, dead or shiny lighting on the characters.&lt;br /&gt;&lt;br /&gt;Speaking to Carlito: Why both Z &amp; A to talk? Also, you have to press them in that order - if you press and hold Z, then press A the game won't acknowledge it.&lt;br /&gt;What's up with the lo-fi speech mode anyway? Where the action stops, and you have to read just a couple of lines on the screen before pressing A to get to the next screen.&lt;br /&gt;&lt;br /&gt;OMG, I'm going to go nuts if there's a loading screen every time I go through a door...!&lt;br /&gt;Why are there pieces of fruit laying around on the floor?&lt;br /&gt;Without any kind of goal, what am I supposed to do here? I know the avatar's a journalist of some sort, but surely I'm supposed to have some kind of idea what to do?&lt;br /&gt;&lt;br /&gt;Feel like I'm inconsequentially driving an empty avatar between small cutscenes. Why can't we just start in the action?&lt;br /&gt;&lt;br /&gt;I don't like the combat training - static, instructional images with text and screenshots. Would prefer to learn in an embodied rather than cognitive manner.&lt;br /&gt;&lt;br /&gt;Text like this keeps appearing on the screen, "So-and-so is Dead!"&lt;br /&gt;So what? Why should I care? Seriously, does this have any effect on my game, and if so then why wasn't I told about it in advance?!&lt;br /&gt;I hate the gun shot sound, it's far too weak. Sounds like a pea-shooter. Also I don't seem to be able to do any significant damage to the zombies (though sometimes they fall down, but they get straight back up again), nor they to me (I just shake them off - nothing to be scared of really.) Also, I've run out of ammo surprisingly quickly for a game called "chop till you drop"...&lt;br /&gt;&lt;br /&gt;"Head for the stairs - I did, but there was a sign at the top which blocked my way.&lt;br /&gt;Died pretty quickly. Guess I respawn and the story keeps going. So there's never any real threat of death? Strange, I wonder why I'm supposed to care.&lt;br /&gt;Why is my gun now broken...?!&lt;br /&gt;&lt;br /&gt;Man, I hate this starting area. I go through doors and there's nothing in the room on the other side! Annoyingly I have the loading screen each time I go through.&lt;br /&gt;&lt;br /&gt;First mission to save a guy and his wife through the air ducts. Even after I get to the guy the arrow keeps pointing at him. Is there something more I need to do with this guy? He only says one thing over and over again, "Hey, anyone around?" It's really annoying. So I run round the other side of the rooftop and find his wife, still within earshot - why didn't he look over there for her?!&lt;br /&gt;Getting them both into the lift was tricky - for some reason Natalie just stood outside, so I had to go right inside for her to come in a little way. Then I press the button and it tells me this isn't the right way to go. Ok, so I follow the arrow again.&lt;br /&gt;&lt;br /&gt;To take the shotgun you must reorganise your inventory. Ok. Takes me to the inventory screen, so now what, how do I "reorganise it"? I picked and used and apple, then quit the inventory. It told me I now had the shotgun (and some money.)&lt;br /&gt;&lt;br /&gt;After completing second mission (28 mins play time) I got bored and tried another game.&lt;br /&gt;&lt;br /&gt;---&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-767195581090702318?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/767195581090702318/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=767195581090702318' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/767195581090702318'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/767195581090702318'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/03/play-diary-dead-rising-chop-till-you.html' title='Play Diary: Dead Rising: Chop Till You Drop'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-4883125494826595196</id><published>2009-03-29T14:00:00.006+01:00</published><updated>2009-03-29T19:01:37.625+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><title type='text'>Play Diary: Madworld</title><content type='html'>Session 1: Player 1.&lt;br /&gt;&lt;br /&gt;Comic book intro was ok (subtitles or even better, speech bubbles, would have been good. I like the sound effect text, like "Kapow!")&lt;br /&gt;Liked the change to animated 3D.&lt;br /&gt;Monochromatic style looks great (presumably really low texture budget too.)&lt;br /&gt;&lt;br /&gt;Map / Options screen is a bit incongruous. No explanation of why I'm at this screen.&lt;br /&gt;I can't read which button it is for "Return" (presumably B) - Note I have a widescreen SD CRT TV. Maybe it looks ok on LCD or HIDef?&lt;br /&gt;&lt;br /&gt;Controls look straightforward, but I'm not sure I can remember them all right away. Would have preferred to have them introduced one at a time, in-game.&lt;br /&gt;&lt;br /&gt;There is a Subtitle option which is good.&lt;br /&gt;&lt;br /&gt;On the map / Stage Select screen it's quite hard to read the Information text. Also, there's an icon for the D-pad with the word "Select" next to it, but it doesn't do anything - maybe later on you open up new areas and this feature becomes active then, but wouldn't it be better to only display it when it's active? At least ghost it out? Or perhaps this was only applicable to choosing either "Map" or "Options" (and not with the full D, only up / down)? Either way it's misleading.&lt;br /&gt;&lt;br /&gt;Combat tutorial was ok, though I did panic a bit when the first enemy came up to me - perhaps it would be better for him to stand still. I quickly hammered some buttons to dispatch the oncoming enemy, but this inadvertently skipped through a couple of the help-text screens. Might be nice to have the ability to 'rewind' them? Mind you, the tutorial was really straight forward so it might not be such a big deal.&lt;br /&gt;&lt;br /&gt;I do like the Manhunt 2 style "B Finish" moves. Really over the top, grotesque stuff :)  Also reminds me of No More Heroes where you stun an enemy before swinging the Wiimote to finish them off.&lt;br /&gt;&lt;br /&gt;I fought the respawning enemies for a while until I realised that I might have missed something - in the heat of the battle I hadn't been watching the help text, or had assumed it was something other than what it really was; I should have been doing A finishes instead of B finishes, and presumably nothing else would have indicated that I was doing it wrong, so I could have been there for ages! It was fun for a while, but I would have liked more direction.&lt;br /&gt;In general I don't like the way help-text automatically disappears after a short duration, or if you move and some other help text appears in response to a closer object. This makes it easy to miss the text, and requires the player to constantly be monitoring it, which distracts from the action. Better would be player-controlled advance through the text, or a pause when the text first appears to allow undistracted reading.&lt;br /&gt;&lt;br /&gt;Rose Bush was really fun- "More!"&lt;br /&gt;&lt;br /&gt;Quite hard to listen to the spoken commentary, read the help text, and fight off the enemies all at once, especially as moving around changes the help text in response to whichever item is nearest.&lt;br /&gt;&lt;br /&gt;Turbinator was fun. I liked the intro sequence where the commentator got thrown in by the chick.&lt;br /&gt;&lt;br /&gt;Don't really like the movement / camera controls too much. Would have appreciated additional D-pad control.&lt;br /&gt;&lt;br /&gt;There's even a toilet execution! This is way better than Manhunt 2 :)&lt;br /&gt;&lt;br /&gt;Game seems to have crashed! After Big Bull intro sequence, cut back to on the railway platform. Last section of audio loops forever, screen is frozen, controls do nothing, not even Wiimote power button or Wii Reset button (Wii power button does shut the console down though.)&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;Session 2: Player 1&lt;br /&gt;&lt;br /&gt;Didn't find an option to load my old game...? Rebooted. Damn! I have to go through all of that again?&lt;br /&gt;Still, it didn't take long. Stopped playing when I'd finished the first level.&lt;br /&gt;&lt;br /&gt;---&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-4883125494826595196?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/4883125494826595196/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=4883125494826595196' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4883125494826595196'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4883125494826595196'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/03/play-diary-madworld.html' title='Play Diary: Madworld'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-8199531104789462890</id><published>2009-03-20T13:45:00.001Z</published><updated>2009-03-20T13:46:26.422Z</updated><title type='text'>CiteULike Research</title><content type='html'>There's a group on CiteULike called "&lt;a href="http://www.citeulike.org/group/1484"&gt;GameResearch&lt;/a&gt;", which might be worth trawling for good references.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-8199531104789462890?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/8199531104789462890/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=8199531104789462890' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8199531104789462890'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8199531104789462890'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/03/citeulike-research.html' title='CiteULike Research'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-1086304386661575886</id><published>2009-03-18T14:59:00.005Z</published><updated>2009-03-18T22:46:45.020Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><title type='text'>Play Diary: Manhunt 2</title><content type='html'>Session 1: Player 1.&lt;br /&gt;&lt;br /&gt;This is an odd one, because I was one of the developers for this game, though you won't find my name - or the names of the other &lt;a href="http://www.intelligent-artifice.com/2007/11/rockstar-viennas-missing-credits-for-manhunt-2.html"&gt;55 people&lt;/a&gt; - on the &lt;a href="http://www.mobygames.com/game/ps2/manhunt-2/credits"&gt;credits&lt;/a&gt; list. If you look closely you can still find &lt;a href="http://garethrwhite.wordpress.com/2007/11/01/manhunt-2/"&gt;my name in the assets&lt;/a&gt; though.&lt;br /&gt;&lt;br /&gt;I worked on the PS2 &amp; Xbox versions, though the latter was canned during development. I'm interested to see how the Wii version is different, and whether Rockstar London's port from RenderWare to R*'s internal engine has anything to contribute to the game.&lt;br /&gt;&lt;br /&gt;Attract video is different, though I recognise some of the geometry.&lt;br /&gt;&lt;br /&gt;Control tutorial worked well. Definitely test that you can do the moves, though it would be beter pedagogically to have the tests in context. Moving the controllers without context is a test that you can read the icons and react to them, but does not inform the player how to use them in game.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;Session 2&lt;br /&gt;Players 1, 2 &amp; Spectator&lt;br /&gt;&lt;br /&gt;P2 does tutorial.&lt;br /&gt;Giggles at squelching sounds.&lt;br /&gt;When Danny looks in the mirror, P2: "Is that us?" Leo walks into frame. I say nothing.&lt;br /&gt;&lt;br /&gt;Loading screen takes a while.&lt;br /&gt;&lt;br /&gt;First level looks ok.&lt;br /&gt;P2 accidentally walk-walked (but that's ok as it taught him how to do it I guess)&lt;br /&gt;I like the change in colour of health bar - but maybe a bit too subtle?&lt;br /&gt;&lt;br /&gt;"How do I change my weapon?" (got it)&lt;br /&gt;Went to execute, but didn't realise how to do it. Punched him to death instead.&lt;br /&gt;&lt;br /&gt;When he took down the first melee guy didn't realise he was dead (so couldn't punch) but kept kicking him anyway.&lt;br /&gt;Laughed that he could pick the body up.&lt;br /&gt;Got lost and went the opposite direction.&lt;br /&gt;&lt;br /&gt;Didn't seem to understand that he had to lure the guard.&lt;br /&gt;Melee'd him again.&lt;br /&gt;&lt;br /&gt;"You can get combos, I see!"&lt;br /&gt;&lt;br /&gt;(some audio stuttering, maybe just because it's a backup disc?)&lt;br /&gt;&lt;br /&gt;Tried to pick up a weapon but didn't understand that you can only pick up one thing at a time.&lt;br /&gt;&lt;br /&gt;Took ages to work out you had to shut all the cell doors before you could go on.&lt;br /&gt;Was walking up to a guard, stealthy, then ran and alerted the guard. Don't think he realised that's what happened.&lt;br /&gt;&lt;br /&gt;Didn't understand the significance of the skull on the mini-map.&lt;br /&gt;&lt;br /&gt;"It's all the memories of him being Fritzled as a child."&lt;br /&gt;&lt;br /&gt;Spectator cried out when dream vision appeared.&lt;br /&gt;&lt;br /&gt;Didn't understand what the yellow brick icon meant, even when P2 had picked it up.&lt;br /&gt;&lt;br /&gt;No kind of indicator to help out in the mission where you have to open all cupboards, etc. Tediously have to just go round them all, and feel unsure if you've been everywhere or not.&lt;br /&gt;&lt;br /&gt;Tried to break down wooden barrier with a crowbar - 'Why can't I get in here?"&lt;br /&gt;&lt;br /&gt;"I'm pretty sure I just picked up some drugs" (he hadn't)&lt;br /&gt;&lt;br /&gt;Jump execution failed - help text didn't display for long enough. P2 still hasn't commited an execution, just playing by melee.&lt;br /&gt;Accidentally skipped through a cutscene.&lt;br /&gt;&lt;br /&gt;"Anyone else want a go?"&lt;br /&gt;&lt;br /&gt;---&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-1086304386661575886?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/1086304386661575886/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=1086304386661575886' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1086304386661575886'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1086304386661575886'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/03/play-diary-manhunt-2.html' title='Play Diary: Manhunt 2'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-2456752763604534718</id><published>2009-03-10T12:58:00.010Z</published><updated>2009-03-17T11:00:04.968Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><title type='text'>Play Diary: House of the Dead: Overkill</title><content type='html'>&lt;div&gt;First session: solo&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Confused about the menu screen to select play mode / options / etc. Thought I was choosing a character to play as.&lt;/div&gt;&lt;div&gt;Couldn't enter a profile name, always returned to previous menu whenever I pressed A or B, even on the keyboard.&lt;/div&gt;&lt;div&gt;Wasn't clear what the Nunchuck did, thought it might have something to do with changing camera orientation (read it on a review), but then thought it might be a selector for branching camera paths - as in Dragon's Lair (Arcade).&lt;/div&gt;Crashed when I first killed Jasper.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Second session: solo&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Completed game with no issues.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Disappointed by the short play-through time. Was hoping for more extras or unlockables (e.g., in Resident Evil 4.) However, did notice the tiny number of coders, artists and animators in the credits :-)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Third session: 2-player co-op&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Both players were really annoyed at not being able to skip cutscenes!&lt;/div&gt;&lt;div&gt;Second player particularly found their content to be annoying.&lt;/div&gt;&lt;div&gt;Guesstimated that cutscenes occupy about 1/3 of the total "play through" time. Considered this to be a pretty cheap trick to extend the apparent duration.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Yahtzee's &lt;a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/600-House-of-the-Dead-Overkill"&gt;take on it&lt;/a&gt;.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Fourth Session: with player 2, and new players 3 &amp;amp; 4.&lt;/div&gt;&lt;div&gt;Much more fun being had!&lt;/div&gt;&lt;div&gt;(alcohol consumed)&lt;/div&gt;&lt;div&gt;Prior in the evening had been playing alternating 2-player Mario Kart (without steeringwheels).&lt;/div&gt;&lt;div&gt;Playing Director's Cut.&lt;/div&gt;&lt;div&gt;Seems harder, more interesting. Quite engaging and exciting for the players and spectators. Myself and Player 2 instructed player 3 while he played. Player 4 watched.&lt;/div&gt;&lt;div&gt;Being able to skip the cutscenes helps greatly, allowing play to continue to the fun parts of the game.&lt;/div&gt;&lt;div&gt;Sound track commented on to be good. "I like this music ..." (repetitive dance tune) "... Ok I'm bored of it now."&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;"Can we swap sides?" (of the settee, because Players 2 &amp;amp; previous session's Spectator (now playing) were playing on opposite sides of the screen (i.e., blue left, red right).&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Players 3 &amp;amp; 4 have left.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-2456752763604534718?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/2456752763604534718/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=2456752763604534718' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2456752763604534718'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2456752763604534718'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/03/play-diary-house-of-dead-overkill.html' title='Play Diary: House of the Dead: Overkill'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-8840781530609558418</id><published>2009-03-10T12:58:00.008Z</published><updated>2009-03-12T17:03:41.454Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='play diary'/><title type='text'>Play Diary: No More Heroes</title><content type='html'>&lt;div&gt;First session: Solo with spectator.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;Like the attract video, sets the scene nicely. Like the back story. Smiled when the protagonist / narrator said "I know most gamers have no patience," "... and you there holding the Wii remote right now, just press the A button"&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Funny difficulty levels, Sweeet &amp;amp; Mild.&lt;/div&gt;&lt;div&gt;Didn't realise the change in control as soon as you start the game - camera pans out from cinematic to wide angle shot of NoMore motel. No indication that I noticed to suggest that I was now in control of the avatar. Nunchuck analogue stick moves him though.&lt;/div&gt;&lt;div&gt;RUn along the corridor then right back into another cutscene (the one from the attract video... have I quit and gone back to the main menu ...?!) - what's the point, is it just to teach me how to move the avatar? Not an elegant tutorial.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Tutorial really long and complicated. Would have preferred to have individual moves introduced one at a time throughout the first few levels.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;After tutorial I immediately tried out the Nunchuck analogue stick to control avatar, and D pad directions to change orientation. Ran up the stairs, then immediately lost camera control ?!&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Didn't understand when the screen went dark after showing three flashing cherries (or whatever) - friend looked up in the manual about the dark side modes. Still don't really understand how to trigger it.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Lol:&lt;/div&gt;&lt;div&gt;Recharge the sword = masturbatory&lt;/div&gt;&lt;div&gt;Save point : on the toilet.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Maybe a bug? When my phone rang, the avatar answered it, and just walked around for a while (instead of running) without any apparent conversation going on, just the spooky music in the background. Now I really don't know what's going on, what I'm supposed to do. Maybe I just missed an important introduction?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Trippy 8-bit ranking screen.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Spectator really likes the game, I guess mostly due to style (&amp;amp; tongue-in-cheek references to gaming?)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Rubbish driving simulator.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;1:50&lt;/div&gt;&lt;div&gt;When getting to rank 9 (killing the old man in the football field - Dr Peace) - you finish him by a Quick Time Event (press Z) - that feels a bit anticlimactic.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Second session:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Annoyed by lots of loading screens, having to drive across the city (why can't I just warp, driving's no fun).&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;In particular found the reverse / forward bike "leap" annoying when I was trying to make small adjustments to my position in order to navigate around an object blocking my path.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Thought there might be some intersection with objects or something preventing me from moving, but in retrospect think this might just be due to the problem I had with forward / reverse 'sticking': Press and hold forward from stationary and you'll go forward. Then press and hold reverse and you'll decelerate to stationary. To actually go in reverse you have to release then depress backwards again. This was awkward for me because I'm used to an automatic transition into reverse without having to release then depress again (e.g., from Midnight Club: LA - Xbox 360)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-8840781530609558418?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/8840781530609558418/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=8840781530609558418' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8840781530609558418'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8840781530609558418'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/03/play-diary-no-more-heroes.html' title='Play Diary: No More Heroes'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-8368948544987749784</id><published>2009-02-25T19:32:00.002Z</published><updated>2009-03-12T21:37:08.302Z</updated><title type='text'>Ecological Validity</title><content type='html'>@article {Jordan:1994:1071-1813:1128,&lt;br /&gt;author = "Jordan, Patrick W.",&lt;br /&gt;author = "Thomas, D. Bruce",&lt;br /&gt;title = "&lt;a href="http://www.ingentaconnect.com/content/hfes/hfproc/1994/00000038/00000017/art00012"&gt;Ecological Validity in Laboratory Based Usability Evaluations&lt;/a&gt;",&lt;br /&gt;journal = "Human Factors and Ergonomics Society Annual Meeting Proceedings",&lt;br /&gt;volume = "38",&lt;br /&gt;year = "1994",&lt;br /&gt;abstract = "An interview based survey, looking at the suitability of a laboratory facility for usability testing, raised the issue of `ecological validity'. Ecological validity refers to the extent to which the test environment mirrors the environment in which a product would be used in `real life'.&lt;p&gt;&lt;/p&gt;Ten ergonomists, nine of whom used the laboratory, were interviewed. Opinions of the laboratory were generally positive; indeed there was a consensus as to the high value of the facility in the ergonomists' work. However, only one of those asked felt that the laboratory provided an ecologically valid testing environment. Initially, this result seems surprising; if the conditions don't provide ecological validity, this would appear to be a limitation on the laboratory's value.&lt;p&gt;&lt;/p&gt;This paper considers the concept of ecological validity; discussing the contexts in which it is important and those in which it is not a priority. The extent to which it can be achieved in the laboratory and how it could be achieved are also considered. Generally, the economists were fairly pessimistic about the prospects for this.&lt;p&gt;&lt;/p&gt;All, bar one, of the ergonomists interviewed also conducted studies outside of the laboratory. The part played by ecological validity in deciding to evaluate in the field is discussed; at what point does the issue become important enough to force evaluations outside of the laboratory?&lt;p&gt;&lt;/p&gt;Five non-ergonomists from the same organisation were also interviewed. Interestingly, they seemed to give ecological validity a higher priority than ergonomists, in terms of influencing the overall value of an evaluation. They were also more inclined to expect ecological validity to be achievable in the laboratory — by using furniture to create an appropriate range of scenarios. This suggests that, even if scenario creation has no real effect on ecological validity (this was the opinion of many of the ergonomists), it may bring `propaganda' benefits in terms of influencing commissioners' attitudes towards ergonomists' work.",&lt;br /&gt;pages = "1128-1130(3)",&lt;br /&gt;url = "&lt;a href="http://www.ingentaconnect.com/content/hfes/hfproc/1994/00000038/00000017/art00012"&gt;http://www.ingentaconnect.com/content/hfes/hfproc/1994/00000038/00000017/art00012&lt;/a&gt;"&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;@inproceedings{ ISI:A1994BB69W00230,&lt;br /&gt;Author = {JORDAN, PW and THOMAS, DB},&lt;br /&gt;Book-Group-Author = {{HUMAN FACTORS \&amp;amp; ERGONOM SOC}},&lt;br /&gt;Title = {{&lt;a href="http://apps.isiknowledge.com/full_record.do?product=WOS&amp;amp;product=WOS&amp;amp;qid=3&amp;amp;UT=A1994BB69W00230&amp;amp;SID=U1oFd5Bh83BdG4eNMd1&amp;amp;SID=U1oFd5Bh83BdG4eNMd1&amp;amp;mode=FullRecord&amp;amp;search_mode=FullRecord&amp;amp;viewType=fullRecord&amp;amp;doc=1&amp;amp;log_event=no"&gt;ECOLOGICAL VALIDITY IN LABORATORY-BASED USABILITY EVALUATIONS&lt;/a&gt;}},&lt;br /&gt;Booktitle = {{PROCEEDINGS OF THE HUMAN FACTORS AND ERGONOMICS SOCIETY 38TH ANNUAL&lt;br /&gt;MEETING, VOLS 1 AND 2}},&lt;br /&gt;Series = {{HUMAN FACTORS AND ERGONOMICS SOCIETY ANNUAL MEETING PROCEEDINGS}},&lt;br /&gt;Year = {{1994}},&lt;br /&gt;Pages = {{1128-1130}},&lt;br /&gt;Note = {{Human-Factors-and-Ergonomics-Society 38th Annual Meeting, NASHVILLE,&lt;br /&gt;TN, OCT 24-28, 1994}},&lt;br /&gt;Organization = {{Human Factors \&amp;amp; Ergonom Soc}},&lt;br /&gt;Publisher = {{HUMAN FACTORS AND ERGONOMICS SOC}},&lt;br /&gt;Address = {{PO BOX 1369, SANTA MONICA, CA 90406-1369}},&lt;br /&gt;Type = {{Proceedings Paper}},&lt;br /&gt;Language = {{English}},&lt;br /&gt;Affiliation = {{PHILIPS CORP DESIGN,5600 MD EINDHOVEN,NETHERLANDS.}},&lt;br /&gt;ISSN = {{1071-1813}},&lt;br /&gt;Subject-Category = {{Engineering, Aerospace; Computer Science, Information Systems; Computer&lt;br /&gt;Science, Theory \&amp;amp; Methods; Engineering, Industrial; Ergonomics}},&lt;br /&gt;Number-of-Cited-References = {{0}},&lt;br /&gt;Times-Cited = {{0}},&lt;br /&gt;Doc-Delivery-Number = {{BB69W}},&lt;br /&gt;Unique-ID = {{ISI:A1994BB69W00230}},&lt;br /&gt;}&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;a href="http://en.wikipedia.org/wiki/Design-Based_Research"&gt;Design-Based Research&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;blockquote&gt;"Within Design-Based Research methodology, interventions are conceptualized and then implemented in natural settings in order to test the ecological validity of dominant theory and to generate new theories and frameworks for conceptualizing learning, instruction, design processes, and educational reform."&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.id.iit.edu/349/"&gt;Behavioral prototyping&lt;/a&gt;&lt;br /&gt;&lt;blockquote&gt;"It is employed early in the design process to critically observe a planned situation of user activity where simulated artifacts, environments, information or processes are represented and ideas explored."&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-8368948544987749784?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/8368948544987749784/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=8368948544987749784' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8368948544987749784'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8368948544987749784'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/02/ecological-validity.html' title='Ecological Validity'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-7455987538181094462</id><published>2009-02-24T16:29:00.002Z</published><updated>2009-02-24T16:35:05.184Z</updated><title type='text'>Audio</title><content type='html'>&lt;span id="ctl00_ContentPlaceHolder1_LblExtraContent"&gt;J. R. Parker and John  Heerema, “&lt;a href="http://www.hindawi.com/GetArticle.aspx?doi=10.1155/2008/178923&amp;amp;e=cta"&gt;Audio Interaction in Computer Mediated Games&lt;/a&gt;,” &lt;i&gt;International Journal of Computer Games Technology&lt;/i&gt;, vol. 2008, Article ID 178923, 8 pages, 2008. doi:10.1155/2008/178923&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Mark Grimshaw and Gareth Schott},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={474--481},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.06195.pdf"&gt;Situating Gaming as a Sonic Experience: The acoustic ecology of First-Person Shooters&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.06195.pdf"&gt;http://www.digra.org/dl/display_html?chid=07311.06195.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@phdthesis { ,&lt;br /&gt;    title = {&lt;a href="http://sirfragalot.com/mainsite/phd.html"&gt;The Acoustic Ecology of the First-Person Shooter&lt;/a&gt;},&lt;br /&gt;    year = {2007},&lt;br /&gt;    school = {University of Waikato},&lt;br /&gt;    type = {PhD},&lt;br /&gt;    abstract = {This thesis contributes to the field of Game Studies by presenting the hypothesis that the player(s) and soundscape(s) in the first-person shooter (FPS) game, and the relationships between them, may be construed as an acoustic ecology. It explores the idea that the single-player FPS game acoustic ecology has the basic components of player and soundscape and that the relationships between these two lead to the creation and perception of a variety of spaces within the game world constituting a significant contributing factor to player immersion in that world. Additionally, in a multiplayer FPS game, these individual acoustic ecologies form part of a larger acoustic ecology which may be explained through autopoietic principles.&lt;br /&gt;&lt;br /&gt;There has been little written on digital game sound (much less on FPS game sound) and so the research contained within this thesis is an important contribution to the Game Studies field. Furthermore, the elaboration of the hypothesis provides insight into the role of sound in the perception of a variety of spaces in the FPS game, and player immersion in those spaces, and this has significance not only for Game Studies but also for other disciplines such as virtual environment design and the study of real-world acoustic ecologies.&lt;br /&gt;&lt;br /&gt;A text-based methodology is employed in which literature from a range of disciplines is researched for concepts relevant to the hypothesis but, where necessary, new concepts will be devised. The aim of the methodology is to construct a conceptual framework which is used to explicate the hypothesis and which may, with future refinement, be used for the study of sound in digital game genres other than FPS.},&lt;br /&gt;    URL = {&lt;a href="http://sirfragalot.com/mainsite/phd.html"&gt;http://sirfragalot.com/mainsite/phd.html&lt;/a&gt;},&lt;br /&gt;    author = {Grimshaw, Mark}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Lots more on &lt;a href="http://digiplay.info/faceted_search/results/audio"&gt;DigiPlay&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-7455987538181094462?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/7455987538181094462/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=7455987538181094462' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7455987538181094462'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7455987538181094462'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/02/audio.html' title='Audio'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-5851091933406973522</id><published>2009-02-18T18:05:00.003Z</published><updated>2009-02-21T15:15:19.804Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='debrief'/><category scheme='http://www.blogger.com/atom/ns#' term='cued-recall'/><title type='text'>Cued-recall Debrief</title><content type='html'>&lt;pre id="1108403"&gt;@inproceedings{1108403,&lt;br /&gt;author = {Bentley,, Todd and Johnston,, Lorraine and von Baggo,, Karola},&lt;br /&gt;title = {&lt;a href="http://portal.acm.org/citation.cfm?id=1108403#"&gt;Evaluation using cued-recall debrief to elicit information about a user's affective experiences&lt;/a&gt;},&lt;br /&gt;booktitle = {OZCHI '05: Proceedings of the 17th Australia conference on Computer-Human Interaction},&lt;br /&gt;year = {2005},&lt;br /&gt;isbn = {1-59593-222-4},&lt;br /&gt;pages = {1--10},&lt;br /&gt;location = {Canberra, Australia},&lt;br /&gt;publisher = {Computer-Human Interaction Special Interest Group (CHISIG) of Australia},&lt;br /&gt;address = {Narrabundah, Australia, Australia},&lt;br /&gt;abstract = {While affect and emotion are recognised as important factors in the success of many systems, there is a lack of methods to effectively address these during evaluation. The present study explores the use of the cued-recall debrief methodology, a form of situated recall, as a method to elicit information about user affect during system use. The results indicate that the cued-recall debrief can successfully elicit information about user affect while playing computer games. The cued-recall debrief methodology requires minimal equipment, and is easy to apply - both factors that enhance its viability for use in industry.}&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-5851091933406973522?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/5851091933406973522/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=5851091933406973522' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/5851091933406973522'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/5851091933406973522'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/02/cued-recall-debrief.html' title='Cued-recall Debrief'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-1743501763972921000</id><published>2009-02-03T18:18:00.001Z</published><updated>2009-02-03T18:24:22.393Z</updated><title type='text'>Worst game ever?</title><content type='html'>For a demonstration of poor usability &amp;amp; UX, see:&lt;br /&gt;&lt;br /&gt;"ScrewAttack&lt;br /&gt;&lt;a href="http://www.gametrailers.com/player/44794.html"&gt;Angry Video Game Nerd: Milon's Secret Castle&lt;/a&gt;"&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-1743501763972921000?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/1743501763972921000/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=1743501763972921000' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1743501763972921000'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1743501763972921000'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/02/worst-game-ever.html' title='Worst game ever?'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-3502099990289002933</id><published>2009-02-03T12:40:00.002Z</published><updated>2009-02-03T12:50:29.354Z</updated><title type='text'>FuturePlay</title><content type='html'>TODO: Go through these publications,&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Verdana; "&gt;&lt;table border="0" cellpadding="5%" cellspacing="0" bgcolor="white"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1496985" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496985&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Artificial intelligence&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496986&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Good moods: outlook, affect and mood in dynemotion and the mind module &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Mirjam Palosaari Eladhari, Michael Sellers &lt;br /&gt;&lt;small&gt;Pages 1-8 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496986&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(1.89 MB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496986&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496986&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496986&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496986&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496987&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Combining heuristic and landmark search for path planning &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Kevin Grant, David Mould &lt;br /&gt;&lt;small&gt;Pages 9-16 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496987&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(379 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496987&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496987&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496987&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496987&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496988&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;An emergent framework for realistic psychosocial behaviour in non player characters &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Christine Bailey, Michael Katchabaw &lt;br /&gt;&lt;small&gt;Pages 17-24 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496988&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(583 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496988&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496988&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496988&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496988&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1496989" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496989&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Educational games, game-based learning&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496990&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;The game studies practicum: applying situated learning to teach professional practices &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Clara Fernández-Vara, Philip Tan &lt;br /&gt;&lt;small&gt;Pages 25-32 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496990&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(457 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496990&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496990&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496990&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496990&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496991&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;A framework for games literacy and understanding games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;José P. Zagal &lt;br /&gt;&lt;small&gt;Pages 33-40 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496991&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(351 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496991&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496991&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496991&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496991&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496992&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Understanding game design for affective learning &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Claire Dormann, Robert Biddle &lt;br /&gt;&lt;small&gt;Pages 41-48 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496992&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(713 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496992&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496992&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496992&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496992&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496993&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Collaboration in serious game development: a case study &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Minh Quang Tran, Robert Biddle &lt;br /&gt;&lt;small&gt;Pages 49-56 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496993&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(411 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496993&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496993&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496993&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496993&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1496994" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496994&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Psychology and sociology in games&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496995&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Motivations for play in computer role-playing games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Anders Tychsen, Michael Hitchens, Thea Brolund &lt;br /&gt;&lt;small&gt;Pages 57-64 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496995&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(519 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496995&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496995&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496995&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496995&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496996&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Using conflict theory to model complex societal interactions &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Ben Medler, Joe Fitzgerald, Brian Magerko &lt;br /&gt;&lt;small&gt;Pages 65-72 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496996&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(701 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496996&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496996&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496996&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496996&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496997&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Defining personas in games using metrics &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Anders Tychsen, Alessandro Canossa &lt;br /&gt;&lt;small&gt;Pages 73-80 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496997&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(477 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496997&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496997&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496997&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496997&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496998&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Flow and immersion in first-person shooters: measuring the player's gameplay experience &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Lennart Nacke, Craig A. Lindley &lt;br /&gt;&lt;small&gt;Pages 81-88 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1496998&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(703 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496998&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496998&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496998&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1496998&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1496999" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1496999&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Games and society&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497000&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Critical skills for game developers: an analysis of skills sought by industry &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Monica McGill &lt;br /&gt;&lt;small&gt;Pages 89-96 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497000&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(516 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497000&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497000&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497000&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497000&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497001&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;It's all Greek to me: a case for the classics in game development education &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Fred Sebastian, Anthony Whitehead &lt;br /&gt;&lt;small&gt;Pages 97-104 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497001&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(397 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497001&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497001&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497001&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497001&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497002&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Baroque Baroque revolution: high culture gets game &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Jennifer Jenson, Suzanne de Castell, Nicholas Taylor, Milena Droumeva &lt;br /&gt;&lt;small&gt;Pages 105-112 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497002&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(412 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497002&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497002&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497002&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497003&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Game format effects on communication in multi-player games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Anders Tychsen, Jonas Heide Smith &lt;br /&gt;&lt;small&gt;Pages 113-120 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497003&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(575 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497003&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497003&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497003&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497003&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497004" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497004&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Game design&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497005&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Crafting game-models using reactive system design &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;David Harel, Itai Segall, Hillel Kugler, Yaki Setty &lt;br /&gt;&lt;small&gt;Pages 121-128 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497005&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(1.90 MB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497005&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497005&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497005&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497005&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497006&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Using genres to customize usability evaluations of video games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;David Pinelle, Nelson Wong, Tadeusz Stach &lt;br /&gt;&lt;small&gt;Pages 129-136 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497006&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(356 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497006&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497006&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497006&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497006&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497007&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Designing game idea generation games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen, Hannamari Saarenpää &lt;br /&gt;&lt;small&gt;Pages 137-144 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497007&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(597 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497007&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497007&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497007&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497007&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497008&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;A low-cost infrastructure for tabletop games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Christopher Wolfe, J. David Smith, T. C. Nicholas Graham &lt;br /&gt;&lt;small&gt;Pages 145-151 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497008&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(1.04 MB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497008&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497008&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497008&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497008&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497009" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497009&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Graphics, visual techniques, sound in games, and hardware&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497010&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Content scheduling in multimedia interactive mobile games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;M. Mohsin Saleemi, Kristian Nybom, Johan Lilius, Jerker Björkqvist &lt;br /&gt;&lt;small&gt;Pages 152-159 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497010&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(817 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497010&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497010&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497010&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497010&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497011&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Experiments in the use of game technology for pre-visualization &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Michael Nitsche &lt;br /&gt;&lt;small&gt;Pages 160-165 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497011&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(552 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497011&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497011&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497011&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497011&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497012&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Brent Cowan, Bill Kapralos &lt;br /&gt;&lt;small&gt;Pages 166-172 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497012&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(544 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497012&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497012&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497012&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497012&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497013&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Guidelines for designing augmented reality games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Richard Wetzel, Rod McCall, Anne-Kathrin Braun, Wolfgang Broll &lt;br /&gt;&lt;small&gt;Pages 173-180 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497013&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(700 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497013&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497013&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497013&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497013&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497014" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497014&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Artificial intelligence&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497015&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Urban traffic simulation for games: a general approach for simulation of urban actors &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Michael Kutz, Rainer Herpers &lt;br /&gt;&lt;small&gt;Pages 181-184 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497015&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(8.23 MB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497015&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497015&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497015&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497015&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497016&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Scripted smarts in an intelligent virtual environment: behaviour definition using a simple entity annotation language &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Eike Falk Anderson &lt;br /&gt;&lt;small&gt;Pages 185-188 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497016&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(331 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497016&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497016&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497016&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497016&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497017&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Synthesizing neural networks for learning in games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Robert G. Price, Scott D. Goodwin &lt;br /&gt;&lt;small&gt;Pages 189-191 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497017&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(319 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497017&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497017&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497017&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497017&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497018" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497018&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Educational games, game-based learning&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497019&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;How to embed a game engineering course into a computer science curriculum &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Daniel Volk &lt;br /&gt;&lt;small&gt;Pages 192-195 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497019&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(315 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497019&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497019&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497019&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497019&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497020&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Using video games to enhance learning in digital systems &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Vinod Srinivasan, Karen Butler-Purry, Susan Pedersen &lt;br /&gt;&lt;small&gt;Pages 196-199 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497020&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(1.14 MB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497020&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497020&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497020&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497020&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497021&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Intelligent adaptation of digital game-based learning &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Brian Magerko, Carrie Heeter, Joe Fitzgerald, Ben Medler &lt;br /&gt;&lt;small&gt;Pages 200-203 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497021&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(1.03 MB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497021&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497021&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497021&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497021&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497022&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;A secure digital asset managment network for game development and education &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Mike Pattrick, Andrew Hogue, Khalil El-Khatib &lt;br /&gt;&lt;small&gt;Pages 204-207 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497022&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(420 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497022&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497022&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497022&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497022&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497023" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497023&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Psychology and sociology in games&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497024&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Examining the relationship between game type, player disposition and aggression &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Robert W. A. Rawn, David R. Brodbeck &lt;br /&gt;&lt;small&gt;Pages 208-211 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497024&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(304 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497024&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497024&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497024&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497024&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497025" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497025&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Game design&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497026&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;What you can't see is what you don't get: paradigms of game world visualization &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Jaroslav Švelch &lt;br /&gt;&lt;small&gt;Pages 212-215 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497026&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(480 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497026&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497026&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497026&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497026&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497027&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;A semantic model for reactive entities to support collaborative game design &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Alejandro Catalá, Javier Jaen &lt;br /&gt;&lt;small&gt;Pages 216-219 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497027&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(480 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497027&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497027&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497027&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497027&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497028&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Neo-immersion: awareness and engagement in gameplay &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Jennifer Whitson, Chris Eaket, Brian Greenspan, Minh Quang Tran, Natalie King &lt;br /&gt;&lt;small&gt;Pages 220-223 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497028&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(380 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497028&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497028&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497028&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497028&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497029&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Facilitating language-oriented game development by the help of language workbenches &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Sonja Maier, Daniel Volk &lt;br /&gt;&lt;small&gt;Pages 224-227 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497029&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(505 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497029&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497029&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497029&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497029&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497030" style="text-decoration: none; "&gt;SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497030&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Graphics, visual techniques, sound in games, and hardware&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497031&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;The case for research in game engine architecture &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Eike Falk Anderson, Steffen Engel, Peter Comninos, Leigh McLoughlin &lt;br /&gt;&lt;small&gt;Pages 228-231 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497031&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(313 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497031&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497031&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497031&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497031&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497032&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Towards 3D model interoperability in games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Jia Sing Chen, Andrew Hogue &lt;br /&gt;&lt;small&gt;Pages 232-235 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497032&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(1.14 MB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497032&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497032&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497032&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497032&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497033&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Experience in the design and development of a game based on head-tracking input &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Jeffrey Yim, Eric Qiu, T. C. Nicholas Graham &lt;br /&gt;&lt;small&gt;Pages 236-239 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497033&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(366 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497033&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497033&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497033&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497033&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497034&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Exaggerated head motions for game viewpoint control &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Robert J. Teather, Wolfgang Stuerzlinger &lt;br /&gt;&lt;small&gt;Pages 240-243 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497034&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(419 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497034&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497034&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497034&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497034&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497035&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;FIVIS bicycle simulator: an immersive game platform for physical activities &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;R. Herpers, W. Heiden, M. Kutz, D. Scherfgen, U. Hartmann, J. Bongartz, O. Schulzyk &lt;br /&gt;&lt;small&gt;Pages 244-247 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497035&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(563 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497035&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497035&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497035&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497035&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497036&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Integrating cumulative context into computer games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Kevin G. Stanley, David Pinelle, Alan Bandurka, David McDine, Regan L. Mandryk &lt;br /&gt;&lt;small&gt;Pages 248-251 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497036&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(734 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497036&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497036&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497036&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497036&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497037" style="text-decoration: none; "&gt;POSTER SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497037&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Artificial intelligence&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497038&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Camera selection using SCSPs &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Michael Janzen, Michael Horsch, Eric Neufeld &lt;br /&gt;&lt;small&gt;Pages 252-253 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497038&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(324 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497038&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497038&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497038&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497038&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497039&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;To grab or not to grab: a viable framework for physically based hand animation in game characters &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Arun Somasekharan &lt;br /&gt;&lt;small&gt;Pages 254-255 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497039&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(328 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497039&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497039&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497039&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497039&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497040&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;The procedural planning system used in the agent architecture of games &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Yingying She, Peter Grogono &lt;br /&gt;&lt;small&gt;Pages 256-257 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497040&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(443 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497040&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497040&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497040&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497040&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497041" style="text-decoration: none; "&gt;POSTER SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497041&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Educational games, game-based learning&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497042&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Interactive accounting simulation environment for accounting education and training &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Andrew Milner, Andrew Hogue, Bill Kapralos, John Friedlan &lt;br /&gt;&lt;small&gt;Pages 258-259 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497042&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(331 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497042&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497042&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497042&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497042&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497043&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Interprofessional care simulator for critical care education &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Brent Cowan, Matthew Shelley, Hamed Sabri, Bill Kapralos, Andrew Hogue, Michelle Hogan, Michael Jenkin, Sandra Goldsworthy, Louise Rose, Adam Dubrowski &lt;br /&gt;&lt;small&gt;Pages 260-261 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497043&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(483 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497043&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497043&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497043&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497043&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497044&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Lessons from Brain Age on password memorability &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Alain Forget, Sonia Chiasson, Robert Biddle &lt;br /&gt;&lt;small&gt;Pages 262-263 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497044&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(502 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497044&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497044&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497044&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497044&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497045" style="text-decoration: none; "&gt;POSTER SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497045&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Game design&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497046&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;World of Warcraft as a ludic cyborg &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Victoria McArthur &lt;br /&gt;&lt;small&gt;Pages 264-265 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497046&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(299 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497046&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497046&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497046&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497046&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497047&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Construction of cybertypes in Lineage II: an analysis of game interfaces and support documentation &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Victoria McArthur, Tyler M. Pace, Aaron R. Houssian &lt;br /&gt;&lt;small&gt;Pages 266-267 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497047&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(301 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497047&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497047&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497047&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497047&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt; &lt;/td&gt;&lt;td align="left" style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;&lt;table border="0" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr valign="baseline"&gt;&lt;td colspan="2" class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a name="1497048" style="text-decoration: none; "&gt;POSTER SESSION:&lt;/a&gt;&lt;strong&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497048&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=proceeding&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt; Graphics, visual techniques, sound in games, and hardware&lt;/a&gt;&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497049&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Game 2.0 and beyond: an interaction design approach to digital game evolution &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Michiaki Yasumura, Keita Watanabe, Mark Chignell &lt;br /&gt;&lt;small&gt;Pages 268-269 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497049&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(345 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497049&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497049&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497049&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497049&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497050&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Towards an AJAX-based game engine &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Christian Kletsch, Daniel Volk &lt;br /&gt;&lt;small&gt;Pages 270-271 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497050&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(301 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497050&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497050&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497050&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497050&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497051&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Kickback: turning game history students into pinball designers &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Stephen Jacobs, Christopher A. Egert &lt;br /&gt;&lt;small&gt;Pages 272-273 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497051&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(283 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497051&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497051&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497051&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497051&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 100%; "&gt;    &lt;/td&gt;&lt;td class="small-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.83em; "&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1496984.1497052&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;type=series&amp;amp;idx=SERIES11563&amp;amp;part=series&amp;amp;WantType=Proceedings&amp;amp;title=Future%20Play&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" class="medium-text" target="_self" style="font-family: Arial, Helvetica, sans-serif; font-size: 1em; background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;strong&gt;Canvas 3D JS library &lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Catherine Leung, Andor Salga, Andrew Smith &lt;br /&gt;&lt;small&gt;Pages 274-275 &lt;/small&gt;&lt;br /&gt;Full text available: &lt;a href="http://portal.acm.org/ft_gateway.cfm?id=1497052&amp;amp;type=pdf&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430" title="Pdf" target="_blank" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;&lt;img src="http://portalbeta.acm.org/imagetypes/pdf_logo.gif" alt="Pdf" border="0" align="middle" style="margin-right: 2px; " /&gt;Pdf&lt;/a&gt;(309 KB)&lt;div class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;table border="0" cellpadding="0"&gt;&lt;tbody&gt;&lt;tr valign="top"&gt;&lt;td class="smaller-text" nowrap="" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;Additional Information:&lt;/td&gt;&lt;td class="smaller-text" style="font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 0); font-size: 0.75em; "&gt;&lt;img src="http://portal.acm.org/images/doc_blank.gif" width="1" height="16" alt="" border="0" align="texttop" /&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1497052&amp;amp;jmp=cit&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#CIT" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;full citation&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497052&amp;amp;jmp=abstract&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#abstract" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;abstract&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497052&amp;amp;jmp=references&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#references" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;references&lt;/a&gt;, &lt;a href="http://portal.acm.org/citation.cfm?id=1497052&amp;amp;jmp=indexterms&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;CFID=20821425&amp;amp;CFTOKEN=66081430#indexterms" target="_self" style="background-color: transparent; text-decoration: underline; color: rgb(0, 102, 153); "&gt;index terms&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-3502099990289002933?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/3502099990289002933/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=3502099990289002933' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3502099990289002933'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3502099990289002933'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/02/futureplay.html' title='FuturePlay'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-4472661251872993072</id><published>2009-02-03T11:50:00.002Z</published><updated>2009-02-03T11:59:23.495Z</updated><title type='text'>Eye Tracking</title><content type='html'>&lt;span class="Apple-style-span" style="color: rgb(51, 51, 51);   font-weight: bold; line-height: 18px; "&gt;&lt;a href="http://www.bth.se/fou/Forskinfo.nsf/allfirst2/e0fc9eb5eccc5468c12574d400432db2?OpenDocument"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Gameplay (3D Game Engine + Ray Tracing = Visual Attention through Eye Tracking)&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="color: rgb(51, 51, 51);   -webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; "&gt;&lt;a title="Personal Details for Charlotte" href="http://gamescience.bth.se/wp-admin/charlotte-sennersten" style="padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: rgb(34, 119, 221); text-decoration: none; "&gt;&lt;span class="Apple-style-span" style=" "&gt;&lt;span class="Apple-style-span" style=" "&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Charlotte Sennersten, PhD Candidate&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="color: rgb(51, 51, 51);   -webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="color: rgb(51, 51, 51);   "&gt;&lt;table style="vertical-align: top; "&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="vertical-align: top; padding-top: 0px; padding-right: 0px; padding-bottom: 0.3em; padding-left: 0px; width: 75%; "&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Blekinge Institute of Technology Licentiate Dissertion Series (10)&lt;br /&gt;p. 201&lt;br /&gt;2008&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="color: rgb(51, 51, 51);   font-weight: bold; line-height: 18px;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Abstract = "&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style=" font-weight: normal; line-height: normal; -webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; "&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Research into gameplay can contribute to more self-conscious approaches to design, allowing designers to create effective gameplay with less testing, or to target specific cognitive and emotional affects of gameplay for serious games applications. Self-conscious design includes theoretically motivated design of game systems to facilitate gameplay motivated by cognitive, scientific and/or rhetorical theories of game affect and functionality. Deepening the understanding of gameplay requires a consideration of basic epistemological questions about the nature of understanding. Understanding gameplay is a matter of generating mappings to explanatory frameworks in alternative interpretation paradigms. All games are cognitive skill learning environments, and an especially useful approach that may aid in the creation of more self-conscious game design practices is to conduct research into gameplay using theories and methods of cognitive science and cognitive psychology. On this basis, a framework is proposed based upon the integration of &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style=" line-height: normal; -webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; "&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;schema theory with attention theory&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style=" font-weight: normal; line-height: normal; -webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; "&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style=" line-height: normal; -webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; "&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Cognitive task analysis&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style=" font-weight: normal; line-height: normal; -webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; "&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; provides a foundation for developing schema descriptions, which can then be elaborated according to more detailed models of cognitive and attentional processes. This approach provides a rich explanatory framework for the cognitive processes underlying gameplay.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="color: rgb(51, 51, 51);   -webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; "&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Playing a commercial PC or consol game is a highly visual activity regardless of whether the purpose is entertainment or situated learning. Information about the visual attention of the player is an important foundation for detailed schema modelling. A range of different eyetracking equipment has been used in many studies of visual cognition. However, very few studies describe dynamic stimuli involving the &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;visual interaction of a user/ player with a moving 3D scene displayed on a computer screen&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;. In order to address this, a software interface has been developed linking a Tobii™ eyetracking system with the HiFi game engine for use in automated &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;logging of dynamic 3D objects of gaze attention&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;. The system has been verified in a detailed study, confirming correct operation of the system as well as providing a characterisation of its spatial and temporal accuracy. &lt;br /&gt;The integrated Tobii/HiFi system has been validated in a study to test three hypotheses concerning visual attention in a first-person shooter (FPS) computer game. Firstly, the &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;cuing effect of the passive gun graphic on visual attention&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; was tested, with &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;no evidence&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; being found to support this hypothesis. A second hypothesis, that a &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;player directs their gaze at a target opponent while shooting at them&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;, was found to be s&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;upported in most cases&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;, while in a small percentage of cases targeting is achieved in &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;peripheral vision&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;. Finally, in most cases, a &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;player targets the nearest opponent&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: arial;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;. These results provide a baseline for further investigations in which the stimulus game design may be modified to provide more detailed models of the visual cognitive processes involved in gameplay and how they are involved in player decision-making."&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-4472661251872993072?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/4472661251872993072/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=4472661251872993072' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4472661251872993072'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4472661251872993072'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/02/eye-tracking.html' title='Eye Tracking'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-523514552831589740</id><published>2009-01-12T17:30:00.002Z</published><updated>2009-01-12T18:00:03.335Z</updated><title type='text'>BibSonomy</title><content type='html'>&lt;a href="http://www.bibsonomy.org/"&gt;BibSonomy&lt;/a&gt; might be a useful resource for online bibliographies,&lt;br /&gt;&lt;br /&gt;Here's a &lt;a href="http://dblp.l3s.de/?q=games&amp;amp;search_opt=all&amp;amp;newQuery=yes&amp;amp;resTableName=query_resultbbxxFk&amp;amp;resultsPerPage=100"&gt;search for games&lt;/a&gt; that's worth reviewing,&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.bibsonomy.org/author/Rowland"&gt;Rowland&lt;/a&gt; seems to have several interesting games papers listed. E.g.,&lt;br /&gt;&lt;br /&gt;&lt;div class="boxed"&gt;   &lt;span class="bibentry"&gt;@inproceedings{conf/fungames/BullingRT08,&lt;/span&gt;   &lt;div class="bibentry"&gt;     title = {&lt;a href="http://dblp.uni-trier.de/db/conf/fungames/fungames2008.html#BullingRT08"&gt;EyeMote - Towards Context-Aware Gaming Using Eye Movements Recorded from Wearable Electrooculography&lt;/a&gt;.},&lt;br /&gt;    author = {Andreas Bulling and Daniel Roggen and Gerhard Tröster},&lt;br /&gt;booktitle = {Fun and Games},&lt;br /&gt;crossref = {conf/fungames/2008},&lt;br /&gt;editor = {Panos Markopoulos and Boris E. R. de Ruyter and Wijnand IJsselsteijn and Duncan Rowland},&lt;br /&gt;pages = {33-45},&lt;br /&gt;publisher = {Springer},&lt;br /&gt;series = {Lecture Notes in Computer Science},&lt;br /&gt;url = {&lt;a href="http://dblp.uni-trier.de/db/conf/fungames/fungames2008.html#BullingRT08"&gt;http://dblp.uni-trier.de/db/conf/fungames/fungames2008.html#BullingRT08&lt;/a&gt;},&lt;br /&gt;volume = {5294},&lt;br /&gt;year = {2008},&lt;br /&gt;description = {dblp},&lt;br /&gt;date = {2008-10-22}, ee = {&lt;a href="http://dx.doi.org/10.1007/978-3-540-88322-7_4"&gt;http://dx.doi.org/10.1007/978-3-540-88322-7_4&lt;/a&gt;}, isbn = {978-3-540-88321-0},&lt;br /&gt;    keywords = {dblp }   &lt;/div&gt;   &lt;span class="bibentry"&gt;}&lt;/span&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-523514552831589740?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/523514552831589740/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=523514552831589740' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/523514552831589740'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/523514552831589740'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/01/bibsonomy.html' title='BibSonomy'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-1732767139913628424</id><published>2009-01-12T17:02:00.001Z</published><updated>2009-01-12T17:04:46.699Z</updated><title type='text'>Fun and Games 2008</title><content type='html'>TODO: Go through these papers,&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.informatik.uni-trier.de/%7Eley/db/conf/fungames/fungames2008.html"&gt;http://www.informatik.uni-trier.de/~ley/db/conf/fungames/fungames2008.html&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-1732767139913628424?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/1732767139913628424/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=1732767139913628424' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1732767139913628424'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1732767139913628424'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/01/fun-and-games-2008.html' title='Fun and Games 2008'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-7085449275423394059</id><published>2009-01-12T17:00:00.006Z</published><updated>2009-01-12T17:59:03.437Z</updated><title type='text'>BunnyFoot</title><content type='html'>A usability company who seem to do some interesting evaluations of &lt;a href="http://www.bunnyfoot.com/services/games.html"&gt;games&lt;/a&gt;, and who have employees who've co-authored some academic papers,&lt;br /&gt;&lt;br /&gt;@inproceedings{1462517,&lt;br /&gt;author = {Tim J. Tijs and Dirk Brokken and Wijnand A. Ijsselsteijn},&lt;br /&gt;title = {&lt;a href="http://dx.doi.org/10.1007/978-3-540-88322-7_9"&gt;Dynamic Game Balancing by Recognizing Affect&lt;/a&gt;},&lt;br /&gt;booktitle = {Proceedings of the 2nd International Conference on Fun and Games},&lt;br /&gt;year = {2008},&lt;br /&gt;isbn = {978-3-540-88321-0},&lt;br /&gt;pages = {88--93},&lt;br /&gt;location = {Eindhoven, The Netherlands},&lt;br /&gt;doi = {&lt;a href="http://dx.doi.org/10.1007/978-3-540-88322-7_9"&gt;http://dx.doi.org/10.1007/978-3-540-88322-7_9&lt;/a&gt;},&lt;br /&gt;publisher = {Springer-Verlag},&lt;br /&gt;address = {Berlin, Heidelberg},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;Available from &lt;a href="http://www.springerlink.com/content/701x66j7254725w7/"&gt;Springer&lt;/a&gt; with paid subscription&lt;br /&gt;&lt;br /&gt;@article{1393920,&lt;br /&gt;author = {Charlene Jennett and Anna L. Cox and Paul Cairns and Samira Dhoparee and Andrew Epps and Tim Tijs and Alison Walton},&lt;br /&gt;title = {&lt;a href="http://dx.doi.org/10.1016/j.ijhcs.2008.04.004"&gt;Measuring and defining the experience of immersion in games&lt;/a&gt;},&lt;br /&gt;journal = {Int. J. Hum.-Comput. Stud.},&lt;br /&gt;volume = {66},&lt;br /&gt;number = {9},&lt;br /&gt;year = {2008},&lt;br /&gt;issn = {1071-5819},&lt;br /&gt;pages = {641--661},&lt;br /&gt;doi = {&lt;a href="http://dx.doi.org/10.1016/j.ijhcs.2008.04.004"&gt;http://dx.doi.org/10.1016/j.ijhcs.2008.04.004&lt;/a&gt;},&lt;br /&gt;publisher = {Academic Press, Inc.},&lt;br /&gt;address = {Duluth, MN, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;Their website talks about &lt;a href="http://www.bunnyfoot.com/services/games_engagement.html"&gt;engagement&lt;/a&gt;, eyetracking (Tobii), biometrics (GSR, HR, and "face tension and muscle tension"), &lt;a href="http://www.bunnyfoot.com/services/adtesting.html"&gt;advertising&lt;/a&gt;, "emotive engagement model", "quantitative and qualitative", heatmaps.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Games testing: engagement and in-game ad effectiveness&lt;br /&gt;A recent addition to our testing portfolio - we user test games for usability, engagement and also for the effectiveness of in-game advertising.&lt;br /&gt;Using our specialist lab setup we record the players' eye-movements, and also physiological responses such as heart rate, breathing rate, muscle tension, pupil dilation and stress levels.&lt;br /&gt;This lets us identify key episodes within a game that are creating the psychological responses you desire."&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;They have offices in London, Reading (admin only?) and Oxford, but it sounds like &lt;a href="http://bunnyfoot.com/about/labs.html"&gt;Edinburgh&lt;/a&gt; is the one for games testing.&lt;br /&gt;&lt;br /&gt;They link to a few articles, including&lt;br /&gt;&lt;a href="http://www.mediapost.com/publications/?fa=Articles.showArticleHomePage&amp;amp;art_aid=52983"&gt;Bang! Bang! You're Branded&lt;/a&gt;&lt;br /&gt;by Steve Smith, Friday, December 22, 2006,&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedaily.com/articles/features/bunnyfoot-is-advertisers-lucky-charm/69744/?biz=1"&gt;Bunnyfoot is Advertisers' Lucky Charm&lt;/a&gt;&lt;br /&gt;David Radd on Monday, November 27, 2006&lt;br /&gt;&lt;br /&gt;&lt;a href="http://uk.gamespot.com/news/6162959.html"&gt;In-game ads: another perspective&lt;/a&gt;&lt;br /&gt;Emma Boyes, GameSpot UK&lt;br /&gt;Dec 11, 2006&lt;br /&gt;&lt;br /&gt;In the comments section to that article BunnyFoot refer to using the PEEP ("Post Experience Eye-tracking Protocol") methodology. This is briefly described in a poster that has the BunnyFoot logo on it,&lt;blockquote&gt;"PEEP is similar in principle to eye mark retrospections (Hansen 1990). Video replay of tracked eye movements act as a cue to retrieve thoughts that occurred during the completion of a prior task."&lt;/blockquote&gt;&lt;a href="http://www.thinkeyetracking.com/resources/Lizzie%20Maughan%20-%20PEEP%20Poster%20for%20ECEM_SWAET%2007.pdf"&gt;Video Replay of Eye Tracking as a Cue in Retrospective Protocol... Don’t Make Me Think Aloud!&lt;/a&gt;&lt;br /&gt;Lizzie Maughan, &lt;a href="http://bunnyfoot.com/about/people.html"&gt;Jon Dodd&lt;/a&gt; (BunnyFoot Managing Director and co-founder; DPhil. in Visual and Computational Neuroscience from Oxford University) and Richard Walters&lt;br /&gt;&lt;br /&gt;Interestingly one of their employees, &lt;a href="http://www.informatics.sussex.ac.uk/users/johannah/IGP/hccsmsc2007/after/students/aaron.html"&gt;Aaron Young&lt;/a&gt; (head of usability, Oxford) used to study at Sussex on the &lt;a href="http://www.sussex.ac.uk/informatics/1-3-2-2-7-3.html"&gt;HCCS&lt;/a&gt; MSc.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-7085449275423394059?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/7085449275423394059/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=7085449275423394059' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7085449275423394059'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7085449275423394059'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/01/bunnyfoot.html' title='BunnyFoot'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-6743553096591672839</id><published>2009-01-12T16:52:00.000Z</published><updated>2009-01-12T16:53:22.364Z</updated><title type='text'>Immersion</title><content type='html'>&lt;pre id="1393920"&gt;TODO: Consolidate all the papers on immersion / flow, etc.&lt;br /&gt;&lt;br /&gt;@article{1393920,&lt;br /&gt;author = {Charlene Jennett and Anna L. Cox and Paul Cairns and Samira Dhoparee and Andrew Epps and Tim Tijs and Alison Walton},&lt;br /&gt;title = {&lt;a href="http://dx.doi.org/10.1016/j.ijhcs.2008.04.004"&gt;Measuring and defining the experience of immersion in games&lt;/a&gt;},&lt;br /&gt;journal = {Int. J. Hum.-Comput. Stud.},&lt;br /&gt;volume = {66},&lt;br /&gt;number = {9},&lt;br /&gt;year = {2008},&lt;br /&gt;issn = {1071-5819},&lt;br /&gt;pages = {641--661},&lt;br /&gt;doi = {&lt;a href="http://dx.doi.org/10.1016/j.ijhcs.2008.04.004"&gt;http://dx.doi.org/10.1016/j.ijhcs.2008.04.004&lt;/a&gt;},&lt;br /&gt;publisher = {Academic Press, Inc.},&lt;br /&gt;address = {Duluth, MN, USA},&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-6743553096591672839?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/6743553096591672839/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=6743553096591672839' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/6743553096591672839'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/6743553096591672839'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/01/immersion.html' title='Immersion'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-3137509042329791513</id><published>2009-01-12T15:41:00.002Z</published><updated>2009-01-12T15:51:28.251Z</updated><title type='text'>Emily Brown</title><content type='html'>According to &lt;a href="http://www.linkedin.com/in/emilybrown"&gt;LinkedIn&lt;/a&gt; she's currently employed as a Designer for Sony Computer Entertainment London.&lt;br /&gt;Academic:&lt;br /&gt;University College London, U. of London&lt;br /&gt;MSc, Human Computer Interaction, 2002 — 2003&lt;br /&gt;A Grounded Theory of Immersion in Gaming, Thesis 2003&lt;br /&gt;E.Brown, P. Cairns (2004) A Grounded Investigation of Game Immersion, Presented at CHI 2004 Vienna&lt;br /&gt;&lt;br /&gt;According to &lt;a href="http://www.mobygames.com/developer/sheet/view/developerId,321645/"&gt;MobyGames&lt;/a&gt; she worked on &lt;a href="http://www.mobygames.com/game/ps2/eyetoy-play-3"&gt;EyeToy: Play3&lt;/a&gt; as "User Interface Consultant"&lt;br /&gt;&lt;br /&gt;According to &lt;a href="http://www.answers.com/topic/eyetoy-operation-spy-1"&gt;Answers.com&lt;/a&gt; she also worked on EyeToy: Operation Spy (&lt;a href="http://www.mobygames.com/game/eyetoy-operation-spy"&gt;MobyGames&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/SpyToy"&gt;Wikipedia&lt;/a&gt;, &lt;a href="http://www.us.playstation.com/PS2/Games/EyeToy_Operation_Spy"&gt;Sony&lt;/a&gt;) as "User Interface &amp;amp; Usability Design"&lt;br /&gt;&lt;br /&gt;@inproceedings{986048,&lt;br /&gt;&lt;pre id="986048"&gt;author = {&lt;a href="http://portal.acm.org/author_page.cfm?id=81100012814&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;trk=0&amp;amp;CFID=17573567&amp;amp;CFTOKEN=59789161"&gt;Emily Brown&lt;/a&gt; and Paul Cairns},&lt;br /&gt;title = {&lt;a href="http://portal.acm.org/citation.cfm?id=986048#"&gt;A grounded investigation of game immersion&lt;/a&gt;},&lt;br /&gt;booktitle = {CHI '04: CHI '04 extended abstracts on Human factors in computing systems},&lt;br /&gt;year = {2004},&lt;br /&gt;isbn = {1-58113-703-6},&lt;br /&gt;pages = {1297--1300},&lt;br /&gt;location = {Vienna, Austria},&lt;br /&gt;doi = {http://doi.acm.org/10.1145/985921.986048},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;a href="http://www.amber-light.co.uk/HCI2005/gaming/gaming.htm"&gt;Games Testing Methodologies and Their Impact on Actionable User Requirements&lt;/a&gt;&lt;br /&gt;Workshop HCI 2005&lt;br /&gt;19th British HCI Group Annual Conference Napier University, Edinburgh&lt;br /&gt;&lt;a href="http://www.bcs-hci.org.uk/hci2005/"&gt;http://www.bcs-hci.org.uk/hci2005/&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.blogger.com/www.amber-light.co.uk/HCI2005/gaming/index.shtml"&gt;www.amber-light.co.uk/HCI2005/gaming/index.shtml&lt;/a&gt;&lt;br /&gt;GiGi Demming, Amberlight Partners Ltd&lt;br /&gt;Emily Brown, Sony Computer Entertainment Europe&lt;br /&gt;&lt;blockquote&gt;"Rollings and Adams (2003) define a user’s experience as the impact three gaming elements – Interaction, Visual and Audio – when used in conjunction, have on their overall satisfaction with a game. While several texts offer consistent and detailed descriptions of what metrics should be measured against in relation to these three elements, little is offered on what methodologies are best for gathering requirements against these metrics, especially in a commercial environment. This workshop is therefore aimed at those with an interest in gaming to explore various approaches to gathering requirements across all three gaming elements and how these approaches might vary across game genres."&lt;/blockquote&gt;Keywords: Gaming, interaction design, games UI Design, audio feedback, user-centred design (UCD)&lt;br /&gt;&lt;br /&gt;CHI 2004 Technical Program for Thursday 29 April: Short Talks, Hall K&lt;br /&gt;&lt;a href="http://www.sigchi.org/chi2004/program/detail_pages/thursday_01.html"&gt;Come Play With Me&lt;/a&gt;&lt;br /&gt;A Grounded Investigation of Game Immersion&lt;br /&gt;Paul Cairns, Emily Brown, UCL Interaction Centre, UK&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-3137509042329791513?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/3137509042329791513/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=3137509042329791513' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3137509042329791513'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3137509042329791513'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/01/emily-brown.html' title='Emily Brown'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-7579357123986314099</id><published>2009-01-06T20:50:00.006Z</published><updated>2009-01-15T14:03:23.812Z</updated><title type='text'>Learning Curves</title><content type='html'>&lt;div&gt; I was talking to  &lt;a href="http://www.intelligent-artifice.com/"&gt;Jurie Horneman&lt;/a&gt; once about my Ph.D. in video game usability, and I think he said something like he wished there was more understanding of learning curves in game development.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/23579228@N04/2335016192/"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 500px; height: 486px;" src="http://farm4.static.flickr.com/3088/2335016192_6003c39c4c.jpg?v=0" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;I just noticed a discussion about learning curves and &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Eve&lt;/span&gt; &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Online&lt;/span&gt; over on SlashDot: "&lt;a href="http://games.slashdot.org/article.pl?sid=09/01/06/0811213"&gt;Setting a Learning Curve in MMOs&lt;/a&gt;",&lt;/div&gt;&lt;div&gt;&lt;blockquote&gt;'If you have a chance to watch the Portal "Director's Commentary", they explain precisely how the learning curve was developed for that game, and the rationale behind it based on feedback testing.'&lt;/blockquote&gt;Ooh! That reminds me to recommend the &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Left 4 Dead&lt;/span&gt; "Director's Commentary". In that they talk a lot about playtesting.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;But back to learning curves...&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The point I want to make is that we need to distinguish between &lt;span class="Apple-style-span" style="font-style: italic;"&gt;multiple&lt;/span&gt; learning curves for the same game. I think this has a lot to do with what people like about games,&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;blockquote&gt;"I'm getting quite sick of games with small learning curves - the ones who's mechanics you can master in less than a month without any special instruction. The ones that become a game of who went deeper into the dungeon for the better armor, who buys the more expensive weapon, who can snap-aim better (which takes skill, but is not a particularly interesting one)."&lt;/blockquote&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;This guy clearly isn't interested in physical interface mechanics. I think that is a relatively common reaction, particularly for casual players (who simply don't have time to invest in any long learning curve). There are clearly exceptions, eg hardcore FPS players for whom physical condition and diet are important in order to maintain peak performance.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Rather than learning curve, perhaps we can even go further and be more specific about what is being learnt. So we might have one curve to describe the kind of sensoriomotor skills our poster was complaining about. There might be another to show memory requirements (if there are lots of things to remember - maybe we could distinguish between navigational memory for menu systems, numerical memory if you need to recall stats on items, etc.)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I could imagine even differentiating between quantity and speed of recall and application.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Kind of like a fundamental &lt;a href="http://en.wikipedia.org/wiki/GOMS"&gt;GOMS&lt;/a&gt; for games.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;What are the constituent components of playing a particular game (and how do they relate to the gameplay itself)?&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;Recognition (ms) - proportional to quantity&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Recall (ms) - proportional to quantity&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Cognition (ms - sec) - time to understand proportional to complexity of scenario&lt;/li&gt;&lt;li&gt;Application (ms - sec) - response proportional to time spent rehearsing&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;So in a racing game like &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Pure&lt;/span&gt;, we might talk about duration to read the "track language" (i.e., to process the visual data into an understanding of where the avatar is in relation to the track, and decide what action needs to be taken in order to achieve our current objective - probably race the fastest, which would often mean getting into the racing line), and duration required to execute the action (usually just holding down accelerate, but sometimes executing a series of button presses and stick pushes - each of which might have both cognition and application time costs).&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Meanwhile we could also talk about the sort of number crunching some games require, the statistical analysis in &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Pro Evolution Soccer&lt;/span&gt; (Wii, 2008) where you try to balance your players by looking at their percentage stats across Attack, Defence, Strength, Stamina, Pace, Technique and Goal Keeping.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Or the strategic skills involved in the resource management of the &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Civilization&lt;/span&gt; (PC) series.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I'm sure we can have far more detailed and specific understanding of what players do when they play. And from that we should be able to describe the demands a game makes on the players, and how individuals play, and even describe our intentions for what the game should require from the player through the course of a game &lt;span class="Apple-style-span" style="font-style: italic;"&gt;before the game has been made&lt;/span&gt;.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-7579357123986314099?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/7579357123986314099/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=7579357123986314099' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7579357123986314099'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7579357123986314099'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/01/learning-curves.html' title='Learning Curves'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-8667966020810994827</id><published>2009-01-06T16:31:00.002Z</published><updated>2009-01-06T16:40:49.968Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='heuristics'/><title type='text'>Heuristics</title><content type='html'>&lt;p&gt;&lt;a href="http://peterbayliss.edublogs.org/files/2008/02/object-process.pdf"&gt;Bayliss. P. (2005). Object and Process: A Heuristic Framework for Game Analysis&lt;/a&gt;&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;@article {Johnson:October, 2003:0014-0139:1332,&lt;br /&gt;author = "Johnson, Daniel",&lt;br /&gt;author = "Wiles, Janet",&lt;br /&gt;title = "&lt;a href="http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006"&gt;Effective affective user interface design in games&lt;/a&gt;",&lt;br /&gt;journal = "Ergonomics",&lt;br /&gt;volume = "46",&lt;br /&gt;year = "October, 2003",&lt;br /&gt;abstract = "It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.",&lt;br /&gt;pages = "1332-1345(14)",&lt;br /&gt;url = "&lt;a href="http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006"&gt;http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006&lt;/a&gt;"&lt;br /&gt;doi = "&lt;a href="doi:10.1080/00140130310001610865"&gt;doi:10.1080/00140130310001610865&lt;/a&gt;"&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;http://gameplayerinteraction.blogspot.com/2007/09/heuristic-evaluation-for-playability.html&lt;br /&gt;&lt;br /&gt;http://gameplayerinteraction.blogspot.com/2008/07/catch-22-bootstrapping-games-usability.html&lt;br /&gt;&lt;br /&gt;@article {Johnson:October, 2003:0014-0139:1332,&lt;br /&gt;author = "Johnson, Daniel",&lt;br /&gt;author = "Wiles, Janet",&lt;br /&gt;title = "&lt;a href="http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006"&gt;Effective affective user interface design in games&lt;/a&gt;",&lt;br /&gt;journal = "Ergonomics",&lt;br /&gt;volume = "46",&lt;br /&gt;year = "October, 2003",&lt;br /&gt;abstract = "It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.",&lt;br /&gt;pages = "1332-1345(14)",&lt;br /&gt;url = "&lt;a href="http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006"&gt;http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006&lt;/a&gt;"&lt;br /&gt;doi = "doi:10.1080/00140130310001610865"&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;a href="http://doi.acm.org/10.1145/1152215.1152218"&gt;&lt;span&gt;Playability heuristics for mobile games&lt;/span&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;@inproceedings{1152218,&lt;br /&gt;author = {Hannu Korhonen and Elina M. I. Koivisto},&lt;br /&gt;title = {Playability heuristics for mobile games},&lt;br /&gt;booktitle = {MobileHCI '06: Proceedings of the 8th conference on Human-computer interaction with mobile devices and services},&lt;br /&gt;year = {2006},&lt;br /&gt;isbn = {1-59593-390-5},&lt;br /&gt;pages = {9--16},&lt;br /&gt;location = {Helsinki, Finland},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1152215.1152218"&gt;http://doi.acm.org/10.1145/1152215.1152218&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://doi.acm.org/10.1145/1306813.1306828"&gt;&lt;span&gt;Playability heuristics for mobile multi-player games&lt;/span&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;@inproceedings{1306828,&lt;br /&gt;author = {Hannu Korhonen and Elina M. I. Koivisto},&lt;br /&gt;title = {Playability heuristics for mobile multi-player games},&lt;br /&gt;booktitle = {DIMEA '07: Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts},&lt;br /&gt;year = {2007},&lt;br /&gt;isbn = {978-1-59593-708-7},&lt;br /&gt;pages = {28--35},&lt;br /&gt;location = {Perth, Australia},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1306813.1306828"&gt;http://doi.acm.org/10.1145/1306813.1306828&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;a href="http://doi.acm.org/10.1145/985921.986102"&gt;&lt;span&gt;Using heuristics to evaluate the playability of games&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;@inproceedings{986102,&lt;br /&gt;author = {Heather Desurvire and Martin Caplan and Jozsef A. Toth},&lt;br /&gt;title = {Using heuristics to evaluate the playability of games},&lt;br /&gt;booktitle = {CHI '04: CHI '04 extended abstracts on Human factors in computing systems},&lt;br /&gt;year = {2004},&lt;br /&gt;isbn = {1-58113-703-6},&lt;br /&gt;pages = {1509--1512},&lt;br /&gt;location = {Vienna, Austria},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/985921.986102"&gt;http://doi.acm.org/10.1145/985921.986102&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://doi.acm.org/10.1145/985921.986102"&gt;&lt;span&gt;Using heuristics to evaluate the playability of games&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;@inproceedings{986102,&lt;br /&gt;author = {Heather Desurvire and Martin Caplan and Jozsef A. Toth},&lt;br /&gt;title = {Using heuristics to evaluate the playability of games},&lt;br /&gt;booktitle = {CHI '04: CHI '04 extended abstracts on Human factors in computing systems},&lt;br /&gt;year = {2004},&lt;br /&gt;isbn = {1-58113-703-6},&lt;br /&gt;pages = {1509--1512},&lt;br /&gt;location = {Vienna, Austria},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/985921.986102"&gt;http://doi.acm.org/10.1145/985921.986102&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;pre id="1357282"&gt;@inproceedings{1357282,&lt;br /&gt;author = {David Pinelle and Nelson Wong},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/1357054.1357282"&gt;Heuristic evaluation for games: usability principles for video game design&lt;/a&gt;},&lt;br /&gt;booktitle = {CHI '08: Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems},&lt;br /&gt;year = {2008},&lt;br /&gt;isbn = {978-1-60558-011-1},&lt;br /&gt;pages = {1453--1462},&lt;br /&gt;location = {Florence, Italy},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1357054.1357282"&gt;http://doi.acm.org/10.1145/1357054.1357282&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;abstract = {Most video games require constant interaction, so game designers must pay careful attention to usability issues. However, there are few formal methods for evaluating the usability of game interfaces. In this paper, we introduce a new set of heuristics that can be used to carry out usability inspections of video games. The heuristics were developed to help identify usability problems in both early and functional game prototypes. We developed the heuristics by analyzing PC game reviews from a popular gaming website, and the review set covered 108 different games and included 18 from each of 6 major game genres. We analyzed the reviews and identified twelve common classes of usability problems seen in games. We developed ten usability heuristics based on the problem categories, and they describe how common game usability problems can be avoided. A preliminary evaluation of the heuristics suggests that they help identify game-specific usability problems that can easily be overlooked otherwise.},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;http://friendlymedia.sbrl.rpi.edu/heuristics.pdf&lt;br /&gt;Of particular interest is Noah Schaffer's &lt;a href="http://friendlymedia.sbrl.rpi.edu/heuristics.pdf"&gt;&lt;i&gt;Heuristics for Usability in Games&lt;/i&gt;&lt;/a&gt; white paper in which he presents a set of heuristics for game design.&lt;br /&gt;&lt;br /&gt;Game Heuristics project at The Interaction Lab, University of Saskatchewan.&lt;br /&gt;&lt;a href="http://hci.usask.ca/research/gameHeuristics.shtml"&gt;http://hci.usask.ca/research/gameHeuristics.shtml&lt;/a&gt;&lt;br /&gt;"Our&lt;br /&gt;goal is to develop usability heuristics for game design, so that the&lt;br /&gt;heuristics can be used in both mockups and functional game prototypes,&lt;br /&gt;resulting in more usable video games. "&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.ipsi.fraunhofer.de/ambiente/pergames2006/final/PG_Roecker_Usability.pdf"&gt;Exploring the Usability of Video Game Heuristics for Pervasive Game Development in Smart Home Environments&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.ipsi.fraunhofer.de/ambiente/pergames2006/final/PG_Roecker_Usability.pdf"&gt;http://www.ipsi.fraunhofer.de/ambiente/pergames2006/final/PG_Roecker_Usability.pdf&lt;/a&gt;&lt;br /&gt;abstract&lt;br /&gt;= {Over the last years, a variety of pervasive games was developed.&lt;br /&gt;Al-though some of these applications were quite successful in bringing&lt;br /&gt;digital games back to the real world, very little is known about their&lt;br /&gt;successful integration into smart environments. When developing video&lt;br /&gt;games, developers can make use of a broad variety of heuristics. Using&lt;br /&gt;these heuristics to guide the development process of applications for&lt;br /&gt;intelligent environments could significantly increase their func-tional&lt;br /&gt;quality. This paper addresses the question, whether existing heuristics&lt;br /&gt;can be used by pervasive game developers, or if specific design&lt;br /&gt;guidelines for smart home environments are required. In order to give&lt;br /&gt;an answer, the transferability of video game heuristics was evaluated&lt;br /&gt;in a two-step process. In a first step, a set of validated heuristics&lt;br /&gt;was analyzed to identify platform-dependent elements. In a second step,&lt;br /&gt;the transferability of those elements was assessed in a focus group&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.informatik.umu.se/%7Ecolsson/Avh-pdfer/1-overhead-text.pdf"&gt;A Measure of Fun Extending the scope of web usability&lt;br /&gt;&lt;/a&gt;Charlotte Wiberg&lt;br /&gt;&lt;a href="http://www.informatik.umu.se/%7Ecolsson/Avh-pdfer/1-overhead-text.pdf"&gt;http://www.informatik.umu.se/~colsson/Avh-pdfer/1-overhead-text.pdf&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;abstract = {Currently usability research and practice are facing a challenge. The focus of design concerns is expanding from predominantly functional aspects of IT systems to overall user experience, which has direct implications for the area of usability evaluation. When the focus is on experiences rather than on more functional aspects of systems, a revision of usability methods is required. The aim of the study reported in this thesis is to explore the potential of traditional usability evaluation approaches to deal with issues related to user experience, such as fun and entertainment. The empirical study reported in the thesis deals with fun and entertainment, employs concepts and methods of web usability, and specifically focuses on the so-called entertainment web sites (EWSs). Existing studies in the area of usability evaluation are examined to determine to which extent these studies can shed light on evaluation offun and usability. It is concluded that evaluation of fun and usability remains an open issue. Then apparently the most relevant theories of fun and usability are analyzed to establish if these theories can help operationalize fun and entertainment as aspects ofweb usability. Since the input from theories is judged as not specific enough to guide a revision of usability evaluation methodology, the study defines fun and entertainment relevant for usability evaluation as properties intentionally implemented by designers. In the study, traditional usability evaluation methods are applied on EWSs and based on these results the methods are revised. Finally, these revised methods are used in evaluations of EWSs once more. The results of the study indicate that traditional usability evaluation methods can be applied to evaluation of entertainment and fun in the context of web usability. More specifically, existing empirical evaluation and heuristic evaluation methods are found to produce relevant and potentially useful evidence when applied to evaluation of entertainment web sites. Therefore, the main conclusion of the thesis can be formulated as follows; while the underlying concepts and principles of web usability can be employed in evaluation of entertainment and fun, specific evaluation methods need to be revised. The results reported from this study must be seen as a step towards development of appropriate methodology for assessing user experience.}&lt;br /&gt;Keywords = {Usability, web usability, usability evaluation methods, inspection methods, empirical usability evaluation methods, funology, entertainment web sites, HCI}&lt;br /&gt;&lt;br /&gt;study.}&lt;br /&gt;&lt;/pre&gt;&lt;pre id="1125774"&gt;&lt;br /&gt;&lt;/pre&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-8667966020810994827?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/8667966020810994827/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=8667966020810994827' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8667966020810994827'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/8667966020810994827'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2009/01/heuristics.html' title='Heuristics'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-389772204954705276</id><published>2008-12-23T20:02:00.002Z</published><updated>2008-12-23T20:11:28.000Z</updated><title type='text'>It never ends...</title><content type='html'>Lots of interesting looking publications at another promising institution, the &lt;a href="http://gamescience.bth.se/research/publications/"&gt;Game and Media Arts Laboratory&lt;/a&gt; - Department of Interaction and System Design - Blekinge Tekniska Hoegskola&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.informatik.uni-trier.de/%7Eley/db/conf/fungames/fungames2008.html"&gt;Publications&lt;/a&gt; from Fun And Games 2008&lt;br /&gt;&lt;br /&gt;Slides for Nacke's presentation "&lt;a href="http://www.slideshare.net/acagamic/log-whos-playing-psychophysiological-game-analysis-made-easy-through-event-logging-presentation"&gt;Log Who's Playing: Psychophysiological Game Analysis Made Easy Through Event Logging&lt;/a&gt;"&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-389772204954705276?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/389772204954705276/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=389772204954705276' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/389772204954705276'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/389772204954705276'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/12/it-never-ends.html' title='It never ends...'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-4254005417480910240</id><published>2008-12-22T15:38:00.003Z</published><updated>2008-12-22T16:01:19.168Z</updated><title type='text'>Further reading</title><content type='html'>&lt;pre id="1183324"&gt;@inproceedings{1183324,&lt;br /&gt;author = {Tracy Fullerton and Jenova Chen and Kellee Santiago and Erik Nelson and Vincent Diamante and Aaron Meyers and Glenn Song and John DeWeese},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/1183316.1183324"&gt;That cloud game: dreaming (and doing) innovative game design&lt;/a&gt;},&lt;br /&gt;booktitle = {Sandbox '06: Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames},&lt;br /&gt;year = {2006},&lt;br /&gt;isbn = {1-59593-386-7},&lt;br /&gt;pages = {51--59},&lt;br /&gt;location = {Boston, Massachusetts},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1183316.1183324"&gt;http://doi.acm.org/10.1145/1183316.1183324&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@article { ,&lt;br /&gt; title = {&lt;a href="http://nelsonzagalo.googlepages.com/ICVS_2005_NZ.pdf"&gt;Emotional spectrum developed by virtual storytelling&lt;/a&gt;},&lt;br /&gt; journal = {Virtual Storytelling: Using Virtual Reality Technologies for Storytelling, Proceedings},&lt;br /&gt; volume = {3805},&lt;br /&gt; year = {2005},&lt;br /&gt; pages = {105-114},&lt;br /&gt; abstract = {We have performed a quantitative study in order to find out the emotional spectrum of Virtual Storytelling in comparison with movies, taking into consideration the Russell's emotional circumplex model. Via internet forums we gathered videogames that people considered to be capable of eliciting each of the seven basic emotions, distributed around the circumplex. From the 200 videogames collected, we chose 14, following the principle of the two most cited for each of the seven emotions. These videogames were then tested with 33 subjects. These results were compared with Gross &amp;amp; Levenson (1995) study on movies. We found that these videogames were capable of successfully eliciting emotions such as Surprise, Anger, Disgust and Fear, There is also evidence that Happiness could be elicited. It was not possible to verify the existence of Tranquility. The most problematic was Sadness, except when interactivity was absent and emotion propelled through cutscenes(1).},&lt;br /&gt; ISBN = {0302-9743},&lt;br /&gt; author = {Nelson Zagalo and Ana Torres and Vasco Branco}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;﻿&lt;br /&gt;TY  - CHAPTER&lt;br /&gt;JF  - Technologies for Interactive Digital Storytelling and Entertainment&lt;br /&gt;T1  - &lt;a href="http://www.springerlink.com/content/p344011406189x71/fulltext.pdf"&gt;INSCAPE: Emotion Expression and Experience in an Authoring Environment&lt;/a&gt;&lt;br /&gt;SP  - 219&lt;br /&gt;EP  - 230&lt;br /&gt;PY  - 2006///&lt;br /&gt;UR  - &lt;a href="http://dx.doi.org/10.1007/11944577_23"&gt;http://dx.doi.org/10.1007/11944577_23&lt;/a&gt;&lt;br /&gt;M3  - 10.1007/11944577_23&lt;br /&gt;AU  - Zagalo, Nelson&lt;br /&gt;AU  - Göbel, Stefan&lt;br /&gt;AU  - Torres, Ana&lt;br /&gt;AU  - Malkewitz, Rainer&lt;br /&gt;AU  - Branco, Vasco&lt;br /&gt;N2  - Human emotions are known to play an important role in the users’ engagement, namely by activating their attention, perception&lt;br /&gt;and memory skills, which in turn will help to understand the story – and hopefully perceive, or rather “feel” it as an entertaining&lt;br /&gt;experience. Despite the more and more realistic and immersive use of 3D computer graphics, multi-channel sound and sophisticated&lt;br /&gt;input devices – mainly forced by game applications – the emotional participation of users still seems a weak point in most&lt;br /&gt;interactive games and narrative systems. This paper describes methods and concepts on how to bring emotional experiencing&lt;br /&gt;and emotional expression into interactive storytelling systems. In particular, the Emotional Wizard is introduced, as an emerging&lt;br /&gt;module for authoring emotional expression and experiencing. Within the INSCAPE framework, this module is meant to improve&lt;br /&gt;elicited emotions as elements of style, which are used deliberately by an author within an integrated storytelling environment.&lt;br /&gt;&lt;br /&gt;Keywords: Virtual characters, emotion, emotional expression, author tools.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;ER  -&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/pre&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-4254005417480910240?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/4254005417480910240/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=4254005417480910240' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4254005417480910240'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4254005417480910240'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/12/further-reading.html' title='Further reading'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-5048205923290168529</id><published>2008-12-20T23:57:00.003Z</published><updated>2008-12-21T01:44:01.075Z</updated><title type='text'>Yet more todo</title><content type='html'>Communication and Media Studies &gt; New Media &gt; &lt;a href="http://www.intute.ac.uk/artsandhumanities/cgi-bin/browse.pl?id=artifact57"&gt;Interactive Games and Gaming&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamecode.ca/"&gt;Montreal GameCode&lt;/a&gt;&lt;br /&gt;&lt;a href="http://playhouse.wordpress.com/london-game-research-group/"&gt;London Game Research Group&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://game.itu.dk/index.php/about"&gt;Center for Computer Games Research&lt;/a&gt; at the IT University of Copenhagen&lt;br /&gt;&lt;a href="http://www.itu.dk/~leino/"&gt;Olli Leino&lt;/a&gt;'s publications:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nickyee.com/daedalus/"&gt;The Daedalus project&lt;/a&gt; - the psychology of MMORPGs&lt;br /&gt;&lt;br /&gt;&lt;a href="http://gamestudiesbook.net/"&gt;An Introduction to Game Studies&lt;/a&gt; - Games in Culture. By Frans Mäyrä&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.tiga.org/"&gt;TIGA&lt;/a&gt;, particularly "&lt;a href="http://www.tiga.org/index.php?action=showTigaGameSectorInFlux"&gt;The Game Sector in Flux&lt;/a&gt; - Info from Rick Gibson's "Barriers To Investment" report 2007"&lt;br /&gt;&lt;a href="http://www.elspa.com/"&gt;ELSPA&lt;/a&gt; - Entertainment and Leisure Software Publishers Association&lt;br /&gt;&lt;a href="http://www.elspa.com/docs/Fact_Card_01.pdf"&gt;Computer and Video Games&lt;/a&gt;: important facts at your fingertips&lt;br /&gt;&lt;a href="http://www.gamesinvestor.com/Research/Reports/Playing_For_Keeps_07/playing_for_keeps_07.html"&gt;Games Investor - Report: Playing For Keeps (07)&lt;/a&gt;(UK Trade and Industry),&lt;br /&gt;Playing For Keeps - Challenges to sustaining a world-class UK games sector : &lt;a href="https://www.uktradeinvest.gov.uk/ukti/fileDownload/Mono3GamesReport_LR.pdf?cid=411884"&gt;Commercial Models&lt;/a&gt;&lt;br /&gt;Playing For Keeps - Challenges to sustaining a world-class UK games sector : &lt;a href="https://www.uktradeinvest.gov.uk/ukti/fileDownload/Finalpdf(LR)AD2695Mono2Games.pdf?cid=410529"&gt;Intellectual Property&lt;/a&gt;&lt;br /&gt;Playing For Keeps - Challenges to sustaining a world-class UK games sector : &lt;a href="https://www.uktradeinvest.gov.uk/ukti/fileDownload/Finalpdf(LR)AD2695Mono1Games.pdf?cid=410528"&gt;Country Profile&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Game Career Guide - &lt;a href="http://www.gamecareerguide.com/archives/theses/1/index.php"&gt;Theses&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;Student Thesis: &lt;a href="http://www.gamecareerguide.com/features/543/student_thesis_a_.php"&gt;A Psychophysiological Logging System for a Digital Game Modification&lt;/a&gt; [05.27.08]&lt;br /&gt;- Sophie Stellmach&lt;br /&gt;Sophie Stellmach of the Department of Simulation and Graphics at Otto-von-Guericke University, Magdeburg, wrote a thesis on creating a psychophysiological logging system for a digital game modification&lt;br /&gt;&lt;br /&gt;Abstract&lt;br /&gt;&lt;blockquote&gt;This student thesis intends to facilitate cognitive experiments for gameplay experience studies. To achieve this a psychophysiological logging framework was developed, which automatically reports the occurrence of specific game events to a log file and to the parallel port. Via the parallel port the communication with psychophysiological systems is possible.&lt;br /&gt;&lt;br /&gt;Thus, psychophysiological data can be correlated with in-game data in real time. In addition, this framework is able to log viewed game objects via an eye tracker integration. This gives some information on how certain game elements affect the player's attention. For the development of this system the Source SDK, the game engine of Half-Life 2, has been used. Consequently, custom-built Half-Life 2 levels had to be developed, which are suitable for cognitive experiments. In this context, tools for level editing will be introduced.&lt;br /&gt;&lt;br /&gt;This thesis shapes the basis for further research work in the area of psychophysiological software development and is intended to facilitate this for future scholars facing these issues.&lt;/blockquote&gt;Download &lt;a href="http://www.gamecareerguide.com/thesis/080527_stellmach.pdf"&gt;Stellmach's thesis&lt;/a&gt; [PDF].&lt;div&gt;&lt;br /&gt;&lt;br /&gt;Master's Thesis: &lt;a href="http://www.gamecareerguide.com/features/542/masters_thesis_a_framework_for_.php"&gt;A Framework for Psychophysiological Data Acquisition in Digital Games&lt;/a&gt; [05.20.08]&lt;br /&gt;- Dennis Sasse&lt;br /&gt;Master's student Dennis Sasse at the Department of Simulation and Graphics at Otto-von-Guericke University, Magdeburg, wrote about psychophysiological data in games for his thesis.&lt;br /&gt;&lt;br /&gt;Abstract&lt;br /&gt;&lt;blockquote&gt;In order to rapidly develop digital games for psychophysiological experiments, a coherent and flexible development environment is required. Something that allows researchers to design their experiments, build the stimulus game and easily integrate all required data&lt;br /&gt;acquisition functionality into it.&lt;br /&gt;&lt;br /&gt;This thesis shows the design and implementation of such a framework. Methods for gathering player-related data are compared to establish a theoretical foundation for the framework. The logging framework is implemented as a set of Torque X components and an example game is developed in order to demonstrate the framework and the different&lt;br /&gt;logging components.&lt;/blockquote&gt;You can download &lt;a href="http://www.gamecareerguide.com/thesis/080520_sasse.pdf"&gt;Sasse's thesis&lt;/a&gt; [PDF].&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Master's Thesis: &lt;a href="http://www.gamecareerguide.com/features/309/masters_thesis_design_of_ingame_.php"&gt;Design of In-Game Training to Enhance Videogame Experience&lt;/a&gt; [11.21.06]&lt;br /&gt;- Brad Paras&lt;br /&gt;&lt;br /&gt;Abstract&lt;br /&gt;&lt;blockquote&gt;As the videogame industry continues to boom, the increase in production resources and game design experience has led to the development of increasingly more complicated games. Current videogames require the manipulation of complex physical and virtual interfaces. In-game training is now critical to the enjoyment of sophisticated and challenging game experience. The thesis first reviews the process of discovery that identified the types and capabilities of a variety of in-game training strategies. It then details the development and testing of an effective in-game training system that improves player performance without negatively affecting the experience of play. Two critical success factors are highlighted: the type of training and the timing of the training. Finally, the thesis positions games as examples of training systems that effectively engage users, and therefore as sources for educational design concepts that can increase our potential to make learning a truly rewarding experience.&lt;/blockquote&gt;"&lt;a href="http://www.gamecareerguide.com/thesis/paras.pdf"&gt;Learning to Play: The Design of In-Game Training to Enhance Videogame Experience&lt;/a&gt;" by Brad Paras, Simon Fraser University, 127 pages, Adobe Acrobat (3,876 KB).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Master's Thesis: &lt;a href="http://www.gamecareerguide.com/features/254/masters_thesis_big_game_.php"&gt;Big Game: Formalizing Test Methods for Computer Game Concepts&lt;/a&gt; [08.30.06]&lt;br /&gt;- Stein Llanos and Anders Højsted&lt;br /&gt;&lt;br /&gt;Abstract&lt;br /&gt;&lt;blockquote&gt;This Master's thesis examines whether it is possible to test computer game concepts with quick and cheap analog tests and develop a standartized series of analog tests for AAA-computer game concepts for use by game designers during the earliest concept-phase of game development.&lt;br /&gt;&lt;br /&gt;This thesis is based on empirical as well as theoretical studies. The first empirical part of the thesis is grounded in interviews with 5 different game designers concerning their concept-documentation and the game development process. We developed a series of analog tests for computer game concepts based on these interviews and theoretical game studies, using techniques such as pen and paper roleplaying games, Lego-mockups of level design &amp;amp; stress test of concept art. These tests were compiled in a Test Catalogue which functions as a manual for the tests. The second empirical study was an comparative analysis of the analog tests of the design document for Surreal Studio’s game The Suffering and a series of playtests of The Suffering with subsequent interviews of the playtesters. The comparative analysis of these two empirical studies revealed that the tests were capable of predicting the conceptuel problems in the finished game purely by testing the design document.&lt;/blockquote&gt;"&lt;a href="http://www.gamecareerguide.com/thesis/hojstedllanos.pdf"&gt;Big Game: Formalizing Test Methods for Computer Game Concepts&lt;/a&gt;" by Anders Højsted and Stein Llanos, IT-University of Copenhagen, 161 pages, Adobe Acrobat (4k KB).&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamecareerguide.com/thesis/analogtestcatalog.pdf"&gt;Analog Test Catalog for game designers&lt;/a&gt;, Adobe Acrobat (337 KB).&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-5048205923290168529?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/5048205923290168529/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=5048205923290168529' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/5048205923290168529'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/5048205923290168529'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/12/yet-more-todo.html' title='Yet more todo'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-3377903759025674549</id><published>2008-12-20T22:25:00.004Z</published><updated>2009-09-15T08:46:03.763+01:00</updated><title type='text'>More ToDo</title><content type='html'>This lot to read from &lt;a href="http://www.digra.org/dl/order_by_author?publication=Situated%20Play"&gt;DiGRA 2007: Situated Play&lt;/a&gt; (Tokyo)&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Simon Niedenthal},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={697--702},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.11208.pdf"&gt;Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.11208.pdf"&gt;http://www.digra.org/dl/display_html?chid=07311.11208.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Kort Yvonne A. W. de and Wijnand A. IJsselsteijn and Brian J. Gajadhar},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={823--830},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.21038.pdf"&gt;People, Places, and Play: A research framework for digital game experience in a socio-spatial context&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.21038.pdf"&gt;http://www.digra.org/dl/display_html?chid=07311.21038.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Douglas Brown},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={58--65},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.40380.pdf"&gt;Gaming DNA: On Narrative and Gameplay Gestalts&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.40380.pdf"&gt;http://www.digra.org/dl/display_html?chid=07311.40380.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Ryo Kato and Takashi Kawai and Hanae Ikeshita and Kenji Nihei and Tadashi Sato and Hitoshi Yamagata and Hirofumi Tashiro and Takashi Yamazaki},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={91--95},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.17098.pdf"&gt;Ergonomic evaluation of portable videogame software&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={http://www.digra.org/dl/display_html?chid=07312.17098.pdf}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Olli Leino},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={113--120},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.24262.pdf"&gt;Emotions about the Deniable/Undeniable: Sketch for a Classification of Game Content as Experienced&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.24262.pdf"&gt;http://www.digra.org/dl/display_html?chid=07312.24262.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Aki J\&amp;amp;\#228rvinen},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={134--144},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07313.07490.pdf"&gt;Introducing Applied Ludology: Hands-on Methods for Game Studies&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07313.07490.pdf"&gt;http://www.digra.org/dl/display_html?chid=07313.07490.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Andrew Dekker and Erik Champion},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={550--558},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.18055.pdf"&gt;Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.18055.pdf"&gt;http://www.digra.org/dl/display_html?chid=07312.18055.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Gyuhwan Oh and Taiyoung Ryu},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={650--657},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.20080.pdf"&gt;Game Design on Item-selling Based Payment Model in Korean Online Games&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={http://www.digra.org/dl/display_html?chid=07312.20080.pdf}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Gordon Calleja},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={83--90},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.10496.pdf"&gt;Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.10496.pdf"&gt;http://www.digra.org/dl/display_html?chid=07312.10496.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Jonas Linderoth and Ulrika Bennerstedt},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={600--609},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.51011.pdf"&gt;This is not a Door: an Ecological approach to Computer Games&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.51011.pdf"&gt;http://www.digra.org/dl/display_html?chid=07312.51011.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Olli Sotamaa},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={456--465},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.59383.pdf"&gt;Perceptions of Player in Game Design Literature&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.59383.pdf"&gt;http://www.digra.org/dl/display_html?chid=07311.59383.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Philippe Lemay},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={449--455},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.53582.pdf"&gt;Developing a pattern language for flow experiences in video games&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.53582.pdf"&gt;http://www.digra.org/dl/display_html?chid=07311.53582.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Jonathan Frome},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={831--835},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.25139.pdf"&gt;Eight Ways Videogames Generate Emotion&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.25139.pdf"&gt;http://www.digra.org/dl/display_html?chid=07311.25139.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Robert Appelman},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={815--822},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.16497.pdf"&gt;Experiential Modes of Game Play&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.16497.pdf"&gt;http://www.digra.org/dl/display_html?chid=07311.16497.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Martin Pichlmair and Fares Kayali},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={424--430},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.14286.pdf"&gt;Levels of Sound: On the Principles of Interactivity in Music Video Games&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07311.14286.pdf"&gt;http://www.digra.org/dl/display_html?chid=07311.14286.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-3377903759025674549?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/3377903759025674549/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=3377903759025674549' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3377903759025674549'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3377903759025674549'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/12/more-todo.html' title='More ToDo'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-1698885972944278488</id><published>2008-12-13T13:00:00.005Z</published><updated>2008-12-20T17:40:16.755Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='user experience'/><category scheme='http://www.blogger.com/atom/ns#' term='ia'/><category scheme='http://www.blogger.com/atom/ns#' term='information architecture'/><category scheme='http://www.blogger.com/atom/ns#' term='experience design'/><category scheme='http://www.blogger.com/atom/ns#' term='experience'/><category scheme='http://www.blogger.com/atom/ns#' term='UX'/><title type='text'>User/Experience Design</title><content type='html'>Some links to consider the various components that might be involved in my Ph.D,&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/"&gt;The Disciplines of User Experience&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.montparnas.com/articles/what-is-user-experience-design/"&gt;What is User Experience Design&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Experience_design"&gt;Experience Design&lt;/a&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Experiential_marketing"&gt;Experiential Marketing&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.techgnosis.com/experience.html"&gt;Experience Design and the Design of Experience&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/User_experience"&gt;User experience design&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nngroup.com/about/userexperience.html"&gt;User Experience - Our Definition&lt;/a&gt;&lt;br /&gt;&lt;a href="http://semanticstudios.com/publications/semantics/000029.php"&gt;User Experience Design&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.sitepoint.com/article/quantify-user-experience/"&gt;How to quantify the user experience&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Information_architecture"&gt;Information Architecture&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-1698885972944278488?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/1698885972944278488/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=1698885972944278488' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1698885972944278488'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1698885972944278488'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/12/userexperience-design.html' title='User/Experience Design'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-4122913605684318055</id><published>2008-12-08T15:25:00.002Z</published><updated>2008-12-08T15:29:40.839Z</updated><title type='text'>Taxonomy / Ontology</title><content type='html'>&lt;a href="http://www.gamasutra.com/features/20031003/lindley_01.shtml"&gt;Game Taxonomies: A High Level Framework for Game Analysis and Design&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;@article{ChristianElverdam01012007,&lt;br /&gt;author = {Elverdam, Christian and Aarseth, Espen},&lt;br /&gt;title = {{&lt;a href="http://gac.sagepub.com/cgi/content/abstract/2/1/3"&gt;Game Classification and Game Design: Construction Through Critical Analysis&lt;/a&gt;}},&lt;br /&gt;journal = {Games and Culture},&lt;br /&gt;volume = {2},&lt;br /&gt;number = {1},&lt;br /&gt;pages = {3-22},&lt;br /&gt;doi = {10.1177/1555412006286892},&lt;br /&gt;year = {2007},&lt;br /&gt;abstract = {This article discusses the viability of the open-ended game classification model described in "A Multi Dimensional Typology of Games." The perspectives of such a model is discussed with emphasis on how a structural theory of games can contribute to game design and the development of formal and semiformal game design methods, such as Game Design Patterns.&lt;br /&gt;},&lt;br /&gt;URL = {&lt;a href="http://gac.sagepub.com/cgi/content/abstract/2/1/3"&gt;http://gac.sagepub.com/cgi/content/abstract/2/1/3&lt;/a&gt;},&lt;br /&gt;eprint = {&lt;a href="http://gac.sagepub.com/cgi/reprint/2/1/3.pdf"&gt;http://gac.sagepub.com/cgi/reprint/2/1/3.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedesignpatterns.org/"&gt;THE GAME DESIGN PATTERNS PROJECT&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.robinlionheart.com/gamedev/genres.xhtml"&gt;Genre and the Video Game&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.strange-agency.com/downloads/ActivityGroupDefinitions.pdf"&gt;Activity Group Definitions&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gameclassification.com/EN/"&gt;Game Classification&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-4122913605684318055?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/4122913605684318055/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=4122913605684318055' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4122913605684318055'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/4122913605684318055'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/12/taxonomy-ontology.html' title='Taxonomy / Ontology'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-2377812179579875960</id><published>2008-12-05T15:08:00.002Z</published><updated>2008-12-08T14:49:37.661Z</updated><title type='text'>Social Play</title><content type='html'>@inproceedings{1358814,&lt;br /&gt; author = {Brian Gajadhar and Yvonne de Kort and Wijnand IJsselsteijn},&lt;br /&gt; title = {&lt;a href="http://doi.acm.org/10.1145/1358628.1358814"&gt;Influence of social setting on player experience of digital games&lt;/a&gt;},&lt;br /&gt; booktitle = {CHI '08: CHI '08 extended abstracts on Human factors in computing systems},&lt;br /&gt; year = {2008},&lt;br /&gt; isbn = {978-1-60558-012-X},&lt;br /&gt; pages = {3099--3104},&lt;br /&gt; location = {Florence, Italy},&lt;br /&gt; doi = {&lt;a href="http://doi.acm.org/10.1145/1358628.1358814"&gt;http://doi.acm.org/10.1145/1358628.1358814&lt;/a&gt;},&lt;br /&gt; publisher = {ACM},&lt;br /&gt; address = {New York, NY, USA},&lt;br /&gt; }&lt;br /&gt;&lt;br /&gt;Bowman, Nicholas. and Tamborini, Ron. "Facilitating Game Play: How Others Affect Performance and Enjoyment of Video Games" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada, May 21, 2008 Online &lt;PDF&gt;. 2008-12-05 &lt;http://www.allacademic.com/meta/p233830_index.html&gt;&lt;br /&gt;&lt;br /&gt;    Publication Type: Conference Paper/Unpublished Manuscript&lt;br /&gt;    Abstract: As video games become an increasingly social activity, accounting for the role of audience presence during game play can increase understanding of how games are played and enjoyed. Social facilitation theory is used to explain the potential for audience presence to influence the gaming experience. To this end, a 2 (game skill) x 2 (game challenge) x 2 (audience presence) mixed-factorial design was used to test the potential for dominant game skill and game challenge level to moderate the influence of audience presence on performance and enjoyment in a video game context. The pattern of findings associated with a three-way interaction closely mirrors hypotheses predicting that when game challenge is low, the presence of an audience benefits the performance of high skill gamers significantly more than low skill gamers, but when game challenge is high the added benefit to high skill gamers is lost.&lt;br /&gt;&lt;br /&gt;Author's Keywords:&lt;br /&gt;    social facilitation, drive theory, cognitive ability, enjoyment, video games, performance&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-2377812179579875960?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/2377812179579875960/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=2377812179579875960' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2377812179579875960'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2377812179579875960'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/12/social-play.html' title='Social Play'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-7669879661844613760</id><published>2008-12-05T15:04:00.012Z</published><updated>2009-09-15T11:10:09.128+01:00</updated><title type='text'>Reviews</title><content type='html'>8B: Game Industry and Business Models-1 (Chair: Yuhsuke Koyama)&lt;br /&gt;• IBM-01 Sven Joeckel&lt;br /&gt;The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market&lt;br /&gt;&lt;a href="http://www.digra2007.jp/Program.html"&gt;http://www.digra2007.jp/Program.html&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.digra.org/dl/db/07312.08365.pdf"&gt;http://www.digra.org/dl/db/07312.08365.pdf&lt;/a&gt;&lt;br /&gt;@inproceedings{&lt;br /&gt;author={Sven Joeckel},&lt;br /&gt;year={2007},&lt;br /&gt;publisher={The University of Tokyo},&lt;br /&gt;pages={629--638},&lt;br /&gt;title={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.08365.pdf"&gt;The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market&lt;/a&gt;},&lt;br /&gt;editor={Baba Akira},&lt;br /&gt;address={Tokyo},&lt;br /&gt;booktitle={Situated Play},&lt;br /&gt;month={September},&lt;br /&gt;url={&lt;a href="http://www.digra.org/dl/display_html?chid=07312.08365.pdf"&gt;http://www.digra.org/dl/display_html?chid=07312.08365.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;div&gt;&lt;br /&gt;&lt;br /&gt;@inproceedings{1536553,&lt;br /&gt;author = {Zagal, Jos\'{e} P. and Ladd, Amanda and Johnson, Terris},&lt;br /&gt;title = {Characterizing and understanding game reviews},&lt;br /&gt;booktitle = {FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games},&lt;br /&gt;year = {2009},&lt;br /&gt;isbn = {978-1-60558-437-9},&lt;br /&gt;pages = {215--222},&lt;br /&gt;location = {Orlando, Florida},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1536513.1536553"&gt;http://doi.acm.org/10.1145/1536513.1536553&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;DiGRA 2009 Panel on game reviews&lt;br /&gt;You Played That? Game Studies Meets Game Criticism&lt;br /&gt;&lt;br /&gt;The videogame style guide and reference manual&lt;br /&gt;&lt;a href="http://www.gamestyleguide.com/"&gt;http://www.gamestyleguide.com/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Still a Man’s Game: Gender Representation in Online Reviews of Video Games&lt;br /&gt;James D. Ivory&lt;br /&gt;Department of Communication&lt;br /&gt;Virginia Polytechnic Institute and State University&lt;br /&gt;&lt;br /&gt;Despite the rising popularity of video games, the majority of the medium’s audience&lt;br /&gt;continues to be male. One reason may be that character representations in video&lt;br /&gt;games are geared toward male players. This content analysis used video game reviews&lt;br /&gt;from a heavily trafficked Internet site to investigate the prevalence and portrayal&lt;br /&gt;of male and female video game characters. Consistent with the findings of&lt;br /&gt;previous studies, female characters were found to be underrepresented and proportionally&lt;br /&gt;more often sexualized in comparison to their male counterparts. In addition&lt;br /&gt;to these findings, &lt;span style="font-weight:bold;"&gt;the study’s innovative method—the use of online video game reviews&lt;br /&gt;as an indirect measure of video game content—shows promise as a tool for future&lt;br /&gt;content analyses of video games&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://filebox.vt.edu/users/jivory/JIvory2006MassCommunicationandSociety.pdf"&gt;http://filebox.vt.edu/users/jivory/JIvory2006MassCommunicationandSociety.pdf&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.informaworld.com/smpp/content~db=all~content=a785314704"&gt;http://www.informaworld.com/smpp/content~db=all~content=a785314704&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;Using Genres to Customize Usability Evaluations of Video Games&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="  ;font-family:Verdana;"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Video games are varied, with vastly different visual layouts and interaction styles; however, most games that share a common genre still have many user interface similarities. These similarities suggest that genres can be used as a conceptual framework for examining design issues in video games, and for developing a deeper understanding of how the design process can be specialized for specific types of games. In this paper, we consider how genre relates to one aspect of design---the usability of games, which deals with players' ability to learn, control, and understand a game interface. We report results from a study where we coded usability problems in &lt;span class="Apple-style-span" style="font-weight: bold;"&gt;reviews of 108 commercial video games&lt;/span&gt;. The review set included &lt;span class="Apple-style-span" style="font-weight: bold;"&gt;18 games from each of six major game genres&lt;/span&gt;. We statistically analyzed the problems from each genre, and found significant differences between many of the genres. We present &lt;span class="Apple-style-span" style="font-weight: bold;"&gt;usability profiles for each genre&lt;/span&gt; based on the problem distributions that we found. The profiles describe both common and infrequent problems in each genre and provide details on how they commonly occur in games. The profiles can be used to specialize usability evaluations by helping designers focus on common problems seen in games from each genre.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'Times New Roman';"&gt;&lt;pre id="1497006"&gt;@inproceedings{&lt;/pre&gt;&lt;pre id="1497006"&gt;1497006,&lt;/pre&gt;&lt;pre id="1497006"&gt;author = {Pinelle,, David and Wong,, Nelson and Stach,, Tadeusz},&lt;/pre&gt;&lt;pre id="1497006"&gt;title = {Using genres to customize usability evaluations of video games},&lt;/pre&gt;&lt;pre id="1497006"&gt;booktitle = {Future Play '08: Proceedings of the 2008 Conference on Future Play},&lt;/pre&gt;&lt;pre id="1497006"&gt;year = {2008},&lt;/pre&gt;&lt;pre id="1497006"&gt;isbn = {978-1-60558-218-4},&lt;/pre&gt;&lt;pre id="1497006"&gt;pages = {129--136},&lt;/pre&gt;&lt;pre id="1497006"&gt;location = {Toronto, Ontario, Canada},&lt;/pre&gt;&lt;pre id="1497006"&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1496984.1497006"&gt;http://doi.acm.org/10.1145/1496984.1497006&lt;/a&gt;},&lt;/pre&gt;&lt;pre id="1497006"&gt;publisher = {ACM},&lt;/pre&gt;&lt;pre id="1497006"&gt;address = {New York, NY, USA},&lt;/pre&gt;&lt;pre id="1497006"&gt;}&lt;/pre&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;Jimmy Marcus Larsen on &lt;a href="http://www.linkedin.com/in/chrono"&gt;LinkedIn&lt;/a&gt; and his blog, &lt;a href="http://chrono.moogle.dk/"&gt;Game Design Chronicles&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://workshops.icts.sbg.ac.at/chi2008uxgames/res/Larsen_WorkshopUX_Games_CHI2008.pdf%20"&gt;Evaluating User Experience – how game reviewers do it&lt;/a&gt;&lt;br /&gt;Jimmy Marcus Larsen&lt;br /&gt;Aalborg University&lt;br /&gt;Department of Computer Science&lt;br /&gt;chrono@cs.aau.dk&lt;br /&gt;&lt;br /&gt;ABSTRACT&lt;br /&gt;Video game reviewers have been evaluating games for more than two decades. They might not know it, but their work shares similarities to current UX research. I propose that we take a look at what they have been doing - there might be a few things to learn, because these people have been playing games, evaluating games and thinking about games for a long time, while UX academia has just begun. This paper gives a short overview of the work of the game reviewers. From both quantitative and qualitative game reviews, important UX factors are extracted and suggestions on how to include them in UX evaluations are presented.&lt;br /&gt;&lt;br /&gt;Author Keywords&lt;br /&gt;UX evaluation, UX definition, video games, game reviews.&lt;br /&gt;&lt;br /&gt;ACM Classification Keywords&lt;br /&gt;H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://curmudgeongamer.com/article.php?story=20031102194601504&amp;amp;mode=print"&gt;Are Review Sites Biased&lt;/a&gt;?&lt;br /&gt;&lt;br /&gt;Klein, Sheri. "Video Game Ratings Accuracy: Evaluating the Entertainment Software Review Board (ESRB) video-game rating system" Paper presented at the annual meeting of the American Sociological Association, Marriott Hotel, Loews Philadelphia Hotel, Philadelphia, PA, Aug 12, 2005 &lt;not available=""&gt;. 2008-10-23 &lt;http: com="" meta="" html=""&gt;&lt;br /&gt;&lt;br /&gt;Author's Keywords:&lt;br /&gt;video games, ratings, ESRB, content analysis, culture&lt;br /&gt;&lt;br /&gt;Publication Type: Conference Paper/Unpublished Manuscript&lt;br /&gt;Abstract: Using content analysis, this research evaluated the accuracy and accountability of the Entertainment Software Review Board’s (ESRB’s) video game rating system. With a sample of the 20 most popular videogames from Nintendo, Sony and Microsoft this research compared the content observed in games with content descriptors found on video game packaging. Characters found in the games were also analyzed to determine whether or not their appearance, behavior or experiences were accurately represented in the games. Key findings suggest that the ESRB does not always accurately indicate when there are depictions of violence, sex, substance abuse, or profanity in language or music&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;Boyan, Andrew. "Shaping Video Game Content: Modeling Determinants That Impact Game Quality" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada, May 22, 2008 Online &lt;application pdf=""&gt;. 2008-12-05 &lt;http: com="" meta="" html=""&gt;&lt;br /&gt;&lt;br /&gt;Publication Type: Conference Paper/Unpublished Manuscript&lt;br /&gt;Abstract: An axiomatic model of video game quality is presented. Major groupings of variables from the film success prediction literature are taken and modified into a model with an outcome of video game quality. Major constructs, such as video game quality, are defined with regard to conceptual and operational considerations. The model is presented with an outcome of quality as opposed to financial success. Major assumptions are stated and the model is diagrammed conceptually. Testable hypotheses are generated from the model that specify relationships between interesting variables, and a discussion of further development including testing relationships and model revision is addressed.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.allacademic.com/one/www/www/index.php?cmd=www_search&amp;amp;offset=0&amp;amp;limit=5&amp;amp;multi_search_search_mode=publication&amp;amp;multi_search_publication_fulltext_mod=fulltext&amp;amp;textfield_submit=true&amp;amp;search_module=multi_search&amp;amp;search=Search&amp;amp;search_field=title_idx&amp;amp;fulltext_search=Shaping+Video+Game+Content%3A+Modeling+Determinants+That+Impact+Game+Quality"&gt;http://www.allacademic.com/one/www/www/index.php?cmd=www_search&amp;amp;offset=0&amp;amp;limit=5&amp;amp;multi_search_search_mode=publication&amp;amp;multi_search_publication_fulltext_mod=fulltext&amp;amp;textfield_submit=true&amp;amp;search_module=multi_search&amp;amp;search=Search&amp;amp;search_field=title_idx&amp;amp;fulltext_search=Shaping+Video+Game+Content%3A+Modeling+Determinants+That+Impact+Game+Quality&lt;/a&gt;&lt;/http:&gt;&lt;/application&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://npd.com/corpServlet?nextpage=entertainment-retail-tracking-service_s.html"&gt;NPD Retail Tracking Service For PC Games And Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.enterbrain.co.jp/en/c_outline/mark.html"&gt;Enterbrain&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.chart-track.co.uk/index.jsp?c=p/news/index.jsp"&gt;ChartTrack&lt;/a&gt;&lt;/http:&gt;&lt;/not&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-7669879661844613760?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/7669879661844613760/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=7669879661844613760' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7669879661844613760'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/7669879661844613760'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/12/reviews.html' title='Reviews'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-3581464552416274348</id><published>2008-12-05T14:45:00.001Z</published><updated>2008-12-05T14:48:07.136Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='user experience'/><category scheme='http://www.blogger.com/atom/ns#' term='takatalo'/><category scheme='http://www.blogger.com/atom/ns#' term='UX'/><title type='text'>User Experience in (digital) games</title><content type='html'>&lt;a href="http://research.nokia.com/publications/user_experience_games"&gt;User experience in games&lt;/a&gt;&lt;br /&gt;Publication Type    Journal Article&lt;br /&gt;Year of Publication    2008&lt;br /&gt;Authors    Takatalo Jari; Hakkinen Jukka; Kaistinen Jyrki; Nyman G&lt;br /&gt;Journal Title    Human Computer Interaction, I-Tech Press, Vienna, Austria&lt;br /&gt;&lt;br /&gt;&lt;a href="http://research.nokia.com/publications/user_experience_digital_games"&gt;User experience in digital games&lt;/a&gt;&lt;br /&gt;Publication Type    Journal Article&lt;br /&gt;Year of Publication    2008&lt;br /&gt;Authors    Takatalo Jari; Hakkinen Jukka; Kaistinen Jyrki; Nyman G&lt;br /&gt;Journal Title    Human Computer Interaction&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Two different versions,&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.proof.i-techonline.com/hci/19.Takatalo_final.pdf"&gt;http://www.proof.i-techonline.com/hci/19.Takatalo_final.pdf&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.intechweb.org/downloadpdf.php?id=5728&amp;amp;PHPSESSID=b6bls770bnrre83ilk89s0rg72"&gt;http://www.intechweb.org/downloadpdf.php?id=5728&amp;amp;PHPSESSID=b6bls770bnrre83ilk89s0rg72&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-3581464552416274348?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/3581464552416274348/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=3581464552416274348' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3581464552416274348'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3581464552416274348'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/12/user-experience-in-digital-games.html' title='User Experience in (digital) games'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-3185066051222136880</id><published>2008-11-29T13:43:00.003Z</published><updated>2008-11-29T13:48:04.793Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='culture'/><title type='text'>Game culture</title><content type='html'>&lt;a href="https://repository.libis.kuleuven.be/dspace/handle/1979/225"&gt;The promise of perfection : a cultural perspective on the shaping of computer simulation and games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.mict.be/personeel/dr-jan-van-looy"&gt;Van Looy, Jan&lt;/a&gt;&lt;br /&gt;19-Apr-2006&lt;br /&gt;&lt;br /&gt;Summary&lt;br /&gt;&lt;blockquote&gt;"My dissertation deals with the question as to what extent a technological phenomenon such as the development of computer simulation and games can be described within a broader cultural frame. Traditionally, a radical distinction is made between socio-cultural and technological development, whereby the latter is often seen as an intruder trying to impose its laws upon human society from some vague outside. Since the 1980s, however, this so-called technologically deterministic perspective is being criticized by a predominantly European, constructivist school which emphasizes the socio-cultural shaping of technology by demonstrating that technological development is not an isolated phenomenon, but is shaped by the society by which it is pursued. My dissertation inscribes itself into this research tradition, whereby the central thesis is that computer simulation and games, both in their technological foundations and their content, form a reflexion of a number of cultural developments that have taken place in the second half of the twentieth century, most notably the growing emphasis on efficiency through competition and, concomitantly, on mathematical and quantitative analysis and description of reality. After a first, mainly methodological chapter in which the above is further explained, the dissertation follows a movement from form to function, from machine to man. The second chapter deals with the technological principles of mathematical modeling and the influence they have on the way in which physical and behavioral phenomena are represented. The third chapter explores the ontological status of modeled objects and phenomena, the so-called virtual, whereby the main thesis is that virtuality is a form of mimesis, of representation rather than a possible reality. The fourth chapter describes the role of the player, whereby it is noted that computer simulation and games distinguish themselves from other interactive forms such as hypertext literature and digital cinema by providing a fictional identity for the player who is, as it were, thrown into the virtual world (introjection). The fifth and final chapter deals with the question of why man likes to play so much, why he seemingly without a purpose immerses himself in a fictional environment. The main argument laid out here is the so-called 'coping'-theory which claims that man uses fictional representations in order to negotiate his place in reality both practically and emotionally so as to come to terms with his fears and desires. Computer games are seen as a virtualization of the social pressure to be successful, a way of dealing with the fear of failure."&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;Summary for the general public&lt;br /&gt;&lt;blockquote&gt;"Despite the fact that computer games are almost half a century old and play an increasingly important role economically and as a driving force behind technological innovation, they are still regarded suspiciously or even treated with downright hostility by the public and the press. Recently in Ghent, for example, a petition was started against the so-called 'pestering'-game Bully, even before the game had come out and anyone could have played it. When you write a book about the experience of being bullied, you can be nominated for a literary prize (see for example Gregie De Maeyer's Juul, 1996), but if you make a game about that very same subject your work risks being forbidden. How can this be explained? How come that new forms of culture, particularly when they make use of new technology (think of jazz, pinball machines, television, rock music etc.) are treated with so much disdain by the establishment? One possible reason is that subconsciously we tend to make a radical distinction between society and technology, whereby the latter is seen as a dangerous intruder trying to impose its will upon human society. My research goes against this line of thought, however, and inquires into the underlying cultural motivations which have lead to the development of computer games. Thereby my main thesis is that they are not a purely technological phenomenon, but an intrinsically cultural response to a human desire. Technologically, a computer game is a quantitative model describing a phenomenon – driving a car for example – in mathematical functions which are then simulated by a computer. This form of representation is associated with the growing cultural emphasis on quantitative description of reality, just think of the increasingly important role of economy and statistics in present-day social debate. In this context, the game world or virtual environment is often depicted as a sort of semi-reality in which magical swords and virtual islands change hands for real cash. This in turn is linked with the growing significance of media and representation in our society. What distinguishes computer games from other forms of interactive media is the fact that they provide an active role for the player in the fictional world. Whereas the reader of a book or the spectator of a film (even when they are interactive) remains safely outside the fictional happenings, the player of a game is cast amongst them (introjection). Why people like to play so much, finally, can be explained as an urge to retire to a safe environment where they can freely experiment with thoughts and feelings so as to come to terms with fears and desires. From this perspective, the development and popularity of a game such as Bully can be explained as it being a way for the child to learn to deal with pestering in a safe, virtual environment so as to arm themselves psychologically against a reality experienced as hostile."&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;Table of Contents&lt;br /&gt;&lt;blockquote&gt;"Contents&lt;br /&gt;Acknowledgments&lt;br /&gt;Introduction&lt;br /&gt;I. Technology and Culture&lt;br /&gt;1. Computer Games as Interactive Text&lt;br /&gt;2. Computer Games as New Media&lt;br /&gt;3. Computer Games as Cultural Form&lt;br /&gt;II. Computer Simulation&lt;br /&gt;1. Mathematical Modeling&lt;br /&gt;2. Modeling Thought?&lt;br /&gt;3. Message in a Throttle&lt;br /&gt;4. Simulation and Culture&lt;br /&gt;III. Virtual Ontology&lt;br /&gt;1. What is the Virtual? Stating the Problem.&lt;br /&gt;2. The Virtual as a Possible World&lt;br /&gt;3. The Virtual as Mimesis&lt;br /&gt;IV. Simulating a Self&lt;br /&gt;1. Introjection&lt;br /&gt;2. Playing God&lt;br /&gt;3. Point of View&lt;br /&gt;V.The Purpose of Play&lt;br /&gt;1. Playing as Coping with Reality&lt;br /&gt;2. Gaming as Coping with Competition&lt;br /&gt;Media Cited&lt;br /&gt;Publications Cited&lt;br /&gt;Appendix: Full List of Contents"&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-3185066051222136880?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/3185066051222136880/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=3185066051222136880' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3185066051222136880'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3185066051222136880'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/11/game-culture.html' title='Game culture'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-1663817337486331159</id><published>2008-11-25T15:28:00.001Z</published><updated>2008-11-25T15:29:32.292Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='body language'/><category scheme='http://www.blogger.com/atom/ns#' term='immersion'/><category scheme='http://www.blogger.com/atom/ns#' term='facial expression'/><title type='text'>Facial Expressions</title><content type='html'>Footage of the facial expressions of &lt;a href="http://video.nytimes.com/video/2008/11/21/magazine/1194833565213/immersion.html"&gt;kids playing video games&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-1663817337486331159?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/1663817337486331159/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=1663817337486331159' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1663817337486331159'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/1663817337486331159'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/11/facial-expressions.html' title='Facial Expressions'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-6484806717074573863</id><published>2008-11-25T15:20:00.001Z</published><updated>2008-11-25T15:21:50.246Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='semiotics'/><category scheme='http://www.blogger.com/atom/ns#' term='aesthetics'/><category scheme='http://www.blogger.com/atom/ns#' term='epistemology'/><category scheme='http://www.blogger.com/atom/ns#' term='cognition'/><category scheme='http://www.blogger.com/atom/ns#' term='cognitive science'/><category scheme='http://www.blogger.com/atom/ns#' term='hermeneutics'/><category scheme='http://www.blogger.com/atom/ns#' term='consciousness'/><title type='text'>Gameplay</title><content type='html'>@inproceedings { 3232,&lt;br /&gt; title = {&lt;a href="http://gamescience.bth.se/download/14/"&gt;What does it mean to understand gameplay?&lt;/a&gt;},&lt;br /&gt; journal = {First Symposium on Ludic Engagement Designs for All (LEDA)},&lt;br /&gt; year = {2007},&lt;br /&gt; month = {28/11/2007},&lt;br /&gt; publisher = {Aalborg University},&lt;br /&gt; organization = {Aalborg University},&lt;br /&gt; address = {Aalborg University Esbjerg, Denmark},&lt;br /&gt; abstract = {Understanding  gameplay  requires  a  consideration  of basic  epistemological  questions  about  the  nature  of understanding. Grounded  in  a  tradition of philosophical hermeneutics,  it  is  possible  to  approach  the understanding  of  gameplay  as  a  matter  of  generating mappings  to  explanatory  frameworks  in  alternative interpretation  paradigms.  It  is  especially  useful  to consider  gameplay  from  perspectives  of  cognitive science,  semiotics, consciousness  studies and aesthetics. Each  of  these  approaches  provides  a  different  but compatible  perspective  on  understanding  play. Integrating  these  perspectives  without  losing  their differences  provides  a  comprehensive  theoretical &lt;br /&gt;framework for play analysis.},&lt;br /&gt; keywords = {gameplay, epistemology, cognition,  consciousness, semiotics, aesthetics, knowledge, hermeneutics, philosophy, framework, interpretation, paradigm, play, theory, analysis, understanding},&lt;br /&gt; URL = {&lt;a href="http://gamescience.bth.se/download/14/"&gt;http://gamescience.bth.se/download/14/&lt;/a&gt;},&lt;br /&gt; author = {Lindley Craig A and Nacke, Lennart and Sennersten, Charlotte}&lt;br /&gt;}&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-6484806717074573863?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/6484806717074573863/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=6484806717074573863' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/6484806717074573863'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/6484806717074573863'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/11/gameplay.html' title='Gameplay'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-2559230989464255443</id><published>2008-11-25T15:17:00.005Z</published><updated>2008-12-31T14:07:42.491Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='schema'/><category scheme='http://www.blogger.com/atom/ns#' term='Lindley'/><category scheme='http://www.blogger.com/atom/ns#' term='cognitive model'/><category scheme='http://www.blogger.com/atom/ns#' term='cognition'/><category scheme='http://www.blogger.com/atom/ns#' term='Sessersten'/><category scheme='http://www.blogger.com/atom/ns#' term='experience'/><category scheme='http://www.blogger.com/atom/ns#' term='attention'/><category scheme='http://www.blogger.com/atom/ns#' term='script'/><category scheme='http://www.blogger.com/atom/ns#' term='engagement'/><title type='text'>Player Profiles</title><content type='html'>The other night I was chatting with Oli, a friend of mine, about games he likes and I began to form a sort of profile of his tastes and motivations.&lt;br /&gt;&lt;br /&gt;It began when I said that Half Life 2 (PC) was my favourite game, which he thought was nice looking but not such an amazing experience. In order to find out why our opinions different I asked him what other games he did like. Things like Civilization 4 (PC) and Wipeout (PS2) came up, and by continually asking questions I was able to differentiate these to games like HL2 and Guild Wars (PC).&lt;br /&gt;&lt;br /&gt;For Oli the interest in games seems to be about making engaging decisions. For Wipeout these decisions might be very simple, but they have to be made very precisely and in time. Civilization offers a different kind of engagement, where the decisions are more complex and can be executed in a far greater timeframe, but which are highly engaging for him anyway.&lt;br /&gt;&lt;br /&gt;In Oli's experience, the kinds of decision making required in Guild Wars is much more automatic - one rote learns the optimal method for overcoming a task, then success is merely a matter of pressing the buttons like an automaton.&lt;br /&gt;&lt;br /&gt;Also, Oli prefered HL to HL2 as he disliked the way NPCs in HL2 would talk to you as a hero ("&lt;span style="font-weight: bold;"&gt;The&lt;/span&gt; Gordon Freeman!"). He described how he prefers scenarios where he's deposited into an uncaring world, where he has to prove his competance.&lt;br /&gt;&lt;br /&gt;I find the diversity of individual's gaming pleasures fascinating, and I look forward to seeing whether any of this literature can help elucidate the topic!&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;Lots of issues about gender in this &lt;a href="http://www.investigaming.com/index/tag/motivations"&gt;biliography&lt;/a&gt; over at &lt;a href="http://www.investigaming.com/"&gt;InvestiGaming&lt;/a&gt; at Michigan State University.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;"Video games and the pleasures of control" Torben Grodal, in&lt;br /&gt;&lt;a href="http://books.google.com/books?id=PWcfOQ47hUAC"&gt;Media Entertainment: The Psychology of Its Appeal&lt;/a&gt;&lt;br /&gt;By Dolf Zillmann, Peter Vorderer&lt;br /&gt;Published by Lawrence Erlbaum Associates, 2000&lt;br /&gt;ISBN 0805833250, 9780805833256&lt;br /&gt;282 pages&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;@article{KristenLucas10012004,&lt;br /&gt;author = {Lucas, Kristen and Sherry, John L.},&lt;br /&gt;title = {{&lt;a href="http://crx.sagepub.com/cgi/reprint/31/5/499.pdf"&gt;Sex Differences in Video Game Play:: A Communication-Based Explanation&lt;/a&gt;}},&lt;br /&gt;journal = {Communication Research},&lt;br /&gt;volume = {31},&lt;br /&gt;number = {5},&lt;br /&gt;pages = {499-523},&lt;br /&gt;doi = {10.1177/0093650204267930},&lt;br /&gt;year = {2004},&lt;br /&gt;abstract = {In this study, we examined gender differences in video game use by focusing on interpersonal needs for inclusion, affection, and control, as well as socially constructed perceptions of gendered game play. Results of a large-scale survey (n = 534) of young adults' reasons for video game use, preferred game genres, and amount of game play are reported. Female respondents report less frequent play, less motivation to play in social situations, and less orientation to game genres featuring competition and three-dimensional rotation. Implications for game design are discussed.&lt;br /&gt;},&lt;br /&gt;URL = {&lt;a href="http://crx.sagepub.com/cgi/content/abstract/31/5/499"&gt;http://crx.sagepub.com/cgi/content/abstract/31/5/499&lt;/a&gt;},&lt;br /&gt;eprint = {&lt;a href="http://crx.sagepub.com/cgi/reprint/31/5/499.pdf"&gt;http://crx.sagepub.com/cgi/reprint/31/5/499.pdf&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@article{,&lt;br /&gt;author = {Griffiths,Mark D. and Davies,Mark N.O. and Chappell,Darren},&lt;br /&gt;title = {&lt;a href="http://www.liebertonline.com/doi/pdf/10.1089/cpb.2004.7.479"&gt;Demographic Factors and Playing Variables in Online Computer Gaming&lt;/a&gt;},&lt;br /&gt;journal = {CyberPsychology &amp;amp; Behavior},&lt;br /&gt;volume = {7},&lt;br /&gt;number = {4},&lt;br /&gt;pages = {479-487},&lt;br /&gt;year = {2004},&lt;br /&gt;doi = {&lt;a href="http://www.blogger.com/10.1089/cpb.2004.7.479"&gt;10.1089/cpb.2004.7.479&lt;/a&gt;},&lt;br /&gt;note ={PMID: 15331036},&lt;br /&gt;URL = {&lt;a href="http://www.liebertonline.com/doi/abs/10.1089/cpb.2004.7.479"&gt;http://www.liebertonline.com/doi/abs/10.1089/cpb.2004.7.479&lt;/a&gt;},&lt;br /&gt;eprint = {&lt;a href="http://www.liebertonline.com/doi/pdf/10.1089/cpb.2004.7.479"&gt;http://www.liebertonline.com/doi/pdf/10.1089/cpb.2004.7.479&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{958735,&lt;br /&gt;author = {Peter Vorderer and Tilo Hartmann and Christoph Klimmt},&lt;br /&gt;title = {&lt;a href="http://portal.acm.org/citation.cfm?id=958720.958735#"&gt;Explaining the enjoyment of playing video games: the role of competition&lt;/a&gt;},&lt;br /&gt;booktitle = {ICEC '03: Proceedings of the second international conference on Entertainment computing},&lt;br /&gt;year = {2003},&lt;br /&gt;pages = {1--9},&lt;br /&gt;location = {Pittsburgh, Pennsylvania},&lt;br /&gt;publisher = {Carnegie Mellon University},&lt;br /&gt;address = {Pittsburgh, PA, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.allacademic.com/meta/p111471_index.html"&gt;Video Game Uses and Gratifications as Predictors of Use and Game Preference&lt;/a&gt; in &lt;a href="http://books.google.com/books?id=wlX9wjhpPOYC"&gt;Playing Video Games: Motives, Responses, and Consequences&lt;/a&gt;&lt;br /&gt;By Peter Vorderer, Jennings Bryant&lt;br /&gt;Published by Routledge, 2006&lt;br /&gt;ISBN 0805853227, 9780805853223&lt;br /&gt;464 pages&lt;br /&gt;&lt;br /&gt;@article{105157,&lt;br /&gt;author = {David Myers},&lt;br /&gt;title = {&lt;a href="http://dx.doi.org/10.1177/104687819002100403"&gt;A Q-study of game player aesthetics&lt;/a&gt;},&lt;br /&gt;journal = {Simul. Gaming},&lt;br /&gt;volume = {21},&lt;br /&gt;number = {4},&lt;br /&gt;year = {1990},&lt;br /&gt;issn = {1046-8781},&lt;br /&gt;pages = {375--396},&lt;br /&gt;doi = {&lt;a href="http://dx.doi.org/10.1177/104687819002100403"&gt;http://dx.doi.org/10.1177/104687819002100403&lt;/a&gt;},&lt;br /&gt;publisher = {Sage Publications, Inc.},&lt;br /&gt;address = {Thousand Oaks, CA, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.liebertonline.com/doi/abs/10.1089/109493103321167992"&gt;&lt;/a&gt;@article { 3233,&lt;br /&gt;title = {&lt;a href="http://www.hindawi.com/GetPDF.aspx?doi=10.1155/2008/216784"&gt;Game Play Schemas: From Player Analysis to Adaptive Game Mechanics&lt;/a&gt;},&lt;br /&gt;journal = {International Journal of Computer Games Technology},&lt;br /&gt;volume = {2008},&lt;br /&gt;year = {2007},&lt;br /&gt;note = {online journal},&lt;br /&gt;month = {10/2007},&lt;br /&gt;pages = {7 pages},&lt;br /&gt;abstract = {Schema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich explanatory framework for the cognitive processes underlying game play, as well as detailed hypotheses for the hierarchical structure of pleasures and rewards motivating players. Game engagement is accounted for as a process of schema selection or development, while immersion is explained in terms of levels of attentional demand in schema execution. However, schemas may not only be used to describe play, but might be used actively as cognitive models within a game engine. Predesigned schema models are knowledge representations constituting anticipated or desired learned cognitive outcomes of play. Automated analysis of player schemas and comparison with predesigned target schemas can provide a foundation for a game engine adapting or tuning game mechanics to achieve specific effects of engagement, immersion, and cognitive skill acquisition by players. Hence, schema models may enhance the play experience as well as provide a foundation for achieving explicitly represented pedagogical or therapeutic functions of games.},&lt;br /&gt;keywords = {gameplay, schema, game, engagement, attention, script, cognitive model, cognition,  patterns, interaction, play, theory, analysis, understanding, experience},&lt;br /&gt;URL = {&lt;a href="http://www.hindawi.com/GetPDF.aspx?doi=10.1155/2008/216784"&gt;http://www.hindawi.com/GetPDF.aspx?doi=10.1155/2008/216784&lt;/a&gt;},&lt;br /&gt;author = {Lindley Craig A and Sennersten, Charlotte}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{1413647,&lt;br /&gt;author = {Dimitri Schuurman and Katrien De Moor and Lieven De Marez and Jan Van Looy},&lt;br /&gt;title = {Fa&lt;a href="http://doi.acm.org/10.1145/1413634.1413647"&gt;nboys, competers, escapists and time-killers: a typology based on gamers' motivations for playing video games&lt;/a&gt;},&lt;br /&gt;booktitle = {DIMEA '08: Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts},&lt;br /&gt;year = {2008},&lt;br /&gt;isbn = {978-1-60558-248-1},&lt;br /&gt;pages = {46--50},&lt;br /&gt;location = {Athens, Greece},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1413634.1413647"&gt;http://doi.acm.org/10.1145/1413634.1413647&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@article{,&lt;br /&gt;author = {Griffiths,Mark D. and Davies,Mark  N.O. and Chappell,Darren},&lt;br /&gt;title = {Breaking the Stereotype: The Case of Online Gaming},&lt;br /&gt;journal = {CyberPsychology &amp;amp; Behavior},&lt;br /&gt;volume = {6},&lt;br /&gt;number = {1},&lt;br /&gt;pages = {81-91},&lt;br /&gt;year = {2003},&lt;br /&gt;doi = {10.1089/109493103321167992},&lt;br /&gt;note ={PMID: 12650566},&lt;br /&gt;URL = {&lt;a href="http://www.liebertonline.com/doi/abs/10.1089/109493103321167992"&gt;http://www.liebertonline.com/doi/abs/10.1089/109493103321167992&lt;/a&gt;},&lt;br /&gt;eprint = {http://www.liebertonline.com/doi/pdf/10.1089/109493103321167992}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;Who plays, how much, and why? Debunking&lt;br /&gt;the stereotypical gamer profile&lt;br /&gt;&lt;br /&gt;@article {Williams:July 2008:1083-6101:993,&lt;br /&gt;author = "Williams, Dmitri",&lt;br /&gt;author = "Yee, Nick",&lt;br /&gt;author = "Caplan, Scott E.",&lt;br /&gt;title = "&lt;a href="http://www.ingentaconnect.com/content/bpl/jcmc/2008/00000013/00000004/art00010"&gt;Who plays, how much, and why? Debunking the stereotypical gamer profile&lt;/a&gt;",&lt;br /&gt;journal = "Journal of Computer-Mediated Communication",&lt;br /&gt;volume = "13",&lt;br /&gt;year = "July 2008",&lt;br /&gt;abstract = "&lt;i&gt;Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator. In the current study, 7,000 players of the massively multiplayer online game (MMO) &lt;i&gt;EverQuest 2 &lt;/i&gt;were surveyed about their offline characteristics, their motivations and their physical and mental health. These self-report data were then combined with data on participants' actual in-game play behaviors, as collected by the game operator. Most of the results defy common stereotypes in surprising and interesting ways and have implications for communication theory and for future investigations of games.&lt;/i&gt;",&lt;br /&gt;pages = "993-1018(26)",&lt;br /&gt;url = "&lt;a href="http://www.ingentaconnect.com/content/bpl/jcmc/2008/00000013/00000004/art00010"&gt;http://www.ingentaconnect.com/content/bpl/jcmc/2008/00000013/00000004/art00010&lt;/a&gt;"&lt;br /&gt;doi = "&lt;a href="doi:10.1111/j.1083-6101.2008.00428.x"&gt;doi:10.1111/j.1083-6101.2008.00428.x&lt;/a&gt;"&lt;br /&gt;}&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-2559230989464255443?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/2559230989464255443/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=2559230989464255443' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2559230989464255443'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/2559230989464255443'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/11/player-profiles.html' title='Player Profiles'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-328139511205841993</id><published>2008-11-24T23:57:00.011Z</published><updated>2008-12-05T15:11:20.382Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='immersion'/><category scheme='http://www.blogger.com/atom/ns#' term='fuga'/><category scheme='http://www.blogger.com/atom/ns#' term='boredom'/><category scheme='http://www.blogger.com/atom/ns#' term='experience'/><category scheme='http://www.blogger.com/atom/ns#' term='flow'/><category scheme='http://www.blogger.com/atom/ns#' term='engagement'/><title type='text'>Flow</title><content type='html'>Klimmt, Christoph., Hefner, Dorothee., Vorderer, Peter. and Roth, Christian. "Exploring the Complex Relationships Between Player Performance, Self-Esteem Processes, and Video Game Enjoyment" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada, May 21, 2008 Online &lt;APPLICATION/PDF&gt;. 2008-12-05 &lt;http://www.allacademic.com/meta/p231822_index.html&gt;&lt;br /&gt;&lt;br /&gt;    Publication Type: Conference Paper/Unpublished Manuscript&lt;br /&gt;    Abstract: This paper contributes to the explanation of video game enjoyment and addresses the importance of player performance and its consequences for self-esteem as factor in the entertainment experience of playing a video game. Based on theoretical considerations from motivational psychology and entertainment theory, two exploratory studies are reported. A correlational study suggests that avoiding failures is more critical to maintaining game enjoyment than achieving success. An experimental investigation (study 2) reveals complex relationships between pre-play and post-play self-esteem (assessed by implicit measures), game difficulty, and game enjoyment. A working model is derived from the findings that suggests differential processes in player performance, self-esteem, and game enjoyment for game experts and game novices. Performance seems to be much more relevant to the entertainment experience of game experts than it is for game novices.&lt;br /&gt;&lt;br /&gt;Author's Keywords:&lt;br /&gt;    Video games, computer games, enjoyment, entertainment, performance, self-esteem, implicit measures&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Sherry, John., Rosaen, Sarah., Bowman, Nicholas. and Huh, Searle. "Cognitive Skill Predicts Video Game Ability" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany,  Online &lt;APPLICATION/PDF&gt;. 2008-12-05 &lt;http://www.allacademic.com/meta/p92827_index.html&gt;&lt;br /&gt;&lt;br /&gt;    Publication Type: Conference Paper/Unpublished Manuscript&lt;br /&gt;    Abstract: This paper tests media flow theory in the case of video game play. Specifically, it tests the assertion that success at media use is a function of the difficulty of the medium in relation to the audience member's ability to use the medium. 138 young adults were tested for cognitive skills in four domains and played simple video games that required skill in those domains. As predicted, individual differences in cognitive skill predicted success in game play. Importantly, these relationships remained after controlling for sex and game playing experience.&lt;br /&gt;&lt;br /&gt;Author's Keywords:&lt;br /&gt;    cognitive, video game, media flow theory&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Lee, Doohwang. and Larose, Robert. "The Impact of Flow Experience on Self-Regulation and Usage in Video Game Play" Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY,  Online &lt;PDF&gt;. 2008-12-05 &lt;http://www.allacademic.com/meta/p14921_index.html&gt;&lt;br /&gt;&lt;br /&gt;    Publication Type: Conference Paper/Unpublished Manuscript&lt;br /&gt;    Abstract: This study explored factors that motivate video game players to engage in video gaming behavior. Based on Bandura’s theory of self-regulation (1991) and Csikszentimihaly’s theory of flow experience (1975), this study proposed an integrative model of video game consumption behavior and investigated how flow experiences affect self-regulatory mechanism of media behavior involving self-reactive outcome expectations, deficient self-regulation, and habitual media behavior. As expected, this study found significant impacts of flow experience on video game self-reactive outcome expectations, deficient self-regulation, and habitual consumption behavior among 411 college undergraduate students. However, there was no direct relationship between flow experience and the amount of time spent on playing video games. Combined, these variables explained 54 percent of the variance in video game use.&lt;br /&gt;&lt;br /&gt;Author's Keywords:&lt;br /&gt;    Flow, Self-Regulation, Video Game&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Skalski, Paul., Lange, Ryan., Tamborini, Ron. and Shelton, Ashleigh. "Mapping the Road to Fun: Natural Video Game Controllers, Presence, and Game Enjoyment" Paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA, May 23, 2007 Online &lt;PDF&gt;. 2008-12-05 &lt;http://www.allacademic.com/meta/p172703_index.html&gt;&lt;br /&gt;&lt;br /&gt;    Publication Type: Conference Paper/Unpublished Manuscript&lt;br /&gt;    Abstract: This study examines the potential for natural mapping to affect presence-related outcomes of video game exposure. Interactivity in the form of natural mapping has been advocated as a possible contributor to presence experiences, yet few studies to date have investigated this potential, particularly as it applies to video games, which are expected to make extensive use of naturally mapped controllers in the future. This paper formulates a preliminary typology of natural mapping and subsequently addresses how 2 types of natural mapping impact the experience of a video game, with the expectation that more natual mapping leads to increased spatial presence affecting game enjoyment. A total of 78 subjects took part in an experimental investigation manipulating the type of controller used to play a PC driving video game (steering wheel, gamepad, joystick, or keyboard). Following play, subjects completed measures of perceived controller naturalness (included to provide a manipulation check and continuous measure of naturalness), spatial presence, and game enjoyment. Results of the study were generally consistent with expectations, and the implications of the findings are discussed.&lt;br /&gt;&lt;br /&gt;Author's Keywords:&lt;br /&gt;    Video Games, Presence, Enjoyment, Interfaces, Controllers&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.allacademic.com/meta/p172703_index.html"&gt;http://www.allacademic.com/meta/p172703_index.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;Bowman, N. D. and Boyan, A. C. , 2008-05-21  "&lt;a href="http://www.allacademic.com/meta/p233727_index.html"&gt;Cognitive Skill as a Predictor of Flow and Presence in Naturally Mapped Video Games&lt;/a&gt;" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada Online &lt;APPLICATION/PDF&gt;.  2008-11-26 from &lt;a href="http://www.allacademic.com/meta/p233727_index.html"&gt;http://www.allacademic.com/meta/p233727_index.html&lt;/a&gt;&lt;br /&gt;    Publication Type: Conference Paper/Unpublished Manuscript&lt;br /&gt;    Abstract: Recently, game companies have marketed more games and game systems that use controllers designed to transfer real world behavior into the virtual world (e.g., Wii, Guitar Hero, etc.). This study looks at the mechanisms by which these new controllers facilitate entertainment including cognitive skill and presence. An experiment was&lt;br /&gt;    conducted in which subjects played the first person shooter Call of Duty using a traditional game controller system and a Nintendo Wii system. Results show that both systems facilitated high levels of flow and game performance. Both cognitive skill (variance explained = 27%; variance explained = 21%) and presence (variance&lt;br /&gt;    explained = 26%; variance explained = 33%) predicted flow in an additive model (total variance explained = 55%; total variance explained = 56%) in the traditional and Wii version, respectively.&lt;br /&gt;&lt;br /&gt;Author's Keywords:&lt;br /&gt;    flow, presence, natural mapping, video games, cognitive skills&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.time.com/time/health/article/0,8599,1606395,00.html"&gt;Getting Serious About Happiness&lt;/a&gt;&lt;br /&gt;Jeremy Caplan&lt;br /&gt;Tuesday April 3, 2007&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;&lt;a href="http://flowstate.homestead.com/files/csikszentmihalyi_three.html"&gt;In the Zone: A Bio-Behavioristic Analysis of Csikszentmihalyi's Flow Experience&lt;/a&gt;.&lt;br /&gt;J. Marr&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://flowstate.homestead.com/csikscience.html"&gt;Is Flow Science?&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://flowstate.homestead.com/files/zflowlousy.htm "&gt;The Flow Experience: The Summa Cum Lousy of Bad Psychology&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://flowstate.homestead.com/files/mydryart2.html"&gt;An introduction to the ‘serious’ part of Dr. Mezmer’s site&lt;br /&gt;Flow, Metaphor, and Churchill’s Nose&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://flowstate.homestead.com/csikszentmihalyi.html"&gt;Csikszentmihalyi Un-Flow Page&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://flowstate.homestead.com/chikinfri.html "&gt;Dsikszentmihalyi's Evil Twin and the UnFlow Experience&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;&lt;a href="http://comm.msu.edu/modules.php?name=Contacts&amp;op=details&amp;id=188&amp;type=U&amp;department_id=0&amp;position_id=0"&gt;Nick Bowman&lt;/a&gt;&lt;br /&gt;Ph.D. candidate, Instructor&lt;br /&gt;Michigan State Uni&lt;br /&gt;College of Communication Arts &amp; Sciences&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Bio&lt;br /&gt;Nick is at MSU to study enjoyment. Specifically, his research interest examine the effects of new technologies, specifically video games and other interactive media, on the entertainment process. Other areas of interest include entertainment gaming technologies, flow states and telepresence, avatar usage and character attachment, educational gaming, and the usage and influence of e-mail and other communication technologies in the professional environment."&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://ndbowman.info/documents/Bowman-ResearchStatement.pdf"&gt;Research Statement&lt;/a&gt;&lt;br /&gt;&lt;blockquote&gt;"In terms of explaining media choices,  My dissertation work is an extension of selective exposure &lt;br /&gt;theory to explain motives behind video game play. Bryant and Davies (2006) write that research &lt;br /&gt;on the motivations behind video game uses are scant, and research applying SET to video games &lt;br /&gt;is virtually non-existent. My dissertation addresses this research gap by extending the theory to &lt;br /&gt;explain and predict exposure to video games. The eventual goal of this line of research is to &lt;br /&gt;understand comparative selective exposure processes, such as identifying the conditions under &lt;br /&gt;which individuals would choose some forms of media over others. Given the increasingly &lt;br /&gt;diverse set of entertainment options available to today’s consumer, this line of research is &lt;br /&gt;increasingly compelling, as it begins to empirically delineate potential differences between &lt;br /&gt;media that may explain differential uses and effects observed in extant literature. Other research &lt;br /&gt;of mine on media use includes work on the differential appeal of violence in films and video &lt;br /&gt;games (Skalski, Bowman, Eden, Maloney, &amp; Lange, 2007; in preparation for Journal of &lt;br /&gt;Broadcasting and Electronic Media), the role of personality in video game addiction (Huh &amp; &lt;br /&gt;Bowman, 2008), gender differences in appeal of public arcade games (Bowman, Eden, &amp; &lt;br /&gt;Grizzard, 2008), and the role of cognitive skills on game ability as an explanation for gender &lt;br /&gt;differences in video game play (Sherry, Rosaen, Bowman, &amp; Huh, 2006).  &lt;br /&gt; &lt;br /&gt;In terms of the media experience, my preliminary research project was an application of social &lt;br /&gt;facilitation theory to video game playing (Bowman, Tamborini, &amp; Sherry, 2008; in preparation &lt;br /&gt;for Media Psychology). This study found a significant effect of audience presence on video game &lt;br /&gt;performance, based on dominant cognitive skill responses. The study was well received at ICA &lt;br /&gt;Montreal 2008, and I am in the process of designing a replication of this study to extend the &lt;br /&gt;findings in a virtual environment to see if the presence of virtual audiences has a similar impact &lt;br /&gt;on game performance as the presence of actual audiences. This replication is particularly relevant &lt;br /&gt;to video games today, as on-line gaming has exploded in recent years, introducing mass virtual &lt;br /&gt;audiences to the traditional gaming environment. Other work on the media consumption &lt;br /&gt;experience has looked at factors involved in establishing one’s emotional attachment to and &lt;br /&gt;identification with video game characters (Lewis, Weber, &amp; Bowman, 2008), the influence of &lt;br /&gt;cognitive skills on game enjoyment and presence (Bowman &amp; Boyan, 2008; Sherry, Rosaen, &lt;br /&gt;Bowman, &amp; Huh, 2006), the role of extrinsic game challenge on game enjoyment via flow &lt;br /&gt;(Bowman &amp; Sherry, 2006), and the role of community in the on-line gaming experience &lt;br /&gt;(Schultheiss, Bowman, &amp; Schumann, 2008)."&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Published manuscripts*&lt;br /&gt;&lt;br /&gt;Bowman, N. D. (2008). A PAT on the back: Media flow theory revis(it)ed: Rocky Mountain Communication Review, 4(1), 27-39. Huh, S. &amp;&lt;br /&gt;&lt;br /&gt;Bowman, N. D. (2008). Perception and addiction of online games as a function of personality traits. Journal of Media Psychology, 13(2).&lt;br /&gt;&lt;br /&gt;Lewis, M. L., Weber, R., &amp; Bowman, N. D. (2008). "They may be pixels, but they're MY Pixels": Developing a metric of character attachment in role-playing video games. CyberPsychology and Behavior, 11(4).&lt;br /&gt;&lt;br /&gt;Sherry, J. L., &amp; Bowman, N. D. (2008). History of the Internet. In H. Bidgoli (Ed.), The Handbook of Computer Networks, Volume I: Key Concepts, Data Transmission, Digital and Optical Networks. Hoboken, NJ: John Wiley &amp; Sons. Sherry, J. L., &amp;&lt;br /&gt;&lt;br /&gt;Bowman, N. D. (2008). Computer games and child development. In W. Donsbach (Ed). International Encyclopedia of Communication, Vol. 3. Oxford: Blackwell.&lt;br /&gt;&lt;br /&gt;Conference Papers*&lt;br /&gt;&lt;br /&gt;Bowman, N. D., Eden, A., &amp; Grizzard, M. (2008, November). A funny thing happened at the arcade: A mixed-method approach to video game preferences and enjoyment. Paper to be presented at the Annual Meeting of the National Communication Association, San Diego.&lt;br /&gt;&lt;br /&gt;Silk, K., Yun, D., Bowman, N. D., Neuberger, L., &amp; Atkin, C. (2008, November). "Is it all in the Message?": The role of perceived control, responsibility, and efficacy in women's responses to breast cancer messages. Paper to be presented at the Annual Meeting of the National Communication Association, San Diego.&lt;br /&gt;&lt;br /&gt;Tamborini, R., Eden, A., Weber, R., Bowman, N. D., &amp; Grizzard, M. (2008, November) Variance in disposition and morality predicted by repeated exposure to daytime soap opera. Paper to be presented at the Annual Meeting of the National Communication Association, San Diego.&lt;br /&gt;&lt;br /&gt;Sherry, J. L., Boyan, A., &amp; Bowman, N. D. (2008, August). Why games are not fun. Presented at the Annual Convention of the American Psychological Association, Boston, MA.&lt;br /&gt;&lt;br /&gt;Schultheiss, D., Bowman, N. D., &amp; Schumann, C., (2008, August). Community vs. soloplaying in multiplayer internet games. Paper presentaed at The [Player] Conference, Copenhagen, Denmark.&lt;br /&gt;&lt;br /&gt;Bowman, N. D. (2008, June). In the mood to game: The extension of mood management theory to video games. Paper presented at the National Communication Association Doctoral Honor's Seminar, Tuscaloosa, AL.&lt;br /&gt;&lt;br /&gt;Bowman, N. D., &amp; Boyan, A. B. (2008, May). Cognitive skill as a predictor of flow and presence in naturally-mapped video games. Paper presented at the Annual Meeting of the International Communication Association, Montreal.&lt;br /&gt;&lt;br /&gt;Bowman, N. D., Tamborini, R., &amp; Sherry, J. L. (2008, May). Facilitating game play: How others affect performance at and enjoyment of video games. Paper presented at the Annual Meeting of the International Communication Association, Montreal.&lt;br /&gt;&lt;br /&gt;Eden, A., Bowman, N. D., &amp; Maloney, E. (2008, May). "That dude is good!": Gender-bias in on-line video games. Paper presented at the Annual Meeting of the International Communication Association, Montreal.&lt;br /&gt;&lt;br /&gt;Silk, K., Yun, D., Bowman, N. D., Neuberger, L., Atkin, C. (2008, May). Investigating the impact of breast cancer messages on women's perceptions: Results of a message testing pilot study. Paper presented at the Annual Meeting of the International Communication Association, Montreal.&lt;br /&gt;&lt;br /&gt;Bowman, N. D. (2008, March). In the mood to game: The extension of mood management theory to video games. Paper presented at the Media Entertainment Summit, Michigan State University, East Lansing, MI.&lt;br /&gt;&lt;br /&gt;*(2008 only) "&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="https://www.up.ac.za/dspace/bitstream/2263/6233/1/Almqvist_Concepts(2007).pdf"&gt;The concepts of participation, engagement and flow: A matter of creating optimal play experiences&lt;/a&gt;&lt;br /&gt;L Almqvist PhD&lt;br /&gt;Senior lecturer, Department of Social Sciences, Mälardalen University, Sweden.&lt;br /&gt;CJE Uys PhD&lt;br /&gt;Senior lecturer, Centre for Augmentative and Alternative Communication, University of Pretoria.&lt;br /&gt;A Sandberg PhD&lt;br /&gt;Associate Professor, Department of Social Sciences, Mälardalen University, Sweden.&lt;br /&gt;&lt;blockquote&gt;"Positive functioning relates to the ability to live a good and healthy life, but for children with special needs, this might be compromised and therefore factors related to positive functioning should be explored. As their restrictions concern a variety of general life situations including issues such as peer group interaction, participation, autonomy and self-determination, the focus should be on the children’s capabilities when they act in their natural environments. Functional abilities and the creation of opportunities in a challenging environment are optimal for new learning to take place, leading the child towards a positive end point. This article analyses constructs of engagement, participation and flow, indicating their interrelatedness and association to positive functioning. Outcomes change and unfold over time, indicating that functioning should be considered dynamic, context-dependent, culturally and historically conditioned. The article concludes with a suggested model for intervention to enhance positive functioning of children with special needs.&lt;br /&gt;&lt;br /&gt;Key words: children with special needs, engagement, flow, participation, positive functioning"&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;@article{Pearce2005745,&lt;br /&gt;title = "The ebb and flow of online learning",&lt;br /&gt;journal = "Computers in Human Behavior",&lt;br /&gt;volume = "21",&lt;br /&gt;number = "5",&lt;br /&gt;pages = "745 - 771",&lt;br /&gt;year = "2005",&lt;br /&gt;note = "",&lt;br /&gt;issn = "0747-5632",&lt;br /&gt;doi = "&lt;a href="http://dx.doi.org/10.1016/j.chb.2004.02.019"&gt;DOI: 10.1016/j.chb.2004.02.019&lt;/a&gt;",&lt;br /&gt;url = "&lt;a href="http://www.sciencedirect.com/science/article/B6VDC-4BXN5XV-2/2/40c6e25c23cb5984cf8f9137a0ac82f1"&gt;http://www.sciencedirect.com/science/article/B6VDC-4BXN5XV-2/2/40c6e25c23cb5984cf8f9137a0ac82f1&lt;/a&gt;",&lt;br /&gt;author = "Jon M. Pearce and Mary Ainley and Steve Howard",&lt;br /&gt;keywords = "Flow",&lt;br /&gt;keywords = "Learning",&lt;br /&gt;keywords = "Engagement",&lt;br /&gt;keywords = "Computer-based instruction"&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The Ebb and Flow of Online Learning&lt;br /&gt;&lt;blockquote&gt;"Jon Pearce a* , Mary Ainley b , Steve Howard a&lt;br /&gt;a Department of Information Systems, The University of Melbourne, Australia, 3010&lt;br /&gt;b Psychology Department, The University of Melbourne, Australia, 3010&lt;br /&gt;&lt;br /&gt;Abstract&lt;br /&gt;Past research has suggested that Csikszentmihalyi’s flow theory describes a state that shouldbe supportive of a student’s learning. This article reports on research that uses the constructsof flow to explore learning in an online environment. An experiment was carried out in whichstudents worked through a learning sequence in the physics domain that had varying degreesof interactivity. Their interactions and flow states were monitored throughout the learningtask. The experimental data suggest that flow can be more usefully regarded as a processrather than just an overall state. This process is represented by flow-paths that plot eachstudent’s progress through challenge-skill space. Some flow patterns are identified that relateto the learning outcomes of the students. While there is some conflict between this processrepresentation and outcome measures for flow, this flow-path portrayal has provided freshinsights into students’ interactions in online learning environments.&lt;br /&gt;&lt;br /&gt;Keywords: Flow, learning, engagement, computer-based instruction"&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://doi.acm.org/10.1145/1457199.1457203"&gt;Boredom, engagement and anxiety as indicators for adaptation to difficulty in games&lt;/a&gt;},&lt;br /&gt;booktitle = {MindTrek '08: Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era},&lt;br /&gt;year = {2008},&lt;br /&gt;isbn = {978-1-60558-197-2},&lt;br /&gt;pages = {13--17},&lt;br /&gt;location = {Tampere, Finland},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1457199.1457203"&gt;http://doi.acm.org.ezproxy.sussex.ac.uk/10.1145/1457199.1457203&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;TECFA &lt;a href="http://tecfa.unige.ch/tecfa/research/research-overview.html"&gt;research&lt;/a&gt; and overview,&lt;br /&gt;&lt;blockquote&gt;"TECFA is a research and teaching unit created in 1989 by the Faculté de Psychologie et des Sciences de l'Education ("School of Psychology and Education") of the University of Geneva. It is active in the field of educational technology. TECFA's research covers a large area of interests, including: cognitive issues in learning technology, computer-supported collaborative learning, virtual learning environments, computer-mediated communication, information systems in education, and distance education. "&lt;/blockquote&gt;&lt;br /&gt;&lt;div&gt;Mireille Betrancourt - &lt;a href="http://tecfa.unige.ch/perso/mireille/CV2008-en.pdf"&gt;CV&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.linkedin.com/profile?viewProfile=&amp;amp;key=608545&amp;amp;authToken=sZM1&amp;amp;authType=name"&gt;LinkedIn&lt;/a&gt;&lt;br /&gt;&lt;blockquote&gt;"Summary&lt;br /&gt;&lt;br /&gt;I am a researcher and university teacher in educational technologies. Professor Mireille Bétrancourt is the head of the Technologies for Learning and Teaching unit (TECFA). Graduated in Psychology, I received a Ph.D. in Cognitive Sciences at the French National Institute of Technology of Grenoble in 1996. I worked as a doctoral and postdoctoral fellow at the French National Institute for computer Science and Automation (INRIA) in Grenoble, where I worked with André Bisseret. I spent one year as a postdoctoral fellow in Stanford University, working with Barbara Tversky. I joined TECFA (unit in Technologies for Learning and Teaching) in the Faculty of Psychology and Education at Geneva University in 2000 and was appointed as full professor in Information Technologies and Learning Processes in 2003. For over ten years, Mireille Betrancourt has been investigating learning with information technologies with two aims: Firstly, providing knowledge about the cognitive processes underlying the comprehension of multimedia and multimodal information; Secondly on the basis of the cognitive assumptions, investigating how design features affect learning outcomes.&lt;br /&gt;&lt;br /&gt;Specialties&lt;br /&gt;My research topics are conceptual learning from multimedia documents, computer-assisted cognitive rehabilitation, computer-supported collaborative writing to learn and human-computer interaction usability."&lt;/blockquote&gt;&lt;br /&gt;&lt;a href="http://tecfa.unige.ch/perso/mireille/Publis.html"&gt;List of Publications&lt;/a&gt;&lt;br /&gt;&lt;blockquote&gt;Professor in Information Technologies and Learning Processes, School of Psychology and&lt;br /&gt;education, University of Geneva.&lt;br /&gt;Head of TECFA research unit&lt;/blockquote&gt;&lt;br /&gt;&lt;blockquote&gt;How do we learn from multimedia documents? In other words, how can we build a mental model of a situation from studying mutually referring text, still graphics and animation? My research adresses this issue both from a basic perspective, in order to gain knowledge on cognitive processing of multimedia information, and from an applied perspective, in order to provide guidelines to multimedia instruction designers.&lt;br /&gt;&lt;br /&gt;More recently, I have been developping a new line of research regarding on the effect of peer-tutoring on metacognitive activities and learning performance using computer-supported learning environments.&lt;br /&gt;&lt;br /&gt;I am also interested in computer-supported learning in general, and I am participating in projects on the following topics: computer-supported collaborative learning, computer-supported writing-to-learn environments for vocational training, computer-supported&lt;br /&gt;&lt;br /&gt;Main multimedia research topics:&lt;br /&gt;&lt;br /&gt;Text-Picture Integration&lt;br /&gt;Sequential display of text-picture documents&lt;br /&gt;Learning from computer animation in individual and collaborative settings&lt;br /&gt;Effect of peer-tutoring on metacognitive and learning performance.&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;Cyril Rebetez &lt;a href="http://tecfa.unige.ch/perso/staf/rebetez/blog/"&gt;blog&lt;/a&gt; / &lt;a href="http://delicious.com/rork"&gt;delicious&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.linkedin.com/profile?viewProfile=&amp;amp;key=519681"&gt;LinkedIn&lt;/a&gt;&lt;br /&gt;&lt;blockquote&gt;"Summary&lt;br /&gt;&lt;br /&gt;My education and experiences are mostly academic and I intend to excel in the research field. My first interest lies in video games study from a psychological perspective: how games involve us, what makes us love them..."&lt;br /&gt;"PhD title: 'Learning from multimedia animations: control, collaboration and mental models."&lt;br /&gt;"Education&lt;br /&gt;&lt;br /&gt;University of Geneva&lt;br /&gt;PhD, Psychology&lt;br /&gt;2004 – 2008&lt;br /&gt;&lt;br /&gt;My PhD project starts with the study of dynamic presentations for learning to then focus on motivation and effort in computer games. The goal of this research is to provide efficient tools to study computer games involvement and to transfer these caracteristics to learning materials."&lt;/blockquote&gt;&lt;br /&gt;&lt;a href="http://tecfa.unige.ch/staf/staf-i/rebetez/"&gt;Description&lt;/a&gt; of &lt;blockquote&gt;"the works i've done during my master of learning and teaching technologies (maltt)"&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://tecfa.unige.ch/perso/staf/rebetez/"&gt;Description&lt;/a&gt; of current work&lt;br /&gt;&lt;blockquote&gt;"I'm a researcher interested in human-computer interaction, video games, cognitive processing of multimedia information, and a lot of other stuff.&lt;br /&gt;&lt;br /&gt;I work at tecfa as an assistant in the master of learning and teaching technologies (maltt).&lt;br /&gt;&lt;br /&gt;I'm finishing a PhD in psychology about the potentials and effects of multimedia animations for learning. It was mostly experimental psychology and statistics.&lt;br /&gt;&lt;br /&gt;I'm also a gamer: tabletop rpg, video games, board games, cards..."&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;RoRk at Work&lt;br /&gt;video games research, cognitive psychology and my PhD&lt;/blockquote&gt;And university,&lt;br /&gt;&lt;blockquote&gt;Cyril Rebetez&lt;br /&gt;Assessing the educational potential of video games through empirical research on their impact on cognitive and affective dimensions&lt;br /&gt;On the basis of both the education and psychology literature on video games, the objective of this project is to/ propose a methodology to experimentally assess two hypotheses: First, playing video-games on a regular basis affects cognitive, perceptual and metacognitive abilities as well as emotional responses. Second, games can be categorized as a function of the specific abilities and dimensions they affect. The research plan is constituted of two phases. In the first phase, a meta-analysis of the literature will provide a set of dimensions that were found to be affected by playing video-games. The sensibility of these dimensions will be assessed within our population in an experimental study comparing video game players and non video game players. In the second phase, a categorization of video games as a function of the dimensions they are expected to affect will be elaborated and experimentally tested. Participants (secondary school students) will be asked to play one game on a regular basis for one month in order to investigate whether each category of game differentially affects specific cognitive and affective dimensions. my research blog (some other stuff too) &lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.miralab.unige.ch/"&gt;MIRALab&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://cui.unige.ch/Recherche/Publications_en.html"&gt;CUI publications&lt;/a&gt; from the University of Geneva&lt;br /&gt;&lt;br /&gt;MMI is part of &lt;a href="http://cvml.unige.ch/doku.php"&gt;Computer Vision and Multimedia Laboratory&lt;/a&gt;.&lt;br /&gt;CVML &lt;a href="http://cvml.unige.ch/doku.php/publications/home"&gt;publications&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://cvml.unige.ch/doku.php/mmi/emotionassess"&gt;Assessment of users emotional states by using multimodal physiological signals&lt;/a&gt;.&lt;br /&gt;&lt;blockquote&gt;We are interested in the recognition of affective states which are not produced intentionally by the user. As opposed to more traditional ways of assessing emotions (video analysis of facial expressions and body postures, speech analysis), EEG and other physiological recordings cannot be easily faked or suppressed, and can provide direct information as to the user state of mind. Since emotion is involved in any kind of communication, this can be applied to the BMI domain as well as in HCI in general. In order to assess the arousal and valence components of emotion, we have developed a complete acquisition protocol to build a physiological emotional database for real participants. Arousal assessment is then formulated as a classification problem, with classes corresponding to various degrees of arousal. The performance of 2 classifiers has been evaluated, on peripheral signals, on EEG's, and on both by fusion of modalities. Results confirm the possibility of using EEG's to assess the arousal component of emotion, and the interest of fusing EEG's with peripheral physiological signals. Our ongoing work concerns the improvement on the results for arousal evaluation as well as the assessment of the valence component of emotion. The overall aim is to be able to identify a point or a region in the valence / arousal space, since to such a point will correspond a labeled emotion, such as fear, anger, or joy.&lt;br /&gt;Current research topics&lt;br /&gt;&lt;br /&gt;Arousal and valence evaluation by classification;&lt;br /&gt;Analysis of dynamic characteritics of emotions.&lt;br /&gt;&lt;a href="http://cui.unige.ch/~vision/MMI/emotion/EmoPlay_SubTitles_Sounds.avi"&gt;Video example of a game protocol&lt;/a&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://cvml.unige.ch/doku.php/mmi/home"&gt;home&lt;/a&gt;&lt;br /&gt;&lt;blockquote&gt;The Multimodal interaction group (MMI), part of the Computer vision and multimedia laboratory (CVML), is interested in the use of various modalities for human-computer interaction and affective computing. The currently studied modalities are visual (eye-gaze tracking), auditory (3D sonification), haptic, physiological (EEG's, peripheral physiological signals). The three main research and development topics, concerning interaction using physiological signals and eInclusion, are:&lt;br /&gt;&lt;br /&gt;brain-computer interaction (BCI) based on EEG's, and brain sources reconstruction (forward and inverse problem);&lt;br /&gt;affective computing and emotions assessment;&lt;br /&gt;electronic aids for visually handicapped people&lt;br /&gt;Our specialized equipment includes acquisition systems for EEG's (Biosemi Active II, 64 + 16 electrodes), peripheral physiological signals (EMG, plethysmograph, galvanic skin resistance, skin temperature, breathing rate), eye gaze tracker, stereo cameras, specialized printer for sight handicapped persons.&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;Thierry Pun &lt;a href="http://cui.unige.ch/~vision/Publications/ThierryPun_publications_refpap.html"&gt;publications&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;@inproceedings{Ansari-Asl:2007:EUSIPCO,&lt;br /&gt;vgclass = {refpap},&lt;br /&gt;vgproject = {bmi},&lt;br /&gt;author = {Karim Ansari-Asl and Guillaume Chanel and Thierry Pun},&lt;br /&gt;title = {A channel selection method for EEG classification in emotion assessment&lt;br /&gt;based on synchronization likelihood},&lt;br /&gt;booktitle = {Proceedings of the 15th European Signal Processing Conference},&lt;br /&gt;address = {Poznan, Poland},&lt;br /&gt;month = {September 3--7},&lt;br /&gt;year = {2007},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{Chanel:2007:SMC,&lt;br /&gt;vgclass = {refpap},&lt;br /&gt;vgproject = {bmi},&lt;br /&gt;author = {Guillaume Chanel and Karim Ansari-Asl and Thierry Pun},&lt;br /&gt;title = {Valence-arousal evaluation using physiological signals in an emotion&lt;br /&gt;recall paradigm},&lt;br /&gt;booktitle = {Proceedings of the IEEE SMC and International Conference on Systems,&lt;br /&gt;Man and Cybernetics, Smart cooperative systems and cybernetics: advancing&lt;br /&gt;knowledge and security for humanity},&lt;br /&gt;address = {Montreal, Canada},&lt;br /&gt;month = {October 7--10},&lt;br /&gt;year = {2007},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;ACM &lt;a href="http://portal.acm.org/author_page.cfm?id=81100427639&amp;amp;query=%28Author%3A81100427639%29%20&amp;amp;querydisp=%28Author%3A81100427639%29%20&amp;amp;role=Author&amp;amp;perpage=10&amp;amp;start=1&amp;amp;slide=5&amp;amp;srt=meta%5Fpublished%5Fdate%20dsc&amp;amp;short=0&amp;amp;source_disp=&amp;amp;since_month=&amp;amp;since_year=&amp;amp;before_month=&amp;amp;before_year=&amp;amp;coll=GUIDE&amp;amp;dl=GUIDE&amp;amp;termshow=matchboolean&amp;amp;range_query=&amp;amp;CFID=13646391&amp;amp;CFTOKEN=27941191"&gt;publications&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Current research&lt;br /&gt;&lt;br /&gt;See &lt;a href="http://cvml.unige.ch/"&gt;http://cvml.unige.ch/&lt;/a&gt;, research, and in particular &lt;a href="http://cvml.unige.ch/MMI"&gt;http://cvml.unige.ch/MMI&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Mainly: emotion assessment from physiological signals using signal processing techniques, multimodal interaction, affective computing&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;Guillaume Chanel at &lt;a href="http://www.informatik.uni-trier.de/~ley/db/indices/a-tree/c/Chanel:Guillaume.html"&gt;DBLP&lt;/a&gt;, at &lt;a href="http://www.linkedin.com/pub/1/97b/64b"&gt;Linked In&lt;/a&gt;, at &lt;a href="http://cui.unige.ch/~vision/members/GuillaumeChanel.html"&gt;CUI&lt;/a&gt;:&lt;br /&gt;&lt;blockquote&gt;"His research interest is to detect emotional states from recordings of EEGs and other physiological signals in order to improve human computer interactions."&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;@article{DBLP:journals/puc/BenoitBCNLTLMC09,&lt;br /&gt;author    = {Alexandre Benoit and&lt;br /&gt;    Laurent Bonnaud and&lt;br /&gt;    Alice Caplier and&lt;br /&gt;    Phillipe Ngo and&lt;br /&gt;    Lionel Lawson and&lt;br /&gt;    Daniela G. Trevisan and&lt;br /&gt;    Vjekoslav Levacic and&lt;br /&gt;    C{\'e}line Mancas and&lt;br /&gt;    Guillaume Chanel},&lt;br /&gt;title     = {&lt;a href="http://dx.doi.org/10.1007/s00779-007-0173-0"&gt;Multimodal focus attention and stress detection and feedback in an augmented driver simulator&lt;/a&gt;},&lt;br /&gt;journal   = {Personal and Ubiquitous Computing},&lt;br /&gt;volume    = {13},&lt;br /&gt;number    = {1},&lt;br /&gt;year      = {2009},&lt;br /&gt;pages     = {33-41},&lt;br /&gt;ee        = {&lt;a href="http://dx.doi.org/10.1007/s00779-007-0173-0"&gt;http://dx.doi.org/10.1007/s00779-007-0173-0&lt;/a&gt;},&lt;br /&gt;bibsource = {DBLP, http://dblp.uni-trier.de}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.im2.ch/docs/IM2-Smell.pdf"&gt;Olfactory-Elicited Emotions Assessment Through Psycho-Psychological Signals: Statistical and Classification Approaches&lt;/a&gt;.&lt;br /&gt;Guillaume Chanel, September 2008.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;---&lt;br /&gt;&lt;br /&gt;Other labels: Nielsen, Wiles, Johnson, Järvinen, Heliö, Davis, Mäyrä, Kearney, Pivec, IJsselsteijn, de Kort, Poels, Jurgelionis, Belotti, Cowley, Charles, Black, Hickey, Sherry, Salen, Zimmerman, Sweetser, Wyeth&lt;br /&gt;&lt;br /&gt;http://journals.sfu.ca/loading/index.php/loading/article/view/39&lt;br /&gt;http://journals.sfu.ca/loading/index.php/loading/article/viewFile/39/37&lt;br /&gt;&lt;br /&gt;&lt;a href="http://journals.sfu.ca/loading/index.php/loading/article/viewFile/39/37"&gt;The Relationship Between Perceptions of Video Game Flow and Structure&lt;/a&gt;&lt;br /&gt;Jayne Isabel Gackenbach&lt;br /&gt;&lt;br /&gt;Abstract&lt;br /&gt;&lt;br /&gt;This inquiry asks whether or not there are preferred structural characteristics of games that are more or less likely to be associated with the experience of psychological flow during gaming. It was found that high-end game players, as defined by a variety of variables, reported relatively more flow and specific structural preferences than low-end game players when controlling for sex. Moderate game dynamic structural preferences were most predictive of pure game flow experiences. This finding echoes Csikszentmihalyi’s injunction for a balance between perceived challenges and perceived skills to attain flow.&lt;br /&gt;&lt;br /&gt;@article{1371223,&lt;br /&gt;author = {Ben Cowley and Darryl Charles and Michaela Black and Ray Hickey},&lt;br /&gt;title = {Toward an understanding of flow in video games},&lt;br /&gt;journal = {Comput. Entertain.},&lt;br /&gt;volume = {6},&lt;br /&gt;number = {2},&lt;br /&gt;year = {2008},&lt;br /&gt;issn = {1544-3574},&lt;br /&gt;pages = {1--27},&lt;br /&gt;doi = {http://doi.acm.org/10.1145/1371216.1371223},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@proceedings { 3234,&lt;br /&gt;title = {&lt;a href="http://gamescience.bth.se/download/16/"&gt;Boredom, Immersion, Flow - A pilot study investigating player experience&lt;/a&gt;},&lt;br /&gt;editor = {Eleonore ten Thij},&lt;br /&gt;year = {2008},&lt;br /&gt;month = {25/07/2008},&lt;br /&gt;pages = {103-107},&lt;br /&gt;publisher = {IADIS Press},&lt;br /&gt;address = {Amsterdam, The Netherlands},&lt;br /&gt;abstract = {Designing and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes  a pilot  study measuring game experience with  a set of game stimuli especially designed  for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features.},&lt;br /&gt;keywords = {immersion, flow, boredom, gameplay, experience, game design, self-report measures, quantitative study, play, design, metrics, ux, geq, level design, epq, bis, bas, personality, aggression, reliability, fuga, Half-Life 2,  tension, challenge, affect,},&lt;br /&gt;ISBN = {978-972-8924-64-5},&lt;br /&gt;URL = {&lt;a href="http://gamescience.bth.se/download/16/"&gt;http://gamescience.bth.se/download/16/&lt;/a&gt;},&lt;br /&gt;author = {Nacke, Lennart and Lindley, Craig A}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Sherry, J. L. (2004). Media enjoyment and flow. Communication Theory, 14(4).&lt;br /&gt;&lt;br /&gt;Salen, K. and Zimmerman, E. (2004).&lt;br /&gt;Rules of Play: Game Design Fundamentals. Cambridge,&lt;br /&gt;Massachusetts: MIT Press.&lt;br /&gt;&lt;br /&gt;Penelope Sweetser &amp;amp; Peta Wyeth. (2005). GameFlow: A Model for Evaluating Player&lt;br /&gt;Enjoyment in Games. Computers in Entertainment 3 (3). ACM Press.&lt;br /&gt;&lt;br /&gt;@article{1077253,&lt;br /&gt;author = {Penelope Sweetser and Peta Wyeth},&lt;br /&gt;title = {GameFlow: a model for evaluating player enjoyment in games},&lt;br /&gt;journal = {Comput. Entertain.},&lt;br /&gt;volume = {3},&lt;br /&gt;number = {3},&lt;br /&gt;year = {2005},&lt;br /&gt;issn = {1544-3574},&lt;br /&gt;pages = {3--3},&lt;br /&gt;doi = {http://doi.acm.org/10.1145/1077246.1077253},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamexplab.nl/includes/pages/publications/articles/IJsselsteijn%20et%20al%202007%20Characterising%20and%20Measuring%20User%20Experiences%20ACE%202007%20workshop.pdf"&gt;Characterising and Measuring User Experiences&lt;br /&gt;&lt;/a&gt;In this paper, we describe the challenge of adequately characterizing and measuring experiences associated with playing digital games. We discuss the applicability of traditional usability metrics to user-centred game design, and highlight two prominent concepts, flow and immersion, as potential candidates for evaluating gameplay. The paper concludes by describing the multi-measure approach taken by the Game Experience Research Lab in Eindhoven.&lt;br /&gt;IJsselsteijn, W.A., de Kort, Y.A.W., Poels, K., Jurgelionis, A., and Belotti,F. (2007). Characterising and Measuring User Experiences, ACE 2007 International Conference on Advances in Computer Entertainment Technology, Workshop 'Methods for Evaluating Games - How to measure Usability and User Experience in Games' (Salzburg, Austria, 13-15 June 2007).&lt;br /&gt;&lt;a href="http://www.gamexplab.nl/includes/pages/publications/articles/IJsselsteijn%20et%20al%202007%20Characterising%20and%20Measuring%20User%20Experiences%20ACE%202007%20workshop.pdf"&gt;http://www.gamexplab.nl/includes/pages/publications/articles/IJsselsteijn%20et%20al%202007%20Characterising%20and%20Measuring%20User%20Experiences%20ACE%202007%20workshop.pdf&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Kearney, P. &amp;amp; Pivec, M. (2008) Immersed and how? That is the question. In Human IT Journal for Information Technology Studies as a Human Science (in Press).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Järvinen, Heliö &amp;amp; Mäyrä (2002). &lt;a href="http://www.blogger.com/tampub.uta.fi/tup/951-44-5432-4.pdf"&gt;Communication and Community in Digital&lt;br /&gt;Entertainment Services&lt;/a&gt;. Tampere: TUP,&lt;br /&gt;url=&lt;a href="http://www.blogger.com/tampub.uta.fi/tup/951-44-5432-4.pdf"&gt;tampub.uta.fi/tup/951-44-5432-4.pdf&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamasutra.com/education/theses/20020821/davis_01.shtml"&gt;Game Noir: The Construction of Virtual Subjectivity in Computer Gaming&lt;/a&gt;&lt;br /&gt;by Galen Davis. Complete Text, 111 Pages, Adobe Acrobat format&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamasutra.com/education/theses/20020821/davis_01.shtml"&gt;http://www.gamasutra.com/education/theses/20020821/davis_01.shtml&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;@article {Johnson:October, 2003:0014-0139:1332,&lt;br /&gt;author = "Johnson, Daniel",&lt;br /&gt;author = "Wiles, Janet",&lt;br /&gt;title = "&lt;a href="http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006"&gt;Effective affective user interface design in games&lt;/a&gt;",&lt;br /&gt;journal = "Ergonomics",&lt;br /&gt;volume = "46",&lt;br /&gt;year = "October, 2003",&lt;br /&gt;abstract = "It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.",&lt;br /&gt;pages = "1332-1345(14)",&lt;br /&gt;url = "&lt;a href="http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006"&gt;http://www.ingentaconnect.com/content/tandf/terg/2003/00000046/F0020013/art00006&lt;/a&gt;"&lt;br /&gt;doi = "&lt;a href="doi:10.1080/00140130310001610865"&gt;doi:10.1080/00140130310001610865&lt;/a&gt;"&lt;br /&gt;}&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-328139511205841993?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/328139511205841993/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=328139511205841993' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/328139511205841993'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/328139511205841993'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/11/flow.html' title='Flow'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-6747288563023936419</id><published>2008-11-22T13:21:00.003Z</published><updated>2008-11-22T13:26:08.686Z</updated><title type='text'>Nielsen on Agile, Usability &amp; UX</title><content type='html'>Nielsen discusses potential &lt;a href="http://www.useit.com/alertbox/agile-methods.html"&gt;problems with Agile&lt;/a&gt;,&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Agile methods aim to overcome usability barriers in traditional development, but pose new threats to user experience quality. By modifying Agile approaches, however, many companies have realized the benefits without the pain."&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;Though there's some &lt;a href="http://alistair.cockburn.us/Nielsen+on+agile+and+usability"&gt;critique from Alistair Cockburn&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-6747288563023936419?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/6747288563023936419/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=6747288563023936419' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/6747288563023936419'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/6747288563023936419'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/11/nielsen-on-agile-and-usability.html' title='Nielsen on Agile, Usability &amp; UX'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-5529480723123833924</id><published>2008-11-18T01:58:00.005Z</published><updated>2008-11-18T02:34:49.340Z</updated><title type='text'>Psychoticism and motion capture controls</title><content type='html'>I don't normally blog about this sort of thing, but there's an interesting new study that I saw available on &lt;a href="http://www.sciencedirect.com.ezproxy.sussex.ac.uk/science?_ob=ArticleURL&amp;amp;_udi=B6VDC-4TRR8SS-1&amp;amp;_user=10&amp;amp;_rdoc=1&amp;amp;_fmt=&amp;amp;_orig=search&amp;amp;_sort=d&amp;amp;view=c&amp;amp;_acct=C000050221&amp;amp;_version=1&amp;amp;_urlVersion=0&amp;amp;_userid=10&amp;amp;md5=513cf1ca5e81c6a084f756f04d8e141e"&gt;Science Direct&lt;/a&gt;. Here's the abstract,&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;The current study examined the potential moderating effects of motion capture technology and participants’ own level of psychoticism on their hostility and aggressive thoughts after playing violent video games. A total of 118 participants (68 females, 50 males) first completed a measure of psychoticism and then played either a violent video game or a non-violent video game using either a traditional controller or motion capture controls. Immediately after the video game play period, participants’ current level of hostility and aggressive cognitions were assessed using self-report questionnaires. Results indicated that the use of &lt;span style="font-weight: bold;"&gt;motion capture controls did not increase the negative effects of violent video games&lt;/span&gt;. However, participants with elevated levels of psychoticism were much more affected by violent video games than other participants. Such findings suggest that only some individuals are adversely affected by violent video games and that &lt;span style="font-weight: bold;"&gt;those who are affected have preexisting dispositions which make them susceptible to such violent media&lt;/span&gt;.&lt;/blockquote&gt;&lt;br /&gt;Coincidentally I've just read another obvious, but interesting &lt;a href="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/11/gamesfrontiers_1117"&gt;article about &lt;span style="font-style: italic;"&gt;Mirror's Edge&lt;/span&gt;&lt;/a&gt; in Wired. I'm quite interested in the &lt;a href="http://gameplayerinteraction.blogspot.com/2008/11/physiological-data-biometrics.html"&gt;physiology of gameplay&lt;/a&gt; and I wrote about FOV discrepancies in my masters thesis, &lt;a style="font-style: italic;" href="http://www.informatics.sussex.ac.uk/users/gw43/publications/White,%20Gareth%20R.%20Embodied%20Evil%20-%20The%20Aesthetics%20of%20Embodiment%20in%20Resident%20Evil%204-%20Wii%20Edition.pdf"&gt;The Aesthetics of Embodiment in Resident Evil 4: Wii Edition&lt;/a&gt;. The important point here is that only certain physiological effects are triggered by video games.&lt;br /&gt;&lt;br /&gt;&lt;div&gt;Anyway, here's the BibTeX data for the study,&lt;br /&gt;&lt;br /&gt;@article{Markey2008,&lt;br /&gt;title = "&lt;a href="doi:%2010.1016/j.chb.2008.10.001"&gt;An examination of psychoticism and motion capture controls as moderators of the effects of violent video games&lt;/a&gt;",&lt;br /&gt;journal = "Computers in Human Behavior",&lt;br /&gt;volume = "In Press, Corrected Proof",&lt;br /&gt;number = "",&lt;br /&gt;pages = " - ",&lt;br /&gt;year = "2008",&lt;br /&gt;note = "",&lt;br /&gt;issn = "0747-5632",&lt;br /&gt;doi = "&lt;a href="doi:%2010.1016/j.chb.2008.10.001"&gt;DOI: 10.1016/j.chb.2008.10.001&lt;/a&gt;",&lt;br /&gt;url = "&lt;a href="http://www.sciencedirect.com/science/article/B6VDC-4TRR8SS-1/2/83206104d25deb5077554bde84196690"&gt;http://www.sciencedirect.com/science/article/B6VDC-4TRR8SS-1/2/83206104d25deb5077554bde84196690&lt;/a&gt;",&lt;br /&gt;author = "Patrick M. Markey and Kelly Scherer",&lt;br /&gt;keywords = "Video game",&lt;br /&gt;keywords = "Psychoticism"&lt;br /&gt;}&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-5529480723123833924?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/5529480723123833924/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=5529480723123833924' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/5529480723123833924'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/5529480723123833924'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/11/psychoticism-and-motion-capture.html' title='Psychoticism and motion capture controls'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-3811766028261566453</id><published>2008-11-06T15:09:00.023Z</published><updated>2009-07-22T12:28:20.805+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='emg'/><category scheme='http://www.blogger.com/atom/ns#' term='physiology'/><category scheme='http://www.blogger.com/atom/ns#' term='eeg'/><category scheme='http://www.blogger.com/atom/ns#' term='biometrics'/><category scheme='http://www.blogger.com/atom/ns#' term='Nacke'/><category scheme='http://www.blogger.com/atom/ns#' term='koelsch'/><category scheme='http://www.blogger.com/atom/ns#' term='berthouze'/><title type='text'>Psychophysiology / Biometrics</title><content type='html'>The psychophysiology of James Bond: Phasic emotional responses to violent video game events.&lt;br /&gt;Ravaja, Niklas; Turpeinen, Marko; Saari, Timo; Puttonen, Sampsa; Keltikangas-Järvinen, Liisa&lt;br /&gt;Emotion. 2008 Feb Vol 8(1) 114-120&lt;br /&gt;&lt;a href="http://psycnet.apa.org.ezproxy.sussex.ac.uk/index.cfm?fa=main.showContent&amp;amp;id=2008-01232-011&amp;amp;view=fulltext"&gt;10.1037/1528-3542.8.1.114&lt;/a&gt;&lt;br /&gt;&lt;blockquote&gt;"The authors examined emotional valence- and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic (EMG) activity and skin conductance level (SCL) were recorded, and the participants rated their emotions and the trait psychoticism based on the Psychoticism dimension of the Eysenck Personality Questionnaire--Revised, Short Form. Wounding and killing the opponent elicited an increase in SCL and a decrease in zygomatic and orbicularis oculi EMG activity. The decrease in zygomatic and orbicularis oculi activity was less pronounced among high Psychoticism scorers compared with low Psychoticism scorers. The wounding and death of the player's own character (James Bond) elicited an increase in SCL and zygomatic and orbicularis oculi EMG activity and a decrease in corrugator activity. Instead of joy resulting from victory and success, wounding and killing the opponent may elicit high-arousal negative affect (anxiety), with high Psychoticism scorers experiencing less anxiety than low Psychoticism scorers. Although counterintuitive, the wounding and death of the player's own character may increase some aspect of positive emotion."&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;pre id="1422196"&gt;@inproceedings{1463226,&lt;br /&gt;author = {Jeppe Komulainen and Jari Takatalo and Miikka Lehtonen and G\"{o}te Nyman},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/1463160.1463226"&gt;Psychologically structured approach to user experience in games&lt;/a&gt;},&lt;br /&gt;booktitle = {NordiCHI '08: Proceedings of the 5th Nordic conference on Human-computer interaction},&lt;br /&gt;year = {2008},&lt;br /&gt;isbn = {978-1-59593-704-9},&lt;br /&gt;pages = {487--490},&lt;br /&gt;location = {Lund, Sweden},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1463160.1463226"&gt;http://doi.acm.org/10.1145/1463160.1463226&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{1422196,&lt;br /&gt;author = {Georgios N. Yannakakis and John Hallam},&lt;br /&gt;title = {&lt;a href="http://dx.doi.org/10.1007/978-3-540-74889-2_23"&gt;Entertainment Modeling in Physical Play Through Physiology Beyond Heart-Rate&lt;/a&gt;},&lt;br /&gt;booktitle = {ACII '07: Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction},&lt;br /&gt;year = {2007},&lt;br /&gt;isbn = {978-3-540-74888-5},&lt;br /&gt;pages = {254--265},&lt;br /&gt;location = {Lisbon, Portugal},&lt;br /&gt;doi = {&lt;a href="http://dx.doi.org/10.1007/978-3-540-74889-2_23"&gt;http://dx.doi.org/10.1007/978-3-540-74889-2_23&lt;/a&gt;},&lt;br /&gt;publisher = {Springer-Verlag},&lt;br /&gt;address = {Berlin, Heidelberg},&lt;br /&gt;abstract = {An investigation into capturing the relation of physiology, beyond heart rate recording, to expressed preferences of entertainment in children's physical gameplay is presented in this paper. An exploratory survey experiment raises the difficulties of isolating elements derived (solely) from heart rate recordings attributed to reported entertainment and a control experiment for surmounting those difficulties is proposed. Then a survey experiment on a larger scale is devised where more physiological signals (Blood Volume Pulse and Skin Conductance) are collected and analyzed. Given effective data collection a set of numerical features is extracted from the child's physiological state. A preference learning mechanism based on neuro-evolution is used to construct a function of single physiological features that models the players' notion of `fun' for the games under investigation. Performance of the model is evaluated by the degree to which the preferences predicted by the model match those expressed by the children. Results indicate that there appears to be increased mental/emotional effort in preferred games of children.},&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;   &lt;pre id="1392653"&gt;&lt;br /&gt;&lt;br /&gt;@article{1341618,&lt;br /&gt;author = {Georgios N. Yannakakis and John Hallam and Henrik Hautop Lund},&lt;br /&gt;title = {&lt;a href="http://dx.doi.org/10.1007/s11257-007-9036-7"&gt;Entertainment capture through heart rate activity in physical interactive playgrounds&lt;/a&gt;},&lt;br /&gt;journal = {User Modeling and User-Adapted Interaction},&lt;br /&gt;volume = {18},&lt;br /&gt;number = {1-2},&lt;br /&gt;year = {2008},&lt;br /&gt;issn = {0924-1868},&lt;br /&gt;pages = {207--243},&lt;br /&gt;doi = {&lt;a href="http://dx.doi.org/10.1007/s11257-007-9036-7"&gt;http://dx.doi.org/10.1007/s11257-007-9036-7&lt;/a&gt;},&lt;br /&gt;publisher = {Kluwer Academic Publishers},&lt;br /&gt;address = {Hingham, MA, USA},&lt;br /&gt;abstract = {An approach for capturing and modeling individual entertainment ("fun") preferences is applied to users of the innovative Playware playground, an interactive physical playground inspired by computer games, in this study. The goal is to construct, using representative statistics computed from children's physiological signals, an estimator of the degree to which games provided by the playground engage the players. For this purpose children's heart rate (HR) signals, and their expressed preferences of how much "fun" particular game variants are, are obtained from experiments using games implemented on the Playware playground. A comprehensive statistical analysis shows that children's reported entertainment preferences correlate well with specific features of the HR signal. Neuro-evolution techniques combined with feature set selection methods permit the construction of user models that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and two control tasks requiring physical activity. The best network is able to correctly match expressed preferences in 64% of cases on previously unseen data (&lt;emphasis type="Italic"&gt;p&lt;/emphasis&gt;¿value 6 · 10&lt;superscript&gt;¿5&lt;/superscript&gt;). The generality of the methodology, its limitations, its usability as a real-time feedback mechanism for entertainment augmentation and as a validation tool are discussed.},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@article{1410682,&lt;br /&gt;author = {Georgios N. Yannakakis and John Hallam},&lt;br /&gt;title = {&lt;a href="http://dx.doi.org/10.1016/j.ijhcs.2008.06.004"&gt;Entertainment modeling through physiology in physical play&lt;/a&gt;},&lt;br /&gt;journal = {Int. J. Hum.-Comput. Stud.},&lt;br /&gt;volume = {66},&lt;br /&gt;number = {10},&lt;br /&gt;year = {2008},&lt;br /&gt;issn = {1071-5819},&lt;br /&gt;pages = {741--755},&lt;br /&gt;doi = {&lt;a href="http://dx.doi.org/10.1016/j.ijhcs.2008.06.004"&gt;http://dx.doi.org/10.1016/j.ijhcs.2008.06.004&lt;/a&gt;},&lt;br /&gt;publisher = {Academic Press, Inc.},&lt;br /&gt;address = {Duluth, MN, USA},&lt;br /&gt;abstract = {This paper is an extension of previous work on capturing and modeling the affective state of entertainment (''fun'') grounded on children's physiological state during physical game play. The goal is to construct, using representative statistics computed from children's physiological signals, an estimator of the degree to which games provided by the playground engage the players. Previous studies have identified the difficulties of isolating elements of physical activity attributed to reported entertainment derived (solely) from heart rate (HR) recordings. In the present article, a survey experiment on a larger scale and a physical activity control experiment for surmounting those difficulties are devised. In these experiments, children's HR, blood volume pulse (BVP) and skin conductance (SC) signals, as well as their expressed preferences of how much ''fun'' particular game variants are, are obtained using games implemented on the Playware physical interactive playground. Given effective data collection, a set of numerical features is computed from these measurements of the child's physiological state. A comprehensive statistical analysis shows that children's reported entertainment preferences correlate well with specific features of the recorded signals. Preference learning techniques combined with feature set selection methods permit the construction of user models that predict reported entertainment preferences given suitable signal features. The most accurate models are obtained through evolving artificial neural networks and are demonstrated and evaluated on a Playware game and a control task requiring physical activity. The best network is able to correctly match expressed preferences in 69.64% of cases on previously unseen data (p-value=0.0022) and indicates two dissimilar classes of children: those that prefer constantly energetic play of low mental/emotional load; and those that report as fun a dynamic play that involves high mental/emotional load independently of physical effort. The generality of the methodology, its limitations, its usability as a real-time feedback mechanism for entertainment augmentation and as a validation tool are discussed.},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;﻿&lt;br /&gt;TY  - CHAPTER&lt;br /&gt;JF  - Universal Access in Ambient Intelligence Environments&lt;br /&gt;T1  - &lt;a href="http://dx.doi.org/10.1007/978-3-540-71025-7_22"&gt;Display Characteristics Affect Users’ Emotional Arousal in 3D Games &lt;/a&gt;&lt;br /&gt;SP  - 337&lt;br /&gt;EP  - 351&lt;br /&gt;PY  - 2007///&lt;br /&gt;UR  - &lt;a href="http://dx.doi.org/10.1007/978-3-540-71025-7_22"&gt;http://dx.doi.org/10.1007/978-3-540-71025-7_22&lt;/a&gt;&lt;br /&gt;M3  - 10.1007/978-3-540-71025-7_22&lt;br /&gt;AU  - Lin, Tao&lt;br /&gt;AU  - Imamiya, Atsumi&lt;br /&gt;AU  - Hu, Wanhua&lt;br /&gt;AU  - Omata, Masaki&lt;br /&gt;N2  - Large computer screens are becoming more and more popular among users, and field of view and physical screen size are important  considerations for users and manufacturers. In this study, we investigated the impacts of visual angles and physical screen  size on users’ emotional arousal using subjective and physiological measures. The results suggest that larger visual angles  cause greater galvanic skin responses (GSR), and the GSR data are mirrored in the subjective ratings of emotional arousal.  We also found that physical screen size causes significant effects in subjective ratings. This study contributes to our understanding  of how users interact with large displays and helps refine the requirements for what constitutes effective and desirable human–computer  interaction (HCI).&lt;br /&gt;&lt;br /&gt;ER  -&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php"&gt;The Chemistry Of Game Design&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;@article{,&lt;br /&gt;author = {Wood,Richard T.A. and Griffiths,Mark D. and Chappell,Darren and Davies,Mark N.O.},&lt;br /&gt;title = {&lt;a href="http://www.liebertonline.com/doi/abs/10.1089/109493104322820057"&gt;The Structural Characteristics of Video Games: A Psycho-Structural Analysis&lt;/a&gt;},&lt;br /&gt;journal = {CyberPsychology &amp;amp; Behavior},&lt;br /&gt;volume = {7},&lt;br /&gt;number = {1},&lt;br /&gt;pages = {1-10},&lt;br /&gt;year = {2004},&lt;br /&gt;doi = {10.1089/109493104322820057},&lt;br /&gt;note ={PMID: 15006163},&lt;br /&gt;URL = {&lt;a href="http://www.liebertonline.com/doi/abs/10.1089/109493104322820057"&gt;http://www.liebertonline.com/doi/abs/10.1089/109493104322820057&lt;/a&gt;},&lt;br /&gt;eprint = {&lt;a href="http://www.liebertonline.com/doi/pdf/10.1089/109493104322820057"&gt;http://www.liebertonline.com/doi/pdf/10.1089/109493104322820057&lt;/a&gt;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;&lt;br /&gt;ABSTRACT&lt;br /&gt;There is little doubt that video game playing is a psychological and social phenomenon. This&lt;br /&gt;paper outlines the main structural characteristics of video game playing (i.e., those characteristics&lt;br /&gt;that either induce gaming in the first place or are inducements to continue gaming irrespective&lt;br /&gt;of the individual’s psychological, physiological, or socio-economic status). This&lt;br /&gt;online study is the first ever to assess what structural characteristics (if any) are important to&lt;br /&gt;a group of self-selected video game players (n = 382). The main variables examined were&lt;br /&gt;sound, graphics, background and setting, duration of game, rate of play, advancement rate,&lt;br /&gt;use of humor, control options, game dynamics, winning and losing features, character development,&lt;br /&gt;brand assurance, and multi-player features. Although there were many major gender&lt;br /&gt;differences, one of the main overall findings was the importance of a high degree of&lt;br /&gt;realism (i.e., realistic sound, graphics, and setting). Other important characteristics included&lt;br /&gt;a rapid absorption rate, character development, the ability to customize the game, and multiplayer&lt;br /&gt;features. Suggestions for future research are outlined.&lt;br /&gt;&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;@inproceedings{1028068,&lt;br /&gt;author = {Niklas Ravaja and Mikko Salminen and Jussi Holopainen and Timo Saari and Jari Laarni and Aki J\"{a}rvinen},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/1028014.1028068"&gt;Emotional response patterns and sense of presence during video games: potential criterion variables for game design&lt;/a&gt;},&lt;br /&gt;booktitle = {NordiCHI '04: Proceedings of the third Nordic conference on Human-computer interaction},&lt;br /&gt;year = {2004},&lt;br /&gt;isbn = {1-58113-857-1},&lt;br /&gt;pages = {339--347},&lt;br /&gt;location = {Tampere, Finland},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1028014.1028068"&gt;http://doi.acm.org/10.1145/1028014.1028068&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;Richard T.A. Wood, Mark D. Griffiths, Darren Chappell, Mark N.O. Davies. CyberPsychology &amp;amp; Behavior. February 1, 2004, 7(1): 1-10. doi:10.1089/109493104322820057.&lt;br /&gt;&lt;br /&gt;@inproceedings{765958,&lt;br /&gt;author = {Richard Hazlett},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/765891.765958"&gt;Measurement of user frustration: a biologic approach&lt;/a&gt;},&lt;br /&gt;booktitle = {CHI '03: CHI '03 extended abstracts on Human factors in computing systems},&lt;br /&gt;year = {2003},&lt;br /&gt;isbn = {1-58113-637-4},&lt;br /&gt;pages = {734--735},&lt;br /&gt;location = {Ft. Lauderdale, Florida, USA},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/765891.765958"&gt;http://doi.acm.org/10.1145/765891.765958&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{985977,&lt;br /&gt;author = {Regan Lee Mandryk},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/985921.985977"&gt;Objectively evaluating entertainment technology&lt;/a&gt;},&lt;br /&gt;booktitle = {CHI '04: CHI '04 extended abstracts on Human factors in computing systems},&lt;br /&gt;year = {2004},&lt;br /&gt;isbn = {1-58113-703-6},&lt;br /&gt;pages = {1057--1058},&lt;br /&gt;location = {Vienna, Austria},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/985921.985977"&gt;http://doi.acm.org/10.1145/985921.985977&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{1031625,&lt;br /&gt;author = {Regan L. Mandryk and Kori M. Inkpen},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/1031607.1031625"&gt;Physiological indicators for the evaluation of co-located collaborative play&lt;/a&gt;},&lt;br /&gt;booktitle = {CSCW '04: Proceedings of the 2004 ACM conference on Computer supported cooperative work},&lt;br /&gt;year = {2004},&lt;br /&gt;isbn = {1-58113-810-5},&lt;br /&gt;pages = {102--111},&lt;br /&gt;location = {Chicago, Illinois, USA},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1031607.1031625"&gt;http://doi.acm.org/10.1145/1031607.1031625&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{1028068,&lt;br /&gt;author = {Niklas Ravaja and Mikko Salminen and Jussi Holopainen and Timo Saari and Jari Laarni and Aki J\"{a}rvinen},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/1028014.1028068"&gt;Emotional response patterns and sense of presence during video games: potential criterion variables for game design&lt;/a&gt;},&lt;br /&gt;booktitle = {NordiCHI '04: Proceedings of the third Nordic conference on Human-computer interaction},&lt;br /&gt;year = {2004},&lt;br /&gt;isbn = {1-58113-857-1},&lt;br /&gt;pages = {339--347},&lt;br /&gt;location = {Tampere, Finland},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1028014.1028068"&gt;http://doi.acm.org/10.1145/1028014.1028068&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{286715,&lt;br /&gt;author = {Jocelyn Riseberg and Jonathan Klein and Raul Fernandez and Rosalind W. Picard},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/286498.286715"&gt;Frustrating the user on purpose: using biosignals in a pilot study to detect the user's emotional state&lt;/a&gt;},&lt;br /&gt;booktitle = {CHI '98: CHI 98 conference summary on Human factors in computing systems},&lt;br /&gt;year = {1998},&lt;br /&gt;isbn = {1-58113-028-7},&lt;br /&gt;pages = {227--228},&lt;br /&gt;location = {Los Angeles, California, United States},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/286498.286715"&gt;http://doi.acm.org/10.1145/286498.286715&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{1124925,&lt;br /&gt;author = {Richard L. Hazlett},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/1124772.1124925"&gt;Measuring emotional valence during interactive experiences: boys at video game play&lt;/a&gt;},&lt;br /&gt;booktitle = {CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems},&lt;br /&gt;year = {2006},&lt;br /&gt;isbn = {1-59593-372-7},&lt;br /&gt;pages = {1023--1026},&lt;br /&gt;location = {Montr\'{e}al, Qu\'{e}bec, Canada},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1124772.1124925"&gt;http://doi.acm.org/10.1145/1124772.1124925&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@article{1225519,&lt;br /&gt;author = {Richard L. Hazlett and Joey Benedek},&lt;br /&gt;title = {&lt;a href="http://dx.doi.org/10.1016/j.ijhcs.2006.11.005"&gt;Measuring emotional valence to understand the user's experience of software&lt;/a&gt;},&lt;br /&gt;journal = {Int. J. Hum.-Comput. Stud.},&lt;br /&gt;volume = {65},&lt;br /&gt;number = {4},&lt;br /&gt;year = {2007},&lt;br /&gt;issn = {1071-5819},&lt;br /&gt;pages = {306--314},&lt;br /&gt;doi = {&lt;a href="http://dx.doi.org/10.1016/j.ijhcs.2006.11.005"&gt;http://dx.doi.org/10.1016/j.ijhcs.2006.11.005&lt;/a&gt;},&lt;br /&gt;publisher = {Academic Press, Inc.},&lt;br /&gt;address = {Duluth, MN, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{765958,&lt;br /&gt;author = {Richard Hazlett},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/765891.765958"&gt;Measurement of user frustration: a biologic approach&lt;/a&gt;},&lt;br /&gt;booktitle = {CHI '03: CHI '03 extended abstracts on Human factors in computing systems},&lt;br /&gt;year = {2003},&lt;br /&gt;isbn = {1-58113-637-4},&lt;br /&gt;pages = {734--735},&lt;br /&gt;location = {Ft. Lauderdale, Florida, USA},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/765891.765958"&gt;http://doi.acm.org/10.1145/765891.765958&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{1108405,&lt;br /&gt;author = {Tao Lin and Masaki Omata and Wanhua Hu and Atsumi Imamiya},&lt;br /&gt;title = {&lt;a href="http://portal.acm.org/citation.cfm?id=1108405&amp;amp;dl=GUIDE&amp;amp;coll=GUIDE&amp;amp;CFID=14352922&amp;amp;CFTOKEN=81557915#"&gt;Do physiological data relate to traditional usability indexes&lt;/a&gt;?},&lt;br /&gt;booktitle = {OZCHI '05: Proceedings of the 17th conference of the computer-human interaction special interest group (CHISIG) of Australia on Computer-human interaction},&lt;br /&gt;year = {2005},&lt;br /&gt;isbn = {1-59593-222-4},&lt;br /&gt;pages = {1--10},&lt;br /&gt;location = {Canberra, Australia},&lt;br /&gt;publisher = {Computer-Human Interaction Special Interest Group (CHISIG) of Australia},&lt;br /&gt;address = {Narrabundah, Australia, Australia},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{765957,&lt;br /&gt;author = {Jonathan Sykes and Simon Brown},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/765891.765957"&gt;Affective gaming: measuring emotion through the gamepad&lt;/a&gt;},&lt;br /&gt;booktitle = {CHI '03: CHI '03 extended abstracts on Human factors in computing systems},&lt;br /&gt;year = {2003},&lt;br /&gt;isbn = {1-58113-637-4},&lt;br /&gt;pages = {732--733},&lt;br /&gt;location = {Ft. Lauderdale, Florida, USA},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/765891.765957"&gt;http://doi.acm.org/10.1145/765891.765957&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{1056983,&lt;br /&gt;author = {Tim Marsh and Kiyoung Yang and Cyrus Shahabi and Wee Ling Wong and Luciano Nocera and Eduardo Carriazo and Aditya Varma and Hyunjin Yoon and Chris Kyriakakis},&lt;br /&gt;title = {Automating the detection of breaks in continuous user experience with computer games},&lt;br /&gt;booktitle = {CHI '05: CHI '05 extended abstracts on Human factors in computing systems},&lt;br /&gt;year = {2005},&lt;br /&gt;isbn = {1-59593-002-7},&lt;br /&gt;pages = {1629--1632},&lt;br /&gt;location = {Portland, OR, USA},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1056808.1056983"&gt;http://doi.acm.org/10.1145/1056808.1056983&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@inproceedings{1099086,&lt;br /&gt;author = {Kiyoung Yang and Tim Marsh and Cyrus Shahabi},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/1099083.1099086"&gt;Continuous archival and analysis of user data in virtual and immersive game environments&lt;/a&gt;},&lt;br /&gt;booktitle = {CARPE '05: Proceedings of the 2nd ACM workshop on Continuous archival and retrieval of personal experiences},&lt;br /&gt;year = {2005},&lt;br /&gt;isbn = {1-59593-246-1},&lt;br /&gt;pages = {13--22},&lt;br /&gt;location = {Hilton, Singapore},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/1099083.1099086"&gt;http://doi.acm.org/10.1145/1099083.1099086&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@article{566630,&lt;br /&gt;author = {Michael Meehan and Brent Insko and Mary Whitton and Frederick P. Brooks, Jr.},&lt;br /&gt;title = {&lt;a href="http://doi.acm.org/10.1145/566654.566630"&gt;Physiological measures of presence in stressful virtual environments&lt;/a&gt;},&lt;br /&gt;journal = {ACM Trans. Graph.},&lt;br /&gt;volume = {21},&lt;br /&gt;number = {3},&lt;br /&gt;year = {2002},&lt;br /&gt;issn = {0730-0301},&lt;br /&gt;pages = {645--652},&lt;br /&gt;doi = {&lt;a href="http://doi.acm.org/10.1145/566654.566630"&gt;http://doi.acm.org/10.1145/566654.566630&lt;/a&gt;},&lt;br /&gt;publisher = {ACM},&lt;br /&gt;address = {New York, NY, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;@techreport{897970,&lt;br /&gt;author = {Michael Meehan and Brent Insko and Mary Whitton and Frederick P Brooks, Jr.},&lt;br /&gt;title = {&lt;a href="http://portal.acm.org/citation.cfm?id=566570.566630"&gt;Physiological Measures of Presence in Virtual Environments&lt;/a&gt;},&lt;br /&gt;year = {2001},&lt;br /&gt;source = {&lt;a href="http://www.ncstrl.org:8900/ncstrl/servlet/search?formname=detail%5C&amp;amp;id=oai%3Ancstrlh%3Auncch_cs%3AUNCCH_CS%2F%2FTR01-009"&gt;http://www.ncstrl.org:8900/ncstrl/servlet/search?formname=detail\&amp;amp;id=oai%3Ancstrlh%3Auncch_cs%3AUNCCH_CS%2F%2FTR01-009&lt;/a&gt;},&lt;br /&gt;publisher = {University of North Carolina at Chapel Hill},&lt;br /&gt;address = {Chapel Hill, NC, USA},&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;First of all Regan Mandryk deserves top billing for her &lt;a href="http://www.reganmandryk.com/pubs.html"&gt;publications&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://project.hkkk.fi/fuga/"&gt;Fun of Gaming&lt;/a&gt; has a list of papers that might be worth reading.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"FUGA - The Fun of Gaming: Measuring the Human Experience of Media Enjoyment&lt;br /&gt;&lt;br /&gt;Project funded by the European Commission under the 6th Framework Programme:&lt;br /&gt;New and Emerging Science and Technology (NEST)&lt;br /&gt;&lt;br /&gt;Contract: FP6-NEST-28765&lt;br /&gt;Duration: May 1, 2006 - April 30, 2009&lt;br /&gt;Contact: Dr. Niklas Ravaja (Coordinator)"&lt;/blockquote&gt;&lt;br /&gt;&lt;blockquote&gt;"The main objective of FUGA is to create novel methods and improve existing            measures in order to examine how the different dimensions of Game Experience            can be assessed comprehensively with high temporal resolution. FUGA            will employ a broad variety of innovative techniques based on (a) laboratory            and mobile psychophysiological recordings (i.e., facial electromyography            [EMG], electroencephalography [EEG], electrocardiography [ECG], electrodermal            activity [EDA], and respiration), (b) functional magnetic resonance            imaging (fMRI), (c) eye movement recordings, (d) the so-called (online)            implicit association test, and (e) tracking of behavioral indicators            of emotion and motivation."&lt;/blockquote&gt;&lt;br /&gt;The &lt;a href="http://www.acagamic.com/"&gt;Acagamic&lt;/a&gt; (&lt;a href="http://www.acagamic.com/lennart-nacke/"&gt;Lennart Nacke&lt;/a&gt;) has a piece on &lt;a href="http://www.acagamic.com/research/biofeedback/shoot-to-thrill-%E2%80%93-biofeedback-in-games-and-player-experience/"&gt;biofeedback&lt;/a&gt;. He's also listed an an author in the FUGA publications.&lt;br /&gt;&lt;br /&gt;@proceedings { 3235,&lt;br /&gt;title = {&lt;a href="http://www.springerlink.com/content/f3560134p7017541/"&gt;Log who‚Äôs playing: psychophysiological game analysis made easy through event logging&lt;/a&gt;},&lt;br /&gt;editor = {Panos Markopoulos, Boris de Ruyter, Wijnand IJsselsteijn, Duncan Rowland},&lt;br /&gt;volume = {5294/2008},&lt;br /&gt;year = {2008},&lt;br /&gt;note = {&lt;a href="http://gamescience.bth.se/download/31/"&gt;http://gamescience.bth.se/download/31/&lt;/a&gt;, &lt;a href="http://tinyurl.com/64v6tv"&gt;http://tinyurl.com/64v6tv&lt;/a&gt;},&lt;br /&gt;month = {20/10/2008},&lt;br /&gt;pages = {150-157},&lt;br /&gt;publisher = {Springer Berlin / Heidelberg},&lt;br /&gt;address = {Eindhoven, The Netherlands},&lt;br /&gt;abstract = {Modern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.},&lt;br /&gt;keywords = {instrumentation, gameplay, experience, play, design, metrics, ux, level design, psychophysiology, physiological, biometrics, interactive, software, techniques, gameplay, analysis, usability, Half-Life 2, logging, events,},&lt;br /&gt;ISBN = {978-3-540-88321-0},&lt;br /&gt;URL = {&lt;a href="http://www.springerlink.com/content/f3560134p7017541/"&gt;http://www.springerlink.com/content/f3560134p7017541/&lt;/a&gt;},&lt;br /&gt;author = {Nacke, Lennart and Lindley, Craig A and Stellmach, Sophie}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;The IEEE Task Force on &lt;a href="http://game.itu.dk/PSM/"&gt;Player Satisfaction Modeling&lt;/a&gt; (PSM) have some interesting &lt;a href="http://game.itu.dk/PSM/papers.html"&gt;papers&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Additionally there are a couple of chapters in Isbister and Schaffer's &lt;a href="http://www.amazon.co.uk/Game-Usability-Advancing-Player-Experience/dp/0123744474"&gt;Game Usability&lt;/a&gt; book (Elesevier, 2008) that are of interest. I'll add more here as and when I can.&lt;br /&gt;&lt;br /&gt;There's a DIY photo-how-to about fitting &lt;a href="http://www.instructables.com/id/Galvanic_skin_response_computer_mouse/"&gt;GSR sensors to a standard two button mouse&lt;/a&gt;. The hardware mod steps are very well documented, but unfortunately there are no recommendations for what GSR equipment to use, where to source it, or how to process the data.&lt;br /&gt;&lt;br /&gt;&lt;div&gt;Rather excitingly, the one games company who I've been consistently impressed by - &lt;a href="http://www.valvesoftware.com/"&gt;Valve&lt;/a&gt; - are interested in using &lt;a href="http://www.edge-online.com/blogs/gabe-newell-writes-edge"&gt;biometric data as part of their UX studies&lt;/a&gt;.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;a href="http://www.emsense.com/"&gt;EmSense&lt;/a&gt; are a private company who create and use physiological measurement devices, perhaps similar to &lt;a href="http://themindlab.org/"&gt;The MindLab&lt;/a&gt;. Currently they advertise their solutions for games, politics and advertising.&lt;br /&gt;&lt;br /&gt;The might be further potential for collaboration with these other parties on campus,&lt;br /&gt;&lt;br /&gt;Dr &lt;a href="http://www.sussex.ac.uk/psychology/profile198964.html"&gt;Stefan Koelsch&lt;/a&gt; (Senior Research Fellow, Psychology) is interested in &lt;span style="font-style: italic;"&gt;"Neurocognition of music and language; music and emotion; developmental aspects of language and music cognition; emotion and its effects on autonomic, hormonal, and immune function"&lt;/span&gt;.&lt;br /&gt;His &lt;a href="http://www.stefan-koelsch.de/papers_html.html"&gt;publications&lt;/a&gt; from his &lt;a href="http://www.stefan-koelsch.de/"&gt;personal homepage&lt;/a&gt; include:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.stefan-koelsch.de/papers/Sammler+_2007_music-emotion-Fm-theta-HR-EEG.pdf"&gt;Music and emotion&lt;/a&gt;: Electrophysiological correlates of the processing of pleasant and unpleasant music. (with &lt;a href="http://www.stefan-koelsch.de/Music_Emotion1/index.htm"&gt;sound samples&lt;/a&gt;.)&lt;br /&gt;&lt;a href="http://www3.interscience.wiley.com.ezproxy.sussex.ac.uk/cgi-bin/fulltext/118542749/PDFSTART"&gt;A cardiac signature of emotionality&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Dr &lt;a href="http://www.sussex.ac.uk/informatics/profile201607.html"&gt;Luc Berthouze&lt;/a&gt; (Senior Lecturer, Informatics) is interested in &lt;span style="font-style: italic;"&gt;"Motor development in infants and in machines; clinical applications of a dynamical systems approach to characterizing infant movements (particularly in cerebral palsy); EEG-based brain-machine interfaces, intelligent neuro-prostheses; epigenetic or developmental robotics, modelling cognitive development with robotic systems."&lt;/span&gt;&lt;br /&gt;His &lt;a href="http://www.informatics.sussex.ac.uk/users/lb203/page1.html"&gt;publications&lt;/a&gt; don't sound so relevant though.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.sussex.ac.uk/psychology/profile92444.html"&gt;Jamie Ward&lt;/a&gt; say "I conduct research in human cognitive neuroscience using methods such as neuropsychology, fMRI, TMS and EEG"&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.sussex.ac.uk/psychology/profile16184.html"&gt;Samuel Hutton&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Prof. Hugo Critchley.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-3811766028261566453?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/3811766028261566453/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=3811766028261566453' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3811766028261566453'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/3811766028261566453'/><link rel='alternate' type='text/html' href='http://gameplayerinteraction.blogspot.com/2008/11/physiological-data-biometrics.html' title='Psychophysiology / Biometrics'/><author><name>Gareth R. White</name><uri>http://www.blogger.com/profile/16484025446664877676</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='26' height='32' src='http://garethrwhite.wordpress.com/files/2007/02/gareth-smiling-like-mad.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6357901437650216658.post-6256615625470218271</id><published>2008-10-12T13:39:00.003+01:00</published><updated>2008-10-12T13:44:00.072+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Calleja'/><category scheme='http://www.blogger.com/atom/ns#' term='presence'/><category scheme='http://www.blogger.com/atom/ns#' term='phd'/><category scheme='http://www.blogger.com/atom/ns#' term='immersion'/><title type='text'>Gordon Calleja, Digital Games as Designed Experience: Reframing the Concept of Immersion</title><content type='html'>&lt;div&gt;One aspect of my work will be reviewing the literature on immersion and presence as regards to user experience. Gordon Calleja has just published his interesting looking &lt;a href="http://www.gordoncalleja.com/phdthesis"&gt;PhD Thesis&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6357901437650216658-6256615625470218271?l=gameplayerinteraction.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://gameplayerinteraction.blogspot.com/feeds/6256615625470218271/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6357901437650216658&amp;postID=6256615625470218271' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/6256615625470218271'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6357901437650216658/posts/default/6256615625470218271'/><link rel='alternate' type='text/htm
