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Biblio
(2009). The banality of simulated evil: designing ethical gameplay.
Ethics and Information Technology. 11, 191-202. Abstract
(2009). AgentCubes: Incremental 3D end-user development.
Journal of Visual Languages and Computing. 20, 236-251. Abstract
(2009). Easy to use and incredibly difficult: on the mythical border between interface and gameplay.
Foundations of Digital Games. 107-112 . Abstract
(2009). Case Study: The Economics of Arden.
Critical Studies in Media Communication. 26, 165-179. Abstract
(2009). Play-Personas: Behaviours and Belief Systems in User-Centred Game Design.
Human-Computer Interaction - Interact 2009, Pt Ii, Proceedings. 5727, 510-523992. Abstract
(2009). Little Big Difference: Gender Aspects and Gender-Based Adaptation in Educational Games.
Learning by Playing. 5670, 150-161579. Abstract
(2009). Constructing the 2D Adventure Game-Based Assessment System.
Advances in Web Based Learning - ICWL 2009. 5686, 376-385478. Abstract
(2008). Boredom, Immersion, Flow - A pilot study investigating player experience.
(, Ed.).IADIS International Conference Gaming 2008: Design for engaging experience and social interaction. 103-107. Abstract
(2008). Computer game design: Opportunities for successful learning.
Computers and Education. 50, 559-578. Abstract
(2008). Emotional requirements.
IEEE Software. 25, 43-45. Abstract
(2008). Designing an Educational Game: Case Study of ’Europe 2045’.
Transactions on Edutainment I. 1-16. Abstract
(2008). Games-Based Learning in Teacher Education: A Strategy to Integrate Digital Games into Secondary Schools.
2nd European Conference on Games Based Learning. 77-84524. Abstract
(2007). Doing virtually nothing: Awareness and accountability in massively multiplayer online worlds.
Computer Supported Cooperative Work: CSCW: An International Journal. 16, 265-305. Abstract
(2007). A report on the crossmedia game epidemic menace.
Computers in Entertainment. 5, Abstract
(2007). Story Manager in ‘Europe 2045‘ Uses Petri Nets.
Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. 38-50. Abstract
(2006). Collaborative Games: Lessons Learned from Board Games.
Simulation & Gaming. 37(1), 24-40. Abstract
(2006). "Ninja Looting" for instructional design: The design challenges of creating a game-based learning environment.
ACM SIGGRAPH 2006 Educators Program - International Conference on Computer Graphics and Interactive Techniques. Abstract
(2006). AoIM in peer-to-peer multiplayer online games.
International Conference on Advances in Computer Entertainment Technology 2006. Abstract
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