Biblio

2009
Ferrari, S., & C. H. Cai (2009).  Information-Driven Search Strategies in the Board Game of CLUE (R). IEEE Transactions on Systems Man and Cybernetics Part B-Cybernetics. 39, 607-625. Abstract
Chen, H. L., & T. Roughgarden (2009).  Network Design with Weighted Players. Theory of Computing Systems. 45, 302-324. Abstract
Nacke, Lennart (2009).  From Playability to a Hierarchical Game Usability Model. Proceedings of the Conference on Future Play. 11-12. Abstract
Liang, T. P., & Y. H. Yeh (2009).  Situational Effects on the Usage Intention of Mobile Games. Designing E-Business Systems. 22, 51-59213. Abstract
2008
Miller, Kiri (2008).  Grove Street Grimm: Grand Theft Auto and Digital Folklore. Journal of American Folklore. 121(481), 255-285. Abstract
Sicart, M. (2008).  Newsgames: Theory and Design. Entertainment Computing - ICEC 2008. 5309, 27-33. Abstract
2007
2006
Lieberman, D. A. (2006).  What Can We Learn From Playing Interactive Games?. (VordererP., BryantJ., Ed.).Playing Video Games: Motives, Responses and Consequences.. 379-397. Abstract
2005
Becker, Katrin (2005).  How Are Games Educational? Learning Theories Embodied in Games. DiGRA 2005 Conference: Changing Views--Worlds in Play. Abstract