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0001 @article {4473, 0002 title = {"I need a Wii{\textquotedblright}: Motivations and experiences of playing videogames}, 0003 journal = {Leisure Studies}, 0004 year = {Submitted}, 0005 abstract = {Research on videogames has largely focused on their negative effects on aggressive attitudes and behaviours (e.g., Anderson \& Bushman, 2001; Anderson et al., 2004). However, the motivations and experiences associated with this activity have received little theoretical and empirical attention. These aspects of gaming were examined in a sample of regular gamers using a mixed-methods approach. An online questionnaire was completed by a sample of gamers (N=310). This included an open-response section which asked participants to provide an account of their intrinsic and extrinsic gaming motivations, and associated experiences. Analyses of the qualitative data revealed that the main motivations for gaming were the need for socialisation, challenge, accomplishment, fantasy, stress-relief, alleviation of boredom, escapism and exploration. Enjoyment and flow were also important experiential factors, consistent with previous research findings. The analysis of the quantitative data suggested the influence of achievement and immersion-orientated motivations on flow experiences. The qualitative aspect of the study also provided a more detailed exploration of the motivations for videogame use, and offers some indication of the relationship between gaming motivations and enjoyment. Future research should further utilise qualitative methodologies to provide a more detailed examination of gaming experiences and associated outcomes. }, 0006 keywords = {flow, Leisure, mixed-methods, motivations, videogames}, 0007 author = {Linda K Kaye and Bryce, Jo and Paul Pollard} 0008 } 0009 @inbook {4626, 0010 title = {Minecraft as Web 2.0: Amateur Creativity \& Digital Games (draft)}, 0011 booktitle = {Amateur Media: Social, Cultural, and Legal Perspectives}, 0012 year = {Submitted}, 0013 abstract = {This chapter considers how the digital game Minecraft has both enabled and benefited from various Web 2.0 practices. I begin with an explanation of the concept of Web 2.0 and then consider how that concept applies to the space of digital games. I then look at Minecraft specifically. As I explain, Minecraft{\textquoteright}s surprise success as an {\textquotedblleft}indie{\textquotedblright} game is largely attributable to the ways in which it draws upon amateur creativity. I conclude the chapter by suggesting that more games like Minecraft may be socially desirable, but noting that current intellectual property laws discourage the creation of these sorts of games. }, 0014 url = {http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1939241}, 0015 author = {Lastowka,Greg} 0016 } 0017 @article {4471, 0018 title = {Putting the {\textquotedblleft}fun factor{\textquotedblright} into gaming: The influence of social contexts on experiences of playing videogames}, 0019 journal = {International Journal of Internet Science}, 0020 year = {Submitted}, 0021 abstract = {The increasingly social nature of gaming suggests the importance of understanding its affective and psychological outcomes. The current research examined the influence of social motivations and gaming contexts on dimensions of psychological well-being. It also aimed to examine the influence of social factors on gaming experiences. The programme of research consisted of two separate studies using different methodologies in which a total of 327 videogamers participated. The results revealed that social motivations predicted flow in gaming, and that some social motivations and social contexts were predictive of dimensions of psychological well-being. Qualitative analysis revealed the importance of social connectedness and belonging for game enjoyment, and suggested these are key factors which keep gamers playing. Social interactions and networking during gameplay also had an important influence on game enjoyment. Social experiences could also facilitate feelings of frustration in gameplay due to poor social dynamics and competitiveness with other players. These findings demonstrate the importance of social experiences and their influences on the outcomes of gaming. Future research is needed to examine the role of competitiveness in the dynamics of online and offline social gaming contexts, as well as gaming experiences and outcomes. Research examining the differences between gaming experiences for both solo and multiplayer gaming is also warranted. }, 0022 keywords = {Enjoyment, flow, frustration, motivations, socialisation, videogames}, 0023 author = {Linda K Kaye and Bryce, Jo} 0024 } 0025 @article {4501, 0026 title = {Using videogames in psychological gaming research}, 0027 journal = {Entertainment Computing}, 0028 year = {Submitted}, 0029 type = {Technical Note}, 0030 abstract = {Videogames are extremely complex forms of media which consist of numerous constituent 0031 parts, including a wide range of different game aspects (e.g., storyline, multi-player options), and 0032 player experiences (e.g., immersion, flow). Previous experimental studies in psychology, examining the 0033 differential effects of violent versus non-violent videogames have been methodologically limited when 0034 choosing suitable videogames between experimental conditions. This paper outlines a methodological 0035 approach for identifying potential differences between videogames. This can be obtained by using 0036 regular gamers to rate videogames on numerous game aspects and player experiences. This method 0037 can effectively initialise the research process when selecting games, to ensure control of games 0038 between experimental conditions. This paper acknowledges the complexity of games, and aims to 0039 inform future research of the effectiveness of this method within the pilot testing stage of the research 0040 process.}, 0041 keywords = {Game aspects; player experiences; psychological experiments; pilot testing; Video Game Rating Scale}, 0042 author = {Linda K Kaye} 0043 } 0044 @inbook {4520, 0045 title = {Computer and videogames}, 0046 booktitle = {Media Psychology}, 0047 year = {In Press}, 0048 publisher = {Palgrave MacMillan}, 0049 organization = {Palgrave MacMillan}, 0050 address = {London}, 0051 author = {Bryce, Jo and Kaye, Linda} 0052 } 0053 @article {4415, 0054 title = {Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs}, 0055 journal = {Games and Culture}, 0056 volume = {6}, 0057 year = {2011}, 0058 month = {May 7, 2010}, 0059 pages = {171-200 }, 0060 abstract = {A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives.Descriptive results showed that role players are a relatively small, but psychologically burdened subgroup. When examined from the theoretical perspectives of Goffman{\textquoteright}s Self-Presentation theory, Huizenga{\textquoteright}s Magic Circle, and Turkle{\textquoteright}s early work on online identity formation, these players were seen as largely using virtual spaces as creative outlets and for socialization. The worlds also functioned as coping mechanisms for players frequently unable to gain acceptance, social connectivity or social support offline due to their personal situation, psychological profile, or their minority status.}, 0061 keywords = {identity, MMO, role playing, Video Games, Virtual world}, 0062 doi = {10.1177/1555412010364983 }, 0063 url = {http://gac.sagepub.com/cgi/content/abstract/1555412010364983v1}, 0064 author = {Williams, Dmitri and Kennedy, Tracy L.M. and Moore,Robert J} 0065 } 0066 @article {4408, 0067 title = {Cash Trade in Free-to-Play Online Games}, 0068 journal = {Games and Culture}, 0069 volume = {6}, 0070 year = {2011}, 0071 month = {May 7, 2010}, 0072 pages = {270-287}, 0073 abstract = {The rapidly expanding "free-to-play" online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to "free game" participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather than members of a gaming community. This change is occurring at a time when the line separating game and physical worlds is becoming less distinct. The new business model entails a subtle but significant reduction in consumer rights awareness, which explains why some members of the greater gaming community are negotiating a new sense of fairness and arriving at a new consensus regarding legitimate gameplay.}, 0074 keywords = {cash trade for virtual goods, commercialization of digital media, fairness, free-to-play, magic circle}, 0075 doi = {10.1177/1555412010364981 }, 0076 author = {Lin,Holin and Sun,Chuen-Tsai} 0077 } 0078 @article {4410, 0079 title = {Embodied Metaphors: Exposing Informatic Control Through First-Person Shooters}, 0080 journal = {Games and Culture}, 0081 volume = {6}, 0082 year = {2011}, 0083 month = {May 7, 2010}, 0084 pages = {245-258}, 0085 abstract = {This article argues that the game player{\textquoteright}s epiphany when regaining control after an aporia is similar to the metaphorical awareness of the connection between representation and meaning in other art forms. The player may experience what the article calls an embodied metaphor, a heightened sense of the linkage between two different orders of reality, real physical gesture and its on-screen representation. Beyond the aesthetic, this metaphor may also increase the player{\textquoteright}s sensitivity to broader informatic or protocological control outside of the game world, a concept Alexander Galloway develops from Gilles Deleuze{\textquoteright}s Societies of Control. The embodied metaphor attaches a kinetic materiality to the abstractions of contemporary informatic organization, making them, at least momentarily, concrete and tangible.}, 0086 keywords = {Aarseth, aporia, Computer games, Deleuze, epiphany, first-person shooters, Galloway, Interactivity, Metaphor, Riceour, Societies of Control, Video Games}, 0087 doi = {10.1177/1555412010364977}, 0088 author = {Rush, Jeff} 0089 } 0090 @article {4406, 0091 title = {The Game Body: Toward a Phenomenology of Contemporary Video Gaming}, 0092 journal = {Games and Culture}, 0093 volume = {6}, 0094 year = {2011}, 0095 month = {May 7, 2010}, 0096 pages = {259-269}, 0097 abstract = {Synthesizing research in philosophy and phenomenology, this article offers a sympathetic critique of Vivian Sobchack{\textquoteright}s view of digital moving images. Focusing on contemporary first- and third-player video games, it examines how digital imagery inscribes bodily dimensions onto a nonindexical world and the different ways in which we inhabit cinematic and electronic space. More specifically, it draws upon the writings of Maurice Merleau-Ponty to build a phenomenological model of bodies in digital imagery and argues that video gaming is a fully embodied, sensuous, carnal activity.}, 0098 keywords = {avatar, digital imagery, embodiment, intersubjectivity, phenomenology}, 0099 doi = {10.1177/1555412010364980 }, 0100 author = {Crick, Timothy Paul} 0101 } 0102 @article {4400, 0103 title = {Game Scenes: Theorizing Digital Game Audiences}, 0104 journal = {Games and Culture}, 0105 volume = {6}, 0106 year = {2011}, 0107 month = {May 7, 2010}, 0108 pages = {135-154 }, 0109 abstract = {This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience--enabling parallels to be drawn with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research (funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of "scene" (borrowed most notably from music fan studies) allows us to understand how gaming and game-related narratives are located within the ordinary and everyday lives of gamers but take on greater significance within certain physical locations.}, 0110 keywords = {audience, Digital Gaming, everyday life, gamers, narrative, scene, sociology, space, subculture}, 0111 doi = {10.1177/1555412010364979 }, 0112 author = {Gosling, Victoria K. and Crawford, Garry} 0113 } 0114 @article {4407, 0115 title = {Narrative Structures in Computer and Video Games: Part 1: Context, Definitions, and Initial Findings}, 0116 journal = {Games and Culture}, 0117 volume = {13}, 0118 year = {2011}, 0119 month = {May 7, 2010}, 0120 pages = {279-296}, 0121 abstract = {This essay is the first of a two-part article examining the use of narrative in computer and video games, which provides an overview and discussion of the definitions and representation of stories, plots, and narratives. A range of traditional and emerging narrative techniques are considered, including The Hero{\textquoteright}s Journey, three-act structure, the portrayal of human emotions, and character archetypes, from where an in-depth examination of interactive narrative is performed on a range of old and modern games. Initial results pertaining to the time allocated to narrative, the use of back stories, cut scenes, on-screen text, prompts, and game structure are also presented, which reveal a distinct level of uniformity of how interactive narrative is depicted in games spanning over two decades of industry development. The analysis is concluded in the second article, where further results are revealed to help uncover the precise nature of game narratives.}, 0122 keywords = {Computer games, narrative, plot, Storytelling, Video Games}, 0123 url = {http://gac.sagepub.com/cgi/content/abstract/1555412010364982v1}, 0124 author = {Ip, Barry} 0125 } 0126 @article {4399, 0127 title = {Never Too Old to Play: The Appeal of Digital Games to an Older Audience}, 0128 journal = {Games and Culture}, 0129 volume = {6}, 0130 year = {2011}, 0131 month = {May 7, 2010}, 0132 pages = {155-170 }, 0133 abstract = {This study aimed to explore the use of digital games among older adults and provide a set of "benchmark data" with respect to the uses and gratifications of these players. To find out who these older players of digital games are, what games they prefer, and what playing motives they have, an exploratory survey was administered among 124 individuals aged between 45 and 85 years old. The results of this survey confirm that the majority of the older digital game audience exists of solitary players with a particular fondness for casual PC games. The most popular playing motive among the respondents was challenge, while social interaction proved to be the most important predictor for the time that respondents invested in playing digital games.}, 0134 keywords = {casual games, game studies, older gamers, users and gratifications}, 0135 doi = {10.1177/1555412010364978 }, 0136 author = {De Schutter, Bob} 0137 } 0138 @article {4593, 0139 title = {Mapping the road to fun: Natural video game controllers, presence, and game enjoyment}, 0140 journal = {New Media \& Society}, 0141 volume = {13}, 0142 year = {2011}, 0143 month = {March 2011}, 0144 pages = {224-242}, 0145 abstract = {This investigation examines how video game interactivity can affect presence and game enjoyment. 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. The present work formulates a preliminary typology of natural mapping and addresses how several types of mapping impact the experience of a video game, with the expectation that more natural mapping leads to increased spatial presence affecting enjoyment. Two studies were conducted. In the first study, 48 participants played a golfing video game using one of two controller types (Nintendo Wiimote or gamepad). In the second, 78 participants played a driving video game using an even more natural controller (steering wheel) or one of three other controller types. Participants then completed measures of perceived naturalness, presence, and enjoyment. Results of both studies were generally consistent with expectations. }, 0146 doi = {10.1177/1461444810370949 }, 0147 author = {Paul Skalski and Ron Tamborini and Ashleigh Shelton and Michael Buncher and Pete Lindmark} 0148 } 0149 @article {4594, 0150 title = {Using computer games for instruction: The student experience}, 0151 journal = {Active Learning in Higher Education}, 0152 volume = {12}, 0153 number = {1}, 0154 year = {2011}, 0155 month = {March 1, 2011}, 0156 pages = {45-56}, 0157 abstract = {Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving performance. Instruction was split between lectures and computer games, and student experiences were recorded using an Experience Sampling Method to capture real-time experience and feelings of flow. Results indicated that student experiences in the game mode showed increased alertness, increased feelings of being active, increased feelings of involvement and an increased perception of challenge. Flow characteristics revealed boredom during standard lectures but anxiety and flow during game modes. Finally, some evidence of improved attainment was evident. By using contemporary interactive approaches such as computer games, student learning experiences and attainment may be improved. Some practical issues of implementing games are also discussed.}, 0158 author = {Grimley, Michael and Green, Richard and Nilsen,Trond and Thompson, David and Tomes, Russell} 0159 } 0160 @article {4590, 0161 title = {Youth, Technology, and DIY}, 0162 journal = {Review of Research in Education}, 0163 volume = {35}, 0164 number = {1}, 0165 year = {2011}, 0166 month = {March 1, 2011}, 0167 pages = {89-119}, 0168 abstract = { Traditionally, educational researchers and practitioners have focused on the development of youths{\textquoteright} critical understanding of new media as one key aspect of digital literacy ( Buckingham, 2003; Gilster, 1997). Today, youth not only consume media when browsing the Internet and sharing information on social networking sites, but they also produce content when contributing to blogs, designing animations, graphics, and video productions ( Ito et al., 2009). This new media landscape suggests an extension of what critical participation means in new media literacy, extending the metaphor of {\textquotedblleft}reading the world to read the word{\textquotedblright} ( Freire \& Macedo, 1987) to include writing new media texts in a digital era. In an effort to map out the participatory competencies needed in this new media landscape, Jenkins, Clinton, Purushotma, Robinson, and Weigel (2006) included creative designs, ethical considerations, and technical skills to capture youths{\textquoteright} expressive and intellectual engagement with new media. More recently, these efforts to produce your own media have also been associated with the growing do-it-yourself, or DIY, movement ( Guzzetti, Elliott, \& Welsch, 2010; Lankshear \& Knobel, 2010), involving arts, crafts, and new technologies ( Eisenberg \& Buechley, 2008; Spencer, 2005). Educators should be especially interested in DIY communities given the amount of time youth voluntarily spend in intense learning as they tackle highly technical practices, including film editing, robotics, and writing novels among a host of other activities across various DIY networks. }, 0169 author = {Kafai, Yasmin B. and Peppler, Kylie A.} 0170 } 0171 @article {4579, 0172 title = {Effects of Game-Like Interactive Graphics on Risk Perceptions and Decisions}, 0173 journal = {Medical Decision Making}, 0174 volume = {31}, 0175 number = {1}, 0176 year = {2011}, 0177 month = {January/February}, 0178 pages = {130-142}, 0179 abstract = {Background. Many patients have difficulty interpreting risks described in statistical terms as percentages. Computer game technology offers the opportunity to experience how often an event occurs, rather than simply read about its frequency. Objective. To assess effects of interactive graphics on risk perceptions and decisions. Design. Electronic questionnaire. Participants and setting. Respondents (n = 165) recruited online or at an urban hospital. Intervention. Health risks were illustrated by either static graphics or interactive game-like graphics. The interactive search graphic was a grid of squares, which, when clicked, revealed stick figures underneath. Respondents had to click until they found a figure affected by the disease. Measurements. Risk feelings, risk estimates, intention to take preventive action. Results. Different graphics did not affect mean risk estimates, risk feelings, or intention. Low-numeracy participants reported significantly higher risk feelings than high-numeracy ones except with the interactive search graphic. Unexpectedly, respondents reported stronger intentions to take preventive action when the intention question followed questions about efficacy and disease severity than when it followed perceived risk questions (65\% v. 34\%; P < 0.001). When respondents reported risk feelings immediately after using the search graphic, the interaction affected perceived risk (the longer the search to find affected stick figures, the higher the risk feeling: {\oe}{\r A} = 0.57; P = 0.009). Limitations. The authors used hypothetical decisions. Conclusions. A game-like graphic that allowed consumers to search for stick figures affected by disease had no main effect on risk perception but reduced differences based on numeracy. In one condition, the game-like graphic increased concern about rare risks. Intentions for preventive action were stronger with a question order that focused first on efficacy and disease severity than with one that focused first on perceived risk.}, 0180 keywords = {cost utility analysis, population-based studies, randomized trial methodology, risk stratification, scale development/validation}, 0181 author = {Ancker, Jessica S. and Weber, Elke U. and Kukafka, Rita} 0182 } 0183 @article {4573, 0184 title = {Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference}, 0185 journal = {Games and Culture}, 0186 volume = {6}, 0187 number = {1}, 0188 year = {2011}, 0189 month = {January 1, 2011}, 0190 pages = {61-82}, 0191 abstract = {Broadly interested in the agents and institutions that structure social imaginations and subjectivities by mediating which images are available to what audiences to imagine through, this paper specifically considers the power at play when intermediaries{\textemdash}in this case, video game localizers{\textemdash}filter the images and narratives that are sold and marketed to global consumers, and the way these mediating processes in turn are both produced by, and productive of, (cultural) imaginings. This paper also discusses the way that localization practices{\textemdash}while often framed by a discourse that positions cultural differences as both incommensurable and easily and discretely bounded by the borders of nation-states{\textemdash}typically involve a nuanced negotiation of contradictions, dilemmas and interests.}, 0192 url = {http://gac.sagepub.com/content/6/1/61.abstract}, 0193 author = {Rebecca Carlson and Jonathan Corliss} 0194 } 0195 @article {4574, 0196 title = {Introduction: The Social Science Study of Video Games}, 0197 journal = {Games and Culture}, 0198 volume = {6}, 0199 number = {1}, 0200 year = {2011}, 0201 month = {January 1, 2011}, 0202 pages = {3-16}, 0203 abstract = {This introduction is a short survey of social science literature on video games. It is not meant as a comprehensive review. Instead its goal is to present some of the themes and questions that prompted us to bring the articles in this issue together. The essay begins by outlining some of the recent contributions from the social sciences to video game studies{\textemdash}with a particular emphasis on distinct forms of video game interactivity{\textemdash}and concludes with suggestions for possible future directions for this research.}, 0204 url = {http://gac.sagepub.com/content/6/1/3.abstract}, 0205 author = {Jonathan Corliss} 0206 } 0207 @article {4572, 0208 title = {Learning Real-Life Lessons From Online Games}, 0209 journal = {Games and Culture}, 0210 volume = {6}, 0211 number = {1}, 0212 year = {2011}, 0213 month = {January 1, 2011}, 0214 pages = {17-37}, 0215 abstract = {Games have received increased scholarly attention due to the economic value they generate. Yet, some studies still conceptualize games as {\textquoteleft}{\textquoteleft}virtual{\textquoteright}{\textquoteright} realms that are theoretically distinct from {\textquoteleft}{\textquoteleft}real world{\textquoteright}{\textquoteright} experiences. Based on an ethnographic investigation of two online, text-based gaming environments, this study analyzes dynamics such as technical acculturation, access to technical knowledge, and opportunities for self-expression by studying social interaction that occurred in non-revenue-generating games. Frameworks that focus on dynamics such as in-game conversation in broader game-centric domains or ecologies should be considered to accommodate a wider variety of gaming forms and related interdisciplinary research questions. Different games have different consequences, and it is important to understand the varying consequential contexts that games afford. Whether or not the consequences may be measured economically, it is nevertheless important to consider how social interactions may complicate forms of self-expression in ways that impact the human spirit.}, 0216 url = {http://gac.sagepub.com/content/6/1/17.abstract}, 0217 author = {Lange, Patricia G.} 0218 } 0219 @article {4575, 0220 title = {The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon}, 0221 journal = {Games and Culture}, 0222 volume = {6}, 0223 number = {1}, 0224 year = {2011}, 0225 month = {January 1, 2011}, 0226 pages = {83-100}, 0227 abstract = {This essay makes the argument that the numerous {\textquoteleft}{\textquoteleft}networks{\textquoteright}{\textquoteright} or {\textquoteleft}{\textquoteleft}inter/intranetworks{\textquoteright}{\textquoteright} that structure the video game industry have lived local effects for those involved in the production of video games. In particular, this is most visible in the realm of console video game development but is visible in many other contexts as well. It uses the Nintendo Entertainment System (NES) as an index into this complex and highly structured world that frequently disappears from developers perception. The essay uses largely historical data drawn from patent filings, Securities and Exchange Commission (SEC) filings, and court cases to analyze these networks. The essay argues that these inter/intranetworks, as constructed, have been instrumental in the way that the game industry now finds itself structured and that as the industry has {\textquoteleft}{\textquoteleft}matured,{\textquoteright}{\textquoteright} the networks have become less accessible and less interoperable.}, 0228 url = {http://gac.sagepub.com/content/6/1/83.abstract}, 0229 author = {O{\textquoteright}Donnell, Casey} 0230 } 0231 @article {4576, 0232 title = {The Unreal Enemy of America{\textquoteright}s Army}, 0233 journal = {Games and Culture}, 0234 volume = {6}, 0235 number = {1}, 0236 year = {2011}, 0237 month = {January 1, 2011}, 0238 pages = {38-60}, 0239 abstract = {This paper explores the characterizations of enemies in military-themed video games, with special attention given to the games Conflict: Desert Storm and America{\textquoteright}s Army. I demonstrate how the public enemy of America{\textquoteright}s Army is one not confined to any nationality, ethnicity, or political agenda. This marks a significant departure from games such as Conflict: Desert Storm. I argue that the production of this abstract enemy{\textemdash}what I call the {\textquoteleft}{\textquoteleft}unreal enemy{\textquoteright}{\textquoteright}{\textemdash}is significantly shaped by a biopolitical system that intertwines the military and electronic entertainment industries. This arrangement delocalizes power, distributing it through a network of institutions and subjects. Throughout, I use ethnographic examples that explore how this abstract enemy has been constructed and juxtaposed against more concrete and personal figures, such as the America{\textquoteright}s Army Real Heroes, individuals upheld as the embodiment of personal achievement in the U.S. Army. I conclude by asserting that the unreal enemy of America{\textquoteright}s Army is, ultimately, an enemy that is not exclusive to a video game, but one that exists as an anonymous specter, ever present in the militarized American cultural imaginary.}, 0240 url = {http://gac.sagepub.com/content/6/1/38.abstract}, 0241 author = {Allen, Robertson} 0242 } 0243 @article {Thin:2011uq, 0244 title = {Flow Experience and Mood States While Playing Body Movement-Controlled Video Games}, 0245 journal = {Games and Culture}, 0246 volume = {6}, 0247 number = {5}, 0248 year = {2011}, 0249 note = {10.1177/1555412011402677}, 0250 month = {jan}, 0251 pages = {414{\textendash}428}, 0252 abstract = {Body movement-controlled video games (BMCVGs) are a genre of video gaming utilizing body movement to control game play that is becoming increasingly popular. Despite the popularity and widespread interest in BMCVGs, there is limited information available about the nature of the players{\textquoteright} experiences when they engage in BMCVG play. A total of 14 young adults played 6 different BMCVGs for 6 min each and performed traditional cycling exercise in a randomized order. After two familiarization sessions, on a third occasion, subjects rated their enjoyment and completed the Flow State Scale-2 questionnaire. The BMCVGs were rated more enjoyable than traditional cycling exercise and the Flow dimensions Challenge-Skill Balance and Merging of Action and Awareness scored significantly higher than the norms for exercise activity and instead corresponded more closely to the norms for sporting activity. These findings suggest that BMCVGs could therefore act as a gateway for sedentary individuals to become involved in sporting activities.}, 0253 keywords = {Exercise, Exergaming, Experience, flow, mood, physical activity, Sport, Video Games}, 0254 url = {http://gac.sagepub.com/content/6/5/414.abstract}, 0255 author = {Thin, Alasdair G. and Hansen, Lisa and McEachen, Danny} 0256 } 0257 @article {Lindtner:2011wt, 0258 title = {The Promise of Play: A New Approach to Productive Play}, 0259 journal = {Games and Culture}, 0260 volume = {6}, 0261 number = {5}, 0262 year = {2011}, 0263 note = {10.1177/1555412011402678}, 0264 month = {jan}, 0265 pages = {453{\textendash}478}, 0266 abstract = {Games are woven into webs of cultural meaning, social connection, politics, and economic change. This article builds on previous work in cultural, new media, and game studies to introduce a new approach to productive play, the promise of play. This approach analyzes games as sites of cultural production in times of increased transnational mediation and speaks to the formation of identity across places. The authors ground their explorations in findings from ethnographic research on gaming in urban China. The spread of Internet access and increasing popularity of digital entertainment in China has been used as an indicator of social change and economic progress shaped by global flows. It has also been described as being limited by local forces such as tight information control. As such, gaming technologies in China are ideal to ask broader questions about digital media as sites of production at the intersection of local contingencies and transnational developments.}, 0267 keywords = {China, contingency, discourse, imagination cultural identity, Internet legislation, mixed-reality gaming, Online gaming, policy, productive play}, 0268 url = {http://gac.sagepub.com/content/6/5/453.abstract}, 0269 author = {Lindtner, Silvia and Dourish, Paul} 0270 } 0271 @article {Harper:2011vl, 0272 title = {Rules, Rhetoric, and Genre: Procedural Rhetoric in Persona 3}, 0273 journal = {Games and Culture}, 0274 volume = {6}, 0275 number = {5}, 0276 year = {2011}, 0277 note = {10.1177/1555412011402675}, 0278 month = {jan}, 0279 pages = {395{\textendash}413}, 0280 abstract = {Released in 2008 for the Playstation 2, Shin Megami Tensei: Persona 3 is a roleplaying game with a diverse genre pedigree. It is a combination of dungeon-crawling RPG and social interaction {\textquoteleft}{\textquoteleft}datesim,{\textquoteright}{\textquoteright} all wrapped up in the thematic trappings of occult mystery and Japanese popular culture. Using Ian Bogost{\textquoteright}s (2007) concept of procedural rhetoric, this article examines how Persona 3{\textquoteright}s use of genre conventions and gameplay-based rhetorical frames construct the game{\textquoteright}s message, as well as how those structures can inform our understanding of genre for the digital game form.}, 0281 keywords = {Games, Genre, persona, persuasive games, procedural rhetoric, role-playing}, 0282 doi = {10.1177/1555412011402675}, 0283 url = {http://gac.sagepub.com/content/6/5/395.abstract}, 0284 author = {Todd Harper} 0285 } 0286 @article {Brock:2011wd, 0287 title = {"When Keeping it Real Goes Wrong": Resident Evil 5, Racial Representation, and Gamers}, 0288 journal = {Games and Culture}, 0289 volume = {6}, 0290 number = {5}, 0291 year = {2011}, 0292 note = {10.1177/1555412011402676}, 0293 month = {jan}, 0294 pages = {429{\textendash}452}, 0295 abstract = {Videogames{\textquoteright} ability to depict cultural iconographies and characters have occasionally led to accusations of insensitivity. This article examines gamers{\textquoteright} reactions to a developer{\textquoteright}s use of Africans as enemies in a survival horror videogame, Resident Evil 5. Their reactions offer insight into how videogames represent Whiteness and White privilege within the social structure of {\textquoteleft}{\textquoteleft}play.{\textquoteright}{\textquoteright} Omi and Winant{\textquoteright}s (1994) racial formation theory notes that race is formed through cultural representations of human bodies organized in social structures. Accordingly, depictions of race in electronic spaces rely upon media imagery and social interactions. Videogames construct exotic fantasy worlds and peoples as places for White male protagonists to conquer, explore, exploit, and solve. Like their precursors in science fiction, fantasy, and horror, videogame narratives, activities, and players often draw from Western values of White masculinity, White privilege as bounded by conceptions of {\textquoteleft}{\textquoteleft}other,{\textquoteright}{\textquoteright} and relationships organized by coercion and domination.}, 0296 keywords = {Black, gender and videogames, online racial identity, race and ethnicity, race and videogames, Resident evil 5, Sheva Alomar, Whiteness online}, 0297 url = {http://gac.sagepub.com/content/6/5/429.abstract}, 0298 author = {Brock, Andr{\'e}} 0299 } 0300 @article {4578, 0301 title = {Developing High-Fidelity Health Care Simulation Scenarios: A Guide for Educators and Professionals}, 0302 journal = {Simulation \& Gaming}, 0303 volume = {42}, 0304 number = {1}, 0305 year = {2011}, 0306 month = {February 1, 2011}, 0307 pages = {9-26}, 0308 abstract = {The development of appropriate scenarios is critical in high-fidelity simulation training. They need to be developed to address specific learning objectives, while not preventing other learning points from emerging. Buying a patient simulator, finding a volunteer to act as the patient, or even obtaining ready-made scenarios from another simulation center are rarely insurmountable challenges. The issue often lies in how to use or adapt these for your own purpose: with your team, facilities, and resources but primarily for your learners. Published information is limited in the area of scenario preparation for health care education and continuing medical education or continuing professional development. This article is a guide for clinical tutors, standardized patient trainers, and patient simulator operators on how to script scenarios and proposes a new detailed and reusable template for writing scenarios. It contains practical sections such as how to decide on the learning objectives to be addressed, how to script and organize your scenarios, and how to pitch the suitable level of details to make the scenarios appropriately realistic.}, 0309 keywords = {high-fidelity simulation, patient cases, scenario preparation, scenario-based simulation, script development, simulation-based training, storyboarding}, 0310 author = {Alinier, Guillaume} 0311 } 0312 @article {4591, 0313 title = {Dynamics of Student Cognitive-Affective Transitions During a Mathematics Game}, 0314 journal = {Simulation \& Gaming}, 0315 volume = {42}, 0316 number = {1}, 0317 year = {2011}, 0318 month = {February 1, 2011}, 0319 pages = {85-99}, 0320 abstract = {Researchers of interactive learning environments have grown increasingly interested in designing these systems to become more responsive to differences in students{\quotesinglbase}{\"A}{\^o} cognitive-affective states. They believe that the detection of and adaptation to student cognition and affect may boost student learning gains and enhance the quality of students{\quotesinglbase}{\"A}{\^o} overall learning experience. A growing body of research focuses specifically on the study of cognitive-affective dynamics, defined as the natural ways in which a student{\quotesinglbase}{\"A}{\^o}s cognitive-affective states change over time. These types of studies help designers identify desirable (virtuous) cycles that they want to foster and undesirable (vicious) cycles that they want to dissuade. In this study, the author examined the dynamics of the cognitive-affective states exhibited by Filipino students as they used the pre-algebra game MATH BLASTER 9-12. The author focused on the cognitive-affective states of boredom, confusion, delight, engagement, frustration, neutrality, and surprise. Using quantitative field observations, the author determined which of these states tended to persist or transition into other states over time. It was found that boredom was the only state that tended to persist. Boredom tended not to lead to engagement. Students who were confused were not likely to stay confused but were likely to transition into engagement. Students who were delighted were not likely to become confused. From these findings and based on comparisons with related work, it is concluded that boredom is a persistent and undesirable state. Confusion is not persistent and is desirable because it leads to further engagement with the content.}, 0321 keywords = {Affect, boredom, Cognition, cognitive-affective dynamics, confusion, delight, engagement, frustration, Games, math, MATH BLASTER 9-12, mathematics, pre-algebra, surprise}, 0322 author = {Rodrigo, Ma. Mercedes T.} 0323 } 0324 @article {4581, 0325 title = {An Experimental Study of the Reputation Mechanism in a Business Game}, 0326 journal = {Simulation \& Gaming}, 0327 volume = {42}, 0328 number = {1}, 0329 year = {2011}, 0330 month = {February 1, 2011}, 0331 pages = {27-42}, 0332 abstract = {Reputation enables different parties to establish a trusting and cooperative relationship, a key factor in integrative negotiations referred to as {\quotesinglbase}{\"A}{\'u}win-win{\quotesinglbase}{\"A}{\`u} negotiations. Thus, a good reputation mechanism can bring simulations closer to reality. In this study, the authors review the reputation mechanisms applied to the online business game WIN WIN MANAGER, where the players{\quotesinglbase}{\"A}{\^o} reputations are decided by their counterparts at the end of each negotiation. Then, the authors compare two reputation mechanisms and hypothesize that the best mechanism will be more positively correlated with the negotiation outcome, which is measured by a scoring algorithm. Using nonparametric statistics, it is highlighted that the reputation mechanism in earlier versions of the game seems to produce values unrelated to the score, whereas the new mechanism produces values significantly positively correlated with the score. Such results can be useful to scholars who conduct experiments on negotiation, as well as online markets in which users are allowed to negotiate with one another.}, 0333 keywords = {business game, game-based learning, negotiation outcome, online negotiation, reputation mechanism, serious game, WIN WIN MANAGER}, 0334 author = {Greco, Marco and Branca, Antonio Maurizio and Morena, Gianfranco} 0335 } 0336 @article {4580, 0337 title = {A {\textquoteright}Gamer{\textquoteright} in Many Areas}, 0338 journal = {Simulation \& Gaming}, 0339 volume = {42}, 0340 number = {1}, 0341 year = {2011}, 0342 month = {February 1, 2011}, 0343 pages = {118-122}, 0344 abstract = {I am Professor and Chair of the Management Department at the University of St. Thomas, my professional home for the past 30 years. My primary teaching interest has always been strategic planning. I discovered business simulations over 30 years ago, and have been a user and advocate of them throughout my professional life. In 1992, I was awarded a Fulbright Scholars Fellowship to teach at the National University of Ireland in Cork, Ireland, and I ended up spending 4 years there over a 6-year period. I have led a study abroad program to England and Ireland, teaching an undergraduate strategy course there annually since 1997.}, 0345 keywords = {business simulation developer, simulations \& learning, study abroad, teaching ethics}, 0346 author = {Anderson, Philip H.} 0347 } 0348 @article {4585, 0349 title = {Improving Transfer of Learning: Relationship to Methods of Using Business Simulation}, 0350 journal = {Simulation \& Gaming}, 0351 volume = {42}, 0352 number = {1}, 0353 year = {2011}, 0354 month = {February 1, 2011}, 0355 pages = {64-84}, 0356 abstract = {This study investigates whether the processes associated with the use of business simulations can be structured to improve transfer of learning from the classroom environment to the workplace.The answer to this question is explored by investigating teaching methods used to introduce the simulation, the amount of time students spend on decisions, team decision-making characteristics, and student performance levels in the course. The results indicate that students have higher perceived transfer of learning when they learn the simulation by reading the student manual and from peers rather than from the instructor or from hands-on experience. Also, the results indicate that perceptions of time spent on strategic decisions, financial decisions, and student expectations of their final grade were related to perceived transfer of learning.}, 0357 keywords = {business simulation, learning, transfer of learning}, 0358 author = {Mayer, Brad W. and Dale, Kathleen M. and Fraccastoro, Katherine A. and Moss, Gisele} 0359 } 0360 @article {4582, 0361 title = {Learning in Single-Versus Multiplayer Games: The More the Merrier?}, 0362 journal = {Simulation \& Gaming}, 0363 volume = {42}, 0364 number = {1}, 0365 year = {2011}, 0366 month = {February 1, 2011}, 0367 pages = {43-63}, 0368 abstract = {From the observations of successful entertainment games, it is hypothesized that implementing a single-player option may require a different approach from that in a multiplayer option, in terms of game design. To find out whether this could be true and to understand what the specific approaches could entail for educational games, three separate yet related investigations were conducted to examine single- versus multiplayer games: an investigation of two educational games designed and evaluated by the authors, a theoretical investigation from a game and learning perspective, and an empirical investigation of 23 case studies. From these three investigations, it turned out that a {\quotesinglbase}{\"A}{\'u}single-player approach{\quotesinglbase}{\"A}{\`u} is data intensive, has formal rules, and uses direct transfer and individual learning. On the other hand, a {\quotesinglbase}{\"A}{\'u}multiplayer approach{\quotesinglbase}{\"A}{\`u} is less straightforward. From a game perspective, it can be characterized as process intensive and having social rules. When related to learning, however, it could be positioned on any dimension. This exploration shows that the approaches differ to a large extent and that designers have to find a fit between what option they choose and approach they take.}, 0369 keywords = {educational games, evaluation, game attribute, game design, hypothesis building, learning, learning effectiveness, multiplayer, single-player}, 0370 author = {Harteveld, Casper and Bekebrede,Geertje} 0371 } 0372 @article {4592, 0373 title = {Researching Travel Behavior and Adaptability: Using a Virtual Reality Role-Playing Game}, 0374 journal = {Simulation \& Gaming}, 0375 volume = {42}, 0376 number = {1}, 0377 year = {2011}, 0378 month = {February 1, 2011}, 0379 pages = {100-117}, 0380 abstract = {This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint Adaptation Simulation (TACA SIM). A main objective is investigating adaptability under the simulated situation of rapid fuel price. The computer game survey approach has the potential to capture real behavior data through a well-controlled experiment, because the participant experiences the survey as a role-play exploration. Feedback from participants confirms that TACA SIM collects data efficiently in an acceptable time while the participants enjoyed the experience. The authors propose that this gamed-based survey approach provides the basis for collecting and evaluating travel behavior data and adaptation behavior.}, 0381 keywords = {Experience, gamed-based survey, high fuel price, role-playing game, Survey, travel adaptability, travel behavior, travel behavior adaptation, virtual reality}, 0382 author = {Watcharasukarn, Montira and Krumdieck, Susan and Green, Richard and Dantas, Andr{\'e}} 0383 } 0384 @article {4589, 0385 title = {Managing Employees{\textquoteright} Motivation, Cognition, and Performance in Virtual Workplaces: The Blueprint of a Game-based Adaptive Performance Platform (GAPP)}, 0386 journal = {Advances in Developing Human Resources}, 0387 volume = {12}, 0388 number = {6}, 0389 year = {2011}, 0390 month = {December 1, 2010}, 0391 pages = {700-714}, 0392 abstract = {Organizations have embraced various technologies to facilitate communications, interactions, and collaborations to embody VHRD in recent years. While such integration affords opportunities for relevant HRD practices and research, it neglects crucial considerations on technologies{\quotesinglbase}{\"A}{\^o} potential effects in overloading employees{\quotesinglbase}{\"A}{\^o} affective and cognitive processing capacities. As a result, it could impede employees{\quotesinglbase}{\"A}{\^o} motivation to perform on the job. Furthermore, to validate VHRD as technology-mediated processes that support organizational performance, it is imperative to align technologies with performance measurements. To address these issues, this article proposes an original design for a Game-based Adaptive Performance Platform (GAPP) system based on research on work motivation, digital game-based learning environments, electronic performance support, and cognitive processing. The GAPP system intends to (a) sustain employee performance via game features, (b) prevent processing overload in stimuli-rich virtual environments, (c) monitor and align employee performance with desired organizational outcomes, and (d) foster experience sharing among employees in virtual workplaces.}, 0393 keywords = {Game, motivation, Performance, VHRD, virtual HRD, workplaces}, 0394 author = {Huang, Wen-Hao David and Han, Seung-Hyun and Park, Un-Yeong and Seo, Jungmin Jamie} 0395 } 0396 @article {4595, 0397 title = {Cybersexuality in MMORPGs: Virtual Sexual Revolution Untapped}, 0398 journal = {Men and Masculinities}, 0399 volume = {14}, 0400 number = {1}, 0401 year = {2011}, 0402 month = {April 1, 2011}, 0403 pages = {76-96}, 0404 abstract = {This study explores the mechanics and perceptions of cybersex interactions in massively multiplayer online role playing games (MMORPGs) and examines the potential for cybersex in gaming to revolutionize sexuality politics. Drawing on ethnographic and in-depth interview data with fifty MMORPG players, the author examines how cybersex interactions are performed, the context in which they are allowed, and the assessments players make about the utility of cybersex. The author suggests that cybersex has yet to embrace a broader spectrum of sexuality even in strictly virtual interactions.}, 0405 author = {Valkyrie, Zek Cypress} 0406 } 0407 @article {4600, 0408 title = {Machinima in a Fanvid Ecology}, 0409 journal = {Journal of Visual Culture}, 0410 volume = {10}, 0411 number = {1}, 0412 year = {2011}, 0413 month = {April 1, 2011}, 0414 pages = {51-54}, 0415 abstract = {The author discusses machinima in relation to a proliferating family of emerging DIY fanvids, remixes, and parodies spawning on the internet today. Like many other forms of DIY video, machinima is the byproduct of the creative energies of popular culture enthusiasts, fueled by increasingly accessible digital media production tools and online video distribution. Although machinima{\quotesinglbase}{\"A}{\^o}s roots in gaming platforms and cultures make it unique, it shares a history and future with other kinds of DIY fanvids. In this diversified ecosystem, the author concludes, the base of machinima makers will continue to expand, while expert creators will proliferate more and more esoteric niches, some of which cater to the core gaming crowd, and others that cross over to other genres.}, 0416 author = {Ito, Mizuko} 0417 } 0418 @article {4599, 0419 title = {Massively Multiplayer Machinima Mikusuto}, 0420 journal = {Journal of Visual Culture}, 0421 volume = {10}, 0422 number = {1}, 0423 year = {2011}, 0424 month = {April 1, 2011}, 0425 pages = {42-50}, 0426 abstract = {The author presents a taxonomy of machinima produced within and around Massively Multiplayer Online Games (MMOGs), specifically World of Warcraft (WoW). The author illustrates three possible categories: in-house machinima, fan-fiction machinima, and nonfiction machinima, examining the difference in style, purpose, and artistic potential of each.}, 0427 author = {Stern,Eddo} 0428 } 0429 @conference {4508, 0430 title = {Understanding the Components of Gender-Inclusivity in Games}, 0431 booktitle = {7th International Conference on Technology, Knowledge and Society}, 0432 year = {2011}, 0433 month = {25/03/2011}, 0434 publisher = {Common Ground Publishing}, 0435 organization = {Common Ground Publishing}, 0436 address = {Vizcaya, Spain}, 0437 abstract = {Gender-inclusivity in games has been a much debated issue and despite the dramatic growth of gender and games research, many challenges remain in designing a more gender-inclusive game. Gender-inclusivity in games may support certain features and in turn may even determine the features of applications built based on it. This poses a challenge: although we have good techniques for analyzing, designing and evaluating current games, our techniques for gender-inclusive games are much less formed. This article seeks to better understand the components and sub-components of gender-inclusivity in games. It introduces the Gender-Inclusivity Framework (GIF), a conceptual framework that integrates the appropriate gender, games and design literature in order to enhance our knowledge of gender-inclusivity in games. The framework defines gender-inclusivity in three key components: (1) genre, which indicates the type of game, (2) gameplay, which describes the game behaviour and (3) content, which describes the game content. We present the definitions within the scope of gender-inclusivity in games and the detailed items related to each component.}, 0438 keywords = {Design Guidelines, Game Framework, games design, Gender-Inclusive, Gender-Neutral, Video Game}, 0439 url = {http://eprints.ecs.soton.ac.uk/21567/}, 0440 author = {Roziana Ibrahim and Gary B Wills and Lester Gilbert} 0441 } 0442 @article {4609, 0443 title = {Online identity crisis: Real ID on the World of Warcraft forums}, 0444 journal = {First Monday}, 0445 volume = {16}, 0446 year = {2011}, 0447 month = {07/11}, 0448 abstract = {In July 2010, Activision Blizzard announced that the Real ID system was going to be implemented on the official World of Warcraft forums, meaning that players would be required to identify themselves with their real names to be able to post on the forums. The plans were withdrawn only a few days later because of the overwhelming negative response from players. This article analyzes examples of players{\textquoteright} responses on the forums and, having identified central themes concerning identity and sociality in this online setting, explores possible reasons why anonymity is so important to the player community.}, 0449 url = {http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/3624/3006}, 0450 author = {Anne-Mette Albrechtslund} 0451 } 0452 @article {4610, 0453 title = {Uses and gratifications of social games: Blending social networking and game play }, 0454 journal = {First Monday}, 0455 volume = {7}, 0456 year = {2011}, 0457 month = {07/11}, 0458 abstract = {This study applied a uses and gratifications approach to investigate social games {\textemdash} the game applications integrated in social networking platforms. Users{\textquoteright} expected social gratifications and game gratifications from playing social games were examined. The investigation focused on three dimensions of game play: frequency, duration, and engagement of game activities. A hierarchical regression analysis found that social interaction and diversion are positive predictors of game play. Results suggest that there is a distinctly social aspect to social games that reflects their social networking characteristics. Social games should be described as social media rather than as just one category of online computer games.}, 0459 url = {http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/3517/3020}, 0460 author = {Jinghui Hou} 0461 } 0462 @article {4602, 0463 title = {Discourses on Text Integrity: Information and Interpretation in the Contested Fallout Knowledge Community }, 0464 journal = {Convergence}, 0465 volume = {17}, 0466 year = {2011}, 0467 month = {05/2011}, 0468 pages = {159-175}, 0469 abstract = {In an effort to further understand the nature of the productive consumption of media fans in an era of digital connectivity, this article expands on L{\'e}vy{\textquoteright}s (1997) concept of the knowledge community as it applies to fans of the digital-game series Fallout. L{\'e}vy proposed that the age of digital-connectivity would usher in knowledge communities where participation was voluntary, aggregate, and democratic. I argue that Baym{\textquoteright}s (2000) interpretive and informative practices, which serve as the lynchpins of fan discourse, may be understood as the lynchpins of the knowledge community as well. Further, here interpretive and informative practices are not only used to build community and negotiate values, but also to define status and position within the contested Fallout knowledge community. By testing the knowledge community against such an environment, and integrating it into previous research on the role of fan labor in an era where producers are increasingly interested in that labor, this article proposes an understanding of the concept that may well add nuance and context beyond the theory{\textquoteright}s utopian roots. }, 0470 keywords = {Fandom, fans, interpretive and informative practices, knowledge community}, 0471 doi = {10.1177/1354856510397096}, 0472 author = {R.M. Milner} 0473 } 0474 @article {4598, 0475 title = {The Role of Onlookers in Arcade Gaming: Frame Analysis of Public Behaviours}, 0476 journal = {Convergence}, 0477 volume = {17}, 0478 year = {2011}, 0479 month = {05/2011}, 0480 pages = {125-137}, 0481 abstract = {In this article we bring onlookers to front stage. Normally considered invisible participants in video game arcades, their multiple and fluid roles are key to establishing interactional frames in public gaming spaces. We identified three such frames {\textemdash} showroom, gymnasium, and clubroom {\textemdash} after analysing interactions and finding examples of self-presentation in Taipei{\textquoteright}s largest gaming arcade. According to our observations, the nature of gaming scenarios is largely determined by the relative skill levels of players and onlookers, with participants playing their roles in relation to the currently active frame. Onlookers provide cues that signal dynamic frame shifts, thereby collectively maintaining the gaming environment while distinguishing themselves from outsiders. Our study uses a social interactional approach as a complement to fun- and/or play-oriented game research. }, 0482 keywords = {amusement arcade, Erving Goffman, gamers, gaming space, interactional frames, onlookers, presentation of self in public space, role-playing, Video Games}, 0483 doi = {10.1177/1354856510397111}, 0484 author = {Lin,Holin and Sun,Chuen-Tsai} 0485 } 0486 @article {4603, 0487 title = {Teaching and learning English through digital game projects.}, 0488 journal = {Digital Culture \& Education}, 0489 volume = {3}, 0490 year = {2011}, 0491 month = {04/2011}, 0492 abstract = {Digital games are receiving increasing attention by researchers and practitioners in education; however, most of the theory and pedagogy focus on general education or language and literacy development of native speakers. There are very few investigations of game play or game culture and second language development. Language teachers and institutions must know more about games to use the media effectively. Two completed extracurricular projects, based on constructionist learning and media literacy theories and practices, are described in this paper: game design and game magazine creation. The action research projects aimed to guide students towards a better understanding of games{\textquoteright} formal features and technologies through their active creation of games and game-related media, and to improve their spoken and written English language skills. In general, students learned and practised a variety of language and technology skills with the design projects. The projects motivated the students, challenged the students, and provided many opportunities for authentic discussions in the foreign language. Various suggestions, based on the teacher and student experiences of these projects, are made for other language teachers interested in conducting creative game-based projects with their students.}, 0493 keywords = {digital games, game design, game journalism, project-based learning, second language acquisition}, 0494 url = {http://www.digitalcultureandeducation.com/volume-3/teaching-and-learning-english-through-digital-game-projects/}, 0495 author = {deHaan, Jonathan} 0496 } 0497 @proceedings {4567, 0498 title = {The {\textquotedblleft}S{\textquotedblright} in social network games: Initiating, maintaining, and enhancing relationships}, 0499 journal = {Hawaii International Conference on System Sciences (HICSS)}, 0500 year = {2011}, 0501 month = {04/01/2011}, 0502 publisher = {IEEE Computer Society}, 0503 address = {Kauai, HI}, 0504 abstract = {Social network games embedded within social network sites (SNSs) such as Facebook facilitate play 0505 with {\textquotedblleft}Friends{\textquotedblright} within the SNS. In this study, we look at different dimensions of how game play contributes 0506 to relationship initiation and development using qualitative data collected from adult Facebook users 0507 (N=18). Our data suggest that interpersonal motivations are a primary driver of initial game play 0508 and that while game play doesn{\textquoteright}t facilitate direct social interaction, participants perceive indirect 0509 interaction and sharing game-based content as useful in maintaining and even enhancing relationships. }, 0510 keywords = {Facebook, qualitative, social game, social network game, social network site}, 0511 url = {http://arcticpenguin.files.wordpress.com/2011/01/pid1058556.pdf}, 0512 author = {Donghee Yvette Wohn and Cliff Lampe and Rick Wash and Jessica Vitak and Nicole Ellison} 0513 } 0514 @article {4500, 0515 title = {The methodological mayhem of experimental videogame research}, 0516 journal = {PsyPAG Quarterly}, 0517 year = {2011}, 0518 month = {03/2011}, 0519 author = {Linda K Kaye} 0520 } 0521 @conference {4509, 0522 title = {Minds the Gaps: The Challenges of Gender-Inclusivity in Games}, 0523 booktitle = {5th International Conference on Design Principles and Practices}, 0524 year = {2011}, 0525 month = {02/02/2011}, 0526 publisher = {Common Ground Publishing}, 0527 organization = {Common Ground Publishing}, 0528 address = {Rome, Italy}, 0529 abstract = {Gender-inclusivity in games has been a much debated issue and despite the dramatic growth of gender and games research, many challenges remain in designing a more gender-inclusive game. Gender-inclusivity in games may support certain features and in turn may even determine the features of applications built based on it. This poses a challenge: although we have good techniques for analyzing, designing and evaluating current games, our techniques for gender-inclusive games are much less formed. This article discusses some unresolved issues concerning gender-inclusivity in games and the gaps in designing a more gender-inclusive game. We present the implications of each issue towards gender-inclusivity in games. In conclusion, we proposed a framework that defines gender-inclusivity in three key components: (1) genre, which indicates the type of game, (2) gameplay, which describes the game behaviour and (3) content, which describes the game content. Some applications of the framework are outlined.}, 0530 keywords = {Design Guidelines, Game Framework, games design, Gender-Inclusive, Gender-Neutral, Video Game}, 0531 url = {http://eprints.ecs.soton.ac.uk/21566/}, 0532 author = {Roziana Ibrahim and Gary B Wills and Lester Gilbert} 0533 } 0534 @article {Kallio01072011, 0535 title = {At Least Nine Ways to Play: Approaching Gamer Mentalities}, 0536 journal = {Games and Culture}, 0537 volume = {6}, 0538 number = {4}, 0539 year = {2011}, 0540 pages = {327-353}, 0541 abstract = {Do digital games and play mean the same things for different people? This article presents the results of a 3-year study in which we sought for new ways to approach digital games cultures and playing practices. First, the authors present the research process in brief and emphasize the importance of merging different kinds of methods and materials in the study of games cultures. Second, the authors introduce a gaming mentality heuristics that is not dedicated to a certain domain or genre of games, addressing light casual and light social gaming motivations as well as more dedicated ones in a joint framework. The analysis reveals that, in contrast to common belief, the majority of digital gaming takes place between {\textquoteleft}{\textquoteleft}casual relaxing{\textquoteright}{\textquoteright} and {\textquoteleft}{\textquoteleft}committed entertaining,{\textquoteright}{\textquoteright} where the multiplicity of experiences, feelings, and understandings that people have about their playing and digital games is wide ranging. Digital gaming is thus found to be a multifaceted social and cultural phenomenon that can be understood, practiced, and used in various ways.}, 0542 keywords = {digital games, Game research, games cultures, heuristics, methodology, playing mentalities}, 0543 doi = {10.1177/1555412010391089}, 0544 url = {http://gac.sagepub.com/content/6/4/327.abstract}, 0545 author = {Kallio, Kirsi Pauliina and M{\"a}yr{\"a}, Frans and Kaipainen, Kirsikka} 0546 } 0547 @inbook {4577, 0548 title = {Computer and VideoGames}, 0549 booktitle = {Media Psychology}, 0550 year = {2011}, 0551 publisher = {Palgrave: MacMillan}, 0552 organization = {Palgrave: MacMillan}, 0553 chapter = {6}, 0554 address = {London}, 0555 author = {Bryce, Jo and Linda K Kaye}, 0556 editor = {Gayle Brewer} 0557 } 0558 @article {4615, 0559 title = {"Did This Game Scare You? Because it Sure as Hell Scared Me!" F.E.A.R., the Abject and the Uncanny}, 0560 journal = {Games and Culture}, 0561 volume = {6}, 0562 year = {2011}, 0563 pages = {312-326 }, 0564 abstract = {First Encounter Assault Reconnaissance (F.E.A.R.), a first-person shooter video game, was released on the Xbox 360 console in 2006. What makes the game analytically interesting is the creation of a game-world designed to promote a feeling of uncertainty in the player. This article explores the ways in which the ambience of uncertainty is developed within the game. Freud{\textquoteright}s writing on the uncanny and Kristeva{\textquoteright}s closely related work on abjection is drawn upon to explore how the game works rhetorically to place the player in an unsettled psychological state. The article argues that the use of the heavily gendered symbolism of the uncanny and the abject is value laden and that consequently we must pay attention to that which we cast out, reject, repress, and destroy in the fictive universe of video game play. The article concludes by suggesting that texts such as F.E.A.R. may resonate with wider uncertainties around the self in late-modern life. }, 0565 keywords = {abject, identity, psychoanalysis, representation, uncanny, Video Games}, 0566 doi = {10.1177/1555412010391091 }, 0567 author = {Steve Spittle} 0568 } 0569 @article {Dutton01082011, 0570 title = {Digital pitchforks and virtual torches: Fan responses to the Mass Effect news debacle}, 0571 journal = {Convergence: The International Journal of Research into New Media Technologies}, 0572 volume = {17}, 0573 number = {3}, 0574 year = {2011}, 0575 pages = {287-305}, 0576 abstract = {In early 2008, what started as a small report in an online conservative outlet on the Xbox 360 videogame Mass Effect was picked up by a number of news outlets and blogs. In particular, Fox News{\textquoteright}s {\textquoteleft}Live Desk with Martha MacCallum{\textquoteright} produced a segment on the game, claiming it was fully interactive digital pornography. One of the show{\textquoteright}s guests, pop psychologist Cooper Lawrence, argued that the game{\textquoteright}s sexual content was harmful, but did so with no firsthand knowledge of the game, incensing fans of the game. Those fans proceeded to respond in various ways, particularly on the internet. The present research examines three distinct areas of these fan responses {\textemdash} forum discussions, YouTube videos, and the {\textquoteleft}review bombing{\textquoteright} of Cooper Lawrence{\textquoteright}s books on Amazon.com. The various ways in which fans expressed their anger at, displeasure with, and opinions on the story and how the game was treated in the media present a chance not only to look into the mindset of these fans toward the various institutions involved in but also paint a picture of fan and gamer cultures in general.}, 0577 keywords = {Fandom, fans, Fox News, Internet, mass effect, online, videogames}, 0578 doi = {10.1177/1354856511407802}, 0579 url = {http://con.sagepub.com/content/17/3/287.abstract}, 0580 author = {Nathan Dutton and Consalvo,Mia and Todd Harper} 0581 } 0582 @conference {4547, 0583 title = {Disambiguating Age, Gender and Skill: An Exploration of Online Chat Among MMOG Players.}, 0584 booktitle = {International Sunbelt Social Network Conference}, 0585 year = {2011}, 0586 address = {St. Pete Beach, FL, USA}, 0587 url = {http://www.vwobservatory.com/wp/?p=207}, 0588 author = {Foucault Welles, B. and Shim, K.J. and Ratan, R.A. and Kennedy, T. L. M. and Rousse, T.H. and Contractor, N. and Srivastava, J. and Williams, Dmitri} 0589 } 0590 @article {Eklund01082011, 0591 title = {Doing gender in cyberspace: The performance of gender by female World of Warcraft players}, 0592 journal = {Convergence: The International Journal of Research into New Media Technologies}, 0593 volume = {17}, 0594 number = {3}, 0595 year = {2011}, 0596 pages = {323-342}, 0597 abstract = {This explorative study focuses on the performance of gender and sexuality in World of Warcraft (WoW), an online game, following Butler{\textquoteright}s performance theory. Through interviews with female WoW players, gender and sexuality is analysed. The article argues that we cannot study gender online without also looking at sexuality. Gender performances are discussed within the framework of four themes: the avatar; strategies; sexuality, and the contextual importance of WoW. Results show that gender identity construction in WoW is an ongoing process highly dependent on the social context of play. The women interviewed created gendered and sexualized identities constrained and empowered by the rules of the game and the opportunities it offers as well as of their social relations. Although a heterosexual norm rules, there are possibilities hitherto unrecognized for queer performance within the gendered role play in WoW and the game offers the possibility of multiple and alternative performances of the self.}, 0598 keywords = {gender identity, MMORPG, performative sexuality, social context, World of Warcraft}, 0599 doi = {10.1177/1354856511406472}, 0600 url = {http://con.sagepub.com/content/17/3/323.abstract}, 0601 author = {Eklund, Lina} 0602 } 0603 @conference {4625, 0604 title = {The edge of virtual communities? An explorative analysis of clans and computer games}, 0605 booktitle = {Exploring the Edges of Gaming. Proceedings of the Vienna Games Conference 2008-2009}, 0606 year = {2011}, 0607 pages = {77-90}, 0608 publisher = {Braum{\"u}ller}, 0609 organization = {Braum{\"u}ller}, 0610 address = {Vienna}, 0611 abstract = {The field of online games discloses a high number of self-organising processes of community building. Ego-Shooters are the home of so-called clans, which are one of the most popular and also most interesting types of game communities. With a qualitative approach the structural characteristics, communication processes and interpretational patterns of collective gaming from the perspective of a clan member were researched. The results clearly illustrate the interconnections between real world and virtual world processes of communication and interaction. Clans can be classified as something in-between a hobby and a semi-professionally played sport, whereas the latter better corresponds to the self-concept of most of the interviewees. It was repeatedly noticed that many clans still have a virtual pioneer status. This allows active and committed clan members the possibility for individual design not only of game play, but also of the social and communicative organisation of the clan.}, 0612 keywords = {Appropriation, Clans, communities, Game Culture}, 0613 isbn = {978-3-7003-1758-6}, 0614 author = {Jeffrey Wimmer and Quandt, Thorsten and Kristin Vogel}, 0615 editor = {Mitgutsch, Konstantin and Klimmt,Christoph and Rosenstingl, Herbert} 0616 } 0617 @article {4536, 0618 title = {Facial expression of emotion and perception of the uncanny valley in virtual characters}, 0619 journal = {Computers in Human Behavior}, 0620 volume = {27}, 0621 year = {2011}, 0622 abstract = {With technology allowing for increased realism in video games, realistic, human-like characters risk falling into the Uncanny Valley. The Uncanny Valley phenomenon implies that virtual characters approaching full human-likeness will evoke a negative reaction from the viewer, due to aspects of the character{\textquoteright}s appearance and behavior differing from the human norm. This study investigates if {\textquotedblleft}uncanniness{\textquotedblright} is increased for a character with a perceived lack of facial expression in the upper parts of the face. More important, our study also investigates if the magnitude of this increased uncanniness varies depending on which emotion is being communicated. Individual parameters for each facial muscle in a 3D model were controlled for the six emotions: anger, disgust, fear, happiness, sadness and surprise in addition to a neutral expression. The results indicate that even fully and expertly animated characters are rated as more uncanny than humans and that, in virtual characters, a lack of facial expression in the upper parts of the face during speech exaggerates the uncanny by inhibiting effective communication of the perceived emotion, significantly so for fear, sadness, disgust, and surprise but not for anger and happiness. Based on our results, we consider the implications for virtual character design.}, 0623 keywords = {Uncanny Valley; Facial expression; Emotion; Characters; Video games; Realism}, 0624 issn = {0747-5632}, 0625 doi = {doi:10.1016/j.chb.2010.10.018}, 0626 url = {http://digitalcommons.bolton.ac.uk/gcct_journalspr/14/}, 0627 author = {Angela Tinwell and Grimshaw, Mark and Debbie Abdel Nabi and Andrew Williams} 0628 } 0629 @article {Harambam01062011, 0630 title = {Game over? Negotiating modern capitalism in virtual game worlds}, 0631 journal = {European Journal of Cultural Studies}, 0632 volume = {14}, 0633 number = {3}, 0634 year = {2011}, 0635 pages = {299-319}, 0636 abstract = {Johan Huizinga{\textquoteright}s claim that commercialization threatens the self-enclosed {\textquoteleft}magic circle{\textquoteright} of free play still permeates many contemporary games studies. Critiquing such generalizing and essentialistic assumptions, this article distinguishes four different {\textquoteleft}orders of commercialization{\textquoteright} that impinge on online game worlds and studies empirically how each of these is evaluated and negotiated by players themselves. Based on an analysis of World of Warcraft and Second Life, it demonstrates that some orders of commercialization {\textemdash} that is, the game itself as a commodity and the construction of its world as a virtual marketplace {\textemdash} are compatible with free play since they enhance players{\textquoteright} in-game agency. Other orders of commercialization {\textemdash} that is, {\textquoteleft}real money trading{\textquoteright} and the colonization of the game world by multinationals {\textemdash} are experienced as commodifying and undermine the spirit of play. Contextualization is called for: while some orders of commercialization threaten the {\textquoteleft}magic circle{\textquoteright} of free play, others stimulate or facilitate it.}, 0637 keywords = {commercialization, magic circle, online computer games, PLAY, Second Life, World of Warcraft}, 0638 doi = {10.1177/1367549410393232}, 0639 url = {http://ecs.sagepub.com/content/14/3/299.abstract}, 0640 author = {Harambam, Jaron and Aupers, Stef and Houtman, Dick} 0641 } 0642 @book {4526, 0643 title = {Game sound technology and player interaction: Concepts and developments}, 0644 year = {2011}, 0645 publisher = {IGI Global}, 0646 organization = {IGI Global}, 0647 keywords = {audio, sound}, 0648 isbn = {161692828X}, 0649 url = {http://www.amazon.co.uk/Game-Sound-Technology-Player-Interaction/dp/161692828X/ref=sr_1_1?ie=UTF8\&qid=1294291419\&sr=8-1}, 0650 author = {Mark Grimshaw (ed)} 0651 } 0652 @article {O{\textquoteright}Donnell01082011, 0653 title = {Games are not convergence: The lost promise of digital production and convergence}, 0654 journal = {Convergence: The International Journal of Research into New Media Technologies}, 0655 volume = {17}, 0656 number = {3}, 0657 year = {2011}, 0658 pages = {271-286}, 0659 abstract = {This article critically examines the notion of {\textquoteleft}convergence{\textquoteright} as it applies to videogames and videogame development. Drawing on data from more than five years of ethnographic fieldwork amongst {\textquoteleft}AAA{\textquoteright} videogame development studios, the specific case of Spider-Man 3{\textquoteright}s development is used as a lens for understanding the complexity of modern media production practice. This case sheds light on our understandings of cross-media development practice and the labor involved in the effect of media {\textquoteleft}flow{\textquoteright} from platform to platform. Actor-Network Theory serves as a guiding analytic framework for understanding how videogame production in this context, given the sheer number of actors, has significant implications for the kinds of cross-media products created and the labor involved in bringing these projects to fruition.}, 0660 keywords = {Actor-Network Theory, convergence, cross-media, videogame developers, videogame development, videogames}, 0661 doi = {10.1177/1354856511405766}, 0662 url = {http://con.sagepub.com/content/17/3/271.abstract}, 0663 author = {O{\textquoteright}Donnell, Casey} 0664 } 0665 @book {4606, 0666 title = {Gaming Matters: Art, Science, Magic, and the Computer Game Medium}, 0667 year = {2011}, 0668 publisher = {University of Alabama Press}, 0669 organization = {University of Alabama Press}, 0670 abstract = {In Gaming Matters, Judd Ethan Ruggill (Arizona State University) and Ken S. McAllister (University of Arizona) offer a playful and provocative look at the computer game medium, arguing that games are: 0671 {\textbullet} Idiosyncratic, and thus difficult to apprehend using the traditional tools of media study; 0672 {\textbullet} Irreconcilable, or complex to such a degree that developers, players, and scholars have contradictory ways of describing them; 0673 {\textbullet} Boring, and therefore obligated to constantly make demands on players{\textquoteright} attention; 0674 {\textbullet} Anachronistic, or built on age-old tropes and forms of play while ironically bound to the most advanced technologies; 0675 {\textbullet} Duplicitous, or dependent on truth-telling rhetoric even when they are about fictions, fantasies, or lies; 0676 {\textbullet} Work, or are often better understood as labor rather than play; 0677 {\textbullet} Alchemical, despite seeming all-too mechanical or predictable 0678 In its assessments, Gaming Matters neither flatters game enthusiasts nor emboldens the medium{\textquoteright}s detractors. Instead, it provides a new set of lenses through which games can be examined, and in the process makes a significant contribution to the foundation of both computer game and new media studies. 0679 Judd Ethan Ruggill (Arizona State University) and Ken S. McAllister (University of Arizona) co-direct the Learning Games Initiative (LGI), a transdisciplinary, inter-institutional research group that studies, teaches with, and builds computer games. They also curate one of the world{\textquoteright}s largest research-oriented computer game archives, and have written and lectured extensively on the necessity of interdisciplinary collaboration, the politics of digital media, and the importance of play in scholarship.}, 0680 isbn = {ISBN-10: 0817317376 }, 0681 issn = {ISBN-10: 0817317376}, 0682 url = {http://www.uapress.ua.edu/product/Gaming-Matters,5078.aspx}, 0683 author = {Judd Ethan Ruggill and Ken S. McAllister} 0684 } 0685 @article {4545, 0686 title = {How Games Support Associational Life: Using Tocqueville to Understand the Connection}, 0687 journal = {Games and Culture}, 0688 volume = {6}, 0689 year = {2011}, 0690 pages = {354-372}, 0691 abstract = {One of the greatest problems in contemporary social science is the decline of participation in political and civil spheres. Video games and digital worlds are promising new modes of association capable of connecting people in a way that passive forms of mass communication are unable to. This essay shows the strength of video games as a medium for associational life by turning to the thought of one of the preeminent philosophers of collective action: Alexis de Tocqueville. Although Tocqueville lived long before the advent of video games, his theory of democracy provides an excellent account of the benefits of civic associations. Among these are teaching enlightened self-interest, creating feelings of efficacy, protecting individuality, and establishing meritocratic norms. Video games are capable of providing each of these goods, making them an effective supplement, though not a replacement, to traditional associational life in an age of increasing fragmentation.}, 0692 keywords = {Associations, civic culture, public sphere, Tocqueville, Video Games, virtual worlds}, 0693 doi = {10.1177/1555412010391090}, 0694 author = {Schulzke, Marcus} 0695 } 0696 @article {Aldred:2011wy, 0697 title = {A Man Chooses, A Slave Obeys: BioShock and the Dystopian Logic of Convergence}, 0698 journal = {Games and Culture}, 0699 volume = {6}, 0700 number = {5}, 0701 year = {2011}, 0702 note = {10.1177/1555412011402674}, 0703 pages = {479{\textendash}496}, 0704 abstract = {For all the critical attention paid to dystopian landscapes in recent literature and film, a similar dystopian turn within gamespace has been largely overlooked. The authors contend that post-apocalyptic digital games merit the same critical examination as their literary and cinematic counterparts, arguing that such games can provide a meaningful site in which questions about the future of technology play out against the dialectic of utopian and dystopian alternatives. Specifically, this article argues that the popular console game BioShock simultaneously celebrates and interrogates utopian notions of technological progress and free will embedded within prevailing industrial and academic conceptions of convergence. The authors explore the differing, yet complementary, conceptions of utopia put forth by critical theorists and the games industry in order to examine how BioShock{\textquoteright}s ambivalence toward technology{\textendash}-and technologies and practices of media consumption in particular{\textendash}-complicates more idealistic and totalizing forecasts for the future of media convergence. Building upon Alexander Galloway{\textquoteright}s treatment of gamic action as an {\textquoteleft}{\textquoteleft}allegorithm{\textquoteright}{\textquoteright} that permits procedural exploration and mastery of dominant control protocols in the information age, the authors analyze the way in which BioShock operationalizes the {\textquoteleft}{\textquoteleft}control{\textquoteright}{\textquoteright} logic of convergence. By performing a close reading of the game{\textquoteright}s ideological content as well as its procedural strategies of transmediation, they link BioShock{\textquoteright}s ambivalence to the multifaceted, often conflicting nature of convergence discourse and practice within the digital games industry.}, 0705 keywords = {BioShock FPS, convergence, dystopia, games industry, utopia}, 0706 url = {http://gac.sagepub.com/content/6/5/479.abstract}, 0707 author = {Aldred, Jessica and Greenspan, Brian} 0708 } 0709 @article {Lankoski01072011, 0710 title = {Player Character Engagement in Computer Games}, 0711 journal = {Games and Culture}, 0712 volume = {6}, 0713 number = {4}, 0714 year = {2011}, 0715 pages = {291-311}, 0716 abstract = {This article argues how players can control a player character influence interpretation and facilitate engagement within a game. Engagement with player characters can be goal-related or empathic, where goal-related engagement depends on affects elicited by goal-status evaluations whereas characters facilitate empathic engagement. The concepts of recognition, alignment, and allegiance are used to describe how engagement is structured in games. Recognition describes aspects of character interpretation. Alignment describes what kind of access players have to a character{\quotesinglbase}{\"A}{\^o}s actions, knowledge, and affects. Allegiance describes how characters elicit sympathy or antipathy through positive or negative evaluation of the character.}, 0717 doi = {10.1177/1555412010391088}, 0718 url = {http://gac.sagepub.com/content/6/4/291.abstract}, 0719 author = {Lankoski, Petri} 0720 } 0721 @article {Barwick01072011, 0722 title = {Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation}, 0723 journal = {Games and Culture}, 0724 volume = {6}, 0725 number = {4}, 0726 year = {2011}, 0727 pages = {373-390}, 0728 abstract = {Digital games are major part of popular culture. They are also an important part of the history of play and as such they deserve to take their rightful place in our cultural legacy. However, they have received little attention in the academic literature on preservation. Despite this lack of interest, some institutions have recognized the significance of preventing the loss of these valuable materials but to what extent is their longevity ensured? What is the current status of game preservation? What are the challenges facing institutions as they {\textquoteleft}{\textquoteleft}play games with cultural heritage?{\textquoteright}{\textquoteright} This article provides an overview of the current state of play and, using a comparative case study analysis, provides an insight into the issues, which lie ahead.}, 0729 keywords = {case study, culture, Games, heritage, preservation}, 0730 doi = {10.1177/1555412010391092}, 0731 url = {http://gac.sagepub.com/content/6/4/373.abstract}, 0732 author = {Barwick, Joanna and Dearnley, James and Muir, Adrienne} 0733 } 0734 @book {4627, 0735 title = {Triadic Game Design: Balancing Reality, Meaning and Play}, 0736 year = {2011}, 0737 publisher = {Springer}, 0738 organization = {Springer}, 0739 address = {London}, 0740 abstract = {Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. This has led to an increasing number of attempts to apply games meaningfully. Games have been developed from teaching students about history, making patients adhere in taking their medicine, to recruiting personnel for the military and collecting data to improve search engines. Yet, little is known on how to design such games. This book is one of the first to look into the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. 0741 0742 Drawing on the personal design experience of the author as well as dozens of examples, the reader will be introduced to a design philosophy called {\textquotedblleft}Triadic Game Design.{\textquotedblright} This argues that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with different people, disciplines, aspects, and criteria. The philosophy also posits that a balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers. And this is what makes it an invaluable tool for practitioners and researchers who are interested in using and designing games that have a real world impact.}, 0743 keywords = {educational games, game design, pedagogy, serious games, simulation and modeling}, 0744 isbn = {978-1849961561}, 0745 issn = {1849961565}, 0746 url = {http://triadicgamedesign.com}, 0747 author = {Harteveld, Casper} 0748 } 0749 @article {4548, 0750 title = {Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being}, 0751 journal = {Communication Research}, 0752 year = {2011}, 0753 abstract = {By unpacking different forms of Internet and MMO use, the present study adopts a nuanced approach to examine the connections between online activities and psychosocial well-being. It combined self-reported survey data with unobtrusive behavioral data from server logs of a large virtual world, EverQuest II. Over 5,000 players were surveyed about how they use the Internet, their specific activities in the virtual world, and their psychosocial well-being. In-game communication networks were also constructed and analyzed. The results showed support for both time displacement and social augmentation effects for various activities. Whether Internet and MMO use were associated with negative or positive outcomes was largely dependent on the purposes, contexts and individual characteristics of users. The results suggest that Internet use and game play have significant nuances and should not be considered as monolithic sources of effects.}, 0754 url = {http://www.vwobservatory.com/wp/?p=62}, 0755 author = {Shen, C. and Williams, Dmitri} 0756 } 0757 @article {Ashton01082011, 0758 title = {Upgrading the self: Technology and the self in the digital games perpetual innovation economy}, 0759 journal = {Convergence: The International Journal of Research into New Media Technologies}, 0760 volume = {17}, 0761 number = {3}, 0762 year = {2011}, 0763 pages = {307-321}, 0764 abstract = {This article explores the upgrade and perpetual innovation economy of digital gaming as it informs understandings and practices of the {\textquoteleft}self{\textquoteright}. Upgrade is situated in terms of digital gaming as a globalized techno-cultural industry. Drawing on accounts of governmentality and cultural work, research with digital games design students is drawn on to explore the overlapping twin logics of technological upgrade and work-on-the-self. The games industry-focused higher education context is examined as an environment for becoming a games designer and involving processes of upgrading the self. Having examined processes and practices of upgrading the self in terms of technological skills and personal development/enterprise, the article turns to some of the critical issues around anxiety, industry conventions and working practices.}, 0765 keywords = {Digital Gaming, governmentality, perpetual innovation, the self, upgrade culture}, 0766 doi = {10.1177/1354856511405758}, 0767 url = {http://con.sagepub.com/content/17/3/307.abstract}, 0768 author = {Ashton, Daniel} 0769 } 0770 @article {Rosenthal01062011, 0771 title = {Video Gaming in Children Improves Performance on a Virtual Reality Trainer but Does Not yet Make a Laparoscopic Surgeon}, 0772 journal = {Surgical Innovation}, 0773 volume = {18}, 0774 number = {2}, 0775 year = {2011}, 0776 pages = {160-170}, 0777 abstract = {Background: In children, video game experience improves spatial performance, a predictor of surgical performance. This study aims at comparing laparoscopic virtual reality (VR) task performance of children with different levels of experience in video games and residents. Participants and methods: A total of 32 children (8.4 to 12.1 years), 20 residents, and 14 board-certified surgeons (total n = 66) performed several VR and 2 conventional tasks (cube/spatial and pegboard/fine motor). Performance between the groups was compared (primary outcome). VR performance was correlated with conventional task performance (secondary outcome). Results: Lowest VR performance was found in children with low video game experience, followed by those with high video game experience, residents, and board-certified surgeons. VR performance correlated well with the spatial test and moderately with the fine motor test. Conclusions: The use of computer games can be considered not only as pure entertainment but may also contribute to the development of skills relevant for adequate performance in VR laparoscopic tasks. Spatial skills are relevant for VR laparoscopic task performance.}, 0778 keywords = {business of surgery, simulation, surgical education}, 0779 doi = {10.1177/1553350610392064}, 0780 url = {http://sri.sagepub.com/content/18/2/160.abstract}, 0781 author = {Rosenthal, Rachel and Geuss, Steffen and Dell-Kuster, Salome and Sch{\"a}fer, Juliane and Hahnloser, Dieter and Demartines, Nicolas} 0782 } 0783 @proceedings {4527, 0784 title = {A preliminary experiment to assess the fear value of preselected sound parameters in a survival horror game}, 0785 journal = {Audio Mostly}, 0786 year = {2010}, 0787 month = {September 14}, 0788 publisher = {ACM}, 0789 address = {Pite{\r a}, Sweden}, 0790 abstract = {This paper presents an experiment testing which sound parameters, in a survival horror game context, most warrant further investigation as a means to control the level of fear in such games. The experiment is part of a long-term study ultimately designed to support the development of a biofeedback procedural audio engine for computer games. By this means, it is hoped to provide an enhanced gaming experience whereby sound synthesis and audio processing is conducted in real-time according to the player{\textquoteright}s affect responses and emotional state. Results indicate that coarse manipulation of audio parameters has the potential to influence the intensity of the player{\textquoteright}s fear response whilst playing a survival horror game. Evidence is also presented that supports the integration of event logging and realtime participant vocal response into an experimental design to gather unbiased, quantitative data that can be associated with qualitative emotional response.}, 0791 keywords = {audio, fear, sound}, 0792 isbn = {978-1-4503-0046-9}, 0793 doi = {10.1145/1859799.1859809}, 0794 url = {http://digitalcommons.bolton.ac.uk/cgi/viewcontent.cgi?article=1013\&context=gcct_conferencepr}, 0795 author = {Tom Garner and Grimshaw, Mark and Debbie Abdel Nabi} 0796 } 0797 @article {4518, 0798 title = {{\textquoteright}Click on the Big Red Car{\textquoteright}}, 0799 journal = {Convergence: The International Journal of Research into New Media Technologies}, 0800 volume = {16}, 0801 number = {4}, 0802 year = {2010}, 0803 month = {November 1, 2010}, 0804 pages = {375-394}, 0805 abstract = {The playing of computer games in the home is ubiquitous in contemporary life. Research that examines young children{\textquoteright}s computer use confirms that playing computer games is a dominant form of activity. While computer game playing has important social effects for children, how children accomplish their social activity during computer use is very much taken for granted in the game-playing literature. This article addresses young children{\textquoteright}s computer game playing through a detailed analysis of two children{\textquoteright}s interaction while playing a Wiggles game in their home. Conversation analysis is employed to describe and explicate the social accomplishment of playing the game through a sequential analysis of data. Discussion considers the local organization of the game, its occasioned complexity, and the management of identity-related activities during game playing. The study provides a description of the ways that social interaction accomplishes the children{\textquoteright}s game playing.}, 0806 keywords = {computer use, Game playing, young children}, 0807 author = {Davidson, Christina} 0808 } 0809 @article {4519, 0810 title = {De-inter-facement: 0100101110101101.org{\textquoteright}s Portraits of {\textquoteleft}Second Life{\textquoteright} Avatars}, 0811 journal = {Convergence: The International Journal of Research into New Media Technologies}, 0812 volume = {16}, 0813 number = {4}, 0814 year = {2010}, 0815 month = {November 1, 2010}, 0816 pages = {395-410}, 0817 abstract = {Since 2006, the art duo 0100101110101101.org, aka Eva and Franco Mattes, have produced a number of {\textquoteleft}portraits{\textquoteright} of Second Life avatars. Collectively referred to as Portraits on the Mattes{\textquoteright}s website, they are grouped into a series of exhibitions which have been shown in New York, Italy and Switzerland, as well as within Second Life itself. Critical reception has been mixed, with some critics appreciating the images as critiques of real-world conventions of beauty, while others have found them bland and banal. The artists, however, have stated that the Portraits series is their most radical work to date. With such wide variance in critical reception and artistic {\textquoteleft}intention{\textquoteright}, it is worth asking a few questions: What is the significance of exhibiting portraits of Second Life avatars? What does it mean to re-present what is already a representation {\textemdash} and what is in fact being represented? And, given that the Portraits are predominantly close-ups of faces, and also that they are brought to us via a whole series of digital interfaces, what role do the face and the interface play in the production and understanding of these images?}, 0818 keywords = {0100101110101101.org, faces, faciality, portraiture, Second Life, Taussig}, 0819 url = {http://con.sagepub.com/content/16/4/395.abstract}, 0820 author = {Cooke, Grayson} 0821 } 0822 @article {4402, 0823 title = {Computer Games and Sociocultural Play: An Activity Theoretical Perspective}, 0824 journal = {Games and Culture}, 0825 volume = {5}, 0826 year = {2010}, 0827 month = {May 7, 2010}, 0828 pages = {335-353}, 0829 abstract = {Various forms of play emerge around computer games. These types of play, known as out-of-game play or extrinsic play, take place beyond the original game context. Despite their significant contribution to the overall play experience, they are often neglected by the game research community. Conventional game theories such as ludology and narratology do not provide an insightful account of the sociocultural aspects of game play. Therefore, in this article, we report our observations and investigations into different forms of extrinsic play activities in an online virtual setting. Founded on activity theory, we articulate theoretical models that explicate game play in a sociocultural context. Our findings reveal that extrinsic play constitutes reflective play and expansive play, which transform the play activity and transport the players beyond the original boundary of play.}, 0830 author = {Ang, Chee Siang and Zaphiris, Panayiotis and Wilson, Stephanie} 0831 } 0832 @article {4401, 0833 title = {Cybersexuality in MMORPGs: Virtual Sexual Revolution Untapped}, 0834 journal = {Men and Masculinities}, 0835 year = {2010}, 0836 month = {May 7, 2010}, 0837 pages = {1097184X10363256}, 0838 abstract = {This study explores the mechanics and perceptions of cybersex interactions in massively multiplayer online role playing games (MMORPGs) and examines the potential for cybersex in gaming to revolutionize sexuality politics. Drawing on ethnographic and in-depth interview data with fifty MMORPG players, the author examines how cybersex interactions are performed, the context in which they are allowed, and the assessments players make about the utility of cybersex. The author suggests that cybersex has yet to embrace a broader spectrum of sexuality even in strictly virtual interactions.}, 0839 author = {Valkyrie, Zek Cypress} 0840 } 0841 @article {4404, 0842 title = {Digital Games and Escapism}, 0843 journal = {Games and Culture}, 0844 volume = {5}, 0845 year = {2010}, 0846 month = {May 7, 2010}, 0847 pages = {354-380}, 0848 abstract = {Digital games are often viewed as being inherently escapist on two counts. First, they are the shining proponents of cutting edge virtuality, embodying the alluring unreality of something erroneously conceived of existing on the other side of a screen. A second reason for associating games with escapism relates to a common perception of play and games as opposite of seriousness and work and somehow set apart from the ordinary, everyday life. The paper discusses the nature of escapism and relates it to the above theoretical issues which contribute to a view of digital games as inherently escapist. The paper proposes a renewed view on digital games and escapism that takes into account their distinctive qualities and their role in everyday life.}, 0849 author = {Calleja, Gordon} 0850 } 0851 @article {4409, 0852 title = {Lost on a Desert Island: The Sims 2 Castaway as Convergence Text}, 0853 journal = {Games and Culture}, 0854 year = {2010}, 0855 month = {May 7, 2010}, 0856 abstract = {This article looks at a genre of games that most frequently appears on the Nintendo DS and discusses how they use multiple techniques drawn from several different sources to gain popularity. The desert island simulation blends a series of familiar game genres with those of popular television, specifically serial television, to produce a genre that deliberately appeals to non-traditional users{\textquoteright}{\textquoteright} (although this definition relies more on preconceptions than actuality, as games continue to develop in scope). This article examines the techniques that these games use, including the shrewd marketing tools of the DS, the ways in which the games borrow from existing games genres, how they draw the player into a narrative web through a reconstruction of player agency, and the linkage with serial television. By specifically examining The Sims 2 Castaway (S2C, 2007), this article discusses how the changing of ludic objectives during these games influences player expectation and how this is increasingly reflected in other texts such as long-haul television series. These developments indicate not only an evolving canon within games but argue for their growing influence elsewhere in cultural production.}, 0857 url = {http://gac.sagepub.com/cgi/content/abstract/1555412010361953v1}, 0858 author = {MacCallum-Stewart, Esther} 0859 } 0860 @article {4403, 0861 title = {Player, Student, Designer: Games Design Students and Changing Relationships With Games}, 0862 journal = {Games and Culture}, 0863 year = {2010}, 0864 month = {May 7, 2010}, 0865 abstract = {Drawing on empirical research conducted with U.K. games design students, games design course tutors, and professional designers alongside broader careers advice and guidance from industry representatives, this article will explore the changing relationships games design students describe with digital games and games technologies. Opening with accounts of their childhood pastimes and passions, the discussion will move to consider closely students{\textquoteright} development within a higher education context and the associated, emerging shifts in their engagements with games technologies. Through exploring the transition from hobby to career and the overlapping player/student/designer positions, questions concerning human and technological interactions, identity, and wider career and skills contexts are highlighted. In drawing out such questions and issues, this article will seek to outline how exploring the practices and understandings of students prompts reflection on both located and specific and more broadly applicable engagements between digital games technologies, industry, and individuals.}, 0866 author = {Ashton, Daniel} 0867 } 0868 @article {4413, 0869 title = {Trusting the Avatar}, 0870 journal = {Games and Culture}, 0871 year = {2010}, 0872 month = {May 7, 2010}, 0873 abstract = {Playing online entails far more than dragon-slaying, identity experimentation, communication, and elaborate synchronized aggression. Letting other players affect your experience means placing yourself--if ever so slightly--at their mercy. In other words, you need to trust them, evoking a concept that has divided philosophers for millennia. This article describes how trust is an important factor in multiplayer gaming, how it can be approached theoretically, and how it may be favorably affected by game design.}, 0874 url = {http://gac.sagepub.com/cgi/content/abstract/1555412009359764v1}, 0875 author = {Smith, Jonas Heide} 0876 } 0877 @article {4412, 0878 title = {What Is Video Game Culture? Cultural Studies and Game Studies}, 0879 journal = {Games and Culture}, 0880 volume = {5}, 0881 year = {2010}, 0882 month = {May 7, 2010}, 0883 pages = {403-424}, 0884 abstract = {What is video game culture, however? What does it mean to have a culture defined by the consumption of a particular medium? Moreover, what are the implications of defining this culture in a particular way? While there has been a great deal of ink split on video game culture, the actual definition of the term is often treated as common sense. Unpacking the discourses surrounding "video game culture"" allows us to see the power dynamics involved in attributing certain characteristics to it, as well as naming it "video game culture"" as such. This has implications for how video games are studied and is connected with how culture is studied more broadly. By critically examining how video game culture has been defined in both press and academic articles, this paper illuminates how this definition has limited the study of video games and where it can move.}, 0885 url = {http://gac.sagepub.com/cgi/content/abstract/1555412009360414v1}, 0886 author = {Shaw, Adrienne} 0887 } 0888 @article {4414, 0889 title = {When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture}, 0890 journal = {Games and Culture}, 0891 year = {2010}, 0892 month = {May 7, 2010}, 0893 abstract = {The actual meanings computer game modders attach to their actions and practices remain heavily underresearched. This article takes a look at the attitudes and everyday practices of the people who make game modifications, with special focus on the forms and consequences of collaboration between hobbyists. The case discussed in the article is the shooter-game Operation Flashpoint (OFP) and the modding scene around it. The article proposes that there is no such thing as an average computer game modder. It is suggested that the distinctions can be drawn based on the objective of projects (missions, add-ons, mods), modder motivations (playing, hacking, researching, self-expression, cooperation), and notions on the ownership and potential commercialization of their work. Given the forecasts concerning the growing significance of player-made content, this study can offer some down-to-earth findings from the long established tradition of game modding.}, 0894 url = {http://gac.sagepub.com/cgi/content/abstract/1555412009359765v1}, 0895 author = {Sotamaa,Olli} 0896 } 0897 @article {4405, 0898 title = {Where Is My Montage? The Performance of Hard Work and Its Reward in Film, Television, and MMOGs}, 0899 journal = {Games and Culture}, 0900 volume = {5}, 0901 year = {2010}, 0902 month = {May 7, 2010}, 0903 pages = {381-402}, 0904 abstract = {Every massively multiplayer online game (MMOG) begins new players at Level 1. The player must grind his or her way through many early levels to reach any kind of decent reward for the hours invested. Compared to films going back to Rocky and television shows such as Crime Scene Investigation (CSI), there is no montage to fast-forward through the work involved in reaching the game{\textquoteright}s reward. What is it about online games or the player that makes such work so compelling? Why would hard work, something that is often avoided in the daily grind of an 8-5 job, be forced upon the videogame player--often to his or her delight? To address these questions, we use Ian Bogost{\textquoteright}s concept of unit operations to evaluate the concept that "hard work is rewarded" as it relates to various media, including films and videogames, and to analyze the historical and theoretical implications of the concept.}, 0905 url = {http://gac.sagepub.com/cgi/content/abstract/1555412009360413v2}, 0906 author = {Consalvo,Mia and Timothy Dodd Alley and Nathan Dutton and Matthew Falk and Howard Fisher and Todd Harper and Adam Yulish} 0907 } 0908 @article {4411, 0909 title = {Discursively Constructing the Art of Silent Hill}, 0910 journal = {Games and Culture}, 0911 year = {2010}, 0912 month = {May 18, 2010}, 0913 abstract = {This article explores the construction of Silent Hill--Konami{\textquoteright}s survival horror video game series--as art. Adopting a discursive approach to the notion of "art," the extent to which traditional formations of cultural value are mobilized is explored across three aspects of the series{\textquoteright} first four installments. The Silent Hill game texts are examined as evoking formal devices of art cinema, including realism, ambiguity, psychological complexity, and self-reflexivity. Next the games{\textquoteright} advertising is considered as emphasizing these qualities, privileging narrative over ludic gaming aspects. Finally the games{\textquoteright} representation in the documentary "The Making of Silent Hill 2" is discussed as positioning the series within frameworks of artistry and authorship.}, 0914 url = {http://gac.sagepub.com/cgi/content/abstract/1555412010364976v1}, 0915 author = {Kirkland, Ewan} 0916 } 0917 @article {4395, 0918 title = {Designing Wonder: Complexity Made Simple or the Wii-Mote{\textquoteright}s Galilean Edge}, 0919 journal = {Television New Media}, 0920 volume = {11}, 0921 number = {3}, 0922 year = {2010}, 0923 month = {May 1, 2010}, 0924 pages = {197-219}, 0925 abstract = {This article considers the Nintendo Wii console{\textquoteright}s negotiation of tensions accruing in contemporary developments around "nice work,""affective labor," and "hyperindustrialism." Learning and play have long been considered to "begin in wonder." Observing that appliances made for us to "enjoy labor," as one adversary in a recent Nintendo Wii title puts it, have a history, I show that hyperindustrial recreational appliances like the Wii design wonder for learning and play by deploying gestural-technical stylistics first prototyped in human-computer interaction design research. I apply ten stylistics of gestural interaction design to the Wii in order to articulate its differences from other interactive educational, recreational, and health devices. I conclude that the Wii increases bandwidth for player action with two distinct effects. First, it orients "wonder" as gestural-technical conduct, making an ethical claim to differentiate contemporary play and work, while, second, projecting an unprogrammed "signature effect" extended in a range of modifications by researchers and amateurs alike.}, 0926 keywords = {Affect, gaming, Gesture, interaction design, labor, PLAY, stylistics, wii}, 0927 author = {Tobias, James} 0928 } 0929 @article {4396, 0930 title = {Wii Will Become Silhouettes}, 0931 journal = {Television New Media}, 0932 volume = {11}, 0933 number = {3}, 0934 year = {2010}, 0935 month = {May 1, 2010}, 0936 pages = {220-230}, 0937 abstract = {The Nintendo Wii functions as an imploded identity stage, where the player interacts with the screen, the wand, and with the other players as a kind of virtual puppet for the self. This differentiates Wii games from other videogames in that the moving, acting body becomes the center of the play, where four modes of production define the parameters and norms of play: technique, discipline, improvisation, and defiance. The player acts with and through these four modes in order to view themselves as a more enhanced part of the game and the screen. Thus, the body becomes the central site of game play, instead of the avatar, the gamespace, or the gaze of the player on both.}, 0938 keywords = {Performance, technique, the body, videogames, wii}, 0939 author = {Burrill, Derek A.} 0940 } 0941 @article {4457, 0942 title = {Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER}, 0943 journal = {Simulation \& Gaming}, 0944 volume = {41}, 0945 year = {2010}, 0946 month = {June 1, 2010;}, 0947 pages = {316-340}, 0948 abstract = {Most serious games have been developed without a proper and comprehensive design theory. To contribute to the development of such a theory, this article presents the underlying design philosophy of LEVEE PATROLLER, a game to train levee patrollers in the Netherlands. This philosophy stipulates that the design of a digital serious game is a multiobjective problem in which trade-offs need to be made. Making these trade-offs takes place in a design space defined by three equally important components: (a) Play, (b) Meaning, and (c) Reality. The various tensions between these three components result in design dilemmas and trilemmas that make it difficult to balance a serious game. Each type of tension is illustrated with one or more examples from the design of LEVEE PATROLLER. ~}, 0949 url = {http://sag.sagepub.com/cgi/content/abstract/41/3/316}, 0950 author = {Harteveld, Casper and Guimar{\~a}es, Rui and Mayer, Igor S. and Bidarra, Rafael} 0951 } 0952 @article {4460, 0953 title = {Debriefing a Health-Related Educational Game: A Case Study}, 0954 journal = {Simulation \& Gaming}, 0955 volume = {41}, 0956 year = {2010}, 0957 month = {June 1, 2010;}, 0958 pages = {390-399}, 0959 abstract = {This study sought to evaluate the utility of a Web-based game on the topic of immunity, based upon the work of Nobel Prize winner Ileya Mechnikov. This was accomplished through postgame written debriefing with an oral debriefing follow-up. A qualitative case study was conducted in a nonformal home setting. The participant learned new information, such as the capability of cells to alert the body to foreign pathogenic attack. Game dissatisfaction was described by the participant as well as suggestions for game improvement. The written debriefing response was generally briefer than the oral debriefing responses. While the participant gleaned information about immunity from the game without facilitator assistance, postgame debriefings aided the participant in reflection about the game. This was the first study to utilize a combination of postgame written and oral debriefing in the Nobel Prize Web-based game genre. It illustrates the value of postgame debriefing as an enhancement of the learning experience related to the health-related educational game. ~}, 0960 url = {http://sag.sagepub.com/cgi/content/abstract/41/3/390}, 0961 author = {Lennon, Jeffrey L.} 0962 } 0963 @article {4456, 0964 title = {Incorporating Customer Lifetime Value Into Marketing Simulation Games}, 0965 journal = {Simulation \& Gaming}, 0966 volume = {41}, 0967 year = {2010}, 0968 month = {June 1, 2010;}, 0969 pages = {341-359}, 0970 abstract = {Notwithstanding the emerging prominence of customer lifetime value (CLV) and customer equity (CE) in the marketing literature during the past decade, virtually nothing has been done to address these concepts in the literature on simulation and gaming. This article addresses the failing, discussing the nature of CLV and CE and demonstrating how they might be incorporated into marketing simulations. ~}, 0971 url = {http://sag.sagepub.com/cgi/content/abstract/41/3/341}, 0972 author = {Cannon, Hugh M. and Cannon, James N. and Schwaiger, Manfred} 0973 } 0974 @article {4458, 0975 title = {Using Gaming Literacies to Cultivate New Literacies}, 0976 journal = {Simulation \& Gaming}, 0977 volume = {41}, 0978 year = {2010}, 0979 month = {June 1, 2010;}, 0980 pages = {400-417}, 0981 abstract = {The use of games in educational contexts has recently received growing attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen teachers{\textquoteright} beliefs about the educational value of games, this article explains the similarities and differences between new literacies and gaming literacy and defines gaming literacy from the {\textquotedblleft}play{\textquotedblright} and {\textquotedblleft}design{\textquotedblright} perspectives. This article presents examples of game use that will help teachers cultivate learners{\textquoteright} new literacies through gaming, understand how the game debriefing process can help scaffold students{\textquoteright} learning, and identify factors affecting the adoption of games in educational contexts. The audience for this article includes teachers and teacher educators who would like greater clarification regarding gaming literacy and its positive effects on the learning and development of new literacies. ~}, 0982 url = {http://sag.sagepub.com/cgi/content/abstract/41/3/400}, 0983 author = {Hsu, Hui-Yin and Wang, Shiang-Kwei} 0984 } 0985 @article {4459, 0986 title = {Video Game-Based Methodology for Business Research}, 0987 journal = {Simulation \& Gaming}, 0988 volume = {41}, 0989 year = {2010}, 0990 month = {June 1, 2010;}, 0991 pages = {360-373}, 0992 abstract = {Experimental research in business and economics has exploded in recent years in both laboratory and field settings. The generality of findings from field experiments is limited by the specificity of the experimental environment. Laboratory studies, on the other hand, are criticized for being devoid of the contextual cues that may indicate to decision makers the nature of the problem and, thus, the appropriate approaches to problem solving. Virtual experiments provide a hybrid of strengths from each of these two experimental protocols that may overcome some of the limitations of each. Using a modified, commercial, adventure game with an appended Sequel database, this research reprises a well-known study of risk aversion within a virtual context. The results indicate that very similar overall measures of risk aversion can be obtained within an adventure game context. Furthermore, it shows that experimentation within this virtual environment permits outcomes to be recorded and analyzed regarding decision consistency, decision revisions, and psychological/behavioral variables that have not been available using either traditional lab or field research methods. As such, this study contributes both to the literature on behavioral business research methodology in general and to the literature on risk aversion in particular. ~}, 0993 url = {http://sag.sagepub.com/cgi/content/abstract/41/3/360}, 0994 author = {Lawson, Larry L. and Lawson, Catherine L.} 0995 } 0996 @article {4338, 0997 title = {Co-Creating Games: A Co-evolutionary Analysis}, 0998 journal = {New Media Society}, 0999 year = {2010}, 1000 month = {January 28, 2010}, 1001 pages = {1-18}, 1002 chapter = {1}, 1003 abstract = {The phenomenon of consumer co-creation is often framed in terms of whether either economic market forces or socio-cultural non-market forces ultimately dominate. We propose an alternate model of consumer co-creation in terms of co-evolution between markets and non-markets. Our model is based on a recent ethnographic study of a massively multiplayer online game through its development, release and ultimate failure, and is cast in terms of two explanatory models: multiple games and social network markets. We conclude that consumer co-creation is indeed complex, but in ways that relate to both emergent market expectations and the evolution of markets, not to the transcendence of markets.}, 1004 url = {http://nms.sagepub.com/cgi/content/abstract/1461444809343563v1}, 1005 author = {Banks,John and Potts, Jason} 1006 } 1007 @article {4322, 1008 title = {{\textquoteright}{\textquoteright}Blacks Deserve Bodies Too!{\textquoteright}{\textquoteright}: Design and Discussion About Diversity and Race in a Tween Virtual World}, 1009 journal = {Games and Culture}, 1010 volume = {5}, 1011 number = {1}, 1012 year = {2010}, 1013 month = {January 1, 2010}, 1014 pages = {43-63}, 1015 abstract = {In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8--16. One unique feature of Whyville is the player{\textquoteright}s ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the racial diversity of available resources for avatar construction and online postings about the role of race in avatar design and social interactions in the community. With the growing interest in player-generated content for online worlds such as Teen Second Life, our discussion addresses the role of avatars in teen/tween identity development and self-representation, and the role of virtual entrepreneurs and community activists in increasing the diversity of avatar parts available.}, 1016 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/43}, 1017 author = {Kafai, Yasmin B. and Cook, Melissa S. and Fields, Deborah A.} 1018 } 1019 @article {4324, 1020 title = {Investigating the {\textquoteright}{\textquoteright}Why{\textquoteright}{\textquoteright} in Whypox: Casual and Systematic Explorations of a Virtual Epidemic}, 1021 journal = {Games and Culture}, 1022 volume = {5}, 1023 number = {1}, 1024 year = {2010}, 1025 month = {January 1, 2010}, 1026 pages = {116-135}, 1027 abstract = {Learning scientists have created and used virtual worlds to support players{\textquoteright} historical, scientific, and ecological inquiries. Much less explored has been the impact of community events on players{\textquoteright} investigations in virtual worlds. The authors present here the case of a community event Whypox, a virtual epidemic whose annual outbreak in Whyville affects players{\textquoteright} communication and appearance. The authors analyze the different levels of participation ranging from casual to systematic in which players searched out more information about the Whypox, participated in online discussions about its causes and investigated different scenarios with simulations. The discussion examines ethical concerns, the contributions of our findings for the design of such community events, and educational resources in virtual worlds to support informal learning.}, 1028 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/116}, 1029 author = {Kafai, Yasmin B. and Quintero, Maria and Feldon, David} 1030 } 1031 @article {4320, 1032 title = {Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices}, 1033 journal = {Games and Culture}, 1034 volume = {5}, 1035 number = {1}, 1036 year = {2010}, 1037 month = {January 1, 2010}, 1038 pages = {88-115}, 1039 abstract = {Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative approach called connective ethnography that focuses on how a gaming practice spread across a network of youth at an after school club that simultaneously participated in a virtual world, Whyville.net. To trace youth participation in online and offline social contexts, we draw on multiple sources of information: observations, interviews, videos, online tracking and chat data, and hundreds of hours of play in Whyville ourselves. One gaming practice -- the throwing of projectiles and its social uses and nuances -- became the focal point of our analyses. The discussions address the methodological challenges underlying the synthesis of diverse types of data that allowed us to follow youth across multiple spaces as well as initial insights into how this practice was used to negotiate relationships in multiple spaces through play.}, 1040 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/88}, 1041 author = {Fields, Deborah A. and Kafai, Yasmin B.} 1042 } 1043 @article {4319, 1044 title = {{\textquoteright}{\textquoteright}Stealing From Grandma{\textquoteright}{\textquoteright} or Generating Cultural Knowledge?: Contestations and Effects of Cheating in a Tween Virtual World}, 1045 journal = {Games and Culture}, 1046 volume = {5}, 1047 number = {1}, 1048 year = {2010}, 1049 month = {January 1, 2010}, 1050 pages = {64-87}, 1051 abstract = {Much research has described the various practices needed of gaining access and participation in multi-user game communities. Cheat sites are a continuation of game communities where players engage in knowledge building about game related challenges. In this paper we analyze the cheat sites created by players for a tween virtual world called Whyville.net, which encourages youth to participate in a range of social activities and play casual science games. Through analysis we created typologies for both the cheats and sites related to science content. Further, a case study of an exemplary cheat site elaborates on how some player-generated sites work to build knowledge of Whyville. Finally, investigation of over a hundred player-written articles illuminates how Whyvillians contest different practices of cheating and how cheating affects the virtual world. Implications of these findings as cultural artifacts of the game community and as guides for designing informal online learning activities are discussed.}, 1052 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/64}, 1053 author = {Fields, Deborah A. and Kafai, Yasmin B.} 1054 } 1055 @article {4321, 1056 title = {World of Whyville: An Introduction to Tween Virtual Life}, 1057 journal = {Games and Culture}, 1058 volume = {5}, 1059 number = {1}, 1060 year = {2010}, 1061 month = {January 1, 2010}, 1062 pages = {3-22}, 1063 abstract = {Virtual worlds have become the new playground for millions of tweens but we know little what it takes to become a player in a virtual community. This paper focuses on one virtual world, called Whyville.net, which at the time of our study hosted over 1.2 million players ages 8 to16 years, with the average player 12.3 years old. Girls represent over 68\% of all players. A guided tour to the various places in Whyville, the different types of science games, and the range of players{\textquoteright} activities provides insights into what players talk about, with whom they socialize, what they like to play, and how they engage in investigations. In 2005, a group of researchers set out to study Whyville by recruiting hundreds of participants online and offline in classrooms and after school clubs and by conducting observations, surveys, and interviews about their online activities. In addition, we collected log files that captured their online movements and chat interaction during a six month period. We discuss ethical issues of conducting research as adults in tween virtual communities and limitations of capturing the complexities of interactions simultaneously in online and offline spaces. The paper concludes with an overview of following papers in the special issue that cover players{\textquoteright} avatar designs, representation of race, cheating practices, learning how to throw virtual mudballs, and participation in virtual epidemic.}, 1064 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/3}, 1065 author = {Kafai, Yasmin B.} 1066 } 1067 @article {4323, 1068 title = {Your Second Selves: Player-Designed Avatars}, 1069 journal = {Games and Culture}, 1070 volume = {5}, 1071 number = {1}, 1072 year = {2010}, 1073 month = {January 1, 2010}, 1074 pages = {23-42}, 1075 abstract = {Avatars in online games and worlds are seen as players{\textquoteright} key representations in interactions with each other. In this article, we investigate the avatar design and identity play within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8--16. One unique feature of Whyville is the players{\textquoteright} ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the expressive resources available for avatar construction, individual tween players{\textquoteright} choices and rationales in creating their avatars, and online postings about avatar design in the community at large. With the growing interest in player-generated content for online worlds such as Second Life, our discussion will address the role of avatars in identity play and self-representation as well as the social issues that arise within the game world.}, 1076 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/23}, 1077 author = {Kafai, Yasmin B. and Fields, Deborah A. and Cook, Melissa S.} 1078 } 1079 @article {4166, 1080 title = {The Influence of Violent and Nonviolent Computer Games on Implicit Measures of Aggressiveness}, 1081 journal = {Aggressive Behavior}, 1082 volume = {36}, 1083 number = {1}, 1084 year = {2010}, 1085 note = {532EOTimes Cited:0Cited References Count:75}, 1086 month = {Jan-Feb}, 1087 pages = {1-13}, 1088 abstract = {We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures.}, 1089 keywords = {Aggression, aggressiveness, Association Test, attitude measures, dysfunctional impulsivity, eating behavior, Heart-Rate, implicit association test, implicit self-concept, Individual-Differences, Media Violence, Self-regulation, single-target implicit association test, social cognition research, Video Games}, 1090 isbn = {0096-140X}, 1091 url = {<Go to ISI>://000272728400001}, 1092 author = {Bluemke, M. and Friedrich, M. and Zumbach, J.} 1093 } 1094 @article {4327, 1095 title = {Computerized Games and Simulations in Computer-Assisted Language Learning: A Meta-Analysis of Research}, 1096 journal = {Simulation Gaming}, 1097 volume = {41}, 1098 number = {1}, 1099 year = {2010}, 1100 month = {February 1, 2010}, 1101 pages = {72-93}, 1102 abstract = {This article explores research on the use of computerized games and simulations in language education. The author examined the psycholinguistic and sociocultural constructs proposed as a basis for the use of games and simulations in computer-assisted language learning. Research in this area is expanding rapidly. However, to date, few studies have critically investigated this body of work. The author reviewed key findings from influential studies. The author{\textquoteright}s analysis reveals that, although these studies are subject to limitations, simulations and games present valuable opportunities for effective language learning. The contemporary literature on theories of language acquisition hypothesizes that simulations and games are beneficial methods for helping learners acquire another language. This article concludes by identifying potential areas for future research.}, 1103 url = {http://sag.sagepub.com/cgi/content/abstract/41/1/72}, 1104 author = {Peterson, Mark} 1105 } 1106 @article {4334, 1107 title = {Gender, Simulation, and Gaming: Research Review and Redirections}, 1108 journal = {Simulation Gaming}, 1109 volume = {41}, 1110 number = {1}, 1111 year = {2010}, 1112 month = {February 1, 2010}, 1113 pages = {51-71}, 1114 abstract = {This review of gender and gameplay research over the past three decades documents a set of persistent methodological repetitions that have systematically impeded its progress since the inception of this trajectory of research. The first is, in fact, a refusal to consider gender at all: Conflating gender with sex impedes possibilities to identify nonstereotypical engagements by girls and women. Second is the persistent attempt to identify sex-specific "patterns" of play and play preferences "characteristic" of girls and women mainly to support and promote these in the name of "gender equity," whether in women{\textquoteright}s involvement in the game industry as designers, in the development and marketing of "games for girls," or the access and uses of digital games for education, training, and entertainment. Third, it is found that "gender" is an issue in research studies only long enough to dismiss it as a significant variable, which in turn makes any deeper critical interrogation unproductive.}, 1115 url = {http://sag.sagepub.com/cgi/content/abstract/41/1/51}, 1116 author = {Jenson,Jennifer and de Castell,Suzanne} 1117 } 1118 @article {4326, 1119 title = {Gender, Simulation, and Gaming: Research Review and Redirections}, 1120 journal = {Simulation Gaming}, 1121 volume = {41}, 1122 number = {1}, 1123 year = {2010}, 1124 month = {February 1, 2010}, 1125 pages = {51-71}, 1126 abstract = {This review of gender and gameplay research over the past three decades documents a set of persistent methodological repetitions that have systematically impeded its progress since the inception of this trajectory of research. The first is, in fact, a refusal to consider gender at all: Conflating gender with sex impedes possibilities to identify nonstereotypical engagements by girls and women. Second is the persistent attempt to identify sex-specific "patterns" of play and play preferences "characteristic" of girls and women mainly to support and promote these in the name of "gender equity," whether in women{\textquoteright}s involvement in the game industry as designers, in the development and marketing of "games for girls," or the access and uses of digital games for education, training, and entertainment. Third, it is found that "gender" is an issue in research studies only long enough to dismiss it as a significant variable, which in turn makes any deeper critical interrogation unproductive.}, 1127 url = {http://sag.sagepub.com/cgi/content/abstract/41/1/51}, 1128 author = {Jenson,Jennifer and de Castell,Suzanne} 1129 } 1130 @article {4332, 1131 title = {Intercultural Simulation Games: A Review (of the United States and Beyond)}, 1132 journal = {Simulation Gaming}, 1133 volume = {41}, 1134 number = {1}, 1135 year = {2010}, 1136 month = {February 1, 2010}, 1137 pages = {94-115}, 1138 abstract = {Intercultural simulations are instructional activities that engage and challenge participants with experiences integral to encounters between people of more than one cultural group. Simulations designed specifically to support intercultural encounters have been in use since the 1970s. This article examines the conceptual bases for intercultural simulation games, their history, contexts in which they are being or have been used, their efficacy, and the current situation for intercultural simulation games. The article concludes with a look at future directions, which will rely on technological advances and the creative work of promising young interculturalists.}, 1139 url = {http://sag.sagepub.com/cgi/content/abstract/41/1/94}, 1140 author = {Fowler, Sandra M. and Pusch, Margaret D.} 1141 } 1142 @article {4328, 1143 title = {The Long History of Gaming in Military Training}, 1144 journal = {Simulation Gaming}, 1145 volume = {41}, 1146 number = {1}, 1147 year = {2010}, 1148 month = {February 1, 2010}, 1149 pages = {6-19}, 1150 abstract = {The dual-use of games in both military and entertainment applications has a long history. This has taken the form of sand tables, miniatures, board games, and computer games. The current tension between entertainment and military applications over games is just the return of similar concerns that have surrounded gaming tools and technologies in previous generations. Dynamic representations of the physical world are interesting and useful tools in a number of fields, to include the military, city planning, architecture, education, and entertainment. Modern computer games contain technologies and tools that allow many different communities to accomplish similar goals.}, 1151 url = {http://sag.sagepub.com/cgi/content/abstract/41/1/6}, 1152 author = {Smith, Roger} 1153 } 1154 @article {4333, 1155 title = {The Philosophy and Epistemology of Simulation: A Review}, 1156 journal = {Simulation Gaming}, 1157 volume = {41}, 1158 number = {1}, 1159 year = {2010}, 1160 month = {February 1, 2010}, 1161 pages = {20-50}, 1162 abstract = {The philosophical literature on simulations has increased dramatically during the past 40 years. Many of its main topics are epistemological. For example, philosophers consider how the results of simulations help explain natural phenomena. This essay{\textquoteright}s review treats mainly simulations in the social sciences. It considers the nature of simulations, the varieties of simulation, and uses of simulations for representation, prediction, explanation, and policy decisions. Being oriented toward philosophy of science, it compares simulations to models and experiments and considers whether simulations raise new methodological issues.The essay concludes that several features of simulations set them apart from models and experiments and make them novel scientific tools, whose powers and limits are not yet well understood.}, 1163 url = {http://sag.sagepub.com/cgi/content/abstract/41/1/20}, 1164 author = {Grune-Yanoff, Till and Weirich, Paul} 1165 } 1166 @article {4335, 1167 title = {Toward Endemic Deployment of Educational Simulation Games: A Review of Progress and Future Recommendations}, 1168 journal = {Simulation Gaming}, 1169 volume = {41}, 1170 number = {1}, 1171 year = {2010}, 1172 month = {February 1, 2010}, 1173 pages = {116-131}, 1174 abstract = {This article presents a conceptual analysis of simulation game adoption and use across university faculty. The metaphor of epidemiology is used to characterize the diffusion of simulation games for teaching and learning. A simple stock-flow diagram is presented to illustrate this dynamic. Future scenarios for simulation game adoption are presented, based on alternative diffusion behaviors. University strategies for increasing simulation game use are explored. It is concluded that while creating endemic use of simulation games by faculty is unlikely, we can employ measures that will significantly expand the stock of faculty acting as simulation game instructors.}, 1175 url = {http://sag.sagepub.com/cgi/content/abstract/41/1/116}, 1176 author = {Moizer, Jonathan and Lean, Jonathan} 1177 } 1178 @article {gunkel_real_2010, 1179 title = {The real problem: avatars, metaphysics and online social interaction}, 1180 journal = {New Media Society}, 1181 volume = {12}, 1182 number = {1}, 1183 year = {2010}, 1184 month = {feb}, 1185 pages = {127{\textendash}141}, 1186 abstract = {It is often assumed that the problem with virtual reality{\textquoteright} {\textendash} the concept, its various technological deployments and the apparently oxymoronic phrase itself {\textendash} has been our understanding, or perhaps misunderstanding, of the virtual. The real problem, however, is not with the virtual; it is with the real itself. This article investigates the undeniably useful but ultimately mistaken and somewhat misguided concept of the real that has been routinely operationalized in investigations of new media technology. The specific point of contact for the examination is the avatar. What is at issue here is not the complicated structures and articulations of avatar identity but the assumed real thing{\textquoteright} that is said to be its ultimate cause and referent. In addressing this subject, the article considers three theories of the real, extending from Platonism to the recent innovations of Slavoj {\v Z}i{\v z}ek and investigates their effect on our understanding of computer-generated experience and social interaction.}, 1187 keywords = {avatar, Computer games, computer-mediated communication, Computers, MMORPG, philosophy of technology, Slavoj Zizek, social aspects, virtual reality}, 1188 author = {David J. Gunkel} 1189 } 1190 @article {4542, 1191 title = {Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey}, 1192 journal = {Simulation \& Gaming}, 1193 volume = {41}, 1194 number = {6}, 1195 year = {2010}, 1196 month = {December 1, 2010}, 1197 pages = {796-823}, 1198 abstract = {Cellular automata were designed by John von Neumann in the 1940s, as a mathematical abstraction for modeling self-replicating algorithms. Since then, cellular automata have been widely studied theoretically and evolved into multiple variants. In the 1970s, Bernard P. Zeigler proposed a formalism rooted on systems theory principles, named DEVS (discrete-event systems specifications), which paved the way for component-based modeling and simulation and related methodologies. The purpose of this article is to survey how cellular automata and its variant, called cell-DEVS, may be used to implement computer simulations that can be used as digital serious games. The authors illustrate that implementation through some of the practical applications of such cellular automata. They show various serious game applications using real case studies: first, a simple bouncing ball and pinball game, a particle collision model, another on gossip propagation, and an application on human behavior at a metro station.Then, they show an application to social simulation using a voters game, a theoretical application (a model called Daisy World, which is derived from Gaia theory), and applications to physical phenomena such as a sandpile formation model or, finally, a three-dimensional model of a {\textquotedblleft}virtual clay{\textquotedblright} that changes its shape when it is subject to pressure effects. }, 1199 author = {Wainer, Gabriel and Qi Liu, and Dalle, Olivier and Zeigler, Bernard P.} 1200 } 1201 @article {4539, 1202 title = {Profiling 40 Years of Research in Simulation \& Gaming}, 1203 journal = {Simulation \& Gaming}, 1204 volume = {41}, 1205 number = {6}, 1206 year = {2010}, 1207 month = {December 1, 2010}, 1208 pages = {869-897}, 1209 abstract = {The authors apply the research profiling method to review all the research that has been published in Simulation \& Gaming since the journal{\textquoteright}s inauguration in 1970. The data include 2,096 articles, of which 1,046 are research articles. The authors identify the prolific authors and their institutional affiliations. They tally referenced articles, title phrases, and descriptors. They find that the most prolific authors neither engage in more work division nor author more conventional thinking articles than less prolific authors and that the 51 prolific authors fall into 7 to 11 clusters. }, 1210 author = {Johanna Bragge and Thavikulwat, Precha and T{\"o}yli, Juuso} 1211 } 1212 @article {4540, 1213 title = {Serious Games, Debriefing, and Simulation/Gaming as a Discipline}, 1214 journal = {Simulation \& Gaming}, 1215 volume = {41}, 1216 number = {6}, 1217 year = {2010}, 1218 month = {December 1, 2010}, 1219 pages = {898-920}, 1220 abstract = {At the close of the 40th Anniversary Symposium of S\&G, this editorial offers some thoughts on a few important themes related to simulation/gaming. These are development of the field, the notion of serious games, the importance of debriefing, the need for research, and the emergence of a discipline. I suggest that the serious gaming community has much to offer the discipline of simulation/gaming and that debriefing is vital both for learning and for establishing simulation/gaming as a discipline.}, 1221 author = {Crookall, David} 1222 } 1223 @article {4543, 1224 title = {Time in Video Games: A Survey and Analysis}, 1225 journal = {Simulation \& Gaming}, 1226 volume = {41}, 1227 number = {6}, 1228 year = {2010}, 1229 month = {December 1, 2010}, 1230 pages = {844-868}, 1231 abstract = {This article introduces a conceptual tool for analyzing video game temporality, the temporal frame, and a methodology by which new temporal frames can be constructed as needed during analysis. A temporal frame is a set of events, along with the temporality induced by the relationships between those events. The authors discuss four common temporal frames: real-world time (events taking place in the physical world), gameworld time (events within the represented gameworld, including events associated with gameplay actions), coordination time (events that coordinate the actions of players and agents), and fictive time (applying sociocultural labels to events, as well as narrated event sequences). They use frames to analyze the real-time/turn-based distinction, various temporal anomalies, and temporal manipulations as a form of gameplay. These discussions illustrate how temporal frames are useful for gaining a more nuanced understanding of temporal phenomena in games. Additionally, their relationist characterization of temporal frames supports analysis and design.}, 1232 author = {Zagal, Jos{\'e} P. and Mateas,Michael} 1233 } 1234 @article {4541, 1235 title = {Why Simulation Games Work-In Search of the Active Substance: A Synthesis}, 1236 journal = {Simulation \& Gaming}, 1237 volume = {41}, 1238 number = {6}, 1239 year = {2010}, 1240 month = {December 1, 2010}, 1241 pages = {824-843}, 1242 abstract = {In this article, the authors reflect on the question why simulation games are such an effective tool for learning. The article is based on the authors{\textquoteright} experience and that of many other practitioners in the field. The article posits that it is the confluence of systemic knowledge, practice, emotional involvement, and social embeddedness that creates the potential to achieve results that no other methods can match. A simulation game run constitutes a bout of individual and collective purposeful action by an individual or a group formed specifically for that purpose. People have evolved to be supremely good at just that. Simulation games can teach systemic knowledge, and they can enable participants to try out organizational changes. This potential is not always realized, however. Game runs are {\textquotedblleft}alive{\textquotedblright} and variable, and this is a risky strength. They activate not only the explicit rules but also the hidden cultural rules of the participants. This can lead to memorable learning as well as to frustration, particularly when games are used across cultures. The article specifies reasons why games could fail and offers ways to avoid these pitfalls. It shows that experience and craftsmanship are needed in game design, facilitation, and debriefing. }, 1243 author = {Hofstede, Gert Jan and Caluw{\'e}, L{\'e}on and Peters, Vincent} 1244 } 1245 @article {4482, 1246 title = {Enhancing Lean Manufacturing Learning Experience Through Hands-On Simulation}, 1247 journal = {Simulation \& Gaming}, 1248 volume = {41}, 1249 number = {4}, 1250 year = {2010}, 1251 note = {10.1177/1046878109334333}, 1252 month = {Aug 1}, 1253 pages = {537-552}, 1254 abstract = {Finding appropriate interactive exercises to increase students{\textquoteright} learning in technical topic courses is always challenging to educators. In this study, several paper plane hands-on simulation exercises were developed, used, and tested in a lean manufacturing course for beginning college students. A pretest and posttest was used to assess the effectiveness of students learning of lean manufacturing concepts by means of participating in the hands-on simulation exercises. Furthermore, the procedures used for an efficient integration of the hands-on simulation exercises into a teaching environment were evaluated. The results showed that students{\textquoteright} knowledge of lean manufacturing concepts increased significantly compared with lecture-based learning only.}, 1255 author = {Elbadawi, Isam and McWilliams, Douglas and Tetteh, Edem} 1256 } 1257 @article {4485, 1258 title = {Exploring the Application of Simulations and Games in Advanced Manufacturing}, 1259 journal = {Simulation \& Gaming}, 1260 volume = {41}, 1261 number = {4}, 1262 year = {2010}, 1263 note = {10.1177/1046878110378060}, 1264 month = {Aug 1}, 1265 pages = {463-464}, 1266 author = {Ncube, Lisa and McWilliams, Douglas} 1267 } 1268 @article {4487, 1269 title = {An Information Provision Framework for Performance-Based Interactive eLearning Application for Manufacturing}, 1270 journal = {Simulation \& Gaming}, 1271 volume = {41}, 1272 number = {4}, 1273 year = {2010}, 1274 note = {10.1177/1046878109334332}, 1275 month = {Aug 1}, 1276 pages = {511-536}, 1277 abstract = {Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and efficiency of eLearning, therefore, has to address a variety of issues, including the role of eLearning in knowledge and learning, its contribution to competent performance, its relationship to organizational transformation, and strategies for embedding it into other forms of electronic interaction. eLearning refers to a form of learning in which the instructor and student are physically separated by space or time, and the gap between the two is bridged through the use of online technologies. Virtual technology utilizes an interactive approach to computer-based learning by providing real-time feedback to the user. Surveys of manufacturing companies have verified their interest and enthusiasm in the potential of virtual technology for industrial applications; however, the companies noted that one of the barriers to investing in the technology is the need for a structured methodology to guide the application identification, as well as the model building and evaluation for this technology. The study referenced in this article addresses this need by providing a framework for the development of a virtual environment that provides information for manufacturing task completion. It builds upon extant research into the use of virtual reality for task completion as well as proposes a structure for virtual environment development.}, 1278 author = {Sanders, Janet and Udoka, Silvanus} 1279 } 1280 @article {4486, 1281 title = {Literary and Historical 3D Digital Game{\textemdash}Based Learning: Design Guidelines}, 1282 journal = {Simulation \& Gaming}, 1283 volume = {41}, 1284 number = {4}, 1285 year = {2010}, 1286 note = {10.1177/1046878108330312}, 1287 month = {Aug 1}, 1288 pages = {607-629}, 1289 abstract = {As 3D digital game{\textemdash}based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to articulate design guidelines for these types of game environments. From the synthesis emerges a discussion of critical components for the design of space, the virtual objects within it, and the needs of player-as-learner in synthetic worlds. Guidelines include preserving the otherness of the game world, supporting knowledge and social networks of learners in virtual spaces, and the importance of point of view with respect to situated contexts. This effort seeks to open a broader, multidisciplinary discussion on the design and use of 3D-DGBL in humanities curricula.}, 1290 author = {Neville, David and Shelton, Brett} 1291 } 1292 @article {4488, 1293 title = {Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game}, 1294 journal = {Simulation \& Gaming}, 1295 volume = {41}, 1296 number = {4}, 1297 year = {2010}, 1298 note = {10.1177/1046878108328087}, 1299 month = {Aug 1}, 1300 pages = {587-606}, 1301 abstract = {Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.}, 1302 author = {Thompson, Debbe and Baranowski, Tom and Buday, Richard and Baranowski, Janice and Thompson, Victoria and Jago, Russell and Griffith, Melissa} 1303 } 1304 @article {4484, 1305 title = {A Simulation of Lean Manufacturing: The Lean Lemonade Tycoon 2}, 1306 journal = {Simulation \& Gaming}, 1307 volume = {41}, 1308 number = {4}, 1309 year = {2010}, 1310 note = {10.1177/1046878109334336}, 1311 month = {Aug 1}, 1312 pages = {568-586}, 1313 abstract = {This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean enterprise, including zero waiting time, zero inventory, scheduling, internal customer pull instead of push system, batch to flow, cut batch sizes, line balancing, and cut actual process times. Other outcomes of learning such as promoting communication and interaction, facilitating cooperative learning, encouraging peer learning and fostering teamwork are also discussed. Games and simulations are relevant in all of the four learning phases of experiential learning and have a very positive impact on the learning and future application of lean manufacturing principles. Games are especially relevant in the generalization and application phases by helping shift learner{\textquoteright}s personal paradigms.}, 1314 author = {Ncube, Lisa} 1315 } 1316 @article {4481, 1317 title = {Teaching Lean Manufacturing With Simulations and Games: A Survey and Future Directions}, 1318 journal = {Simulation \& Gaming}, 1319 volume = {41}, 1320 number = {4}, 1321 year = {2010}, 1322 note = {10.1177/1046878109334331}, 1323 month = {Aug 1}, 1324 pages = {465-486}, 1325 abstract = {Problem-based learning focuses on small groups using authentic problems as a means to help participants obtain knowledge and problem-solving skills. This approach makes problem-based learning ideal for teaching lean manufacturing, which is driven by a culture of problem solving that values learning as one key output of manufacturing production. Thus, simulations that organize participants in teams for realistic manufacturing production problem solving are widespread as a way to use problem-based learning to teach lean manufacturing. But a critical assessment of existing simulations for lean manufacturing instruction has been lacking. Accordingly, a literature survey is conducted and existing simulations are classified according to their emphasis on lean tools or the overall lean system; the degree of their focus on soft skills, if any; and their area of application, whether academic or industry. Four gaps are found in existing simulation designs: lack of stress on soft skills, a mistaken focus on {\textquotedblleft}linear lean,{\textquotedblright} misunderstanding of the key role of the facilitator, and lack of realism. Future directions for study and improvement in lean simulation design are suggested.}, 1326 author = {Badurdeen, Fazleena and Marksberry, Philip and Hall, Arlie and Gregory, Bob} 1327 } 1328 @article {4483, 1329 title = {A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise}, 1330 journal = {Simulation \& Gaming}, 1331 volume = {41}, 1332 number = {4}, 1333 year = {2010}, 1334 note = {10.1177/1046878109334945}, 1335 month = {Aug 1}, 1336 pages = {487-510}, 1337 abstract = {This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow, error-proofing, elimination of overprocessing, balanced workload, multifunctional workforce, pull, and total quality. The concept of continuous improvement is also covered. Participants can play the game from remote and separate locations by logging into a specified Internet site. Additionally, the game can be played with a combination of real and virtual (simulated) players. Several performance metrics are automatically calculated and displayed at the conclusion of each phase. The results of the current phase can then be compared to the results from all previous phases to better illustrate the impact of newly introduced lean tools.}, 1338 author = {Kuriger, Glenn and Wan, Huang-da and Mirehei, S and Tamma, Saumya and Chen, F} 1339 } 1340 @article {4389, 1341 title = {Effects of Video-Game Ownership on Young Boys{\textquoteright} Academic and Behavioral Functioning}, 1342 journal = {Psychological Science}, 1343 volume = {21}, 1344 number = {4}, 1345 year = {2010}, 1346 month = {April 2010}, 1347 pages = {463-470}, 1348 abstract = {Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an {\textquotedblleft}ongoing study of child development.{\textquotedblright} After baseline assessment of boys{\textquoteright} academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.}, 1349 url = {http://pss.sagepub.com/content/21/4/463.full.pdf+html}, 1350 author = {Robert Weis and Brittany C. Cerankosky} 1351 } 1352 @article {4397, 1353 title = {Researching Travel Behavior and Adaptability: Using a Virtual Reality Role-Playing Game}, 1354 journal = {Simulation Gaming}, 1355 year = {2010}, 1356 month = {April 14, 2010}, 1357 abstract = {This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint Adaptation Simulation (TACA SIM). A main objective is investigating adaptability under the simulated situation of rapid fuel price. The computer game survey approach has the potential to capture real behavior data through a well-controlled experiment, because the participant experiences the survey as a role-play exploration. Feedback from participants confirms that TACA SIM collects data efficiently in an acceptable time while the participants enjoyed the experience. The authors propose that this gamed-based survey approach provides the basis for collecting and evaluating travel behavior data and adaptation behavior.}, 1358 keywords = {adaptability, Experience, gamed-based survey, high fuel price, role-playing game, Survey, travel, travel behavior, travel behavior adaptation, virtual reality}, 1359 url = {http://sag.sagepub.com/cgi/content/abstract/1046878110366070v1}, 1360 author = {Watcharasukarn, Montira and Krumdieck, Susan and Green, Richard and Dantas, Andre} 1361 } 1362 @article {4420, 1363 title = {A Breath Biofeedback Computer Game for Children With Cystic Fibrosis}, 1364 journal = {Clinical Pediatrics}, 1365 volume = {49}, 1366 number = {4}, 1367 year = {2010}, 1368 month = {April 1, 2010}, 1369 pages = {337-342}, 1370 abstract = {The authors sought to develop and test a breath-controlled video game using a digital spirometer that, by providing visual breath biofeedback, could promote awareness of breathing techniques in children with cystic fibrosis (CF). To assess improvement in game performance during hospitalizations for CF exacerbations, the authors conducted a trial on 10 inpatients. Subjects had at least five 15-minute exposures to a breath biofeedback game that challenged them to track a moving target using their breath. Subjects reacted positively to the breath tracking challenge. Repeated-measures analysis of variance of a tracking fidelity statistic showed improvement in eye--breath coordination over 5 sessions ( P = .026). It was concluded that an electronic breath game is safe and can improve breath awareness among children with CF. This technology could also contribute to awareness of respiratory symptoms and foster social ties among CF patients.}, 1371 keywords = {cystic fibrosis, Exercise, respiratory therapy, user computer interface, Video Games}, 1372 url = {http://cpj.sagepub.com/cgi/content/abstract/49/4/337}, 1373 author = {Bingham, Peter M. and Bates, Jason H. T. and Thompson-Figueroa, John and Lahiri, Thomas} 1374 } 1375 @article {4416, 1376 title = {Games for traffic education: An experimental study of a game-based driving simulator}, 1377 journal = {Simulation Gaming}, 1378 volume = {41}, 1379 number = {2}, 1380 year = {2010}, 1381 month = {April 1, 2010}, 1382 pages = {145-169}, 1383 abstract = {In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are reported from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator sessions, the authors collected data about different traffic safety variables, such as speed, headway distance, and lane change behavior, from 70 participants. The data were analyzed to investigate possible individual learning effects and differences between groupings of participants. The experiment shows clear, positive, individual learning effects for all traffic safety variables analyzed. The authors also made a qualitative analysis of the participants{\textquoteright} perception of the simulator as a learning tool. From the results, it is concluded that a game-based simulation can be used to enhance learning in driving education.}, 1384 keywords = {driving education, driving simulator, game-based training}, 1385 url = {http://sag.sagepub.com/cgi/content/abstract/41/2/145}, 1386 author = {Backlund, Per and Engstrom, Henrik and Johannesson, Mikael and Lebram, Mikael} 1387 } 1388 @article {4417, 1389 title = {Orientations to Video Games Among Gender and Age Groups}, 1390 journal = {Simulation Gaming}, 1391 volume = {41}, 1392 number = {2}, 1393 year = {2010}, 1394 month = {April 1, 2010}, 1395 pages = {238-259}, 1396 abstract = {Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural and suburban school districts and by undergraduates at two universities in the United States (n = 1,242). They were asked about their orientation to video games--the amount of time they played, their motives for doing so, and the game types they preferred--to better understand the context in which effects research might be organized. The conceptual schema for this research was the uses-and-gratifications perspective. The males in the sample played video games at twice the weekly average of the females, were consistently stronger in all measured motives than the females, and preferred physically oriented video games over the females{\textquoteright} preference for more traditional, thoughtful games. Younger players opted for the fantasy motive in their playing and older players more so for competition. Preference for physical games declined among the older males, and generally motives were stronger in the middle years of playing for both males and females than in the youngest and oldest age groups. Regression analyses explained considerably more variance in game playing for males than for females.}, 1397 keywords = {age differences, children, competition, Game play, Gender Differences, imagination, Leisure Activities, motives, Physical games, Time, uses and gratifications, video game genres, Video Games}, 1398 url = {http://sag.sagepub.com/cgi/content/abstract/41/2/238}, 1399 author = {Greenberg, Bradley S. and Sherry, John and Lachlan, Kenneth and Lucas, Kristen and Holmstrom, Amanda} 1400 } 1401 @article {4418, 1402 title = {Theorizing on the Treatment of Time in Simulation Gaming}, 1403 journal = {Simulation Gaming}, 1404 volume = {41}, 1405 number = {2}, 1406 year = {2010}, 1407 month = {April 1, 2010}, 1408 pages = {170-186}, 1409 abstract = {A key element in organizational decision making is the progress of time and the ability to live with it. This article discusses the factor of time in decision making and how time can be taken into account in computerized simulation gaming. The discussion is based on recent definitions and classifications of time. The author reflects on these classifications and argues that embedding a richer time conception could increase the application domain of simulation gaming in the organizational context. Finally, the author theorizes on the implications of continuous processing in simulation gaming. The results indicate that continuous gaming provides an intense and meaningful learning environment.}, 1410 keywords = {business games, classification of time, complexity, continuous processing, decision making, definitions of time, progress of time, real-time gaming, Theory, Time}, 1411 url = {http://sag.sagepub.com/cgi/content/abstract/41/2/170}, 1412 author = {Lainema, Timo} 1413 } 1414 @article {4419, 1415 title = {Urban Sprawl: Using a Game to Sensitize Stakeholders to the Interdependencies Among Actors{\textquoteright} Preferences}, 1416 journal = {Simulation Gaming}, 1417 volume = {41}, 1418 number = {2}, 1419 year = {2010}, 1420 month = {April 1, 2010}, 1421 pages = {260-277}, 1422 abstract = {This article introduces QuAG, a role-playing game, to enhance understanding of urban development through a social simulation. The participants represent actors of city development, divided into moving (e.g., residents, industry, retail) and nonmoving actors (e.g., planners, politicians). Development is performed by the relocation of actors between urban and suburban areas depending on the regions{\textquoteright} attractiveness and the actors{\textquoteright} preferences. An area{\textquoteright}s attractiveness varies with the location changes of actors and the manipulation by planners. The game is based on a qualitative computer model with similar rules and elements. The role-play was effective in two ways: it sensitized participants to the interdependencies among actors and their contribution to a region{\textquoteright}s attractiveness and made the computer model more tangible to them. If a similar impact of the planning measures in the game can be expected in the real world, the effects of investments can provide strong incentives for the movers.}, 1423 keywords = {attractiveness, mathematical model, migration, qualitative differential equation, role-play, social gaming simulation, stakeholder, sustainable development, urban development, urban planning, urban sprawl}, 1424 url = {http://sag.sagepub.com/cgi/content/abstract/41/2/260}, 1425 author = {Reckien, Diana and Eisenack, Klaus} 1426 } 1427 @proceedings {4506, 1428 title = {deGendering Games: Towards A Gender-Inclusive Framework For Games}, 1429 journal = {IADIS Multiconference on Computer Science \& Information Systems (MCCSIS 2010)}, 1430 year = {2010}, 1431 month = {26/07/2010}, 1432 pages = {127-130}, 1433 address = {Frieburg, Germany}, 1434 abstract = {Despite the dramatic growth of gender and games research, many challenges remain in designing a more gender-inclusive game. This article addresses the problem of differences in gender preferences in gameplay, conflict resolution, response to stimulation, rewards, genre, content, environment and design features. These unresolved issues have created gaps in designing a more gender-inclusive game. 1435 This paper argues a more gender-inclusive game is achievable by incorporating gender-inclusive components during the design process.The proposed framework defines gender-inclusivity in three key components: (1) genre, which indicates the type of game, (2) gameplay, which describes the game behaviour and (3) content, which describes the game content. Some applications of the framework are outlined.}, 1436 keywords = {games design, Gender, gender inclusive, gender neutral}, 1437 url = {http://eprints.ecs.soton.ac.uk/21564/}, 1438 author = {Roziana Ibrahim and Gary B Wills and Lester Gilbert} 1439 } 1440 @conference {4475, 1441 title = {Can "Gaming 2.0" Help Design "Serious Games"? - A Comparative Study}, 1442 booktitle = {SIGGRAPH 2010}, 1443 year = {2010}, 1444 month = {25/07/2010}, 1445 publisher = {ACM SIGGRAPH}, 1446 organization = {ACM SIGGRAPH}, 1447 address = {Los Angeles}, 1448 abstract = {The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze "Gaming 2.0" examples in order to identify tools that could help fulfill this need. Indeed, "Gaming 2.0" is a way for players to create videogame content without skills from the entertainment videogame industry. Can these tools be also used to create "Serious Games"? 1449 1450 To answer this question, we will first define a simple theoretical model of videogames. This model outlines four "game parts" that players can create through "Gaming 2.0"-related tools, and it will be used to provide a comparative analysis of fifteen "Gaming 2.0" examples. From this analysis, insights on the relevance of "Gaming 2.0" for the "Serious Games" field will be drawn.}, 1451 keywords = {game design, gaming 2.0, level design, player-generated content, serious games}, 1452 isbn = {978-1-4503-0210-4}, 1453 url = {http://www.ludoscience.com/files/ressources/seriousgames_gaming20.pdf}, 1454 author = {Damien Djaouti and Julian Alvarez and Jean-Pierre Jessel} 1455 } 1456 @conference {4499, 1457 title = {Too Fast or Too Furious? The Effects of Displayed Violence and Game Speed in First-Person Shooters on Physiological Arousal and Aggressive Behavior.}, 1458 booktitle = {Future and Reality of Gaming 2010}, 1459 year = {2010}, 1460 month = {24/09/2010}, 1461 address = {Vienna, Austria}, 1462 abstract = {Most laboratory experiments on the effects of displayed violence on physiological arousal and aggressive behavior in digital game players share a certain design: Physiological variables and behavioral test results are compared for groups that either played a first-person shooter or another non-violent game. However, games usually differ on more variables than just the displayed violence, so the question whether the determined effects can be traced back to violent content only remains unanswered. One very obvious difference between first-person shooters and other digital games is the speed of gameplay. 1463 We present an experiment in which participants play a modified version of a latest-generation first-person shooter in one of four conditions (A: high vs. normal speed, B: high vs. low violence). Physiological arousal is measured through conductive skin response, heart rate, force applied on mouse and keyboard, and body movement. Aggressive behavior measurements are taken through the Competitive Reaction Time Test.}, 1464 keywords = {Aggression, body movement, first-person shooter, modding, psychophysiology, speed, TCRTT, Violence}, 1465 url = {http://www.digra.org:8080/Plone/Members/malteelson/Too\%20fast\%20or\%20too\%20furious.pdf/view}, 1466 author = {Elson, Malte and Breuer, Johannes and Quandt, Thorsten} 1467 } 1468 @conference {4470, 1469 title = {Social motivations and experiences of playing videogames and the associated outcomes for mood}, 1470 booktitle = {Social Networking in Cyberspace Conference}, 1471 year = {2010}, 1472 month = {23/04/2010}, 1473 address = {Lighthouse Media Centre, Wolverhampton}, 1474 abstract = {The increasingly popularity of videogames suggests the need to examine the derived experiences and potential outcomes of gaming. Furthermore because gaming is becoming increasingly social, it is important to understand the influence of social gaming experiences for affective and psychological outcomes. The current research examined the associations between social motivations and gaming experiences and aimed to explore the associations of these factors with the outcomes for mood and life satisfaction. The programme of research consisted of two studies of different methodologies in which videogamers (N = 327) took part. Results showed that there were significant correlations between social motivations, social gaming contexts and the positive experiences derived through gaming. Also social motivations showed to be predictive of perceptions of life satisfaction. Qualitative analysis revealed the importance of social connectedness and belonging for game enjoyment and suggested these social factors to be key features which keep gamers playing. Social interactions and networking in gameplay were also influential to game enjoyment. Findings revealed, however, that social experiences could influence feelings of frustration in gameplay. This showed to arise from bad social dynamics and competitiveness against other players. The current research findings therefore show the importance of social experiences and their influences on the outcomes of gaming. Future research is needed to examine the role of competiveness on social dynamics in gaming and its influence on gaming effects. Furthermore, research examining the differences between gaming experiences for online and offline contexts, for both solo and multiplayer gaming is warranted. }, 1475 keywords = {enjoyment; frustration, flow, motivations, socialisation, videogames}, 1476 author = {Linda K Kaye and Bryce, Jo} 1477 } 1478 @conference {4521, 1479 title = {The Dematerialisation and Democratisation of Currencies: a historical description of currencies and how the physical has been replaced with the virtual}, 1480 booktitle = {Internet Research 11.0}, 1481 volume = {31}, 1482 year = {2010}, 1483 month = {21/10/2010}, 1484 chapter = {275}, 1485 address = {Gothenburg, Sweden}, 1486 abstract = {In this paper we examine the relation between the dematerialisation of currencies and democracy. We argue that money play an important role in any democratization process, as it enables and provide assets needed for individuals. Physical currency has a long history in supporting trade. It has also existed in many different shapes, depending on local demands and practices. In the shaping of virtual worlds cybercash has been made a part of this, although the trade practices depends on the type of virtual world: extension worlds or detension worlds. But, learning from the historical development, cybercash can be compared to other forms of currencies and therefore it is very likely that cybercash will be as important for any democratization process in virtual worlds as currencies has been in the physical world.}, 1487 keywords = {currency, cybercash, money, Virtual world}, 1488 author = {Sandqvist, Ulf and Zackariasson, Peter} 1489 } 1490 @article {4497, 1491 title = {Assimilation of Public Policy Concepts Through Role-Play: Distinguishing Rational Design and Political Negotiation}, 1492 journal = {Simulation \& Gaming}, 1493 volume = {41}, 1494 year = {2010}, 1495 month = {2010/10/01}, 1496 pages = {743 - 766}, 1497 abstract = {One important objective of introductory courses in public administration is to sensitize students to the difference between two concepts: substantive rationality and political rationality. Both types of rationality play an important role in policy processes. Yet, although the difference is straightforward in theory, and is addressed and well-illustrated in most standard textbooks on public administration, students seem to have difficulty internalizing it. This article reports on our findings from a role-playing game designed to make students experience the difference between policy making as a process of rational design and policy making as a process of political negotiation. We conducted an experiment involving a large group of students enrolled in a first year, one-semester course, and a control group of students who enrolled in the same course 1 year later. The former were tested four times (start of the course, immediately before and after playing the game, and 3 months later) and the latter two times (at the start of the course and at the exam) for their understanding of how policy making{\textemdash}as-rational-design and policy making{\textemdash}as-political-negotiation differ on seven characteristics. Comparison of test results obtained before and after the role-play indicates a positive learning effect for some characteristics, and a negative learning effect for others.}, 1498 url = {http://sag.sagepub.com/content/41/5/743.abstract}, 1499 author = {Bots, Pieter W. G. and Wagenaar, F. Pieter and Willemse, Rolf} 1500 } 1501 @article {4496, 1502 title = {Educational Validity of Business Gaming Simulation: A Research Methodology Framework}, 1503 journal = {Simulation \& Gaming}, 1504 volume = {41}, 1505 year = {2010}, 1506 month = {2010/10/01}, 1507 pages = {705 - 723}, 1508 abstract = {Many past educational validity studies of business gaming simulation, and more specifically total enterprise simulation, have been inconclusive. Studies have focused on the weaknesses of business gaming simulation; which is often regarded as an educational medium that has limitations regarding learning effectiveness. However, no attempts have been made to provide guidelines for assessing educational validity in terms of building, implementing, and validating business gaming simulation. Accordingly, this study has combined literature on learning, simulation design, and research methods to formulate a methodology to assess the educational validity of total enterprise simulation; the concepts of which can be applied more broadly to business gaming simulation. The authors propose that the framework introduced within this article can provide a foundation for future educational validity studies that can assist simulation designers to implement valuable and powerful simulation learning media in the future.}, 1509 url = {http://sag.sagepub.com/content/41/5/705.abstract}, 1510 author = {Stainton, Andrew J. and Johnson, Johnnie E. and Borodzicz, Edward P.} 1511 } 1512 @article {4495, 1513 title = {Effects of Third Person Perspective on Affective Appraisal and Engagement: Findings From SECOND LIFE}, 1514 journal = {Simulation \& Gaming}, 1515 volume = {41}, 1516 year = {2010}, 1517 month = {2010/10/01}, 1518 pages = {724 - 742}, 1519 abstract = {This study investigates the influence of a first-person perspective (1PP) and a third-person perspective (3PP), respectively, on the affective appraisal and on the user engagement of a three-dimensional virtual environment in SECOND LIFE. Participants explored the environment while searching for five targets during a limited time span, using either a 1PP or a 3PP. No significant overall effect was found for viewing perspective on the appraisal of the three-dimensional virtual environment on the dimensions of arousal and valence. However, a 3PP yields more perceived control over the avatar and the events, which is a requirement for engagement. Analysis of the performance on the search task shows that participants using a 3PP find more objects but also need more time to find them. The present results suggest that a 3PP conveys a more distinct impression of the environment, thereby increasing engagement, and probably induces a different viewing strategy. Hence, a 3PP appears preferable for simulation and training applications in which the correct assessment of the affective properties of an environment is essential.}, 1520 url = {http://sag.sagepub.com/content/41/5/724.abstract}, 1521 author = {Schuurink, Ellen L. and Toet, Alexander} 1522 } 1523 @article {4161, 1524 title = {Investigating the {\textquoteright}{\textquoteright}Why{\textquoteright}{\textquoteright} in Whypox: Casual and Systematic Explorations of a Virtual Epidemic}, 1525 journal = {Games and Culture}, 1526 volume = {5}, 1527 year = {2010}, 1528 note = {10.1177/1555412009351265}, 1529 month = {2010/1/1}, 1530 pages = {116 - 135}, 1531 abstract = {Learning scientists have created and used virtual worlds to support players{\textquoteright} historical, scientific, and ecological inquiries. Much less explored has been the impact of community events on players{\textquoteright} investigations in virtual worlds. The authors present here the case of a community event Whypox, a virtual epidemic whose annual outbreak in Whyville affects players{\textquoteright} communication and appearance. The authors analyze the different levels of participation ranging from casual to systematic in which players searched out more information about the Whypox, participated in online discussions about its causes and investigated different scenarios with simulations. The discussion examines ethical concerns, the contributions of our findings for the design of such community events, and educational resources in virtual worlds to support informal learning.}, 1532 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/116}, 1533 author = {Kafai, Yasmin B. and Quintero, Maria and Feldon, David} 1534 } 1535 @article {4160, 1536 title = {Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices}, 1537 journal = {Games and Culture}, 1538 volume = {5}, 1539 year = {2010}, 1540 note = {10.1177/1555412009351263}, 1541 month = {2010/1/1}, 1542 pages = {88 - 115}, 1543 abstract = {Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative approach called connective ethnography that focuses on how a gaming practice spread across a network of youth at an after school club that simultaneously participated in a virtual world, Whyville.net. To trace youth participation in online and offline social contexts, we draw on multiple sources of information: observations, interviews, videos, online tracking and chat data, and hundreds of hours of play in Whyville ourselves. One gaming practice -- the throwing of projectiles and its social uses and nuances -- became the focal point of our analyses. The discussions address the methodological challenges underlying the synthesis of diverse types of data that allowed us to follow youth across multiple spaces as well as initial insights into how this practice was used to negotiate relationships in multiple spaces through play.}, 1544 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/88}, 1545 author = {Fields, Deborah A. and Kafai, Yasmin B.} 1546 } 1547 @article {4164, 1548 title = {{\textquoteright}{\textquoteright}Stealing From Grandma{\textquoteright}{\textquoteright} or Generating Cultural Knowledge?: Contestations and Effects of Cheating in a Tween Virtual World}, 1549 journal = {Games and Culture}, 1550 volume = {5}, 1551 year = {2010}, 1552 note = {10.1177/1555412009351262}, 1553 month = {2010/1/1}, 1554 pages = {64 - 87}, 1555 abstract = {Much research has described the various practices needed of gaining access and participation in multi-user game communities. Cheat sites are a continuation of game communities where players engage in knowledge building about game related challenges. In this paper we analyze the cheat sites created by players for a tween virtual world called Whyville.net, which encourages youth to participate in a range of social activities and play casual science games. Through analysis we created typologies for both the cheats and sites related to science content. Further, a case study of an exemplary cheat site elaborates on how some player-generated sites work to build knowledge of Whyville. Finally, investigation of over a hundred player-written articles illuminates how Whyvillians contest different practices of cheating and how cheating affects the virtual world. Implications of these findings as cultural artifacts of the game community and as guides for designing informal online learning activities are discussed.}, 1556 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/64}, 1557 author = {Fields, Deborah A. and Kafai, Yasmin B.} 1558 } 1559 @article {4162, 1560 title = {World of Whyville: An Introduction to Tween Virtual Life}, 1561 journal = {Games and Culture}, 1562 volume = {5}, 1563 year = {2010}, 1564 note = {10.1177/1555412009351264}, 1565 month = {2010/1/1}, 1566 pages = {3 - 22}, 1567 abstract = {Virtual worlds have become the new playground for millions of tweens but we know little what it takes to become a player in a virtual community. This paper focuses on one virtual world, called Whyville.net, which at the time of our study hosted over 1.2 million players ages 8 to16 years, with the average player 12.3 years old. Girls represent over 68\% of all players. A guided tour to the various places in Whyville, the different types of science games, and the range of players{\textquoteright} activities provides insights into what players talk about, with whom they socialize, what they like to play, and how they engage in investigations. In 2005, a group of researchers set out to study Whyville by recruiting hundreds of participants online and offline in classrooms and after school clubs and by conducting observations, surveys, and interviews about their online activities. In addition, we collected log files that captured their online movements and chat interaction during a six month period. We discuss ethical issues of conducting research as adults in tween virtual communities and limitations of capturing the complexities of interactions simultaneously in online and offline spaces. The paper concludes with an overview of following papers in the special issue that cover players{\textquoteright} avatar designs, representation of race, cheating practices, learning how to throw virtual mudballs, and participation in virtual epidemic.}, 1568 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/3}, 1569 author = {Kafai, Yasmin B.} 1570 } 1571 @article {4165, 1572 title = {Your Second Selves: Player-Designed Avatars}, 1573 journal = {Games and Culture}, 1574 volume = {5}, 1575 year = {2010}, 1576 note = {10.1177/1555412009351260}, 1577 month = {2010/1/1}, 1578 pages = {23 - 42}, 1579 abstract = {Avatars in online games and worlds are seen as players{\textquoteright} key representations in interactions with each other. In this article, we investigate the avatar design and identity play within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8--16. One unique feature of Whyville is the players{\textquoteright} ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the expressive resources available for avatar construction, individual tween players{\textquoteright} choices and rationales in creating their avatars, and online postings about avatar design in the community at large. With the growing interest in player-generated content for online worlds such as Second Life, our discussion will address the role of avatars in identity play and self-representation as well as the social issues that arise within the game world.}, 1580 url = {http://gac.sagepub.com/cgi/content/abstract/5/1/23}, 1581 author = {Kafai, Yasmin B. and Fields, Deborah A. and Cook, Melissa S.} 1582 } 1583 @conference {4522, 1584 title = {Alternative Reality Games Explorations}, 1585 booktitle = {EURAM conference}, 1586 year = {2010}, 1587 month = {19/05/2010}, 1588 address = {Rome, Italy}, 1589 abstract = {We extend our interest in video games to make some exploratory observations on opportunities 1590 attendant Alternative Reality Games (ARGs). This sector is a genre of interactive narratives 1591 where the physical world is used as a platform, frequently involving other media, to encourage 1592 gamers to collectively solve puzzles. An analogy is made with the experience one reads about in 1593 the popular novel, The Da Vinci Code. The Beast, I Love Bees and The Art of the Heist are cited as examples of usage. Reflections are made along the lines of the one-time nature of ARGs, the segment they reach, the possible disassociation with purchases, expense and the potential failure of approaches. They are a cross between advertising and sales promotion because they bear a direct expense to the organization responsible for their commissioning. Their impact, however, has been along the lines of what one would expect from a publicity effort.}, 1594 keywords = {alternative relity game, marketing}, 1595 author = {Zackariasson, Peter and Wilson, Timothy L} 1596 } 1597 @booklet {4514, 1598 title = {Gender-Inclusivity Framework (GIF): A Conceptual Framework for Supporting Gender-Inclusivity in Games}, 1599 journal = {Graduate Junction International Poster Competition}, 1600 year = {2010}, 1601 month = {11/2010}, 1602 type = {Research Poster}, 1603 keywords = {Design Guidelines, Diversity, Game Framework, games design, Gender, Gender-Inclusive, Gender-Neutral, Video Game}, 1604 url = {http://eprints.ecs.soton.ac.uk/21669/}, 1605 author = {Roziana Ibrahim} 1606 } 1607 @conference {4429, 1608 title = {Software Studies in Computer Gameplay}, 1609 booktitle = {ACM 28th Conference on Human Factors in Computing Systems (CHI)}, 1610 year = {2010}, 1611 month = {10/4/2010}, 1612 address = {Atlanta, Georgia, USA}, 1613 abstract = {The computer game software with which we interact on a daily basis not only entertains us, it trains us into specific patterns. Critical Gameplay is a design practice which endeavors to expose and redesign the patterns to which standard gameplay subscribes. The ongoing project seeks to identify the dominant values, philosophies and problem solving models reinforced by computer games and provides prototypical alternates to those standards. 1614 1615 1616 }, 1617 keywords = {critical design, game design, gameplay, software, Software Design, software studies}, 1618 doi = { http://doi.acm.org/10.1145/1753846.1753910}, 1619 url = {http://portal.acm.org/ft_gateway.cfm?id=1753910\&type=pdf\&coll=GUIDE\&dl=GUIDE\&CFID=15151515\&CFTOKEN=6184618}, 1620 author = {Lindsay Grace} 1621 } 1622 @booklet {4513, 1623 title = {A Conceptual Framework for Supporting Gender-Inclusivity in Games}, 1624 journal = {i<tag> Interactive Technologies and Games: Education, Health and Disability Conference..}, 1625 year = {2010}, 1626 month = {10/2010}, 1627 type = {Conference Poster}, 1628 address = {Nottingham, UK}, 1629 abstract = {Gender-inclusivity in games has been a much debated issue and despite the dramatic growth of gender and games research, many challenges remain in designing a more gender-inclusive game. Gender-inclusivity in games may support certain features and in turn may even determine the features of applications built based on it. This poses a challenge: although we have good techniques for analyzing, designing and evaluating current games, our techniques for gender-inclusive games are much less formed. We present a brief outline of some unresolved issues concerning gender-inclusivity in games and the gaps in designing a more gender-inclusive game. There is little reported experience in the issues that arise in determining what features should go into a gender-inclusive game and for determining the success or failure in the evaluation of those features. The questions that arise from this situation are how to define gender-inclusivity in games, how to incorporate gender-inclusivity into a game creation process and how to accurately measure gender-inclusivity in games. We propose a framework that defines gender-inclusivity in three key themes: 1630 (1) gameplay, describing the game behaviour and how a player experiences the game. It include non-violent action (NVA), game support (GS), forgiving gameplay (FG), non-violent challenge (NVC), feedback system (FS), variety of activities (ACT), personalization (PER) and collaboration (COLL); 1631 (2) content, describing the aesthetics elements of a game. It consists of character/avatar portrayal (AVP), game world graphics (GW), sound/music (SM) and storyline (STOR) and; 1632 (3) genre, categorizes games into twelve broad genres: racing, simulation, classic/board, strategy, sports, shooting, role playing game, platform, children, puzzle/quiz, action and adventure. 1633 On-going research is being planned for experiments to validate the framework through expert reviews, game evaluations and game design projects. We believe the results may extend to other domains in technology enhanced teaching and learning applications to commercial games design.}, 1634 keywords = {Design Guidelines, Diversity, Game Framework, games design, Gender-Inclusive, Gender-Neutral, Video Game}, 1635 url = {http://eprints.ecs.soton.ac.uk/21606/}, 1636 author = {Roziana Ibrahim} 1637 } 1638 @booklet {4512, 1639 title = {deGendering Games: Towards the Development of a Gender-Inclusivity Framework (GIF).}, 1640 journal = {Grace Hopper Conference 2010: Grace Hopper Celebration of Women in Computing}, 1641 year = {2010}, 1642 month = {10/2010}, 1643 pages = {51}, 1644 publisher = {Grace Hopper Conference }, 1645 type = {Conference Poster}, 1646 address = {Atlanta, Georgia}, 1647 abstract = {Despite the dramatic growth in gender and games research, many challenges remain in designing a more gender-inclusive game. This research addresses some problems relating to gender-inclusivity in games. A framework was proposed to provide a theoretical context and scope about gender-inclusivity in games. The framework defines gender-inclusivity in three components: (1) genre, indicates the type of game, (2) gameplay, describes the game behaviour and, (2) content, describes the game content.}, 1648 keywords = {Design Guidelines, Diversit, Game Framework, games design, Gender-Inclusive, Gender-Neutral, Video Game}, 1649 url = {http://eprints.ecs.soton.ac.uk/21563/}, 1650 author = {Roziana Ibrahim} 1651 } 1652 @conference {4507, 1653 title = {Embracing Diversity: A Gender-Inclusivity Framework in Games}, 1654 booktitle = {Ubiquitous Learn 2010}, 1655 year = {2010}, 1656 month = {10/12/2010}, 1657 publisher = {Common Ground Publishing}, 1658 organization = {Common Ground Publishing}, 1659 address = {Vancouver, Canada}, 1660 abstract = {Gender-inclusivity in games has been a much debated issue and despite the dramatic growth of gender and games research, many challenges remain in designing a more gender-inclusive game. One of the challenges in designing a more gender-inclusive game is how to define gender-inclusivity in games. By gender-inclusivity in games, we refer to any component that characterizes a situation related to gameplay, content and genre of a game. A gender-inclusive game promises richer and balanced games for both male and female gamers but the current state of research in this field is still far removed from that potential. This is due to three gaps in game design: (1) the notion of gender-inclusivity in games is still ill-defined; (2) there is a lack of conceptual framework to support the design of a gender-inclusive game; and (3) lack of tools to support the development of a gender-inclusive game. 1661 1662 In this paper, we address these needs in turn through a generic framework, Gender-Inclusivity Framework (GIF). We first define gender-inclusivity in games, identify components of gender-inclusivity content and characterize gender-inclusivity in games behaviour. In conclusion, we outline how such a framework can be used to support the investigation of research in the area of gender-inclusivity in games.}, 1663 keywords = {Design Guidelines, Diversit, Game Framework, games design, Gender-Inclusive, Gender-Neutral, Video Game}, 1664 url = {http://eprints.ecs.soton.ac.uk/21565/}, 1665 author = {Roziana Ibrahim and Gary B Wills and Lester Gilbert} 1666 } 1667 @conference {4430, 1668 title = {An Algorithm for Visual Music}, 1669 booktitle = {The Third International Conferences on Advances in Computer-Human Interactions}, 1670 year = {2010}, 1671 month = {10/02/2010}, 1672 pages = {pp 125-129}, 1673 publisher = {IEEE}, 1674 organization = {IEEE}, 1675 address = {St Marteen, Netherlands Antilles}, 1676 abstract = {This research proposes a method for producing music via visual composition in a computer-game like environment. This is accomplished through the development of artificial intelligence software that applies the visual rules of standard emergent behaviors to the algorithmic arrangement of musical tones. This research presents the proposed system, defining the algorithm and demonstrating its implementation.}, 1677 keywords = {Computer games, computer graphics, music, user interfaces}, 1678 isbn = {978-0-7695-3957-7}, 1679 doi = {http://doi.ieeecomputersociety.org/10.1109/ACHI.2010.18}, 1680 url = {http://www.professorgrace.com/documents/ACHI_paper_Music_Box2_IEEE.pdf}, 1681 author = {Lindsay Grace} 1682 } 1683 @article {4604, 1684 title = {The effect of interactivity with WarioWare minigames on second language vocabulary learning.}, 1685 journal = {Journal of Digital Games Research}, 1686 volume = {4}, 1687 year = {2010}, 1688 month = {09/2010}, 1689 abstract = {This experimental study investigated whether videogame interactivity would help or hinder the acquisition of second language vocabulary. Forty-six Japanese university undergraduates participated. In pairs, one subject played English-language minigames for 10 minutes and another subject watched the games. Immediate and delayed vocabulary recall tests and a cognitive load measure were administered. Players recalled significantly less vocabulary than watchers, and this seems to be a result of the extraneous cognitive load induced by the interactivity of the game. We suggest implications for the research, design, pedagogy and study of educational games for language learning.}, 1690 keywords = {Cognitive Load, educational games, Interactivity, minigames, second language acquisition}, 1691 issn = {1882-0913}, 1692 url = {http://langcom.u-shizuoka-ken.ac.jp/dehaan}, 1693 author = {deHaan, Jonathan and Kono, Fumiya} 1694 } 1695 @conference {4472, 1696 title = {{\textquotedblleft}The XBox Factor{\textquotedblright}: Experiencing videogames and the consequences for affect and psychological well-being}, 1697 booktitle = {British Psychological Society Social Section Conference}, 1698 year = {2010}, 1699 month = {07/09/2010}, 1700 address = {University of Winchester}, 1701 abstract = {Research studying the effects of playing videogames has largely focused on their negative effects on aggressive attitudes and behaviour. The potential positive effects have received less theoretical and empirical attention. The current study used flow theory to permit a wider examination of the potential consequences of gaming for measures of affect and psychological well-being. It also aimed to examine the relationship between aggressive personality, gaming experience and mood effects. An experimental design was used, in which frequent gamers (N = 56) were recruited to play one of two videogames. Pre-test measures of trait aggression, psychological well-being and affect were taken. Following a forty minute gameplay period, post-test measures on affect and flow were completed. Findings of the pre and post-test affect measures showed that gaming facilitated positive mood and activation. Also, flow in gameplay showed to have positive associations with dimensions psychological well-being. Aggression showed no relationship with flow or with post-test positive or negative affect which suggests that gaming experiences are not significantly influenced by aggressive personality. The findings revealed minimal differences in measures of post-test affect or flow between the two game conditions. This suggests that violent game content is not the most crucial factor in determining the nature of the gaming experience and its impact on outcomes. Rather, it implies the process of gaming to be more important for gamers. Future research should aim to address this issue by considering gaming as a holistic experience rather than focusing too strongly on outcomes of exposure to violent content. 1702 }, 1703 keywords = {Affect, flow, psychological well-being, trait aggression, Videogaming}, 1704 author = {Linda K Kaye and Bryce, Jo} 1705 } 1706 @article {4438, 1707 title = {Designing Game Affordances to Promote Learning and Engagement}, 1708 journal = {Cognitive Technology Journal}, 1709 volume = {1-2}, 1710 year = {2010}, 1711 month = {06/2010}, 1712 type = {journal}, 1713 chapter = {43}, 1714 abstract = {Applied research will be presented from a qualitative study that highlights high school students{\textquoteright} learning and use of several game interfaces, describing how particular affordances and game interface designs can encourage learning. Inductive generalizations from several {\textquoteright}commercial{\textquoteright} games for good, including Civilization IV, Making History: The Calm \& the Storm, and RollerCoaster Tycoon describe patterns of learning among game players, showing how the design of in-game visualizations either led to success or failure to learn to use basic game controls. This analysis, inspired by ethnomethodology and grounded theory, sought patterns from gathered video data of student gameplay to highlight learning episodes and patterns of interface use. Patterns in affordance use (uptake of a perceived action potential) during collaborative gameplay reveal relationships among the video game interface and player behavior, giving focus to how an interface design can guide game player interaction. In line with Csikszentmihalyi{\textquoteright}s concept of flow, a proper balance of difficulty (between feelings of boredom, and too much difficulty) encouraged player engagement and learning. As evidenced in transcripts of collaborative gameplay, feelings of frustration with a game interface often led students to abandon in-game tasks, as did boredom with a given task. However, frustrated goal achievement often led to the re-negotiation of in-game strategies: an indication of engagement. Additionally, games that presented information using multiple channels encouraged learning, as did the use of specific visualizations such as the animation of in-game objects. Finally, a discussion of the affordances created by different game designs will offer educators and game designers guidelines to encourage motivated gameplay.}, 1715 keywords = {Affordances, Cognition, cognitive, cognitive technology journal, collaboration, collaborative learning, design, engagement, game design, Games, games for good, learning, Learning games, situated cognition, situated learning, Technology, Video Games}, 1716 issn = {1091-8388}, 1717 url = {http://www.situatedresearch.com/CogTech14-2-15-1.pdf}, 1718 author = {Sharritt, Matthew J} 1719 } 1720 @article {4455, 1721 title = {The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall}, 1722 journal = {Language Learning and Technology}, 1723 volume = {14}, 1724 year = {2010}, 1725 month = {06/2010}, 1726 chapter = {74}, 1727 abstract = {Video games are potential sources of second language input; however, the medium{\textquoteright}s fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second language vocabulary. Eighty randomly-selected Japanese university undergraduates were paired based on similar English language and game proficiencies. One subject played an English-language music video game for 20 minutes while the paired subject watched the game simultaneously on another monitor. Following gameplay, a vocabulary recall test, a cognitive load measure, an experience questionnaire, and a two-week delayed vocabulary recall test were administered. Results were analyzed using paired samples t-tests and various analyses of variance. Both the players and the watchers of the video game recalled vocabulary from the game, but the players recalled significantly less vocabulary than the watchers. This seems to be a result of the extraneous cognitive load induced by the interactivity of the game; the players perceived the game and its language to be significantly more difficult than the watchers did. Players also reported difficulty simultaneously attending to gameplay and vocabulary. Both players and watchers forgot significant amounts of vocabulary over the course of the study. We relate these findings to theories and studies of vocabulary acquisition and video game-based language learning, and then suggest implications for language teaching and learning with interactive multimedia.}, 1728 keywords = {Cognitive Load, Interactivity, music video game, second language acquisition, vocabulary}, 1729 issn = {1094-3501}, 1730 url = {http://llt.msu.edu/vol14num2/abstracts.html$\#$dehaanreedkuwada}, 1731 author = {deHaan, Jonathan and Reed, W. Michael and Kuwada, Katsuko} 1732 } 1733 @conference {4453, 1734 title = {A mixed method approach to studying collaborative video game play}, 1735 booktitle = {Games + Learning + Society (GLS) 6.0}, 1736 year = {2010}, 1737 month = {06/11/2010}, 1738 address = {Madison, Wisconsin, USA}, 1739 abstract = {Activity Theory supports the idea that human activity is hierarchically organized. Our research follows a qualitative case study that highlights the use of affordances, or potentials for action, during video game player interaction among peers and the game interface. Activity Theory{\textquoteright}s meditational triangle will shed light on motivated activity itself, the tools available to complete the activity, and peer relationships (such as role specialization and rules of interaction) to evaluate game designs and their ability to fulfill serious purposes with meaningful outcomes. This presentation will focus on Activity Theory and how the meditational triangle can be used to evaluate peer relationships within game play. 1740 1741 A blended approach incorporating features of Ethnomethodology and grounded theory will be used to construct an open-ended, bottom-up approach to studying collaborative game play. A true Ethnomethodological approach would reject the top-down, theory-driven approach required by Activity Theory, Activity Theory can highlight particular relationships during game player interactions to provide a frame for game player activity. Activity theory, when applied in conjunction with an emergent approach, can both broaden our concept of affordances and remind us to look for action potentials on the various levels of activity, and does not necessarily have to constrain findings by introducing preconceptions. While bound to the specific situation being studied and not seeking of patterns in observations, Ethnomethodology can be a very useful starting point for the analysis of game player activity in order to reveal underlying, and commonly overlooked, social assumptions. 1742 1743 Activity theory can be incorporated following an initially open-ended, emergent Ethnomethodological approach to highlight relationships and game player motivations that might have been initially overlooked. While this process becomes partially theory-driven in the end, it also allows us to obtain some of the benefits of initially using an open-ended ethnomethodologically inspired approach. This approach can help construct a context-dependent, bottom-up, indexical and descriptive representation of game player activity, which is crucial to understanding interactions within Serious Games and their associated meaningful outcomes.}, 1744 keywords = {activity, Activity Theory, Affordances, approach, collaboration, collaborative learning, game player, gameplay, Games, learning, mediation, method, mixed method, qualitative, research, serious games, Video Games}, 1745 url = {http://www.glsconference.org/2010/program/event/199}, 1746 author = {Sharritt, Matthew J and Sharritt, Michel A.} 1747 } 1748 @conference {4454, 1749 title = {User-experience game research?}, 1750 booktitle = {Games + Learning + Society (GLS) 6.0}, 1751 year = {2010}, 1752 month = {06/11/2010}, 1753 address = {Madison, Wisconsin, USA}, 1754 abstract = {Situated Research offers in-depth video game analysis, accomplished by recording and analyzing player interaction within situated gaming environments. Techniques will be presented which uncover user practices and behaviors, aimed at uncovering a balance between aesthetics and functionality while maximizing interactive experiences. Research will be presented that outlines how to unpack gameplay experiences, so designers can design situations that yield intended, meaningful outcomes with lasting results. 1755 1756 The cutting-edge research approach described draws from a multi-disciplinary background to construct a very detailed picture of actual use, which informs the design process. Existing literature supports the idea that games can communicate complex ideas through exploration and play-testing, using constant feedback and assessment, by observing players{\textquoteright} behavior through interaction with other related objects in an environment. The design of specific visualizations, rules, and behaviors will be discussed, with impacts on human interaction and game play. By studying relationships among game interfaces and player behavior, patterns can be found that help to maximize motivation and flow, a feeling where one loses track of time and their surroundings (Csikszentmihalyi, 1990). 1757 1758 In addition, research outlining the importance of role specialization and complimentary virtual identities in games like MMORPGs is presented, highlighting the importance of role-specialization, where group participation is required for success: such as guild formation, where characters of different ability work together towards mutual goals. Research methods addressing group activities and specialization (assuming roles) will be described, with effects on engagement: e.g., social ties to play games. 1759 1760 A blended method drawing from ethnomethodology (Garfinkel, 1967; Clayman \& Maynard, 1995) and grounded theory (Glaser \& Strauss, 1967; Charmaz, 2005) will describe how to go about finding patterns in gameplay, helping to design situations that yield intended, meaningful outcomes with lasting results. This open-ended approach allows observation of game players while they act in their natural environment, {\textquotedblleft}in-situ{\textquotedblright}, obtaining information that is highly relevant to the players themselves. Applying these results to game design can yield more effective, fun and playable games.}, 1761 keywords = {Affordances, analysis, Experience, flow, gameplay, Games, learning, method, motivation, player experience, research, serious games, sharritt, situated, situated learning, situated research, usability, User experience, user-experience, ux, Video Games}, 1762 url = {http://www.glsconference.org/2010/program/event/129}, 1763 author = {Sharritt, Matthew J and Sharritt, Michel A.} 1764 } 1765 @article {4398, 1766 title = {Short-Term Effects of Playing Computer Games on Attention}, 1767 journal = {Journal of Attention Disorders}, 1768 volume = {13}, 1769 year = {2010}, 1770 month = {05/2010}, 1771 pages = {668-676}, 1772 chapter = {668}, 1773 abstract = {Objective: The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. Method: One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour. The TBAG form of the Stroop task was administered to all participants twice, before playing and immediately after playing the game. Results: Participants with improved posttest scores, compared to their pretest scores, used the computer on average 0.67 {\textpm} 1.1 hr/day, while the average administered was measured at 1.6 {\textpm} 1.4 hr/day and 1.3 {\textpm} 0.9 hr/day computer use for participants with worse or unaltered scores, respectively. According to the regression model, male gender, younger ages, duration of daily computer use, and ADHD inattention type were found to be independent risk factors for worsened posttest scores. Conclusion: Time spent playing computer games can exert a short-term effect on attention as measured by the Stroop test. (J. of Att. Dis. 2010; 13(6) 668-676)}, 1774 keywords = {ADHD, Attention, attention-deficit hyperactivity disorder, Computer, Computer games, Media}, 1775 doi = {10.1177/1087054709347205}, 1776 author = {Aysegul Yolga Tahiroglu and Gonca Gul Celik and Ayse Avci and Gulsah Seydaoglu and Mehtap Uzel and Handan Altunbas} 1777 } 1778 @article {4330, 1779 title = {Implementing digital game-based learning in schools: augmented learning environment of {\textquoteleft}Europe 2045{\textquoteright}}, 1780 journal = {Multimedia Systems}, 1781 volume = {16}, 1782 year = {2010}, 1783 month = {02/2010}, 1784 pages = {19}, 1785 type = {Regular Paper}, 1786 chapter = {23}, 1787 abstract = {It is widely agreed that the traditional process of schooling can benefit from the usage of computers as supportive tools. Of various approaches using computers in education over the last decade, e-learning and edutainment have become the most prominent. Recently, a number of authors have criticised these approaches arguing that they conserve traditional {\textquoteleft}drill and practice{\textquoteright} behaviouristic methods of teaching instead of enhancing and augmenting them. It has been proposed that a {\textquoteleft}paradigm shift{\textquoteright} is needed and that this shift may come through utilizing all the advantages of full-fledged video games, so-called digital game-based learning (DGBL). However, several case studies reported serious problems with the DGBL. Among the most notable issues are the lack of acceptance of games as an educational tool, problems with integration of games into formal schooling environments, and the so-called transfer problem, which is the problem of the inherent tension between game play and learning objectives, the tension that mitigates the ability of students to transfer knowledge gained in the video game to the real-world context. Here, we present a framework for an augmented learning environment (ALE), which verbalises one way of how these problems can be challenged. The ALE framework has been constructed based on our experience with the educational game, Europe 2045, which we developed and which has been implemented in a number of secondary schools in the Czech Republic during 2008. The key feature of this game is that it combines principles of on-line multi-player computer games with social, role-playing games. The evaluation which we present in this paper indicates the successful integration of the game and its acceptance by teachers and students. The ALE framework isolates key principles of the game contributing to this success, abstracts them into theoretical entities we call action-based spaces and causal and grounding links, and condenses them in a coherent methodological structure, which paves the way for further exploitation of the DGBL by educational game researchers and designers.}, 1788 keywords = {Educational game, Europe 2045, formal schooling, game-based learning, simulation, transfer problem}, 1789 issn = {0942-4962}, 1790 doi = {10.1007/s00530-009-0174-0}, 1791 url = {http://www.springerlink.com/openurl.asp?genre=article\&id=doi:10.1007/s00530-009-0174-0}, 1792 author = {Brom, Cyril and Sisler, Vit and Slavik, Radovan} 1793 } 1794 @conference {4524, 1795 title = {It{\textquoteright}s Anarchy! Translating Beliefs and Desires into Prescription for Participation}, 1796 booktitle = {EASST conference}, 1797 year = {2010}, 1798 month = {02/09/2010}, 1799 address = {Trento, Italy}, 1800 abstract = {This paper explored the production on an MMORPG using an ANT vocabulary. The production of games can equally be understood as building networks and finding allies to make the game idea durable. When filling this game with content developers translate their beliefs about the world that surround them and desires in this into the virtual game world. This results in game worlds that are distilled copies of a physical world, as seen be a small number of video game develpers.}, 1801 keywords = {ANT, Virtual world}, 1802 author = {Zackariasson, Peter} 1803 } 1804 @conference {4441, 1805 title = {I Build to Study: A Manifesto for Development-led Research in Games}, 1806 booktitle = {Under The Mask 2010}, 1807 year = {2010}, 1808 month = {02/06/2010}, 1809 publisher = {University of Bedfordshire}, 1810 organization = {University of Bedfordshire}, 1811 address = {University of Bedfordshire}, 1812 abstract = {This paper sets out a position for development-led research as a specific form of study into games. It is argued that cataloguing elements of representative samples of games is the only real solution to building solid foundations of knowledge from which to understand patterns across the medium, within which to base specific analysis or theorising. The creation of this baseline data leads to questions about game design, particularly, which cannot be addressed by analysing existing titles. Developing experimental games and releasing these into the market place is put forwards as the only viable means of doing so. One such title is introduced and discussed, and the response from the gaming community is summarised to support this argument.}, 1813 keywords = {development, first person, FPS, games studies, Korsakovia, practice-led, research, thechineseroom}, 1814 url = {http://www.thechineseroom.co.uk/pinchbeckbuild.pdf}, 1815 author = {Pinchbeck, D.} 1816 } 1817 @conference {188-2010-AVI-ShortPaper-GazeVis, 1818 title = {3D Attentional Maps - Aggregated Gaze Visualizations in Three-Dimensional Virtual Environments}, 1819 booktitle = {Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI 2010)}, 1820 year = {2010}, 1821 note = {Short Paper. ISBN 978-1-4503-0076-6.}, 1822 pages = {345-348}, 1823 publisher = {ACM}, 1824 organization = {ACM}, 1825 abstract = {Gaze visualizations hold the potential to facilitate usability studies of interactive systems. However, visual gaze analysis in three-dimensional virtual environments still lacks methods and techniques for aggregating attentional representations. We propose three novel gaze visualizations for the application in such environments: projected, object-based, and surface-based attentional maps. These techniques provide an overview of how visual attention is distributed across a scene, among different models, and across a model{\textquoteright}s surface. Two user studies conducted among eye tracking and visualization experts approve the high value of these techniques for the fast evaluation of eye tracking studies in virtual environments.}, 1826 keywords = {3d world, eye tracking, Game, gaze, Virtual world, Visualization, xna}, 1827 url = {http://hci.usask.ca/publications/view.php?id=188}, 1828 author = {Stellmach, Sophie and Nacke,Lennart and Dachselt, Raimund} 1829 } 1830 @proceedings {4476, 1831 title = {Advanced gaze visualizations for three-dimensional virtual environments}, 1832 journal = {Proceedings of the 2010 Symposium on Eye-Tracking Research \& Applications}, 1833 year = {2010}, 1834 pages = {109-112}, 1835 publisher = {ACM}, 1836 address = {Austin, TX}, 1837 abstract = {Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of advanced gaze visualization techniques for supporting gaze behavior analysis in such environments. Similar to commonly used gaze visualizations for two-dimensional stimuli (e.g., images and websites), we contribute advanced 3D scan paths and 3D attentional maps. In addition, we introduce a models of interest timeline depicting viewed models, which can be used for displaying scan paths in a selected time segment. A prototype toolkit is also discussed which combines an implementation of our proposed techniques. Their potential for facilitating eye tracking studies in virtual environments was supported by a user study among eye tracking and visualization experts.}, 1838 keywords = {eye tracking, Game, Visualization, xna}, 1839 doi = {10.1145/1743666.1743693 }, 1840 url = {http://portal.acm.org/citation.cfm?doid=1743666.1743693}, 1841 author = {Stellmach, Sophie and Nacke, Lennart E. and Dachselt, Raimund} 1842 } 1843 @article {4424, 1844 title = {Agency as Commitment to Meaning: Communicative Competence in Games}, 1845 journal = {Digital Creativity}, 1846 volume = {21}, 1847 number = {1}, 1848 year = {2010}, 1849 pages = {11-17}, 1850 abstract = {Agency has long been considered one of the core pleasures of interacting with digital games. Recent treatments of agency in games culture and game design have grown increasingly concerned with providing the player with limitless freedom to act. While this describes one form of pleasure, in narratively focused games it has the unfortunate consequence of pitting the agency of the player against the will of the designer. We contend that for narrative games it is valuable to refocus our definitions of agency on the notion of meaning, and propose a treatment of agency that emphasises communicative commitments. This form of agency draws on ideas from speech act theory, and relies on a degree of {\textquoteright}communicative competence{\textquoteright} on the part of both the game designer and player in order to function. We discuss mechanisms for training players in the necessary literacies needed to commit to meanings in games, and provide an example analysis of a game that successfully accomplishes this task. }, 1851 keywords = {Agency, game design, game studies, Interactive Storytelling, narrative, Speech Act Theory}, 1852 doi = {10.1080/14626261003654509 }, 1853 url = {http://www.informaworld.com/smpp/content~db=all~content=a922546769~frm=abslink}, 1854 author = {Tanenbaum, Karen and Tanenbaum, Joshua} 1855 } 1856 @book {4607, 1857 title = {Character-Driven Game Design: A Design Approach and its Foundations in Character Engagement}, 1858 series = {Publication Series of the School of Art and Design A 101}, 1859 year = {2010}, 1860 publisher = {Aalto University}, 1861 organization = {Aalto University}, 1862 issn = {978-952-60-0002-2}, 1863 url = {https://www.taik.fi/kirjakauppa/product_info.php?cPath=23\&products_id=163}, 1864 author = {Lankoski, Petri} 1865 } 1866 @proceedings {4552, 1867 title = {Dark Gold: Statistical Properties of Clandestine Networks in Massively Multiplayer Online Games}, 1868 journal = {IEEE, SocialComm-10}, 1869 year = {2010}, 1870 abstract = {Gold farming is a set of illicit practices for gathering and distributing virtual goods in online games for real money. Using anonymized data from a popular online game to construct networks of characters involved in gold farming, we examine the trade networks of gold farmers, their trading affiliates, and uninvolved characters at large. Our analysis of these complex networks{\textquoteright} connectivity, assortativity, and attack tolerance demonstrate farmers exhibit distinctive behavioral signatures which are masked by brokering affiliates. Our findings are compared against a real world drug trafficking network and suggest similarities in both organizations{\textquoteright} network structures reflect similar effects of secrecy, resilience, and efficiency.}, 1871 url = {http://www.vwobservatory.com/wp/?p=110}, 1872 author = {Keegan, B. and Ahmad, M. and Srivastava, J. and Williams, Dmitri and Contractor, N.} 1873 } 1874 @inbook {4551, 1875 title = {Dude looks like a lady: Gender swapping in an online game}, 1876 booktitle = {Online worlds: Convergence of the real and the virtual}, 1877 year = {2010}, 1878 publisher = {Springer}, 1879 organization = {Springer}, 1880 address = {New York}, 1881 abstract = {The chapter will review the literature on online identity construction and then offer an empirical account of online gender swapping in an online virtual world. By using a novel combination of survey data and game-generated behavioral logs, the chapter examines who the gender swappers are, why they engage in the practice, and what they do when swapped. 1882 }, 1883 url = {http://www.vwobservatory.com/wp/?p=143}, 1884 author = {Huh, S. and Williams, Dmitri}, 1885 editor = {Bainbridge, W.} 1886 } 1887 @inbook {4450, 1888 title = {Evaluating Video Game Design and Interactivity}, 1889 booktitle = {Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions}, 1890 year = {2010}, 1891 publisher = {IGI Global}, 1892 organization = {IGI Global}, 1893 address = {Hershey, PA}, 1894 abstract = {An emergent, bottom-up construction of video game interaction is presented, drawing from influences in ethnomethodology (Garfinkel, 1967), grounded theory (Glaser \& Strauss, 1967), and activity theory (Vygotsky, 1978; Cole \& Engestr{\"o}m, 1993; Kaptelinin \& Nardi, 2006). Following, a qualitative case study highlights the use of affordances, or potentials for action, during video game player interaction among peers and the game interface. Relationships among affordances and levels of activity are presented, which broaden the concept of affordances to include motivations. Additionally, activity theory will complement analysis by introducing the mediational triangle (Cole \& Engestr{\"o}m, 1993), providing a guide with which to analyze game player interactions and motives. The mediational triangle sheds light on the motivated activity itself, the tools available to complete the activity, and peer relationships (such as role specialization and rules of interaction) to evaluate game designs and their ability to fulfill serious purposes with meaningful outcomes.}, 1895 keywords = {activity, Activity Theory, Affordances, collaboration, collaborative learning, education, gameplay, Games, interaction, learning, serious games, sharritt, situated learning, usability, Video Games}, 1896 author = {Sharritt, Matthew J}, 1897 editor = {Van Eck, R.} 1898 } 1899 @book {bissell_extra_2010, 1900 title = {Extra Lives: Why Video Games Matter}, 1901 year = {2010}, 1902 pages = {240}, 1903 publisher = {Pantheon Books}, 1904 organization = {Pantheon Books}, 1905 abstract = {Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. 1906 1907 Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. 1908 1909 Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming{\textemdash}but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell{\textquoteright}s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. 1910 1911 Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.}, 1912 isbn = {0307378705}, 1913 issn = {0307378705}, 1914 author = {Tom Bissell} 1915 } 1916 @conference {4550, 1917 title = {Is a {\textquotedblleft}Friend{\textquotedblright} a Friend? Investigating the Structure of Friendship Networks in Virtual Worlds}, 1918 booktitle = {CHI2010 Conference on Human Factors in Computing Systems}, 1919 year = {2010}, 1920 address = {Atlanta, GA, USA}, 1921 abstract = {In this paper, we examine online friendships at a network level. We focus on three structural signatures: network size, balance (triangles), and age homophily in the friendship ego-networks of 30 users of the virtual to previous findings from world Second Life. In relation studies of offline friendship networks, our results reveal that online networks are similar in age-homophily, but in size and balance.}, 1922 url = {http://www.vwobservatory.com/wp/?p=145}, 1923 author = {Foucault Welles, B. and B., Van Devender, A. and Contractor, N.} 1924 } 1925 @article {DennisCharsky04012010, 1926 title = {From Edutainment to Serious Games: A Change in the Use of Game Characteristics}, 1927 journal = {Games and Culture}, 1928 volume = {5}, 1929 number = {2}, 1930 year = {2010}, 1931 pages = {177-198}, 1932 abstract = {Serious games use instructional and video game elements for nonentertainment purposes. Serious games attempt to create instructionally sound and relevant learning experiences for a wide variety of audiences and industries. The author contends that for serious games to be effective, instructional designers and video game designers need to understand how the game characteristics, competition and goals, rules, challenges, choices, and fantasy, used in both edutainment and serious games, can influence motivation and facilitate learning.}, 1933 keywords = {Edutainment, game characteristics, Games, serious games, Simulations}, 1934 doi = {10.1177/1555412009354727}, 1935 author = {Charsky, Dennis} 1936 } 1937 @article {4517, 1938 title = {Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2}, 1939 journal = {Eludamos: Journal for Computer Game Culture}, 1940 volume = {4}, 1941 year = {2010}, 1942 pages = {315-331}, 1943 chapter = {315}, 1944 abstract = {This article presents a comparative analysis of how characters are used as narrative tools in Bioware{\textquoteright}s computer role-playing games Dragon Age: Origins (2009) and Mass Effect 2 (2010). The analysis aims to demonstrate how sophisticated narrative features can be integrated in gameplay through the development of interesting characters. Using a comparative analysis, the author shows that the two games{\textquoteright} have different approaches to using characters as narrative tools within the same genre, while also incorporating these narrative features tightly into gameplay. Central to the argument is the idea that presenting the player as protagonist is not necessarily the most fruitful approach to narrative experiences in games, and that narrative coherence may be better established and maintained through letting non-player characters carry the weight of narrative progression. }, 1945 keywords = {BioWare, CRPG, Game characters, game narrative, RPG, WRPG}, 1946 issn = {1866-6124}, 1947 url = {http://www.eludamos.org/index.php/eludamos/article/view/vol4no2-13}, 1948 author = {J{\o}rgensen, Kristine} 1949 } 1950 @article {4071, 1951 title = {Game design as marketing: How game mechanics create demand for virtual goods}, 1952 journal = {International Journal of Business Science and Applied Management}, 1953 volume = {5}, 1954 year = {2010}, 1955 pages = {14-29}, 1956 abstract = {Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs), social networking sites (SNSs) and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game developers have long created compelling game designs, but having to market virtual goods to players is a relatively new situation to them. Professional marketers, on the other hand, tend to overlook the internal design of games and hangouts and focus on marketing the services as a whole. To begin bridging the gap, we propose that the design patterns and game mechanics commonly used in games and online hangouts should be viewed as a set of marketing techniques designed to sell virtual goods. Based on a review of a number of MMOs, we describe some of the most common patterns and game mechanics and show how their effects can be explained in terms of analogous techniques from marketing science. The results provide a new perspective to game design with interesting implications to developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.}, 1957 keywords = {Business model, captology, online games, social networking, sustainability, virtual goods, Virtual world}, 1958 url = {http://www.business-and-management.org/paper.php?id=48}, 1959 author = {Hamari, Juho and Lehdonvirta, Vili} 1960 } 1961 @inbook {4452, 1962 title = {Gamer Talk: Becoming Impenetrably Efficient}, 1963 booktitle = {Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments}, 1964 year = {2010}, 1965 publisher = {IGI Global}, 1966 organization = {IGI Global}, 1967 address = {Hershey, PA}, 1968 abstract = {A qualitative case study of student game play is presented, describing how game player communication becomes increasingly complex, efficient, and impenetrable by those who have not actively played the game. Transcripts of gathered video tape reveal how student {\textquoteleft}gamer talk{\textquoteright} became increasingly implicit, using terminology provided by the game and their shared context of playing the game. Over time, communication among game player group members generally became more efficient and less penetrable by members outside the group (such as new players), as players engaged in culture-building activities around their shared context. However, players occasionally became more explicit in their communication when grounding was required to reach shared meaning, such as in instances where players disagreed on the purpose of a particular game feature or strategy. Finally, implications are offered to suggest ways in which gamer cultures can be made more accessible to game designers and those guiding classroom interactions.}, 1969 keywords = {aune, Common ground, cooperative, efficient, Ethnomethodology, explicit, grounding, identity, Implicit, inference making, joint activity, natural language processing, sharritt, situated cognition, situated learning, speech acts, suthers}, 1970 author = {Sharritt, Matthew J and Aune, R. Kelly and Suthers, Daniel D.}, 1971 editor = {Cruz-Cunha, M. and Carvalho, V. and Tavares, P.} 1972 } 1973 @article {albrechtslund_gamers_2010, 1974 title = {Gamers Telling Stories: Understanding Narrative Practices in an Online Community}, 1975 journal = {Convergence}, 1976 volume = {16}, 1977 number = {1}, 1978 year = {2010}, 1979 pages = {112{\textendash}124}, 1980 abstract = {In this article, I introduce a theoretical framework, based on the philosophy of Paul Ricoeur, for grasping how and why members of online communities construct narratives in their communications with one another. This is exemplified through a study of how players from one particular game, World of Warcraft , make sense of their gaming experience, and how they build and uphold a community identity by telling stories online. I argue that in studying and conceptualizing these types of texts through the proposed theoretical framework, we can gain insights into the process of the formation of meaning and the building of identity and community in an online setting.}, 1981 keywords = {community, Fandom, gaming, identity, Internet, narrative}, 1982 author = {Anne-Mette Albrechtslund} 1983 } 1984 @article {Boyden:2010p5364, 1985 title = {Games and Other Uncopyrightable Systems}, 1986 journal = {Marquette Law School Legal Studies Paper}, 1987 number = {10-11}, 1988 year = {2010}, 1989 abstract = {This article solves two puzzles in copyright law. First, it has long been blackletter law that games are not copyrightable. But the origins of this rule are lost to history, and the reasons for it are not obvious. Second, it has never been adequately explained what makes something a "system{\textquoteright}" excluded from copyright protection under Section 102(b) of the Copyright Act. Modern courts interpret "system" as merely a synonym for "idea" or "process", two other categories of exclusions. Others have interpreted it using the broadest definition in the dictionary, which would sweep in large amounts of copyrightable material as well. Neither definition gives the term any meaningful content. Like solving a crossword puzzle, this Article uses each of these questions to shed light on the other. Games are uncopyrightable because they are systems. The case law that led to the adoption of Section 102(b) demonstrates that systems are schemes for transforming user inputs into a correlated set of outputs. Games do exactly that. A game is a scheme for transforming player activities into moves within the game. The reason why games and other systems are uncopyrightable then becomes clear: the purpose of a system is to serve as a forum for user activity; it is users, not authors, who provide the primary informational value to the outputs of a system. Games and other systems are excluded in order to fence in copyright protection before it reaches user creation.}, 1990 keywords = {Copyright, Games, systems}, 1991 url = {http://ssrn.com/paper=1580079}, 1992 author = {Bruce Boyden} 1993 } 1994 @article {ChadRaphael04012010, 1995 title = {Games for Civic Learning: A Conceptual Framework and Agenda for Research and Design}, 1996 journal = {Games and Culture}, 1997 volume = {5}, 1998 number = {2}, 1999 year = {2010}, 2000 pages = {199-235}, 2001 abstract = {Scholars, educators, and media designers are increasingly interested in whether and how digital games might contribute to civic learning. However, there are three main barriers to advancing understanding of games{\textquoteright} potential for civic education: the current practices of formal schooling, a dearth of evidence about what kinds of games best inspire learning about public life, and divergent paradigms of civic engagement. In response, this article develops a conceptual framework for how games might foster civic learning of many kinds. The authors hypothesize that the most effective games for civic learning will be those that best integrate game play and content, that help players make connections between their individual actions and larger social structures, and that link ethical and expedient reasoning. This framework suggests an agenda for game design and research that could illuminate whether and how games can be most fruitfully incorporated into training and education for democratic citizenship and civic leadership.}, 2002 keywords = {Agency, citizenship, civic, ethics, Games, Leadership, politics}, 2003 doi = {10.1177/1555412009354728}, 2004 author = {Raphael, Chad and Bachen, Christine and Lynn, Kathleen-M. and Baldwin-Philippi, Jessica and McKee, Kristen A.} 2005 } 2006 @conference {moreuroplop08, 2007 title = {Guess my X and other patterns for teaching and learning mathematics}, 2008 booktitle = {Proceedings of the 13th European Conference on Pattern Languages of Programs (EuroPLoP 2008)}, 2009 year = {2010}, 2010 pages = {348-384}, 2011 publisher = {CEUR-WS}, 2012 organization = {CEUR-WS}, 2013 abstract = {Most people see learning mathematics as a demanding, even threatening, endeavour. Consequently, creating technology-enhanced environments and activities for learning mathematics is a challenging domain. It requires a synergism of several dimensions of design knowledge: usability, software design, pedagogical design and subject matter. This paper presents a set of patterns derived from a study on designing collaborative learning activities in mathematics for children aged 10-14, and a set of tools to support them.}, 2014 keywords = {design designpatterns elp-feasst gmx haifa-edtech haifa-games-course learning mathematics my patterns pedagogicalpatterns polonsky top}, 2015 issn = {1613-0073}, 2016 url = {http://telearn.noe-kaleidoscope.org/open-archive/browse?resource=2232}, 2017 author = {Yishay Mor}, 2018 editor = {Till Sch{\"u}mmer and Allan Kelly} 2019 } 2020 @article {4498, 2021 title = {Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference}, 2022 journal = {Games and Culture}, 2023 volume = {5}, 2024 year = {2010}, 2025 abstract = {Broadly interested in the agents and institutions that structure social imaginations and subjectivities by mediating which images are available to what audiences to imagine through, this paper specifically considers the power at play when intermediaries{\textemdash}in this case, video game localizers{\textemdash}filter the images and narratives that are sold and marketed to global consumers, and the way these mediating processes in turn are both produced by, and productive of, (cultural) imaginings. This paper also discusses the way that localization practices{\textemdash}while often framed by a discourse that positions cultural differences as both incommensurable and easily and discretely bounded by the borders of nation-states{\textemdash}typically involve a nuanced negotiation of contradictions, dilemmas and interests. }, 2026 doi = {10.1177/1555412010377322}, 2027 author = {Rebecca Carlson and Jonathan Corliss} 2028 } 2029 @article {MikeSchmierbach04012010, 2030 title = {"Killing Spree": Exploring the Connection Between Competitive Game Play and Aggressive Cognition}, 2031 journal = {Communication Research}, 2032 volume = {37}, 2033 number = {2}, 2034 year = {2010}, 2035 pages = {256-274}, 2036 abstract = {Although scholars have repeatedly linked video games to aggression, little research has investigated how specific game characteristics might generate such effects. In this study, we consider how game mode{\textendash}cooperative, competitive, or solo{\textendash}shapes aggressive cognition. Using experimental data, we find partial support for the idea that cooperative play modes prompt less aggressive cognition. Further analysis of potential mediating variables along with the influence of gender suggests the effect is primarily explained by social learning rather than frustration.}, 2037 doi = {10.1177/0093650209356394}, 2038 url = {http://crx.sagepub.com/cgi/content/abstract/37/2/256}, 2039 author = {Schmierbach, Mike} 2040 } 2041 @book {4392, 2042 title = {Ludoliteracy: Defining, Understanding, and Supporting Games Education}, 2043 year = {2010}, 2044 pages = {162}, 2045 publisher = {ETC Press}, 2046 organization = {ETC Press}, 2047 edition = {1}, 2048 address = {Pittsburgh}, 2049 abstract = { It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. In response to these challenges, this book then describes how online learning environments can be used to support learning about games by helping students get more from their experiences with games, and helping students use what they know to establish deeper understanding. Based on the findings from a series of research studies, Ludoliteracy examines the broader implications for supporting games education. }, 2050 isbn = {978-0-557-27791-9}, 2051 issn = {978-0-557-27791-9}, 2052 url = {http://www.ludoliteracy.com/}, 2053 author = {Zagal, Jose P.} 2054 } 2055 @article {4555, 2056 title = {The mapping principle, and a research framework for virtual worlds}, 2057 journal = {Communication Theory}, 2058 volume = {20}, 2059 year = {2010}, 2060 pages = {451-470}, 2061 abstract = {Virtual worlds have exploded in popularity and drawn attention from researchers as worth studying in their own right. An additional, more radical form of scholarship has also emerged, namely, using virtual worlds to study real-world behaviors. If valid, this would enable using virtual worlds as {\textquotedblleft}petri dishes{\textquotedblright} for communication scholars. However, there are several necessary conditions to be met first. The most fundamental is the establishment of a {\textquotedblleft}mapping principle,{\textquotedblright} or the extent to which behaviors in one space are consistent with behaviors in another. This article outlines the mapping principle, spells out potential misuses, and offers a systematic exploration of validity and reliability issues. With those laid out, a research framework for mapping is presented.}, 2062 url = {http://www.vwobservatory.com/wp?p=124}, 2063 author = {Williams, Dmitri} 2064 } 2065 @article {179-IwCArticle-Manuscript, 2066 title = {More Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game}, 2067 journal = {Interacting with Computers}, 2068 volume = {22}, 2069 number = {5}, 2070 year = {2010}, 2071 note = {Special Issue: Modelling user experience - An agenda for research and practice}, 2072 pages = {336-343}, 2073 abstract = {The combination of psychophysiological and psychometric methods provides reliable measurements of affective user experience (UX). Understanding the nature of affective UX in interactive entertainment, especially with a focus on sonic stimuli, is an ongoing research challenge. In the empirical study reported here, participants played a fast-paced, immersive first-person shooter (FPS) game modification, in which sound (on/off) and music (on/off) were manipulated, while psychophysiological recordings of electrodermal activity (EDA) and facial muscle activity (EMG) were recorded in addition to a Game Experience Questionnaire (GEQ). Results indicate no main or interaction effects of sound or music on EMG and EDA. However, a significant main effect of sound on all GEQ dimensions (immersion, tension, competence, flow, negative affect, positive affect, and challenge) was found. In addition, an interaction effect of sound and music on GEQ dimension tension and flow indicates an important relationship of sound and music for gameplay experience. Additionally, we report the results of a correlation between GEQ dimensions and EMG/EDA activity. We conclude subjective measures could advance our understanding of sonic UX in digital games, while affective tonic (i.e., long-term psychophysiological) measures of sonic UX in digital games did not yield statistically significant results. One approach for future affective psychophysiological measures of sonic UX could be experiments investigating phasic (i.e., event-related) psychophysiological measures of sonic gameplay elements in digital games. This could improve our general understanding of sonic UX beyond affective gaming evaluation.}, 2074 keywords = {Action video games, Affective gaming, eda, emg, Entertainment; Emotion, evaluation, music, psychophysiology, Sonic user experience (UX), sound, usability, User experience}, 2075 doi = {10.1016/j.intcom.2010.04.005}, 2076 url = {http://dx.doi.org/10.1016/j.intcom.2010.04.005}, 2077 author = {Nacke,Lennart and Grimshaw, Mark and Craig Lindley} 2078 } 2079 @proceedings {181-Future-Play-2010{\textendash}-Bateman{\textendash}-Nacke.Final, 2080 title = {The Neurobiology of Play}, 2081 journal = {Proceedings of Future Play 2010}, 2082 year = {2010}, 2083 pages = {24-31}, 2084 publisher = {ACM}, 2085 address = {Vancouver, BC}, 2086 abstract = {A large volume of neurobiological research has been conducted in recent years, almost all of which has been considered solely from the perspective of biology. However, most of the insights gained through this research are also valuable for the game research field. This paper discusses the implications of existing research in neurobiology to the play of games (including, but not restricted to digital games), and connects neurobiological perspectives with models of play aiming to construct superior player satisfaction models built upon biological foundations. Connections are presented between already recognized patterns of play and recent research on the brain (in particular, the limbic system). By providing a framework for understanding how the brain responds to recurrent patterns inherent to play, we aim to provide a platform for future experimental player-game interaction research (for which possible directions are briefly explored), and a propaedeutic to biologically-grounded player satisfaction models.}, 2087 keywords = {brain, brainhex, gamer brain, gaming, literature review, ludology, neurobiology, PLAY, player type, playing}, 2088 url = {http://hci.usask.ca/publications/view.php?id=181}, 2089 author = {Chris Bateman and Nacke,Lennart} 2090 } 2091 @inbook {4451, 2092 title = {An Open-Ended, Emergent Approach for Studying Serious Games}, 2093 booktitle = {Serious Educational Game Assessment}, 2094 year = {2010}, 2095 publisher = {Sense Publishers}, 2096 organization = {Sense Publishers}, 2097 address = {Rotterdam}, 2098 abstract = {In a recent survey of over 319,223 students, 25,544 teachers, 19,726 parents and 3,263 school leaders in the United States, Project Tomorrow (2008) reports that more than half of students in grades 3 through 12 believe games would help them learn, and average 8-10 hours per week playing games. Only 3\% of elementary school students say they do not play games of any kind. While only 11\% of teachers reported that they already were using video games in class, many teachers feel that games could increase student engagement, address different learning styles, and teach critical thinking skills. Over half of the teachers surveyed were interested in learning more about integrating gaming technologies, with only 6\% of teachers saying that they saw no value in exploring games within education (Project Tomorrow, 2008, p. 4). These figured indicate a huge potential for Serious Games in educational contexts. 2099 2100 Games can create a rich user experience (UX) for game players while presenting opportunities to use meta-cognitive skills. Research suggests that video games can provide a rich experience while providing game players the ability to navigate a virtual world, in which complex decision making and the management of complex issues might resemble the cognitive processes that they would employ in the real world (Ducheneaut, Yee, Nickell, \& Moore, 2006; FAS, 2006; Squire, 2005; Stokes, 2005). Games are engaging, because they: {\textquotedblleft}give us enjoyment and pleasure; give us intense and passionate involvement; give us structure; give us motivation; give us doing; give us flow; give us learning; give us ego gratification; give us adrenaline; they spark our creativity; give us social groups; and give us emotion{\textquotedblright} (Prensky, 2001, p. 144). 2101 2102 Much of the existing research on Serious Games focuses on general introductions to gaming and their application in a classroom, broad case studies, and learning outcomes associated with using games in the classroom. There exists an opportunity for a thorough investigation into the actual uses of games in an educational setting, focusing on the collaborative learning process and how students make use of both cognitive and social affordances of gaming. Affordances can be used to focus on what opportunities are offered (afforded) to an actor by the environment (use of games in educational contexts) being studied. The term cognitive affordance is used to discuss a potential for cognitive action; and social affordance to describe a potential for social action. In this paper both the use of the video game interface and peer group cultures (Kirriemuir \& McFarlane, 2004) are foci of analysis. This descriptive analysis presented in this chapter can inform game design by improving game content and the game interface, as well as aiding in the design of content to achieve meaningful, serious outcomes. 2103 2104 An open-ended, emergent approach drawing from ethnomethodology and grounded theory will be presented. The descriptive analysis to be described will enable game researchers to conduct qualitative, inductive case studies of game play, digging into actual uses of games in Serious contexts. An emphasis on conducting open-ended, inductive experiments is extremely useful for investigating new situations where a theory-driven approach (deductive hypothesis testing) may not be appropriate, as the method is open-ended and allows participants to describe what they feel is most relevant, rather than the researcher (and his hypotheses) predetermining what is most important. 2105 2106 Several influences are described, drawing from the fields of ethnomethodology, grounded theory, and usability research. While strict adherence to these fields of study is not followed, many features of these fields provide inspiration for investigating what occurs during collaborative gameplay. The hybrid method presented can assist researchers in discovering what is happening on a moment-by-moment basis as video games are played, and will guide researchers in finding patterns during game play to abstract patterns in gamer behavior. These inductively-generated hypotheses can be used to test highly relevant aspects such as a video game{\textquoteright}s usability or ability to create an engaging learning experience. 2107 2108 Following, influential theory will be presented that helps to form the basis for the later described hybrid, qualitative, inductive methodology. Samples of collected data will be presented, in the form of transcriptions of video recorded collaborative game play. The presented transcripts are from a study within an educational context, where analysis focused on learning; however, the method presented could be applicable to other {\textquoteright}serious{\textquoteright} contexts where meaningful outcomes are expected.}, 2109 keywords = {Affordances, approach, education, Games, learning, method, research, serious games, Video Games}, 2110 author = {Sharritt, Matthew J}, 2111 editor = {Annetta, L. and Bronack, S.} 2112 } 2113 @article {4525, 2114 title = {Paradigm Shifts in the Video Game Industry}, 2115 journal = {Competitiveness Review}, 2116 volume = {20}, 2117 year = {2010}, 2118 chapter = {139}, 2119 abstract = {Purpose {\textendash} The purpose of this paper is to identify, characterize, and discuss paradigm shifts that have occurred in the video game industry with some emphasis on competition and competitiveness. Design/methodology/approach {\textendash} Basically, the paper depends upon a review of the literature associated with video game development. Past history is taken from texts and academic papers dealing with the subject. More current observations are taken from the business and popular press. These observations are placed within a context associated with the classic papers on industry evolution, paradigms, paradigm shifts, competition, and competitiveness. Findings {\textendash} It is difficult to capture present shifts in such a fast-growing industry, but these shifts seem clear: the original entry of video games into the arcade sector that led to the industry and the demise of pinball; the development of the home cartridge and console that made the industry a home-based phenomenon; the entry of independent game-publishers that made the industry a two-tiered one; and the development of massively multiplayer online role-playing games (MMORPGs) that changed the way games are played. Originality/value {\textendash} The video game industry is an interesting one to follow. To an extent, its development characterizes our generation {\textendash} fast paced, technologically oriented, and targeted toward the young and young at heart. This paper takes the subject away from a historical or anecdotal approach and places it within the context of industry evolution, paradigms, and paradigm shifts. It thus should be of value to students of not only video games, but also the evolution of rapidly growing industries and establishment of competitive advantages. }, 2120 author = {Zackariasson, Peter and Wilson, Timothy L} 2121 } 2122 @inbook {4554, 2123 title = {The perils and promise of large-scale data extraction}, 2124 booktitle = {TBA}, 2125 year = {2010}, 2126 publisher = {MacArthur Foundation}, 2127 organization = {MacArthur Foundation}, 2128 address = {Chicago}, 2129 abstract = {The Virtual World Exploratorium Project was the first to gain access to the large databases controlled by game developers. However, actually using those data came with unforeseen risks and rewards. This paper discusses the lessons learned for future large-scale data projects of virtual worlds. It covers the process of hosting, formatting, and ultimately using the data sets,. These various projects included longitudinal analyses, cross-sectional designs, collapsed time-series, and the coordination of behavioral and attitudinal data, along with the need to understand the context of the data from a more anthropological point of view. The intent of the chapter is to offer the reader a sense of the challenges and potential for using such large datasets.}, 2130 url = {http://www.vwobservatory.com/wp/?p=138}, 2131 author = {Williams, Dmitri} 2132 } 2133 @article {JeroenJansz03012010, 2134 title = {Playing The Sims2: an exploration of gender differences in players{\textquoteright} motivations and patterns of play}, 2135 journal = {New Media Society}, 2136 volume = {12}, 2137 number = {2}, 2138 year = {2010}, 2139 pages = {235-251}, 2140 abstract = {The Sims is the best selling PC game of all time. It has regularly been stated that its success is partly due to its attraction to a much wider audience than the proverbial male adolescent, yet academic research on its player base is lacking. This article reports on the first ever explorative survey (N = 760) conducted among players of The Sims2. Our study combined social role theory with gender and games theorizing to enable us to understand gender differences in play. We focused on gender differences in motivation for playing The Sims2, employing uses and gratifications as our guiding theory. Our results revealed that most of our participants were indeed female. The significantly higher score of male players on the challenge motive was anticipated by social role theory, but their higher score on social interaction was unexpected. Accordingly, we discuss the implications of our results for uses and gratifications theory as well as the necessity to investigate actual practices of play in more detail.}, 2141 doi = {10.1177/1461444809342267}, 2142 url = {http://nms.sagepub.com/cgi/content/abstract/12/2/235}, 2143 author = {Jansz, Jeroen and Avis, Corinne and Vosmeer, Mirjam} 2144 } 2145 @article {4494, 2146 title = {Political Internet games: Engaging an audience}, 2147 journal = {European Journal of Communication}, 2148 volume = {25}, 2149 year = {2010}, 2150 pages = {227-241}, 2151 chapter = {227}, 2152 abstract = {This article is concerned with Internet games that critically address political issues. Developers and players of six online games were interviewed about the expressive and engaging power of the games, in particular with respect to the performance of a {\textquoteleft}political self{\textquoteright}. Both qualitative and quantitative methods were used in order to explore this issue in some detail. Interviews with the six game-developers revealed that building a game contributed to the enhancement of their everyday political engagement. Players were addressed by an online questionnaire which also included playing a political game (N = 80). The results showed an impact of playing a political game on their knowledge and opinion about the issue addressed in the game.The results also suggested that the construction and expression of a {\textquoteleft}political self{\textquoteright} through the act of playing a political game may have consequences in the real world. }, 2153 keywords = {engagement, political internet games, political self, serious games}, 2154 doi = {10.1177/0267323110373456}, 2155 author = {Joyce Neys and Jansz, Jeroen} 2156 } 2157 @article {4549, 2158 title = {Problematic internet use and psychosocial well-being among MMO players}, 2159 journal = {Computers in Human Behavior}, 2160 volume = {25(6) }, 2161 year = {2010}, 2162 chapter = {1312}, 2163 abstract = {The current study examined problematic Internet use (PIU) among people who play MMO games and sought to determine whether aspects of the MMO experience are useful predictors of PIU. The study sought to determine whether game-related variables could predict PIU scores after accounting for their relationships with psychosocial well-being. Novel methods allowed us, for the first time, to connect in-game behaviors with survey results of over 4,000 MMO players. The results revealed that MMO gaming variables contributed a substantively small, but statistically significant amount of explained variance to PIU scores.}, 2164 url = {http://www.vwobservatory.com//wp/?p=140}, 2165 author = {Caplan,Scott and Williams, Dmitri and Yee, Nick} 2166 } 2167 @conference {1785474, 2168 title = {The Reading Glove: designing interactions for object-based tangible storytelling}, 2169 booktitle = {AH {\textquoteright}10: Proceedings of the 1st Augmented Human International Conference}, 2170 year = {2010}, 2171 pages = {1{\textendash}9}, 2172 publisher = {ACM}, 2173 organization = {ACM}, 2174 address = {Megeve, France}, 2175 abstract = {In this paper we describe a prototype Tangible User Interface (TUI) for interactive storytelling that explores the semantic properties of tangible interactions using the fictional notion of psychometry as inspiration. We propose an extension of Heidegger{\textquoteright}s notions of "ready-to-hand" and "present-at-hand", which allows them to be applied to the narrative and semantic aspects of an interaction. The Reading Glove allows interactors to extract narrative "memories" from a collection of ten objects using natural grasping and holding behaviors via a wearable interface. These memories are presented in the form of recorded audio narration. We discuss the design process and present some early results from an informal pilot study intended to refine these design techniques for future tangible interactive narratives.}, 2176 keywords = {interactive narrative, Object Stories, Tangible user interfaces, Wearable Computing}, 2177 isbn = {978-1-60558-825-4}, 2178 doi = {http://doi.acm.org.proxy.lib.sfu.ca/10.1145/1785455.1785474}, 2179 author = {Tanenbaum, Joshua and Tanenbaum, Karen and Antle, Alissa} 2180 } 2181 @article {4532, 2182 title = {Relaciones mediadas por el sonido entre jugadores en el entorno de juegos multijugador}, 2183 journal = {Comunicar}, 2184 volume = {34}, 2185 year = {2010}, 2186 type = {Full}, 2187 chapter = {73}, 2188 abstract = {This essay examines the relationship between player and diegetic sound FX in immersive computer game environments and how this relationship leads, in large part, to the contextualization of the player within the virtual world of the game. This contextualization presupposes a primarily sonically-based perception of objects and events in the world and, in a multi-player game, this ultimately leads to communication between players through the medium of diegetic sound. The players{\textquoteright} engagement with, and immersion in, the game{\textquoteright}s acoustic environment is the result of a relationship with sound that is technologically mediated. The game engine, for example, produces a range of environmental or ambient sounds and almost every player action has a corresponding sound. A variety of relevant theories and disciplines are assessed for the methodological basis of the points raised, such as film sound theory and sonification, and, throughout, the First-Person Shooter sub-genre is used as an exemplar. Such games include the {\guillemotleft}Doom{\guillemotright} and {\guillemotleft}Quake{\guillemotright} series, the {\guillemotleft}Half-Life{\guillemotright} series and derivatives and later games such as {\guillemotleft}Left 4 Dead{\guillemotright}. The combination of the acoustic environment, the interactive placement of the player {\textendash} as embodied by his virtual, prosthetic arms {\textendash} in the environment and the sonic relationships between players produces the acoustic ecology. An exposition of this multi-player communication and the resultant acoustic ecology and player immersion, is the main objective of the essay.}, 2189 keywords = {audio, immersion, sound}, 2190 isbn = {1134-3478}, 2191 doi = {10.3916/C34-2010-02-07}, 2192 url = {http://digitalcommons.bolton.ac.uk/gcct_journalspr/5}, 2193 author = {Grimshaw, Mark} 2194 } 2195 @book {donovan_replay:history_2010, 2196 title = {Replay: The History of Video Games}, 2197 year = {2010}, 2198 publisher = {Yellow Ant}, 2199 organization = {Yellow Ant}, 2200 abstract = {A riveting account of the birth and remarkable evolution of the most important development in entertainment since television, Replay: The History of Video Games is the ultimate history of video games. From its origins in the research labs of the 1940s to the groundbreaking success of the Wii, Replay sheds new light on gaming{\textquoteright}s past. Along the way it takes in the spectacular rise and fall of Atari, the crazed cottage industry spawned by the computers of Sir Clive Sinclair, Japan{\textquoteright}s rapid ascent to the top of the gaming tree and the seismic impact of Doom. 2201 2202 Replay: The History of Video Games tells the sensational story of how the creative vision of game designers across the globe gave rise to one of the world{\textquoteright}s most popular and dynamic art forms. Based on extensive research and more than 140 interviews, Replay includes insights from video game legends such as Atari founder Nolan Bushnell, Will Wright - the creator of The Sims, Doom designer John Romero and Hironobu Sakaguchi of Final Fantasy fame. Replay also includes a foreword by Richard Garriott (aka Lord British), a gameography covering more than 800 of the most notable games ever made and a 26-page guide to the consoles and computers of gaming{\textquoteright}s past and present.}, 2203 isbn = {0956507204}, 2204 author = {Tristan Donovan} 2205 } 2206 @article {4553, 2207 title = {Schmoozing and Smiting: Trust, Social Institutions and Communication Patterns in an MMOG}, 2208 journal = {Journal of Computer Mediated Communication}, 2209 year = {2010}, 2210 abstract = {This study examines how trust is related to online social institutions, self-disclosure, mode of communication, and message privacy in a popular MMOG, Everquest II. The findings, based on survey and behavioral data from over 3,500 players, illustrate how MMOGs may support trust-development. Trust was higher within closer social circles: trust was highest in teammates, followed other players across the game, followed by others online. Self-disclosure was positively related to trust of teammates and others in the game, while voice chat was only related to teammate trust. These findings indicate that social structures and communication processes contribute to trust development in MMOGs, supporting the claim that these online spaces provide social support that is unavailable in other realms of our society.}, 2211 keywords = {Communication patterns, Trust}, 2212 url = {http://www.vwobservatory.com/wp/?p=126}, 2213 author = {Ratan, R. and Chung, J. and Shen, C. and Poole, M. and Williams, Dmitri} 2214 } 2215 @inbook {4502, 2216 title = {Time for New Terminology? Diegetic and Non-Diegetic Sounds in Computer Games Revisited}, 2217 booktitle = {Game Sound Technology and Player Interaction: Concepts and Developments}, 2218 year = {2010}, 2219 pages = {78-97}, 2220 publisher = {IGI Global}, 2221 organization = {IGI Global}, 2222 chapter = {5}, 2223 abstract = {This chapter is a critical discussion of the use of the concepts diegetic and non-diegetic in connection with computer game sound. It is argued that the terms are problematic because they do not take into account the functional aspects of sound and how gameworlds differ from traditional fictional worlds. The aims of the chapter are to re-evaluate earlier attempts at adapting this terminology to games and to present an alternative model of conceptualizing the spatial properties of game sound with respect to the gameworld.}, 2224 keywords = {Computer games, Game Interface, game sound, gameworlds, Transdiegetic}, 2225 isbn = {9781616928285}, 2226 url = {http://hdl.handle.net/1956/4287}, 2227 author = {J{\o}rgensen, Kristine}, 2228 editor = {Grimshaw, Mark (ed.)} 2229 } 2230 @book {4377, 2231 title = {Toward a Ludic Architecture: The Space of Play and Games}, 2232 year = {2010}, 2233 pages = {382}, 2234 publisher = {ETC Press}, 2235 organization = {ETC Press}, 2236 abstract = { Whether we think of a board game, an athletic competition in a stadium, a videogame, playful social networking on the World Wide Web, an Alternate Reality Game, a location-based mobile game, or any combination thereof: Ludic activities are, have, and take place in or at, spaces. 2237 2238 {\textquotedblleft}Toward a Ludic Architecture{\textquotedblright} is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying? 2239 2240 {\textquotedblleft}Toward a Ludic Architecture{\textquotedblright} is a must-read for analyzing and designing play and games from an architectural standpoint. Such a contribution is particularly applicable in an era when games extend into physical, designed space that is increasingly permeated by devices, sensors, and information networks, allowing for rules and fictions to superimpose our everyday environments. Including a maze-like, episodic, and critical discussion of interweaving {\textquotedblleft}play-grounds,{\textquotedblright} {\textquotedblleft}Toward a Ludic Architecture{\textquotedblright} is a playful look at the conceptual space of play and games.}, 2241 keywords = {architecture, place, PLAY, space, Video Games}, 2242 issn = {978-0-557-28563-1}, 2243 url = {http://www.lulu.com/content/8042752}, 2244 author = {Walz,Steffen P} 2245 } 2246 @article {4534, 2247 title = {Uncanny behaviour in survival horror games}, 2248 journal = {Journal of Gaming and Virtual Worlds}, 2249 volume = {2}, 2250 year = {2010}, 2251 chapter = {3-25}, 2252 abstract = {This study investigates the relationship between the perceived strangeness of a virtual character and the perception of human likeness for some attributes of motion and sound. Participants (N=100) were asked to rate thirteen video clips of twelve different virtual characters and one human. The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived strangeness of a character with how human-like a character{\textquoteright}s voice sounded, how human-like the facial expression appeared and how synchronized the character{\textquoteright}s sound was with lip movement; characters rated as the least synchronized were perceived to be the most frightening. Based on the results of this study, this article seeks to define an initial set of hypotheses for the fear-evoking aspects of character facial rendering and vocalization in survival horror games that can be used by game designers seeking to increase the fear factor in the genre, and that will form the basis of further experiments, which, it is hoped, will lead to a conceptual framework for the uncanny.}, 2253 keywords = {characters, photo-realism, uncanny valley}, 2254 issn = {1757-191X}, 2255 doi = {0.1386/jgvw.2.1.3_1}, 2256 url = {http://digitalcommons.bolton.ac.uk/gcct_journalspr/13/}, 2257 author = {Angela Tinwell and Grimshaw, Mark and Andrew Williams} 2258 } 2259 @book {4379, 2260 title = {Understanding Computer Game Culture: the Cultural Shaping of a New Medium}, 2261 year = {2010}, 2262 pages = {280}, 2263 publisher = {LAP Lambert Academic Publishing}, 2264 organization = {LAP Lambert Academic Publishing}, 2265 address = {Saarbr{\"u}cken}, 2266 abstract = {In the past few decades, video games have developed from a marginal technological experiment into a mainstream medium. During this period they have gone through several transformations, from arcade machines offering a few minutes of solitary fun for a quarter to monthly subscription-based online MMOs in which thousands of players spend hundreds or even thousands of hours and lead a significant part of their social life as a fantasy character. But what is it that has driven video games? development? Is it technology? Indeed, with every new generation of hardware, game designers were given a broader set of tools for evoking exhilarating experiences. But is not culture at least as important? What would games look like if Tolkien never had written Lord of the Rings, or if Nintendo had not brought Japanese manga drawing styles to the new medium? This book looks at the theoretical challenges and foundations on which to base a cultural shaping approach towards the evolution of video games and proposes a set of concepts for analyzing and describing this process.}, 2267 isbn = {383833213X}, 2268 issn = {383833213X}, 2269 author = {Van Looy, Jan} 2270 } 2271 @article {4394, 2272 title = {Video Game Play, Language Learning, Creation and Community}, 2273 year = {2010}, 2274 abstract = {Video and computer games are receiving increasing attention by researchers and practitioners in education; however, most of the theory and pedagogy focus on general education (e.g., Squire, 2006) or language and literacy development of native speakers (e.g., Gee, 2007). There are very few investigations of game play or game culture and second language development. Teachers and institutions must know more about games to use the media effectively. This report describes the creation and two-year administration of a Video Game Library in a Japanese university for the purpose of developing players{\textquoteright} language, technology and creative skills. The following activities are discussed: (1) autonomous learning (2) game creation (3) game journalism and (4) community interactions. Analyses of observations, interviews, tests, surveys and student notes and projects for trends in learning outcomes and player experiences are presented. Recommendations for library administrators, project suggestions and materials for teachers, and examples of student projects are appended.}, 2275 url = {http://langcom.u-shizuoka-ken.ac.jp/dehaan-games-language-learning}, 2276 author = {deHaan, Jonathan} 2277 } 2278 @article {4523, 2279 title = {Virtual identities and market segmentation in marketing in and through Massively Multiplayer Online Games (MMOGs)}, 2280 journal = {Services Marketing Quarterly}, 2281 volume = {31}, 2282 year = {2010}, 2283 chapter = {275}, 2284 abstract = {It has been asserted that the emergence of virtual worlds has changed the ways that business may be conducted. In massively 2285 multiplayer online games (MMOGs) a participant is given the opportunity to not only create an identity of how they would like to appear but also select individual activities. Clearly, this opportunity may carry marketing implications because marketers are given the opportunity to consider potential customers as they might like to be. Background in self-identity and buying behavior, the nature of MMOGs, taxonomy of gamers, and the construction of identity is sketched. Five propositions are developed that summarize our observations from this foundation.}, 2286 keywords = {identity construction, market segmentation, psychographics, Video Games, virtual worlds}, 2287 issn = {1533-2969}, 2288 author = {Zackariasson, Peter and W{\r a}hlin, Nils and Wilson, Timothy L} 2289 } 2290 @book {4538, 2291 title = {Virtual Justice}, 2292 year = {2010}, 2293 note = {The full text of the book is available here: http://bit.ly/virtualjustice (3 MB PDF)}, 2294 pages = {240}, 2295 publisher = {Yale University Press}, 2296 organization = {Yale University Press}, 2297 address = {New Haven}, 2298 abstract = {Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you? 2299 2300 In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today{\textquoteright}s virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law. 2301 2302 Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come. }, 2303 isbn = {9780300141207}, 2304 issn = {9780300141207}, 2305 url = {http://bit.ly/virtualjustice}, 2306 author = {Lastowka,Greg} 2307 } 2308 @article {ChristopherA. Paul04012010, 2309 title = {Welfare Epics? The Rhetoric of Rewards in World of Warcraft}, 2310 journal = {Games and Culture}, 2311 volume = {5}, 2312 number = {2}, 2313 year = {2010}, 2314 pages = {158-176}, 2315 abstract = {After the Lead Content Designer of World of Warcraft (WoW), Tigole, deemed a new set of rewards welfare{\textquoteright}{\textquoteright} epics, the WoW player community responded in a multitude of fascinating ways. Using rhetorical analysis, gaming studies literature, and a critical analysis of welfare discourse, four rhetorical strategies can be seen in the discourse produced by the playing community. From directly confronting Tigole{\textquoteright}s statements to lamenting a loss of avatar capital and analyzing the role the changes have on the multiplayer aspects of the game, the rhetoric of welfare{\textquoteright}{\textquoteright} epics offers unique insights into the importance of balance and scarcity in the normative structures of WoW, how players accept and perpetuate the belief that rewards in online games should be earned,{\textquoteright}{\textquoteright} and how WoW{\textquoteright}s system of rewards has been fundamentally altered since the game{\textquoteright}s launch.}, 2316 keywords = {PvP, raiding, reward systems, rhetoric, welfare epics, World of Warcraft}, 2317 doi = {10.1177/1555412009354729}, 2318 author = {Paul, Christopher A.} 2319 } 2320 @proceedings {182-Nacke{\textendash}-Wiimote-vs-Controller-EEG-Study, 2321 title = {Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction}, 2322 journal = {Proceedings of Future Play 2010}, 2323 year = {2010}, 2324 pages = {183-190}, 2325 publisher = {ACM}, 2326 address = {Vancouver, BC}, 2327 abstract = {Psychophysiological methods provide covert and reliable measurements of affective user experience (UX). The nature of affective UX in interactive entertainment, such as digital games, is currently not well understood. With the dawn of new gaming consoles, scientific methodologies for studying user interaction in an immersive entertainment context are needed. This paper reports a study on the influence of interaction modes (Playstation 2 game controller vs. Wii remote and Nunchuk) on subjective experience assessment and brain activity measured with electroencephalography (EEG). Results indicate that EEG alpha and delta power correlate with negative affect and tension when using regular game controller input. EEG beta and gamma power seem to be related to the feeling of possible action in spatial presence with a PS2 game controller. Delta as well as theta power correlate with self-location using a Wii remote and Nunchuk.}, 2328 keywords = {brain-computer interface, brainwave, controller, EEG, Experience, Fun, gameplay, immersion, interface, playstation 2, Presence, ui, wii, wiimote}, 2329 url = {http://hci.usask.ca/publications/view.php?id=182}, 2330 author = {Nacke,Lennart} 2331 } 2332 @article {4376, 2333 title = {Young children{\textquoteright}s play in online virtual worlds}, 2334 journal = {Journal of Early Childhood Research}, 2335 volume = {8}, 2336 year = {2010}, 2337 pages = {23-39}, 2338 abstract = {Virtual worlds for children are becoming increasingly popular, and yet there are few accounts of children{\textquoteright}s use of these worlds. Young children are spending increasing amounts of time online as technology continues to create significant changes in social and cultural practices in the 21st century. Some of children{\textquoteright}s online interactions can be categorized as playful in nature; however, play and technology are frequently positioned as oppositional. In this article, I explore the tensions surrounding the relationship between play and technology and relate it to similar discourses concerning the concepts of {\textquoteleft}real{\textquoteright} and {\textquoteleft}virtual{\textquoteright}. I then move on to consider the growing popularity of virtual worlds with young children and examine the way in which the worlds have been marketed to children and parents/carers on the basis of their propensity to offer online play in a safe environment. The article provides an overview of two virtual worlds currently targeted at young children and draws on a survey of primary children{\textquoteright}s use of virtual worlds in order to identify the nature of play in these environments. One hundred and seventy-five children aged 5{\textemdash}11 completed an online survey and 15 took part in group interviews in which their use of virtual worlds was explored. This article focuses on the data relating to 17 children aged from five to seven years who used virtual worlds. Findings indicate that virtual worlds offered these young children a wide range of opportunities for play and that the types of play in which they engaged relate closely to {\textquoteleft}offline{\textquoteright} play. The implications for early years educators are considered. }, 2339 keywords = {PLAY, virtual worlds}, 2340 doi = {10.1177/1476718X09345406}, 2341 author = {Jackie Marsh} 2342 } 2343 @article {4546, 2344 title = {At Least Nine Ways to Play: Approaching Gamer Mentalities}, 2345 journal = {Games and Culture}, 2346 year = {2010}, 2347 abstract = {Do digital games and play mean the same things for different people? This article presents the results of a 3-year study in which we sought for new ways to approach digital games cultures and playing practices. First, the authors present the research process in brief and emphasize the importance of merging different kinds of methods and materials in the study of games cultures. Second, the authors introduce a gaming mentality heuristics that is not dedicated to a certain domain or genre of games, addressing light casual and light social gaming motivations as well as more dedicated ones in a joint framework. The analysis reveals that, in contrast to common belief, the majority of digital gaming takes place between {\textquotedblleft}casual relaxing{\textquotedblright} and {\textquotedblleft}committed entertaining,{\textquotedblright} where the multiplicity of experiences, feelings, and understandings that people have about their playing and digital games is wide ranging. Digital gaming is thus found to be a multifaceted social and cultural phenomenon that can be understood, practiced, and used in various ways.}, 2348 author = {Kallio, Kirsi Pauliina and Mayra,Frans and Kaipainen, Kirsikka} 2349 } 2350 @article {4492, 2351 title = {{\textquoteright}It{\textquoteright}s in the Game{\textquoteright} and Above the Game: An Analysis of the Users of Sports Videogames}, 2352 journal = {Convergence}, 2353 volume = {16}, 2354 number = {3}, 2355 year = {2010}, 2356 pages = {334-354}, 2357 abstract = {This article is a participant-observer case study of a group of sports videogame players. The game played, Pro Evolution Soccer 2008, belongs to the author-designated {\textquoteleft}televisual{\textquoteright} sub-genre, remediating (Bolter and Grusin, 1999) aspects of televisual coverage such as the broadcast angle, action replays and commentary teams. We investigate the use of these games and their position within both gaming and sport culture. To do so we approach the player from four perspectives: dress, body language, argot (slang, group-specific dialect), and proxemics (examining how people spatially situate themselves in regard to one another within the social environment). These categories then combine to formulate the last section, {\textquoteleft}Social Play{\textquoteright}, where we discuss the social meta-game being enacted between participants to barter social status, capital (Bourdieu, 1984) and specific gamer capital (Consalvo, 2007). }, 2358 author = {Steven Conway} 2359 } 2360 @article {4544, 2361 title = {Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation}, 2362 journal = {Games and Culture}, 2363 year = {2010}, 2364 abstract = {Digital games are major part of popular culture. They are also an important part of the history of play and as such they deserve to take their rightful place in our cultural legacy. However, they have received little attention in the academic literature on preservation. Despite this lack of interest, some institutions have recognized the significance of preventing the loss of these valuable materials but to what extent is their longevity ensured? What is the current status of game preservation? What are the challenges facing institutions as they {\textquotedblleft}play games with cultural heritage?{\textquotedblright} This article provides an overview of the current state of play and, using a comparative case study analysis, provides an insight into the issues, which lie ahead.}, 2365 author = {Barwick, Joanna and Dearnley, James and Muir, Adrienne} 2366 } 2367 @article {4596, 2368 title = {Video Games and Spatial Cognition}, 2369 journal = {Review of General Psychology}, 2370 volume = {14}, 2371 number = {2}, 2372 year = {2010}, 2373 note = {doi: DOI: 10.1037/a0019491}, 2374 pages = {92-104}, 2375 abstract = {Video game enthusiasts spend many hours at play, and this intense activity has the potential to alter both brain and behavior. We review studies that investigate the ability of video games to modify processes in spatial cognition. We outline the initial stages of research into the underlying mechanisms of learning, and we also consider possible applications of this new knowledge. Several experiments have shown that playing action games induces changes in a number of sensory, perceptual, and attentional abilities that are important for many tasks in spatial cognition. These basic capacities include contrast sensitivity, spatial resolution, the attentional visual field, enumeration, multiple object tracking, and visuomotor coordination and speed. In addition to altering performance on basic tasks, playing action video games has a beneficial effect on more complex spatial tasks such as mental rotation, thus demonstrating that learning generalizes far beyond the training activities in the game. Far transfer of this sort is generally elusive in learning, and we discuss some early attempts to elucidate the brain functions that are responsible. Finally, we suggest that studying video games may contribute not only to an improved understanding of the mechanisms of learning but may also offer new approaches to teaching spatial skills.}, 2376 keywords = {action video game, brain training, Gender Differences, perceptual learning, spatial attention}, 2377 isbn = {1089-2680}, 2378 author = {Spence, Ian and Feng, Jing} 2379 } 2380 @article {4601, 2381 title = {Video Games in Psychotherapy}, 2382 journal = {Review of General Psychology}, 2383 volume = {14}, 2384 number = {2}, 2385 year = {2010}, 2386 note = {doi: DOI: 10.1037/a0019439}, 2387 pages = {141-146}, 2388 abstract = {Video games have found their way into the clinical care of youth in most medical fields, and academic interest in their use is increasing steadily. The popularity of video games among youth may qualify them as a useful tool in psychotherapy for children and adolescents. Limited literature on use of video games in mental health care suggests that they can help young patients become more cooperative and enthusiastic about psychotherapy. Recent experience suggests that video games may facilitate therapeutic relationships, complement the psychological assessment of youth by evaluating cognitive skills, and elaborate and clarify conflicts during the therapy process. Concerns about video game content, perceived effects on youth, and lack of familiarity with this medium may form a barrier in their use in therapy offices. Further research on the benefits of video game use in psychotherapy, including patient characteristics that may moderate outcomes, is needed. Finally, future collaborations between clinicians and video game developers may produce specific games to be used in psychotherapy.}, 2389 keywords = {child and adolescent psychotherapy, Media, Video Games}, 2390 isbn = {1089-2680}, 2391 author = {Ceranoglu, T. Atilla} 2392 } 2393 @article {4597, 2394 title = {Videogames and Young People With Developmental Disorders}, 2395 journal = {Review of General Psychology}, 2396 volume = {14}, 2397 number = {2}, 2398 year = {2010}, 2399 note = {doi: DOI: 10.1037/a0019438}, 2400 pages = {122-140}, 2401 abstract = {Young people with developmental disorders experience difficulties with many cognitive and perceptual tasks, and often suffer social impairments. Yet, like typical youth, many appear to enjoy playing videogames. This review considers the appeal of videogames to individuals with autism spectrum disorders, attention deficit hyperactivity disorder, and specific language impairment. It examines how they respond to the various challenges that play entails with particular reference to sensory, cognitive, and social dimensions. It is argued that research into how these young people engage voluntarily with this dynamic and challenging medium offers great potential to extend our empirical and theoretical understanding of the disorders. Many gaps in our current knowledge are identified and several additional themes for possible future research are proposed.}, 2402 keywords = {ADHD, Asperger syndrome, autism, developmental disorders, dopamine, specific language impairment, videogames}, 2403 isbn = {1089-2680}, 2404 author = {Durkin, Kevin} 2405 } 2406 @article {4584, 2407 title = {Virtual games in social science education}, 2408 journal = {Computers \& Education}, 2409 volume = {55}, 2410 number = {3}, 2411 year = {2010}, 2412 pages = {1336-1345}, 2413 chapter = {1336}, 2414 abstract = {The new technologies make the appearance of highly motivating and dynamic games with different levels of interaction possible, in which large amounts of data, information, procedures and values are included which are intimately bound with the social sciences. We set out from the hypothesis that videogames may become interesting resources for their inclusion in the education processes in formal contexts. Videogames become laboratories for social experimentation where the scenarios, conditions and situations affecting a given human phenomenon are reproduced. In this article, 35 videogames are analysed to find out which contents can be approached through them for the teaching of Social Sciences using problem-solving strategies. To this end, instruments for information gathering (data collection grid) and analysis (category system) were designed. The different contents of a social nature are analysed according to the study categories and in turn from the areas of social issues detected in them. We present a working proposal for the use of videogames in the classroom on the basis of resolution of relevant problems, determining which are the issues that we consider relevant, what questions the pupils can be asked to approach through videogames and what the characteristics, benefits and obstacles are in the use of these resources in the teaching of Social Sciences.}, 2415 keywords = {applications in subject areas, improving classroom teaching, interactive learning environments, Pedagogical issues, teaching/learning strategies}, 2416 isbn = {0360-1315}, 2417 author = {Cuenca L{\'o}pez, Jos{\'e} M. and Mart{\'\i}n C{\'a}ceres, Myriam J.} 2418 } 2419 @proceedings {4535, 2420 title = {Bridging the Uncanny: An impossible traverse?}, 2421 journal = {MindTrek}, 2422 year = {2009}, 2423 month = {September 30}, 2424 address = {Tampere, Finland}, 2425 abstract = {This paper proposes that increasing technological sophistication in the creation of realism for human-like virtual characters is matched by increasing technological discernment on the part of the viewer. One of the goals for achieving a realism that is believable for virtual characters is to overcome the Uncanny Valley where perceived eeriness or familiarity are rated against perceived human-likeness. Empirical evidence shows the uncanny can be applied to virtual characters, yet implies a more complex picture than the shape of a deep valley with a sharp gradient as depicted in Mori"s original plot of the Uncanny Valley. Our results imply that: (1) perceived familiarity is dependent upon a wider range of variables other than appearance and behaviour; and (2) for realistic, human-like characters, the Uncanny Valley is better replaced with the notion of an Uncanny Wall because the Uncanny Valley, as a concept, is not fully supported by the empirical evidence but, more importantly as a standard for creating human-like realism, is an impossible traverse.}, 2426 keywords = {characters, photo-realistic, uncanny valley}, 2427 url = {http://digitalcommons.bolton.ac.uk/gcct_conferencepr/10/}, 2428 author = {Angela Tinwell and Grimshaw, Mark} 2429 } 2430 @proceedings {4531, 2431 title = {The audio uncanny valley: Sound, fear and the horror game}, 2432 journal = {Audio Mostly}, 2433 year = {2009}, 2434 month = {September 2}, 2435 address = {Glasgow}, 2436 abstract = {The 1970 proposition that there is an Uncanny Valley which man-made characters inhabit as their human-likeness (both appearance and movement) increases has been a growing topic of debate in the fields of robotics, animation and computer games particularly since the turn of the century. However, what the theory and subsequent related writings do not account for is the role of sound in creating perceptions of uncanniness and fear, a particularly useful attribute in computer game genres such as survival horror. This paper has a dual purpose: to explore diverse writings on the uncanny as they relate to sound and to prepare the groundwork for future work investigating the possible relationship between sound and the Uncanny Valley. 2437 2438 The paper comprises, in large part, a survey of selected works on the uncanny and the Uncanny Valley from a variety of disciplines. It emphasizes the link between uncanniness and negative emotions, such as fear and apprehension, and discusses the genesis of the term uncanny in early psychoanalytical writings, relating this to more modern theories on human emotion. Writings on the uncanny, or related emotional states, from psychoacoustics, textiles research, films and computer games are assessed as to their validity and potential application to the fostering of an aural climate of fear in computer games and, where such writings do not explicitly deal with sound, attempts are made to apply the ideas contained within to sound as it exists within computer games. In dealing with the theory of the Uncanny Valley, the paper points out the theory{\textquoteright}s focus on appearance and movement to the exclusion of sound and suggests that there is an uncanny in sound that might, in future, be used to modify the Uncanny Valley theory. Throughout, there is the suggestion that the uncanny (and any future theory of an audio or audiovisual Uncanny Valley) can be harnassed to the design of horror computer games. 2439 2440 Ultimately, it is hoped, such work will be of use to computer game sound designers who wish to create a greater perception of fear and apprehension through the canny use of uncanny sound. Some of the design tips presented at the end of the discussion are already used instinctively by sound designers across a range of media, including computer games, whereas others are less obvious in their origin and affect. Recently published empirical data is provided to strengthen the case for the latter. In some cases, the design tips must await the coming of procedural audio to computer games.}, 2441 keywords = {fear, sound, uncanny valley}, 2442 url = {http://digitalcommons.bolton.ac.uk/gcct_conferencepr/9}, 2443 author = {Grimshaw, Mark} 2444 } 2445 @article {4213, 2446 title = {Games For Health: The Latest Tool In The Medical Care Arsenal}, 2447 journal = {Health Affairs}, 2448 volume = {28}, 2449 number = {5}, 2450 year = {2009}, 2451 note = {492HPTimes Cited:0Cited References Count:11}, 2452 month = {Sep-Oct}, 2453 pages = {W842-W848}, 2454 abstract = {At the heart of any promising plan to transform the health care system lie two priorities: broader access to care for patients, and deeper engagement in health care by patients. Although the problem of expanding access to affordable care remains unresolved, new tools for deepening consumers{\textquoteright} engagement in health care are proliferating like viral spores in a virtual pond. Digital games, including virtual realities, computer simulations, and online play, are valuable tools for fostering patient participation in health-related activities. This is why gaming is the latest tool in the arsenal to improve health outcomes: gaming makes health care fun. [Health Aff (Millwood). 2009; 28(5): w842-8 (published online 4 August 2009; 10.1377/hlthaff.28.5.w842)]}, 2455 keywords = {trial, Video Game}, 2456 isbn = {0278-2715}, 2457 url = {<Go to ISI>://000269646100060}, 2458 author = {Hawn, C.} 2459 } 2460 @article {4289, 2461 title = {The banality of simulated evil: designing ethical gameplay}, 2462 journal = {Ethics and Information Technology}, 2463 volume = {11}, 2464 number = {3}, 2465 year = {2009}, 2466 note = {499RJTimes Cited:0Cited References Count:46}, 2467 month = {Sep}, 2468 pages = {191-202}, 2469 abstract = {This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to address some of the reasons why computer games present ethical challenges, and to exploit the informational nature of games to suggest how to develop games with ethics at the core of their gameplay.}, 2470 keywords = {Computer game design, Desensitization, ethics, game design, gaming, information ethics, level of abstraction, methodologies, Real-life, simulation, Video Games, Violence}, 2471 isbn = {1388-1957}, 2472 url = {<Go to ISI>://000270242200004}, 2473 author = {Sicart, M.} 2474 } 2475 @article {4210, 2476 title = {Impact of IQ, computer-gaming skills, general dexterity, and laparoscopic experience on performance with the da Vinci (R) surgical system}, 2477 journal = {International Journal of Medical Robotics and Computer Assisted Surgery}, 2478 volume = {5}, 2479 number = {3}, 2480 year = {2009}, 2481 note = {496AUTimes Cited:0Cited References Count:14}, 2482 month = {Sep}, 2483 pages = {327-331}, 2484 abstract = {Background Due to improved ergonomics and dexterity, robotic surgery is promoted as being easily performed by surgeons with no special skills necessary. We tested this hypothesis by measuring IQ elements, computer gaming skills, general dexterity with chopsticks, and evaluating laparoscopic experience in correlation to performance ability with the da Vinci (R) robot.Methods Thirty-four individuals were tested for robotic dexterity, IQ elements, computer-gaming skills and general dexterity. Eighteen surgically inexperienced and 16 laparoscopically trained surgeons were included. Each individual performed three different tasks with the da Vinci surgical system and their times were recorded. An IQ test (elements: logical thinking, 3D imagination and technical understanding) was completed by each participant. Computer skills were tested with a simple computer game (hand-eye coordination) and general dexterity was evaluated by the ability to use chopsticks.Results We found no correlation between logical thinking, 3D imagination and robotic skills. Both computer gaming and general dexterity showed a slight but non-significant improvement in performance with the da Vinci robot (p > 0.05). A significant correlation between robotic skills, technical understanding and laparoscopic experience was observed (p < 0.05).Conclusions The data support the conclusion that there are no significant correlations between robotic performance and logical thinking, 3D understanding, computer gaming skills and general dexterity. A correlation between robotic skills and technical understanding may exist. Laparoscopic experience seems to be the strongest predictor of performance with the da Vinci surgical system. Generally, it appears difficult to determine non-surgical predictors for robotic surgery. Copyright (C) 2009 John Wiley \& Sons, Ltd.}, 2485 keywords = {cholecystectomy, computer gaming, da vinci, endoscopy, Games, iq, laparoscopic experience, robotic surgery, robotics, Surgery}, 2486 isbn = {1478-5951}, 2487 url = {<Go to ISI>://000269941100011}, 2488 author = {Hagen, M. E. and Wagner, O. J. and Inan, I. and Morel, P.} 2489 } 2490 @article {4302, 2491 title = {A temporal perspective of the computer game development process}, 2492 journal = {Information Systems Journal}, 2493 volume = {19}, 2494 number = {5}, 2495 year = {2009}, 2496 note = {482YUTimes Cited:1Cited References Count:45}, 2497 month = {Sep}, 2498 pages = {479-497}, 2499 abstract = {This paper offers an insight into the games software development process from a time perspective by drawing on an in-depth study in a games development organization. The wider market for computer games now exceeds the annual global revenues of cinema. We have, however, only a limited scholarly understanding of how games studios produce games. Games projects require particular attention because their context is unique. Drawing on a case study, the paper offers a theoretical conceptualization of the development process of creative software, such as games software. We found that the process, as constituted by the interactions of developers, oscillates between two modes of practice: routinized and improvised, which sediment and flux the working rhythms in the context. This paper argues that while we may predeterminately lay down the broad stages of creative software development, the activities that constitute each stage, and the transition criteria from one to the next, may be left to the actors in the moment, to the temporality of the situation as it emerges. If all development activities are predefined, as advocated in various process models, this may leave little room for opportunity and the creative fruits that flow from opportunity, such as enhanced features, aesthetics and learning.}, 2500 keywords = {computer game, design, model, software development process, software-development, temporal structure, Time}, 2501 isbn = {1350-1917}, 2502 url = {<Go to ISI>://000268927700003}, 2503 author = {Stacey, P. and Nandhakumar, J.} 2504 } 2505 @article {4292, 2506 title = {Children and Video Games: Addiction, Engagement, and Scholastic Achievement}, 2507 journal = {Cyberpsychology \& Behavior}, 2508 volume = {12}, 2509 number = {5}, 2510 year = {2009}, 2511 note = {504ZCTimes Cited:0Cited References Count:41}, 2512 month = {Oct}, 2513 pages = {567-572}, 2514 abstract = {The aim of this study is to assess the relationship between video gaming habits and elementary school students{\textquoteright} academic performance. More specifically, we seek to examine the usefulness of a distinction between addiction and high engagement and assess the predictive validity of these concepts in the context of scholastic achievement. Three hundred thirty-three children ages 8 to 12 years from two primary schools in Singapore were selected to participate in this study. A survey utilizing Danforth{\textquoteright}s Engagement-Addiction (II) scale and questions from DSM-IV was used to collect information from the schoolchildren, while their grades were obtained directly from their teachers. The findings indicate that addiction tendencies are consistently negatively related to scholastic performance, while no such relationship is found for either time spent playing games or for video game engagement. The implications of these findings are discussed.}, 2515 keywords = {computer addiction, Leisure Activities, School Performance, usage}, 2516 isbn = {1094-9313}, 2517 url = {<Go to ISI>://000270656000017}, 2518 author = {Skoric, M. M. and Teo, L. L. C. and Neo, R. L.} 2519 } 2520 @article {4226, 2521 title = {Electronic Game Play and School Performance of Adolescents in Southern Thailand}, 2522 journal = {Cyberpsychology \& Behavior}, 2523 volume = {12}, 2524 number = {5}, 2525 year = {2009}, 2526 note = {504ZCTimes Cited:0Cited References Count:22}, 2527 month = {Oct}, 2528 pages = {509-512}, 2529 abstract = {Increasing exposure of children and adolescents to electronic media is a worldwide phenomenon, including in Thailand. To date, few studies examine electronic game play in Thai adolescents. Our research describes the prevalence of electronic game play and examines associations between the time spent engaged in electronic game play and school performance of adolescents in Hat-Yai municipality. A cross-sectional study was conducted among 1,492 adolescents from four secondary schools and one commercial college from January through March 2007, using questionnaires for collecting information about demographic data, school grades, and electronic game play behaviors. The prevalence of electronic game play was 75\% in boys and 59\% in girls. Twenty-two percent of boys and 8.7\% of girls played electronic games every day with more than 2 hours per session. The two most common places of game play were at game shops (71\%), followed by at their own home (70\%). Using linear regression analysis, the "low user or less than 2 hours per session" game players and females were less likely to have school grades below 3.00 with adjusted odds ratios of 0.44 (95\% CI 0.25-0.80, p = 0.004) and 0.49 (95\% CI 0.30-0.76, p = 0.005) respectively. This study finds that excessive playing of electronic games is associated with school grades below 3.00.}, 2530 keywords = {Behavior, children, Computer, Internet, media use, Physical-Activity, Television, Time, variables, Youth}, 2531 isbn = {1094-9313}, 2532 url = {<Go to ISI>://000270656000006}, 2533 author = {Jaruratanasirikul, S. and Wongwaitaweewong, K. and Sangsupawanich, P.} 2534 } 2535 @article {4344, 2536 title = {Health-Risk Correlates of Video-Game Playing Among Adults}, 2537 journal = {American Journal of Preventive Medicine}, 2538 volume = {37}, 2539 number = {4}, 2540 year = {2009}, 2541 note = {500WOTimes Cited:1Cited References Count:51}, 2542 month = {Oct}, 2543 pages = {299-305}, 2544 abstract = {Background: Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking.Purpose: The goal of this Study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender.Methods: A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA.Results: A total of 45.1\% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support.Conclusions: A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease. (Am J Prev Med 2009;37(4):299-305)}, 2545 keywords = {Addiction, Adolescents, behavior-change, Computer, metabolic syndrome, mood-management, sedentary behavior, selective exposure, Television, Time}, 2546 isbn = {0749-3797}, 2547 url = {<Go to ISI>://000270336800006}, 2548 author = {Weaver, J. B. and Mays, D. and Weaver, S. S. and Kannenberg, W. and Hopkins, G. L. and Eroglu, D. and Bernhardt, J. M.} 2549 } 2550 @article {4254, 2551 title = {Speech-enabled card games for incidental vocabulary acquisition in a foreign language}, 2552 journal = {Speech Communication}, 2553 volume = {51}, 2554 number = {10}, 2555 year = {2009}, 2556 month = {Oct}, 2557 pages = {1006-1023}, 2558 abstract = {In this paper, we present a novel application for speech technology to aid students with vocabulary acquisition in a foreign language through interactive card games. We describe a generic platform for card game development and then introduce a particular prototype card game called Word War, designed for learning Mandarin Chinese. We assess the feasibility of deploying Word War via the Internet by conducting our first user study remotely and evaluating the performance of the speech recognition component. It was found that the three central concepts in our system were recognized with ail error rate of 16.02\%. We then turn to assessing the effects of the Word War game on vocabulary retention in a controlled environment. To this end, we performed a user study using two variants of the Word War game: a speaking mode, in which the user issues spoken commands to manipulate the game cards, and a listening mode, in which the computer gives spoken directions that the students must follow by manipulating the cards manually with the mouse. These two modes of learning were compared against a more traditional computer assisted vocabulary learning system: an oil-line flash cards program. To assess long-term learning gains as a function of time-on-task, we had the students interact with each system twice over a period of three weeks. We found that all three systems were competitive in terms of the vocabulary words learned as measured by pre-tests and post-tests, with less than a 5\% difference among the systems{\textquoteright} average overall learning gains. We also conducted surveys, which indicated that the students enjoyed the speaking mode of Word War more than the other two systems.}, 2559 keywords = {computer aided vocabulary acquisition, intelligent computer assisted language learning, speech recognition, word meanings}, 2560 isbn = {0167-6393}, 2561 url = {<Go to ISI>://000269092500016}, 2562 author = {McGraw, I. and Yoshimoto, B. and Seneff, S.} 2563 } 2564 @article {4247, 2565 title = {Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games)}, 2566 journal = {Computers in Human Behavior}, 2567 volume = {25}, 2568 number = {6}, 2569 year = {2009}, 2570 note = {504OWTimes Cited:0Cited References Count:44}, 2571 month = {Nov}, 2572 pages = {1306-1311}, 2573 abstract = {This study integrates research on problematic Internet use to explore the cognitive and psychological predictors of negative consequences associated with playing massively multiplayer online games (MMOGs). Participants recruited from online discussion boards completed self-report measures on their online game-related cognitions and psychological condition, social skills, psychological well-being, and negative life outcomes associated with game playing. The results demonstrated the important roles that psychological dependency and deficient self-regulation play in negative consequences associated with online gaming. The results also indicated that psychological dependency on MMOGs was predicted by cognitive preference for a virtual life-a construct that is negatively related to social control skills. (C) 2009 Elsevier Ltd. All rights reserved.}, 2574 keywords = {Addiction, college-students, communication, Computer games, Health, internet addiction, internet dependency, loneliness, pathological internet use, Problematic Internet Use, Self-regulation, Technology, usage}, 2575 isbn = {0747-5632}, 2576 url = {<Go to ISI>://000270627500013}, 2577 author = {Liu, M. and Peng, W.} 2578 } 2579 @article {4260, 2580 title = {Computer game development as a literacy activity}, 2581 journal = {Computers \& Education}, 2582 volume = {53}, 2583 number = {3}, 2584 year = {2009}, 2585 note = {484TATimes Cited:0Cited References Count:62}, 2586 month = {Nov}, 2587 pages = {977-989}, 2588 abstract = {This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were assigned to either an experimental or control group. Both groups studied the same curriculum unit over a 10 week period, however, in addition the experimental group developed computer games related to the unit using a game development shell. An analysis of pre- and post-unit scores on two standardized literacy test batteries revealed that the experimental students performed significantly better on one of the subtests, a measure of logical sentence construction (p = .002). Field notes and teacher interview data indicated that game development helped improve student content retention, ability to compare and contrast information presented, utilize more and different kinds of research materials including digital resources, editing skills, and develop an insight into questioning skills. (C) 2009 Elsevier Ltd. All rights reserved.}, 2589 keywords = {applications in subject areas, children, growth, improving classroom teaching, interactive learning environments, motivation, multimedia/hypermedia systems, PLAY, Students, teaching/learning strategies}, 2590 isbn = {0360-1315}, 2591 url = {<Go to ISI>://000269069200039}, 2592 author = {Owston, R. and Wideman, H. and Ronda, N. S. and Brown, C.} 2593 } 2594 @article {4194, 2595 title = {Effectiveness of using a video game to teach a course in mechanical engineering}, 2596 journal = {Computers \& Education}, 2597 volume = {53}, 2598 number = {3}, 2599 year = {2009}, 2600 note = {484TATimes Cited:0Cited References Count:53}, 2601 month = {Nov}, 2602 pages = {900-912}, 2603 abstract = {One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. In the new numerical methods course, all assignments and learning experiences are built around a video/computer game. Students are given the task of writing computer programs to race a simulated car around a track. In doing so, students learn and implement numerical methods content. The design of the course, around a video game, is rooted in commonly accepted theories of how people learn. The article describes a study to assess the effectiveness of the video game-based course. Results show that students taking the game-based course, on average, spend roughly twice as much time, outside of class, on their course work. In a concept mapping exercise, students taking the game-based course demonstrate deeper learning compared to their counterparts taking traditional lecture/textbook-based numerical methods courses.}, 2604 keywords = {applications in mechanical engineering, concept map, concept-mapping techniques, education, interactive learning environments, knowledge, post-secondary education, programming, simulation, Tool, Validity}, 2605 isbn = {0360-1315}, 2606 url = {<Go to ISI>://000269069200033}, 2607 author = {Coller, B. D. and Scott, M. J.} 2608 } 2609 @article {4229, 2610 title = {Enhancing Self-Motivation in Learning Programming Using Game-Based Simulation and Metrics}, 2611 journal = {Ieee Transactions on Education}, 2612 volume = {52}, 2613 number = {4}, 2614 year = {2009}, 2615 note = {515RITimes Cited:0Cited References Count:16}, 2616 month = {Nov}, 2617 pages = {555-562}, 2618 abstract = {Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation environment in which students can create a game strategy via programming for a challenging strategy-type game. After completion of the game, the environment provides the student with a set of metrics that provides helpful clues as to how the student might reprogram the strategy to improve the result. The provided metrics help to avoid a tedious trial-and-error refinement process and, therefore, greatly motivate the student to complete the assignment and achieve a better result. The simulation environment can be used in either a standalone mode or in an interactive mode in which the students compete against one another online. The competition element increases the motivation of the students to complete the task to the best of their ability.}, 2619 keywords = {educational games, learning programming, metrics, self-motivation, simulation}, 2620 isbn = {0018-9359}, 2621 url = {<Go to ISI>://000271490000012}, 2622 author = {Jiau, H. C. and Chen, J. C. and Ssu, K. F.} 2623 } 2624 @article {4262, 2625 title = {Exploring the potential of computer and video games for health and physical education: A literature review}, 2626 journal = {Computers \& Education}, 2627 volume = {53}, 2628 number = {3}, 2629 year = {2009}, 2630 note = {484TATimes Cited:0Cited References Count:93}, 2631 month = {Nov}, 2632 pages = {603-622}, 2633 abstract = {This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by [Dempsey, J., Rasmussen, K., \& Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Education, Technical Report No. 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people{\textquoteright}s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people{\textquoteright}s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers. }, 2634 keywords = {Adolescents, applications in subject areas, Assisted-instruction, asthma, children, human-computer interface, interactive learning environments, knowledge, learning communities, Obesity, Prevention, SCHOOL, squires quest, Youth}, 2635 isbn = {0360-1315}, 2636 url = {<Go to ISI>://000269069200006}, 2637 author = {Papastergiou, M.} 2638 } 2639 @article {4219, 2640 title = {Exploring user experiences as predictors of MMORPG addiction}, 2641 journal = {Computers \& Education}, 2642 volume = {53}, 2643 number = {3}, 2644 year = {2009}, 2645 note = {484TATimes Cited:0Cited References Count:64}, 2646 month = {Nov}, 2647 pages = {990-999}, 2648 abstract = {The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students{\textquoteright} lives on both a physical and a psychological level. The purpose of this study is to understand MMORPG addiction from a user experience design approach. We first developed a complete model that includes eleven factors (challenge, fantasy, curiosity, control, reward, cooperation, competition, recognition, belonging, obligation and role-playing) to represent users{\textquoteright} experience in MMORPGs. After that, we design a questionnaire to measure student{\textquoteright} gaming experience and level of addiction. Students{\textquoteright} demography information, including gender and game playing habits, was also collected. Four hundred and eighteen Taiwanese college students aged 18-25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. The results of regression analysis reveal five critical factors (curiosity, role-playing, belonging, obligation and reward) that can be used to predict MMORPG addiction. In addition, this study also infers possible casual mechanisms for increasing college students{\textquoteright} level of addiction. The implications of our findings for both design and educational practitioners were also discussed.}, 2649 keywords = {Behavior, Computer games, environments, exploration, human factors, Internet, internet addiction, online games, PLAY, taiwanese adolescents, usage, virtual reality}, 2650 isbn = {0360-1315}, 2651 url = {<Go to ISI>://000269069200040}, 2652 author = {Hsu, S. H. and Wen, M. H. and Wu, M. C.} 2653 } 2654 @article {4167, 2655 title = {Gaming and Territorial Negotiations in Family Life}, 2656 journal = {Childhood-a Global Journal of Child Research}, 2657 volume = {16}, 2658 number = {4}, 2659 year = {2009}, 2660 note = {521HITimes Cited:0Cited References Count:47}, 2661 month = {Nov}, 2662 pages = {497-517}, 2663 abstract = {This article examines territorial negotiations concerning gaming, drawing on video recordings of gaming practices in middle-class families. It explores how private vs public gaming space was co-construed by children and parents in front of the screen as well as through conversations about games. Game equipment was generally located in public places in the homes, which can be understood in terms of parents{\textquoteright} surveillance of their children, on the one hand, and actual parental involvement, on the other. Gaming space emerged in the interplay between game location, technology and practices, which blurred any fixed boundaries between public and private, place and space, as well as traditional age hierarchies.}, 2664 keywords = {children, computer gaming, family politics, parental involvement, place/space, public/private}, 2665 isbn = {0907-5682}, 2666 url = {<Go to ISI>://000271910900005}, 2667 author = {Aarsand, P. A. and Aronsson, K.} 2668 } 2669 @article {4192, 2670 title = {Griefing in virtual worlds: causes, casualties and coping strategies}, 2671 journal = {Information Systems Journal}, 2672 volume = {19}, 2673 number = {6}, 2674 year = {2009}, 2675 note = {507CRTimes Cited:1Cited References Count:85}, 2676 month = {Nov}, 2677 pages = {525-548}, 2678 abstract = {A virtual world is a computer-simulated three-dimensional environment. They are increasingly being used for social and commercial interaction, in addition to their original use for game playing. This paper studies negative behaviour, or {\textquoteright}griefing{\textquoteright}, inside one virtual world through a series of observations and focus groups with users. Data were collected to identify griefing behaviours and their impact, examine why griefing happens and who the likely targets and perpetrators are, and suggest strategies for coping with it. Findings show that griefing behaviour is common. It is defined as unacceptable, persistent behaviour and is typically targeted at inexperienced residents by those with more knowledge of the virtual world. Community and individual coping strategies are identified and discussed.}, 2679 keywords = {acceptance, antisocial behaviour, Behavior, computer-mediated communication, Information-Systems, interpretative phenomenological analysis, organizations, PERCEPTIONS, SCHOOL, sexual-harassment, victimization, virtual worlds, Workplace}, 2680 isbn = {1350-1917}, 2681 url = {<Go to ISI>://000270829000002}, 2682 author = {Chesney, T. and Coyne, I. and Logan, B. and Madden, N.} 2683 } 2684 @article {4201, 2685 title = {The MindGame: A P300-based brain-computer interface game}, 2686 journal = {Neural Networks}, 2687 volume = {22}, 2688 number = {9}, 2689 year = {2009}, 2690 note = {Sp. Iss. SI523LDTimes Cited:1Cited References Count:13}, 2691 month = {Nov}, 2692 pages = {1329-1333}, 2693 abstract = {We present a Brain-Computer Interface (BCI) game. the MindGame, based oil the P300 event-related potential In the MindGame interface P300 events are translated into movements of a character on a three-dimensional game board A linear feature selection and classification scheme is applied to identify P300 events and calculate gradual feedback features from a scalp electrode array. The classification during the online run of the game is computed oil a single-trial basis without averaging over subtrials We achieve classification rates of O 65 on single-trials during the online operation of the system while providing gradual feedback to the player.}, 2694 keywords = {bci, brain-computer interface, EEG, neurofeedback, P300, potentials, Probability, virtual game}, 2695 isbn = {0893-6080}, 2696 url = {<Go to ISI>://000272073800015}, 2697 author = {Finke, A. and Lenhardt, A. and Ritter, H.} 2698 } 2699 @article {4296, 2700 title = {Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks}, 2701 journal = {Communication Theory}, 2702 volume = {19}, 2703 number = {4}, 2704 year = {2009}, 2705 note = {504UMTimes Cited:0Cited References Count:100}, 2706 month = {Nov}, 2707 pages = {397-422}, 2708 abstract = {This article reconceptualizes the psychological concept of "flow" as it pertains to media entertainment. Our goal is to advance flow theory in ways that highlight the necessity of reliable and valid operationalization. We posit flow as a discrete, energetically optimized, and gratifying experience resulting from a cognitive synchronization of specific attentional and reward networks under condition of balance between challenge and skill. We identify video-game play as a context in which flow is likely to occur, and where we can observe our neurophysiological conceptualization of flow using measurement techniques (functional magnetic resonance imaging [fMRI]) without disrupting the experiential state. After presenting preliminary evidence consistent with our synchronization theory of flow, we suggest ways to advance this research.}, 2709 keywords = {Activation, binding, environments, Experience, human-computer interactions, Mechanisms, model, oscillations, task, visual-cortex}, 2710 isbn = {1050-3293}, 2711 url = {<Go to ISI>://000270643200003}, 2712 author = {Weber, R. and Tamborini, R. and Westcott-Baker, A. and Kantor, B.} 2713 } 2714 @article {4217, 2715 title = {Uncertainty and engagement with learning games}, 2716 journal = {Instructional Science}, 2717 volume = {37}, 2718 number = {6}, 2719 year = {2009}, 2720 note = {515DRTimes Cited:0Cited References Count:35}, 2721 month = {Nov}, 2722 pages = {519-536}, 2723 abstract = {Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer-based learning games. In the first study, children (10-11 years) played a simple maths quiz. Participants chose their preferred reward for a correct answer prior to seeing each question. They could either receive a single point or toss an animated coin to receive 2 points for heads or none for tails. A preference for the uncertain option was revealed and this increased during the quiz. The second study explored the discourse around learning when pairs of participants (13-14 years) competed against the computer in a science quiz. Progress depended on the acquisition of facts but also on the outcomes of throwing dice. Discourse was characterised by a close intermingling of learning and gaming talk without salient problematic constructions regarding fairness when losing points due to gaming uncertainty. A final experiment explored whether, in this type of game, the uncertainty provided by the gaming component could influence players{\textquoteright} affective response to the learning component. Electrodermal activity (EDA) of 16 adults was measured while they played the quiz with and without the element of chance provided by the dice. Results showed EDA when answering questions was increased by inclusion of gaming uncertainty. Findings are discussed in terms of the potential benefits of combining gaming uncertainty with learning and directions for further research in this area are outlined.}, 2724 keywords = {academic risk-taking, Context, dopamine, Games, learning, memory, motivation, neurons, Responses, reward, Uncertainty, Video-Game}, 2725 isbn = {0020-4277}, 2726 url = {<Go to ISI>://000271447500002}, 2727 author = {Howard-Jones, P. A. and Demetriou, S.} 2728 } 2729 @article {4214, 2730 title = {Exploring success factors of video game communities in hierarchical linear modeling: The perspectives of members and leaders}, 2731 journal = {Computers in Human Behavior}, 2732 volume = {25}, 2733 number = {3}, 2734 year = {2009}, 2735 note = {Sp. Iss. SI450RMTimes Cited:0Cited References Count:71}, 2736 month = {May}, 2737 pages = {761-769}, 2738 abstract = {Video games are enjoying fast-growing popularity, becoming a major component of young people{\textquoteright}s social lives and leisure activities. Many players share information and conduct social interactions in virtual communities (VC). The current study sought to examine the relationships between members and leaders in such video game communities using a number of variables to describe the member (i.e., knowledge sharing, usefulness, enjoyability, off-site interaction, satisfaction, loyalty, and intention to use) and the leader (i.e., leader involvement). Based on a sample of 2227 members and 41 leaders in 30 video game communities, the research demonstrated the use of a two-level hierarchical linear modeling (HLM) to examine the relationships of VC leaders and members, appropriately adjusted for a nested structure. The results indicated that leaders who engage in higher levels of involvement in VC are more likely to have members who agree with and respond to the community. Furthermore, member- and leader-level factors were significantly associated with member satisfaction: knowledge sharing, usefulness, and enjoyability explained within-VC variance while leader involvement explained between-VC variance. Finally, member satisfaction demonstrated positive effects on both member loyalty and intention to use. The study further discussed the implications of these findings, offering direction for future research. (C) 2009 Elsevier Ltd. All rights reserved.}, 2739 keywords = {conceptual-framework, customer satisfaction, hierarchical linear model (hlm), Human-computer interaction, knowledge sharing behavior, leader involvement, loyalty, Participation, PERCEPTIONS, play online games, product development teams, Satisfaction, Video Game, virtual communities, virtual community}, 2740 isbn = {0747-5632}, 2741 url = {<Go to ISI>://000266418500018}, 2742 author = {Ho, S. H. and Huang,C H} 2743 } 2744 @article {4206, 2745 title = {Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study}, 2746 journal = {Psychological Science}, 2747 volume = {20}, 2748 number = {5}, 2749 year = {2009}, 2750 note = {441NATimes Cited:3Cited References Count:27}, 2751 month = {May}, 2752 pages = {594-602}, 2753 abstract = {Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8\% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.}, 2754 keywords = {Adolescents, children, computer addiction, internet addiction}, 2755 isbn = {0956-7976}, 2756 url = {<Go to ISI>://000265774700013}, 2757 author = {Gentile, D.} 2758 } 2759 @article {4174, 2760 title = {Brain Activity Dissociates Mentalization from Motivation During an Interpersonal Competitive Game}, 2761 journal = {Brain Imaging and Behavior}, 2762 volume = {3}, 2763 number = {1}, 2764 year = {2009}, 2765 note = {510LRTimes Cited:0Cited References Count:41}, 2766 month = {Mar}, 2767 pages = {24-37}, 2768 abstract = {Studies demonstrating selective brain networks subserving motivation and mentalization (i.e. attributing states of mind to others) during social interactions have not investigated their mutual independence. We report the results of two fMRI studies using a competitive game requiring players to use implicit {\textquoteleft}on-line{\textquoteright} mentalization simultaneously with motivational processes of gains and losses in playing against a human or a computer opponent. We delineate a network, consisting of bilateral temporoparietal junction, temporal pole (TP), medial prefrontal cortex (MPFC) and right fusiform gyrus, which is sensitive to the opponent{\textquoteright}s response (challenging>not challenging the player) and opponent type (human>computer). This network is similar to a known explicit {\textquoteleft}off-line{\textquoteright} mentalization circuit, suggesting its additional involvement in implicit {\textquoteleft}on-line{\textquoteright} mentalization, a process more applicable to real-life social interactions. Importantly, only MPFC and TP were selective to mentalization compared to motivation, highlighting their specific operation in attributing states of mind to others during social interactions.}, 2769 keywords = {Behavior, cognitive neuroscience, cortex, decision-making, fmri, fusiform face area, medial prefrontal cortex, neural systems, perception, reward, social cognition, temporal pole, temporoparietal junction, theory of mind}, 2770 isbn = {1931-7557}, 2771 url = {<Go to ISI>://000271090500003}, 2772 author = {Assaf, M. and Kahn, I. and Pearlson, G. D. and Johnson, M. R. and Yeshurun, Y. and Calhoun, V. D. and Hendler, T.} 2773 } 2774 @article {4221, 2775 title = {"It{\textquoteright}s Fantasy Football Made Real": Networked Media Sport, the Internet, and the Hybrid Reality of MyFootballClub}, 2776 journal = {Sociology of Sport Journal}, 2777 volume = {26}, 2778 number = {1}, 2779 year = {2009}, 2780 note = {423ONTimes Cited:0Cited References Count:101}, 2781 month = {Mar}, 2782 pages = {89-106}, 2783 abstract = {MyFootballClub (MFC) is a popular computer game, Web site, online networking experiment, business model, and an actual soccer Club. This article uses MFC to address the question of how networked media sport is reshaping the media sports cultural complex (Rowe, 2004). Our aim is to show how the professionalization and mediatization of sport has created a longing to reconstruct a kind of communitas around supporter participation in the ownership and running of their team, We conclude by suggesting that it is now time to think less in terms of the longstanding relationship between sport and media, and more about sport as media given the increasing interpenetration of digital media content, sport, and networked information and communications technologies.}, 2784 keywords = {culture, Games, society}, 2785 isbn = {0741-1235}, 2786 url = {<Go to ISI>://000264505700006}, 2787 author = {Hutchins, B. and Rowe, D. and Ruddock, A.} 2788 } 2789 @article {4261, 2790 title = {A Modular Decision-centric Approach for Reusable Design Processes}, 2791 journal = {Concurrent Engineering-Research and Applications}, 2792 volume = {17}, 2793 number = {1}, 2794 year = {2009}, 2795 note = {417DWTimes Cited:0Cited References Count:27}, 2796 month = {Mar}, 2797 pages = {5-19}, 2798 abstract = {The reusability of design processes modeled in existing Product Lifecycle Management (PLM) and Computer Aided Engineering (CAE) frameworks has been limited to the level of flow charts or activity-based diagrams that serve as planning and organizational aids. Current simulation-based design frameworks provide limited support for reuse of design processes at a level where design processes are networks of computational operations, specifically the capabilities to reuse (a) design processes for different products, and (b) collaborative design strategies. In this article, we address these limitations by providing a modeling approach for simulation-based design processes so that they can be archived in a generic modular fashion and reused for collaborative design of different products. The proposed approach is based on four foundations: (a) modeling design processes as hierarchical systems, (b) separation of declarative and procedural information, (c) modeling design processes as decision-centric activities, and (d) modeling interactions between decision makers using game theoretic protocols. These four fundamentals of the approach are instantiated in the form of generic computational templates for products, processes, decisions, and pertinent interfaces. The approach is illustrated using a proof of concept implementation in ModelCenter. The implementation is validated by showing the reusability of design processes for two different products, a spring and a pressure vessel, in individual and collaborative design scenarios. The approach has potential for supporting reusability of broader PLM processes.}, 2799 keywords = {collaboration, decision-centric design, design processes, modularity, reusability, templates}, 2800 isbn = {1063-293X}, 2801 url = {<Go to ISI>://000264057100001}, 2802 author = {Panchal, J. H. and Fernandez, M. G. and Paredis, C. J. J. and Allen, J. K. and Mistree, F.} 2803 } 2804 @article {4204, 2805 title = {Parents of Preschoolers: Expert Media Recommendations and Ratings Knowledge, Media-Effects Beliefs, and Monitoring Practices}, 2806 journal = {Pediatrics}, 2807 volume = {123}, 2808 number = {3}, 2809 year = {2009}, 2810 note = {413XHTimes Cited:0Cited References Count:19}, 2811 month = {Mar}, 2812 pages = {981-988}, 2813 abstract = {OBJECTIVE. Given the increase in screen media targeted at the very young, the purpose of this study was to examine preschooler parents{\textquoteright} knowledge about expert recommendations for young children{\textquoteright}s screen media experience, their knowledge of specific screen media ratings, their beliefs about screen media effects, and actual monitoring practices.METHOD. Parents of 94 children < 5 years of age (mean age: 2.95 years) were surveyed. Questionnaires were distributed in day care centers and completed at the parents{\textquoteright} convenience. The questionnaire included background questions about parental education, age and gender of child, and parents{\textquoteright} perceptions of their child{\textquoteright}s favorite television show and favorite video or computer game. Eleven multiple-choice questions assessed the respondent{\textquoteright}s knowledge of expert recommendations for screen media for preschoolers and the meaning of television and video game content ratings. Fourteen questions addressed the typical amount of their preschooler{\textquoteright}s screen media exposure, parental rules regarding screen media use, and parents{\textquoteright} beliefs about appropriate use of screen media for preschoolers.RESULTS. Preschoolers were exposed to an average of similar to 12 hours of screen media in a typical week. Parents believe that media do have either short- or long-term effects on preschoolers. Performance on factual questions was poor (mean score: 2.83 of 11). In particular, only 34\% of the parents correctly identified the expert recommendation for children > 2 years of age.CONCLUSIONS. Parents should continue to be educated about the need for preschoolers to participate in activities that promote language development, socialization, imagination, and physical activity. Although professionals should work to improve the ratings, and ultimately to implement a universal ratings system for all screen media, parents need to be encouraged to improve their understanding of current recommendations for screen media exposure and television and video game ratings. Pediatrics 2009;123:981-988}, 2814 keywords = {children, Desensitization, expert recommendations, Games, Obesity, parents, preschool children, Ratings, screen media, Television, Violence}, 2815 isbn = {0031-4005}, 2816 url = {<Go to ISI>://000263825500034}, 2817 author = {Funk,J B and Brouwer, J. and Curtiss, K. and McBroom, E.} 2818 } 2819 @article {4310, 2820 title = {Video games and the perception of very long durations by adolescents}, 2821 journal = {Computers in Human Behavior}, 2822 volume = {25}, 2823 number = {2}, 2824 year = {2009}, 2825 note = {Sp. Iss. SI413FTTimes Cited:0Cited References Count:38}, 2826 month = {Mar}, 2827 pages = {554-559}, 2828 abstract = {In the present study, we tested the hypothesis that adolescents might underestimate time while playing a video game. To test this hypothesis, 116 adolescents (14-15 years old) had to judge prospectively or retrospectively the duration of three consecutive tasks: a 8 min and a 24 min task of playing video game (Tetris) and an 8 min task of reading on a computer screen (control task). The main hypothesis received support: for a same duration, the video game task was estimated as shorter than the reading task. Moreover, participants with a game-inclined profile showed a stronger underestimation of time while playing. Finally, the short durations were overestimated and the long duration underestimated. The main findings are accounted for by an attention-based explanation.}, 2829 keywords = {Adolescents, Aggressive-Behavior, Attention, Cognition, demands, flow, Judgments, memory, Performance, Players, time perception, usage, Video Games}, 2830 isbn = {0747-5632}, 2831 url = {<Go to ISI>://000263779000039}, 2832 author = {Tobin, S. and Grondin, S.} 2833 } 2834 @article {4234, 2835 title = {Women{\textquoteright}s Games in Japan Gendered Identity and Narrative Construction}, 2836 journal = {Theory Culture \& Society}, 2837 volume = {26}, 2838 number = {2-3}, 2839 year = {2009}, 2840 note = {455LZTimes Cited:0Cited References Count:33}, 2841 month = {Mar}, 2842 pages = {165-188}, 2843 abstract = {Women{\textquoteright}s games (sic) refers to a category of games developed and marketed exclusively for the consumption of women and girls in the Japanese gaming industry. Essentially gender-specific games comparable to the {\textquoteright}games for girls{\textquoteright} proposed by the girls{\textquoteright} game movement in the USA, Japanese women{\textquoteright}s games are significant for their history, influence and function as a site for female gamers to play out various female identities and romantic fantasies within diverse generic structures. This article will first review previous research and literature on women and gaming, analyze the key issues raised in the discourse concerning femininity and electronic games, outline the history and development of women{\textquoteright}s games, explain how multiple factors contributed to the appeal of women{\textquoteright}s games by analyzing the games Angelique and Harukanaru Tokino Nakade3 and, lastly, discuss the meaning and significance of women{\textquoteright}s games in the larger context of women and gaming. The 1994 game Angelique succeeded in establishing a loyal and close-knit fan base by actively utilizing popular female culture such as shoujo manga (girls{\textquoteright} comics) and the fan base for voice actors. Angelique also set up the specifics and conventions of women{\textquoteright}s games: a focus on romance, easy controls and utilizing other multimedia. In 2004, Harukanaru Tokino Nakade3 deconstructed the genre and gender conventions of women{\textquoteright}s games and shoujo manga, while developing a new type of feminine identity and narrative. Women{\textquoteright}s games indicate that gender-specific games can be more than educational tools to familiarize girls with technology or perpetuate stereotypes; they can be a significant extension of female culture into the realm of gaming, and contribute to the development of women{\textquoteright}s culture and the diversification of the gaming industry.}, 2844 keywords = {Computer games, Gender, Japan}, 2845 isbn = {0263-2764}, 2846 url = {<Go to ISI>://000266763100009}, 2847 author = {Kim, H.} 2848 } 2849 @article {4340, 2850 title = {Unreal: hostile expectations from social gameplay}, 2851 journal = {New Media Society}, 2852 volume = {11}, 2853 number = {4}, 2854 year = {2009}, 2855 month = {June 1, 2009}, 2856 pages = {509-531}, 2857 abstract = {This article situates the general aggression model within the social structure of gameplay. Testing a mediated model of play, group gaming is examined in order to demonstrate how certain gameplay situations can promote hostile expectation bias or the tendency to predict how others would think, feel and act aggressively during social conflict. Demonstrating the casual structure inherent within complex gameplay, this study presents a needed step forward in the gaming literature. The mediated model presented departs from the typically examined direct effect model. Further, completing the model, this study suggests that when state hostility is heightened, hostile expectation bias increases.}, 2858 url = {http://nms.sagepub.com/cgi/content/abstract/11/4/509}, 2859 author = {Eastin, Matthew S. and Griffiths, Robert P.} 2860 } 2861 @article {4341, 2862 title = {Wii has never been modern: {\textquoteright}active{\textquoteright} video games and the {\textquoteright}conduct of conduct{\textquoteright}}, 2863 journal = {New Media Society}, 2864 volume = {11}, 2865 number = {4}, 2866 year = {2009}, 2867 month = {June 1, 2009}, 2868 pages = {621-640}, 2869 abstract = {This article considers the role of {\textquoteright}active{\textquoteright} video games -- specifically the Nintendo {\textquoteright}Wii{\textquoteright} -- as technologies that foster control over corporeality. New media scholars have examined the politics of embodiment and hybridity as they relate to video games, yet have paid limited attention to the ways in which new gaming technologies might contribute to contemporary systems of {\textquoteright}government{\textquoteright}, or what Foucault calls the {\textquoteright}conduct of conduct{\textquoteright}. Borrowing from influential social theorists, the article argues that, by undergoing what Latour labels {\textquoteright}translation{\textquoteright} (by merging with the body), the Wii invokes and reinscribes governmental and post-disciplinary rationalities. The analysis concludes by contending that the Wii might be a particularly influential innovation in risk-based post-disciplinary societies: rather than connecting {\textquoteright}at-risk{\textquoteright} subjects to human experts, the Wii functions as an active and autonomous quasi-object risk expert, able to diagnose {\textquoteright}problematic{\textquoteright}tendencies and prescribe basic behavioural remedies.}, 2870 url = {http://nms.sagepub.com/cgi/content/abstract/11/4/621}, 2871 author = {Millington, Brad} 2872 } 2873 @article {4286, 2874 title = {Lateral Intraparietal Cortex and Reinforcement Learning during a Mixed-Strategy Game}, 2875 journal = {Journal of Neuroscience}, 2876 volume = {29}, 2877 number = {22}, 2878 year = {2009}, 2879 note = {453SPTimes Cited:2Cited References Count:62}, 2880 month = {Jun 3}, 2881 pages = {7278-7289}, 2882 abstract = {Activity of the neurons in the lateral intraparietal cortex (LIP) displays a mixture of sensory, motor, and memory signals. Moreover, they often encode signals reflecting the accumulation of sensory evidence that certain eye movements might lead to a desirable outcome. However, when the environment changes dynamically, animals are also required to combine the information about its previously chosen actions and their outcomes appropriately to update continually the desirabilities of alternative actions. Here, we investigated whether LIP neurons encoded signals necessary to update an animal{\textquoteright}s decision-making strategies adaptively during a computer-simulated matching-pennies game. Using a reinforcement learning algorithm, we estimated the value functions that best predicted the animal{\textquoteright}s choices on a trial-by-trial basis. We found that, immediately before the animal revealed its choice, similar to 18\% of LIP neurons changed their activity according to the difference in the value functions for the two targets. In addition, a somewhat higher fraction of LIP neurons displayed signals related to the sum of the value functions, which might correspond to the state value function or an average rate of reward used as a reference point. Similar to the neurons in the prefrontal cortex, many LIP neurons also encoded the signals related to the animal{\textquoteright}s previous choices. Thus, the posterior parietal cortex might be a part of the network that provides the substrate for forming appropriate associations between actions and outcomes.}, 2883 keywords = {anterior cingulate cortex, competitive game, decision-making, dorsolateral prefrontal cortex, human brain, matching behavior, neural basis, Orbitofrontal cortex, posterior parietal cortex, reward expectancy}, 2884 isbn = {0270-6474}, 2885 url = {<Go to ISI>://000266632400019}, 2886 author = {Seo, H. and Barraclough, D. J. and Lee, D.} 2887 } 2888 @article {4315, 2889 title = {Rationale, design and methods for a randomised and controlled trial to investigate whether home access to electronic games decreases children{\textquoteright}s physical activity}, 2890 journal = {BMC Public Health}, 2891 volume = {9}, 2892 year = {2009}, 2893 note = {472PHTimes Cited:0Cited References Count:75}, 2894 month = {Jun 29}, 2895 pages = {-}, 2896 abstract = {Background: Many children are reported to have insufficient physical activity (PA) placing them at greater risk of poor health outcomes. Participating in sedentary activities such as playing electronic games is widely believed to contribute to less PA. However there is no experimental evidence that playing electronic games reduces PA. There is also no evidence regarding the effect of different types of electronic games (traditional sedentary electronic games versus new active input electronic games) on PA. Further, there is a poor understanding about how characteristics of children may moderate the impact of electronic game access on PA and about what leisure activities are displaced when children play electronic games. Given that many children play electronic games, a better understanding of the effect of electronic game use on PA is critical to inform child health policy and intervention.Methods: This randomised and controlled trial will examine whether PA is decreased by access to electronic games and whether any effect is dependent on the type of game input or the child{\textquoteright}s characteristics. Children aged 10-12 years (N = 72, 36 females) will be recruited and randomised to a balanced ordering of {\textquoteright}no electronic games{\textquoteright}, {\textquoteright} traditional{\textquoteright} electronic games and {\textquoteright}active{\textquoteright} electronic games. Each child will participate in each condition for 8 weeks, and be assessed prior to participation and at the end of each condition. The primary outcome is PA, assessed by Actical accelerometers worn for 7 days on the wrist and hip. Energy expenditure will be assessed by the doubly labelled water technique and motor coordination, adiposity, self-confidence, attitudes to technology and PA and leisure activities will also be assessed. A sample of 72 will provide a power of > 0.9 for detecting a 15 mins difference in PA (sd = 30 mins).Discussion: This is the first such trial and will provide critical information to understand whether access to electronic games affects children{\textquoteright}s PA. Given the vital importance of adequate PA to a healthy start to life and establishing patterns which may track into adulthood, this project can inform interventions which could have a profound impact on the long term health of children.Trial registration: This trial is registered in the Australia and New Zealand Clinical Trials Registry (ACTRN 12609000279224).}, 2897 keywords = {activity intervention, Body-Mass Index, communication technology, computer use, doubly-labeled water, resting energy-expenditure, Risk-Factors, screen-based media, sedentary behavior, time spent}, 2898 isbn = {1471-2458}, 2899 url = {<Go to ISI>://000268143600001}, 2900 author = {Straker, L. M. and Abbott, R. A. and Piek, J. P. and Pollock, C. M. and Davies, P. S. and Smith, A. J.} 2901 } 2902 @article {4169, 2903 title = {An Analysis of the Insertion of Virtual Players in GMABS Methodology Using the Vip-JogoMan Prototype}, 2904 journal = {JASSS: The Journal of Artificial Societies and Social Simulation}, 2905 volume = {12}, 2906 number = {3}, 2907 year = {2009}, 2908 note = {499LHTimes Cited:0Cited References Count:36}, 2909 month = {Jun}, 2910 pages = {-}, 2911 abstract = {The GMABS (Games and Multi-Agent-Based Simulation) methodology was created from the integration of RPG and MABS techniques. This methodology links the dynamic capacity of MABS (Multi-Agent-Based Simulation) and the discussion and learning capacity of RPG (Role-Playing Games). Using GMABS, we have developed two prototypes in the natural resources management domain. The first prototype, called JogoMan (Adamatti et. al, 2005), is a paper-based game: all players need to be physically present in the same place and time, and there is a minimum needed number of participants to play the game. In order to avoid this constraint, we have built a second prototype, called ViP-JogoMan (Adamatti et. al, 2007), which is an extension of the first one. This second game enables the insertion of virtual players that can substitute some real players in the game. These virtual players can partially mime real behaviors and capture autonomy, social abilities, reaction and adaptation of the real players. We have chosen the BDI architecture to model these virtual players, since its paradigm is based on folk psychology; hence, its core concepts easily map the language that people use to describe their reasoning and actions in everyday life. ViP-JogoMan is a computer-based game, in which people play via Web, players can be in different places and it does not have a hard constraint regarding the minimum number of real players. Our aim in this paper is to present some test results obtained with both prototypes, as well as to present a preliminary discussion on how the insertion of virtual players has affected the game results.}, 2912 keywords = {multi-agent based simulation, natural resources, role-playing games, virtual players}, 2913 isbn = {1460-7425}, 2914 url = {<Go to ISI>://000270221200006}, 2915 author = {Adamatti, D. F. and Sichman, J. S. and Coelho, H.} 2916 } 2917 @article {4199, 2918 title = {Information-Driven Search Strategies in the Board Game of CLUE (R)}, 2919 journal = {IEEE Transactions on Systems Man and Cybernetics Part B-Cybernetics}, 2920 volume = {39}, 2921 number = {3}, 2922 year = {2009}, 2923 note = {445RQTimes Cited:1Cited References Count:40}, 2924 month = {Jun}, 2925 pages = {607-625}, 2926 abstract = {This paper presents an information-driven sensor management problem, referred to as treasure hunt, which is relevant to mobile-sensor applications such as mine hunting, monitoring, and surveillance. The objective is to infer a hidden variable or treasure by selecting a sequence of measurements associated with multiple fixed targets distributed in the sensor workspace. The workspace is represented by a connectivity graph, where each node represents a possible sensor deployment, and the arcs represent possible sensor movements. An additive conditional entropy reduction function is presented to efficiently compute the expected benefit of a measurement sequence over time. Then, the optimal treasure hunt strategy is determined by a novel label-correcting algorithm operating on the connectivity graph. The methodology is illustrated through the board game of CLUE (R), which is shown to be a benchmark example of the treasure hunt problem. The game results show that a computer player implementing the strategies developed in this paper outperforms players implementing Bayesian networks, Q-learning, or constraint satisfaction, as well as human players.}, 2927 keywords = {Algorithm, bayesian networks (bns), computer game playing, influence diagrams (ids), label-correcting algorithms, mine hunting, NETWORKS, path planning, search theory, sensor management, sensor planning, value of information}, 2928 isbn = {1083-4419}, 2929 url = {<Go to ISI>://000266069600003}, 2930 author = {Ferrari, S. and Cai, C. H.} 2931 } 2932 @article {4287, 2933 title = {Worlds of affect: virtual geographies of video games}, 2934 journal = {Environment and Planning A}, 2935 volume = {41}, 2936 number = {6}, 2937 year = {2009}, 2938 note = {465XCTimes Cited:2Cited References Count:70}, 2939 month = {Jun}, 2940 pages = {1332-1343}, 2941 abstract = {Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that there are two interrelated conceptual dimensions to the study of video games. First, there are the representational issues concerning the worlds depicted in video games, such as those portraying hypersexualized women or Orientalist depictions of Arab enemies. We suggest, however, that these cultural, sexual, and political representations are not the only forces doing work on the player within the virtual world of a video game. This paper complements a purely representational approach by considering {\textquoteright}affect{\textquoteright} as a precognitive force which disrupts and delights the player with reactions ranging from fear to joy. We argue that, as the spatiality of video games has evolved from simple two-dimensional to complex three-dimensional worlds; the importance of an affective experience to the player has become paramount. Exploiting and manipulating the player{\textquoteright}s sensory experience is now the central strategy for many game designers. The paper is divided in two interrelated sections: the first tackles representational issues from culture to violence, while the second section contributes to our understanding of video games as {\textquoteright}worlds of affect{\textquoteright}.}, 2942 keywords = {computer game, cyberspace, female characters, landscape, NETWORKS, online, player, space, Technology}, 2943 isbn = {0308-518X}, 2944 url = {<Go to ISI>://000267622000007}, 2945 author = {Shaw, I. G. R. and Warf, B.} 2946 } 2947 @proceedings {4537, 2948 title = {Uncanny as usability obstacle}, 2949 journal = {Online Communities and Social Computing, HCI International}, 2950 volume = {12}, 2951 year = {2009}, 2952 month = {July 19}, 2953 pages = {622{\textendash}631}, 2954 publisher = {Springer}, 2955 address = {San Diego}, 2956 abstract = {The eerie feeling attributed to photo-realistic human-like video game characters may serve as a usability obstacle leaving viewers dissatisfied with a particular character for a video game. This study investigates the relationships between user satisfaction and perceived strangeness and between user satisfaction and human-like appearance for virtual characters. 65 participants were asked to rate 13 video clips of 12 different virtual characters and one real human. The results indicate that the Uncanny Valley does serve as a usability obstacle with a strong correlation between a user{\textquoteright}s satisfaction rating and the perceived strangeness for a character, with the characters rated the strangest being the least satisfactory. Whilst there was still a positive correlation between human-like appearance for a character with user satisfaction, this was not as significant, with stylised and anthropomorphic characters perceived to be as satisfactory or more so than those of a photo-realistic human-like appearance}, 2957 keywords = {photo-realistic, uncanny valley, Usability Obstacle}, 2958 isbn = {978-3-642-02773-4}, 2959 doi = {10.1007/978-3-642-02774-1_67}, 2960 url = {http://digitalcommons.bolton.ac.uk/gcct_conferencepr/12/}, 2961 author = {Angela Tinwell} 2962 } 2963 @article {4230, 2964 title = {Context and Driving Forces in the Development of the Early Computer Game Nimbi}, 2965 journal = {IEEE Annals of the History of Computing}, 2966 volume = {31}, 2967 number = {3}, 2968 year = {2009}, 2969 note = {489SRTimes Cited:0Cited References Count:54}, 2970 month = {Jul-Sep}, 2971 pages = {44-53}, 2972 abstract = {The Danish computer company Regnecentralen developed a computer version of Piet Hein{\textquoteright}s game Nimbi, a variant of the ancient game Nim, in 1962 and 1963. Piet Hein envisioned computers playing against humans, while Regnecentralen hoped Nimbi would illustrate the potential of computers to the public. Although technologically successful, Nimbi never fulfilled its promise due to hardware constraints and a lack of organizational follow-up.}, 2973 isbn = {1058-6180}, 2974 url = {<Go to ISI>://000269443300005}, 2975 author = {Jorgensen, A. H.} 2976 } 2977 @article {4350, 2978 title = {Digital game playing motives among adolescents: Relations to parent-child communication, school performance, sleeping habits, and perceived health}, 2979 journal = {Journal of Applied Developmental Psychology}, 2980 volume = {30}, 2981 number = {4}, 2982 year = {2009}, 2983 note = {465ZDTimes Cited:0Cited References Count:65}, 2984 month = {Jul-Aug}, 2985 pages = {463-474}, 2986 abstract = {The aims of this research were to describe Finnish adolescents{\textquoteright} different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and perceived health. A questionnaire was used to assess a nationwide postal sample of 12-18-year-old Finns (6761 respondents, response rate 69\%) in winter 2003. Among respondents, 4085 adolescents played digital games and answered questions on digital game motives. Two main motives emerged: instrumental (learn new things and procedures, have a common topic for conversation, use and develop game playing skills, experience different roles/worlds) and ritualized (pastime, entertainment; recover, relax; escape everyday life, forget worries). The importance of all motives increased for participants with longer playing times. Instrumental motives were more important to boys and younger respondents. They were associated with earlier bedtime, worse perceived health, better mother communication, and better school grades, but only among boys. The importance of ritualized motives increased with age and was related to better school performance, worse sleeping habits, and worse perceived health in both sexes. Digital games seem to have the same basic functions as media in serving adolescents{\textquoteright} mood management and stimulation seeking. Among boys, gaming is part of the male socio-cultural communication context. (C) 2009 Elsevier Inc. All rights reserved.}, 2987 keywords = {Adolescents, Computer games, digital game playing motives, Electronic Games, internet paradox, local television-news, low-back-pain, media use, parasocial interaction, parent-child communication, Patterns, perceived health, School Performance, schoolchildren, sleeping habits, Video Games}, 2988 isbn = {0193-3973}, 2989 url = {<Go to ISI>://000267628500008}, 2990 author = {Wallenius, M. and Rimpela, A. and Punamaki, R. L. and Lintonen, T.} 2991 } 2992 @article {4345, 2993 title = {Playing TETRIS for science counter-regulatory affective processing in a motivationally "hot" context}, 2994 journal = {Acta Psychologica}, 2995 volume = {131}, 2996 number = {3}, 2997 year = {2009}, 2998 note = {475LQTimes Cited:0Cited References Count:25}, 2999 month = {Jul}, 3000 pages = {171-177}, 3001 abstract = {We adapted the computer game TETRIS to investigate the process of affective-motivational counter-regulation, that is, attentional biases for emotional stimuli that are in opposition to the momentary Motivational focus. Counter-regulation is seen as a mechanism which should prevent escalation and impulsivity, and it should help to avoid becoming "locked up" in affective-motivational states. Accordingly, for a negative outcome focus condition (i.e., risk of losing a current high score), we hypothesized greater interference by positive distractors that were included in the game, whereas for a positive outcome focus (i.e., chance to improve one{\textquoteright}s current high score), we hypothesized greater interference by negative distractors. Supporting our hypotheses, we found the predicted interactions between distractor valence and type of outcome focus. (C) 2009 Elsevier B.V. All rights reserved.}, 3002 keywords = {action regulation, attention-grabbing power, attentional biases, automatic attention, emotion, emotion regulation, Facial Expressions, flexibility, memory, negativity bias, social information, Stimuli, task, vigilance}, 3003 isbn = {0001-6918}, 3004 url = {<Go to ISI>://000268361100001}, 3005 author = {Wentura, D. and Voss, A. and Rothermund, K.} 3006 } 3007 @article {4267, 3008 title = {Tipping the Balance Use of Advergames to Promote Consumption of Nutritious Foods and Beverages by Low-Income African American Children}, 3009 journal = {Archives of Pediatrics \& Adolescent Medicine}, 3010 volume = {163}, 3011 number = {7}, 3012 year = {2009}, 3013 note = {467EKTimes Cited:0Cited References Count:12}, 3014 month = {Jul}, 3015 pages = {633-637}, 3016 abstract = {Objective: To examine how advergames, which are online computer games developed to market a product, affect consumption of healthier and less healthy snacks by low-income African American children.Design: Cross-sectional, between-subjects examination of an advergame in which children were rewarded for having their computer character consume healthier or less healthy foods and beverages. Children were randomly assigned to 1 of the following 3 conditions: (1) the healthier advergame condition, (2) the less healthy advergame condition, or (3) the control condition.Setting: Urban public elementary schools.Participants: Thirty low-income, African American children aged 9 to 10 years.Main Exposure: Children in the treatment conditions played a less healthy or a healthier version of an advergame 2 times before choosing and eating a snack and completing the experimental measures. Children in the control group chose and ate a snack before playing the game and completing the measures.Main Outcome Measures: The number of healthier snack items children selected and ate and how much children liked the game.Results: Children who played the healthier version of the advergame selected and ate significantly more healthy snacks than did those who played the less healthy version. Children reported liking the advergame.Conclusions: Findings suggest that concerns about online advergames that market unhealthy foods are justified. However, advergames may also be used to promote healthier foods and beverages. This kind of social marketing approach could tip the scales toward the selection of higher-quality snacks, thereby helping to curb the obesity epidemic.}, 3017 keywords = {children}, 3018 isbn = {1072-4710}, 3019 url = {<Go to ISI>://000267720400006}, 3020 author = {Pempek, T. A. and Calvert, S. L.} 3021 } 3022 @article {4253, 3023 title = {Appetitive and Aversive Taste Conditioning in a Computer Game Influences Real-World Decision Making and Subsequent Activation in Insular Cortex}, 3024 journal = {Journal of Neuroscience}, 3025 volume = {29}, 3026 number = {4}, 3027 year = {2009}, 3028 note = {400HQTimes Cited:1Cited References Count:32}, 3029 month = {Jan 28}, 3030 pages = {1046-1051}, 3031 abstract = {A stimulus, by virtue of its pairing with a rewarding or an aversive outcome, can acquire motivating properties reflecting that outcome. However, there is uncertainty concerning the extent to which such properties might be carried across contexts. In the current study we sought to determine whether conditioning-dependent motivational properties can transfer from a computer game to the real world and, further, whether this conditioning might be expressed in terms of brain responses measured using functional magnetic resonance imaging (fMRI). We studied healthy participants conditioned with aversive and appetitive drinks in the context of a virtual cycling race. Three days after conditioning, participants returned for a fMRI session. We took this opportunity to observe the impact of incidental presentation of conditioned stimuli on a real-world decision (seat choice). We found a significant influence of conditioning on seat choice and, moreover, noted that individual susceptibility to this influence was reflected in differential insula cortex responses during subsequent scanning. The choice was also predicted by participants{\textquoteright} personality scores and, as a statistical trend (p = 0.07), by their sense of immersion in the game environment. Our data show that motivational properties of stimuli can transfer from the virtual to the real world. While much concern has been expressed over the impact of virtual experience on general levels of aggression and mood, our data point to another important consideration: the fact that a stimulus in the virtual environment can acquire motivational properties that persist and modify behavior in the real world.}, 3032 keywords = {aversion, classical conditioning, environment, imaging, insights, insula, lesions, motivation, Responses, reward, Virtual-Reality}, 3033 isbn = {0270-6474}, 3034 url = {<Go to ISI>://000262859000016}, 3035 author = {McCabe, J. A. and Tobler, P. N. and Schultz, W. and Dickinson, A. and Lupson, V. and Fletcher, P. C.} 3036 } 3037 @article {4258, 3038 title = {Is aggression in children with behavioural and emotional difficulties associated with television viewing and video game playing? A systematic review}, 3039 journal = {Child Care Health and Development}, 3040 volume = {35}, 3041 number = {1}, 3042 year = {2009}, 3043 note = {389OVTimes Cited:0Cited References Count:37}, 3044 month = {Jan}, 3045 pages = {5-15}, 3046 abstract = {Possible associations between television viewing and video game playing and children{\textquoteright}s aggression have become public health concerns. We did a systematic review of studies that examined such associations, focussing on children and young people with behavioural and emotional difficulties, who are thought to be more susceptible.We did computer-assisted searches of health and social science databases, gateways, publications from relevant organizations and for grey literature; scanned bibliographies; hand-searched key journals; and corresponded with authors. We critically appraised all studies.A total of 12 studies: three experiments with children with behavioural and emotional difficulties found increased aggression after watching aggressive as opposed to low-aggressive content television programmes, one found the opposite and two no clear effect, one found such children no more likely than controls to imitate aggressive television characters. One case-control study and one survey found that children and young people with behavioural and emotional difficulties watched more television than controls; another did not. Two studies found that children and young people with behavioural and emotional difficulties viewed more hours of aggressive television programmes than controls. One study on video game use found that young people with behavioural and emotional difficulties viewed more minutes of violence and played longer than controls. In a qualitative study children with behavioural and emotional difficulties, but not their parents, did not associate watching television with aggression. All studies had significant methodological flaws. None was based on power calculations.This systematic review found insufficient, contradictory and methodologically flawed evidence on the association between television viewing and video game playing and aggression in children and young people with behavioural and emotional difficulties. If public health advice is to be evidence-based, good quality research is needed.}, 3047 keywords = {Adolescents, Aggression, appraising qualitative research, cartoons, child, disturbed children, Exposure, Impact, Media Violence, Sample, systematic review, Television, Video Game}, 3048 isbn = {0305-1862}, 3049 url = {<Go to ISI>://000262105300002}, 3050 author = {Mitrofan, O. and Paul, M. and Spencer, N.} 3051 } 3052 @article {4232, 3053 title = {Designing physical and social intergenerational family entertainment}, 3054 journal = {Interacting with Computers}, 3055 volume = {21}, 3056 number = {1-2}, 3057 year = {2009}, 3058 note = {Sp. Iss. SI421JGTimes Cited:0Cited References Count:24}, 3059 month = {Jan}, 3060 pages = {76-87}, 3061 abstract = {Present computer games and digital entertainment do not usually facilitate intergenerational family interactions. According to recent survey results in Japan, there is a high percentage of older people who own and play electronic or computer games, but rarely do they play the games with their family members. it is a positive sign that more older people are participating in the digital games arena, but it would be even more beneficial if they Could interact actively with the young family members through gaming activities. This could possibly strengthen family bonding and bridge the gap between older people and youth culture.This paper presents steps for designing an intergenerational family entertainment system which focuses Oil physical and social interactions using a mixed reality floor system. The main design goals include: facilitating interactions between users with varied levels of skill in utilizing technology, utilizing the familiar physical motions from other activities to make an intuitive physical interface, and encouraging social interactions among families and friends. Detailed implementation of these steps is presented in the design of our intergenerational entertainment system, Age Invaders. Four main prototype iterations for the system is presented. Our design process is based on User Centered Design and relies on constant involvement of users to understand the key issues and to help make effective design decisions. The results of the study help to focus the refinements of the existing platform from a usability standpoint and also aids in the development of new physical entertainment and interactive applications. This study provides insights into user issues including how users interact in a complex mixed reality experience, which is heavily based in physicality. The use of one portion of the user base which is most proficient with technology before involving the novice users was found to empower novice users to begin to use digital technology. (C) 2008 Elsevier B.V. All rights reserved}, 3062 keywords = {family entertainment, Game play, mixed reality entertainment, social computing, user, user-centered design}, 3063 isbn = {0953-5438}, 3064 url = {<Go to ISI>://000264354600009}, 3065 author = {Khoo, E. T. and Merritt, T. and Cheok, A. D.} 3066 } 3067 @article {4263, 3068 title = {Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation}, 3069 journal = {Computers \& Education}, 3070 volume = {52}, 3071 number = {1}, 3072 year = {2009}, 3073 note = {412CVTimes Cited:1Cited References Count:35}, 3074 month = {Jan}, 3075 pages = {1-12}, 3076 abstract = {The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical learning objectives and content but lacking the gaming aspect. The study also investigated potential gender differences in the game{\textquoteright}s learning effectiveness and motivational appeal. The sample was 88 students, who were randomly assigned to two groups, one of which used the gaming application (Group A, N = 47) and the other one the non-gaming one (Group B, N = 41). A Computer Memory Knowledge Test (CMKT) was used as the pretest and posttest. Students were also observed during the interventions. Furthermore, after the interventions. students{\textquoteright} views on the application they had used were elicited through a feedback questionnaire. Data analyses showed that the gaming approach was both more effective in promoting students{\textquoteright} knowledge of computer memory concepts and more motivational than the non-gaming approach. Despite boys{\textquoteright} greater involvement with, liking of and experience in computer gaming, and their greater initial computer memory knowledge, the learning gains that boys and girls achieved through the use of the game did not differ significantly, and the game was found to be equally motivational for boys and girls. The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students{\textquoteright} gender.}, 3077 keywords = {applications in subject areas, gender studies, Home, interactive learning environments, multimedia/hypermedia systems, Secondary education}, 3078 isbn = {0360-1315}, 3079 url = {<Go to ISI>://000263701900001}, 3080 author = {Papastergiou, M.} 3081 } 3082 @article {4175, 3083 title = {The effect of violent and non-violent computer games on cognitive performance}, 3084 journal = {Computers in Human Behavior}, 3085 volume = {25}, 3086 number = {1}, 3087 year = {2009}, 3088 note = {418XDTimes Cited:2Cited References Count:21}, 3089 month = {Jan}, 3090 pages = {96-102}, 3091 abstract = {Two studies were conducted in order to determine the impact computer games had on the cognitive performance. Study 1 evaluated a measure of cognition, which incorporates aspects of short-term working memory, visual attention, mathematical decision making, and auditory perception. Study 2 measured the cognitive performance between those who did not play video games versus those who played either a violent or non-violent video game. Results from Study 1 indicate participants needed approximately four trials to reach asymptotic performance on the cognitive measure. Results of Study 2 showed that participants who did not play any video game did not have a change in their cognitive performance, while those who played either a violent or non-violent video game had an increase in their cognitive performance.}, 3092 keywords = {Cognition, Computer games, environment, Performance, synwin, Video Games}, 3093 isbn = {0747-5632}, 3094 url = {<Go to ISI>://000264182300011}, 3095 author = {Barlett, C. P. and Vowels, C. L. and Shanteau, J. and Crow, J. and Miller, T.} 3096 } 3097 @article {4313, 3098 title = {The effects of computer games on primary school students{\textquoteright} achievement and motivation in geography learning}, 3099 journal = {Computers \& Education}, 3100 volume = {52}, 3101 number = {1}, 3102 year = {2009}, 3103 note = {412CVTimes Cited:0Cited References Count:37}, 3104 month = {Jan}, 3105 pages = {68-77}, 3106 abstract = {The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this game for three weeks. The effects of the game environment on students{\textquoteright} achievement and motivation and related implementation issues were examined through both quantitative and qualitative methods. An analysis of pre and post achievement tests showed that students made significant learning gains by participating in the game-based learning environment. When comparing their motivations while learning in the game-based learning environment and in their traditional school environment, it was found that students demonstrated statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations learning in the game-based environment. In addition, they had decreased focus on getting grades and they were more independent while participating in the game-based activities. These positive effects on learning and motivation, and the positive attitudes of students and teachers suggest that computer games can be used as an ICT tool in formal learning environments to support students in effective geography learning.}, 3107 keywords = {applications in subject areas, classroom, Computer games, Elementary education, interactive learning environments, software, teaching geography, Virtual Environments, virtual reality, worlds}, 3108 isbn = {0360-1315}, 3109 url = {<Go to ISI>://000263701900007}, 3110 author = {Tuzun, H. and Yilmaz-Soylu, M. and Karakus, T. and Inal, Y. and Kizilkaya, G.} 3111 } 3112 @article {4224, 3113 title = {Playing a violent television game affects heart rate variability}, 3114 journal = {Acta Paediatrica}, 3115 volume = {98}, 3116 number = {1}, 3117 year = {2009}, 3118 note = {382WTTimes Cited:1Cited References Count:30}, 3119 month = {Jan}, 3120 pages = {166-172}, 3121 abstract = {Objective: To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing.Subjects and Methods: In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in.Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ({\textquoteright}third-person game{\textquoteright}); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones.Results: During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item.Conclusion: Violent gaming induces different autonomic responses in boys compared to nonviolent gaming - during playing and during the following night - suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer time than a night, physiological adaptation to frequent gaming and potential gender differences.}, 3122 keywords = {Arousal, autonomic nervous system, children, computer game, good sleep, heart rate variability, Impact, latency, mortality, myocardial-infarction, period variability, school children, sleep quality, television game, Video Games}, 3123 isbn = {0803-5253}, 3124 url = {<Go to ISI>://000261636800035}, 3125 author = {Ivarsson, M. and Anderson, M. and Angstrom, T. and Lindblad, F.} 3126 } 3127 @article {4272, 3128 title = {Teaming up humans with autonomous synthetic characters}, 3129 journal = {Artificial Intelligence}, 3130 volume = {173}, 3131 number = {1}, 3132 year = {2009}, 3133 note = {387DHTimes Cited:0Cited References Count:76}, 3134 month = {Jan}, 3135 pages = {80-103}, 3136 abstract = {Autonomous synthetic characters have the potential to promote the social engagement of users in virtual environments, enhancing their interaction experience. In computer games, for example, poor interaction with game characters can drastically detract from the gaming experience, making the design of autonomous synthetic characters an important issue. In particular, in Role Playing Games (RPGs), for example, users and autonomous characters often perform in a group. Usually, the role of such characters is very limited since they lack the social skills to perform coherently in group scenarios.The goal of the work presented here is to endow autonomous synthetic characters with social skills that allow them to perform in groups with human members. However, to successfully achieve this, it is not enough to assure that the characters behave in a coherent manner from an individual perspective or that they are able to perform the group task optimally. It is also necessary that the autonomous characters exhibit behaviours that are coherent with the group{\textquoteright}s composition, context and structure.For this reason, we have developed a model to support group dynamics of autonomous synthetic characters (SGD model) inspired by theories developed in human social psychological sciences. This model defines the knowledge that each individual should build about the others and the group, and how this knowledge drives their interactions. The model was used in a collaborative computer game that was tested with users. The results showed that the model had a positive effect on the users{\textquoteright} social engagement, namely. on their trust and identification with the group. (C) 2008 Elsevier B.V. All rights reserved.}, 3137 keywords = {agents, autonomous synthetic characters, believability, computer-human interaction, group cohesiveness, Group dynamics, Performance, power, Satisfaction, social intelligence, teamwork, Time}, 3138 isbn = {0004-3702}, 3139 url = {<Go to ISI>://000261931400003}, 3140 author = {Prada, R. and Paiva, A.} 3141 } 3142 @article {4300, 3143 title = {Experimental Validation of the Learning Effect for a Pedagogical Game on Computer Fundamentals}, 3144 journal = {IEEE Transactions on Education}, 3145 volume = {52}, 3146 number = {1}, 3147 year = {2009}, 3148 note = {405LDTimes Cited:0Cited References Count:23}, 3149 month = {Feb}, 3150 pages = {10-18}, 3151 abstract = {The question/answer-based computer game Age of Computers was introduced to replace traditional weekly paper exercises in a course in Computer Fundamentals in 2003. Questionnaire evaluations and observation of student behavior have indicated that the students found the game more motivating than paper exercises and that a majority of the students also perceived the game to have a higher learning effect than paper exercises or textbook reading. This paper reports on a controlled experiment to compare the learning effectiveness of game play with traditional paper exercises, as well as with textbook reading. The results indicated that with equal time being spent on the various learning activities, the effect of game play was only equal to that of the other activities, not better. Yet this result is promising enough, as the increased motivation means that students work harder in the course. Also, the results indicate that the game has potential for improvement, in particular with respect to its feedback on the more complicated questions.}, 3152 keywords = {computer fundamentals, computer game, computer science education, Edutainment}, 3153 isbn = {0018-9359}, 3154 url = {<Go to ISI>://000263225300002}, 3155 author = {Sindre, G. and Natvig, L. and Jahre, M.} 3156 } 3157 @article {4180, 3158 title = {FERMT: A computer game based on fermentation process development (vol 6, pg 38, 1971)}, 3159 journal = {Process Biochemistry}, 3160 volume = {44}, 3161 number = {2}, 3162 year = {2009}, 3163 note = {405VITimes Cited:0Cited References Count:1}, 3164 month = {Feb}, 3165 pages = {256-256}, 3166 isbn = {1359-5113}, 3167 url = {<Go to ISI>://000263251900021}, 3168 author = {Bungay, H. R.} 3169 } 3170 @article {4178, 3171 title = {Informing Our Own Choices: A Proposal for User-Generated Classification}, 3172 journal = {Media International Australia}, 3173 number = {130}, 3174 year = {2009}, 3175 note = {417OFTimes Cited:0Cited References Count:27}, 3176 month = {Feb}, 3177 pages = {112-126}, 3178 abstract = {New media are distrusted media, and computer games are the contemporary currency in new media. Computer game content, like other popular media content, is regulated in different jurisdictions by one of three general models: the open market in which consumption decides the availability of product, industry self-regulation in which industry bodies decide, and government regulation in which government or quasi-governmental bodies decide. Arguably, these models represent the twentieth century state of the art and fail to keep pace with changes in the aesthetics and technologies associated with interactive entertainment. In a networked economy alternative models exist to serve content gatekeeping functions, and they serve to close the lags and limitations that plague existing models. These alternatives include innovations such as user-generated classification and dynamic meta-tagging. This paper examines current classification approaches and their limitations, and presents alternative approaches with a hypothetical game title.}, 3179 isbn = {1329-878X}, 3180 url = {<Go to ISI>://000264084900012}, 3181 author = {Brand, J. and Finn, M.} 3182 } 3183 @article {4181, 3184 title = {Deus Ex Machina-A Higher Creative Species in the Game of Chess}, 3185 journal = {AI Magazine}, 3186 volume = {30}, 3187 number = {3}, 3188 year = {2009}, 3189 note = {514LXTimes Cited:0Cited References Count:6}, 3190 month = {Fal}, 3191 pages = {63-70}, 3192 abstract = {Computers and human beings play chess differently The basic paradigm that computer programs employ is known as "search and evaluate." Their static evaluation is arguably more primitive than the perceptual one of humans. Yet the intelligence emerging from them is phenomenal. A human spectator is not able to tell the difference between a brilliant computer game and one played by Kasparov Chess played by today{\textquoteright}s machines looks extraordinary, full of imagination and creativity. Such elements may be Me reason that computers are superior to humans in Me sport of kings, at least for the moment. This article is about how roles have changed: humans play chess like machines, and machines play chess the way Minions used to play.}, 3193 isbn = {0738-4602}, 3194 url = {<Go to ISI>://000271397300006}, 3195 author = {Bushinsky, S.} 3196 } 3197 @booklet {4425, 3198 title = {Commitment to Meaning: A Reframing of Agency in Games}, 3199 year = {2009}, 3200 month = {December 12-15}, 3201 abstract = {This paper examines the concept of agency within games and proposes a shift from the notion of agency as representing choice or freedom to one of agency as representing commitment to meaning. This conception of agency is aimed at understanding the pleasures of engaging with narratively rich games, and helps to address the tension between player choice and authorial intent. We draw on what speech act theory says about how trust, meaning and communication are achieved in human conversation, applying these notions to interactive storytelling. This new perspective on agency provides us with a better analytical tool for understanding the relationship between interaction and narrative pleasure, and provides a useful metric for designers of story-rich games. }, 3202 keywords = {Agency, game design, game studies, Interactive Storytelling, Speech Act Theory}, 3203 url = {http://escholarship.org/uc/item/6f49r74n}, 3204 author = {Tanenbaum, Karen and Tanenbaum, Joshua} 3205 } 3206 @article {4349, 3207 title = {Advances in Games Technology: Software, Models, and Intelligence}, 3208 journal = {Simulation Gaming}, 3209 volume = {40}, 3210 number = {6}, 3211 year = {2009}, 3212 month = {December 1, 2009}, 3213 pages = {752-801}, 3214 abstract = {Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and buildings. This article presents the continuous level of detail terrain modeling techniques that can help generate and render realistic terrain in real time. Deployment of characters in the environment is increasingly common. This requires strategies to map scalable behavior characteristics for characters as well. The authors present two important aspects of crowd simulation: the realism of the crowd behavior and the computational overhead involved. A good simulation of crowd behavior requires delicate balance between these aspects. The focus in this article is on human behavior representation for crowd simulation. To enhance the player experience, the authors present the concept of player adaptive entertainment computing, which provides a personalized experience for each individual when interacting with the game. The current state of game development involves using very small percentage (typically 4\% to 12\%) of CPU time for game artificial intelligence (AI). Future game AI requires developing computational strategies that have little involvement of CPU for online play, while using CPU{\textquoteright}s idle capacity when the game is not being played, thereby emphasizing the construction of complex game AI models offline. A framework of such nonconventional game AI models is introduced.}, 3215 url = {http://sag.sagepub.com/cgi/content/abstract/40/6/752}, 3216 author = {Prakash, Edmond and Brindle, Geoff and Jones, Kevin and Zhou, Suiping and Chaudhari, Narendra S. and Wong, Kok-Wai} 3217 } 3218 @article {4348, 3219 title = {A Review of Humor for Computer Games: Play, Laugh and More}, 3220 journal = {Simulation Gaming}, 3221 volume = {40}, 3222 number = {6}, 3223 year = {2009}, 3224 month = {December 1, 2009}, 3225 pages = {802-824}, 3226 abstract = {Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories of humor, including superiority, incongruity, and relief. These theories and their interrelationships do well in helping us understand the humor process, but they have been developed in the context of traditional human activity. To explore how they relate to computer games, we present the findings of a qualitative study of player experience of humor and show how it relates to the theoretical perspectives. We then review the main functions of humor, especially its effects on social, emotional, and cognitive behavior. We show how each of these functions can be used in game design to support the specific experiences and outcomes of game-play. Finally, we address the issue of serious games and make suggestions on how humor can inform and support the design of those games. We suggest that humor can support design by smoothing and sustaining the game mechanics. Moreover, games can draw on the functions of humor in the real world for enhancing communication, learning, and social presence. Using humor makes games richer and more powerful, as well as fun.}, 3227 url = {http://sag.sagepub.com/cgi/content/abstract/40/6/802}, 3228 author = {Dormann, Claire and Biddle, Robert} 3229 } 3230 @article {4491, 3231 title = {Theoretical Consoles: Concepts for Gadget Analysis}, 3232 journal = {Journal of Visual Culture}, 3233 volume = {8}, 3234 number = {3}, 3235 year = {2009}, 3236 month = {December 1, 2009}, 3237 pages = {279-298}, 3238 abstract = {Theoretical objects are things that compel us to propose, interrogate, and theorize. They counter the influence of approaches that try to define, position, and fix. The mobile, handheld game console offers us a specific kind of theoretical object. A hybrid screen device that encompasses multiple interfaces, it raises questions about the specificity of the screen gadget as object, and about the entanglement of technologies, applications, and practices. Through an analysis of the Nintendo DS game console I argue that such gadgets are best understood as theoretical consoles: objects that raises theoretical questions, precisely, about their hybrid status.}, 3239 keywords = {gadgets, game console, mobile device, mobility, theoretical object, touch screen}, 3240 url = {http://vcu.sagepub.com/cgi/content/abstract/8/3/279}, 3241 author = {Verhoeff, Nanna} 3242 } 3243 @article {4268, 3244 title = {The Priming Effects of Avatars in Virtual Settings}, 3245 journal = {Communication Research}, 3246 volume = {36}, 3247 number = {6}, 3248 year = {2009}, 3249 note = {514RUTimes Cited:0Cited References Count:35}, 3250 month = {Dec}, 3251 pages = {838-856}, 3252 abstract = {The study extends research on the Proteus effect by demonstrating that avatars can prime negative attitudes and cognition in desktop virtual settings. Experiment 1 shows that, after virtual group discussions, participants using black-cloaked avatars developed more aggressive intentions and attitudes but less group cohesion than those using white-cloaked avatars. In Experiment 2, individual participants using a Ku Klux Klan (KKK)-associated avatar created more aggressive Thematic Apperception Test stories in comparison to a control group. Participants using the KKK avatar also wrote less affiliative stories in comparison to those employing avatars dressed as doctors. Overall, the resulting pattern of activation of negative thoughts (i.e., aggression) coupled with the inhibition of inconsistent thoughts (i.e., cohesion, affiliation) is consistent with principles of current priming models and provides initial evidence for automatic cognitive priming in virtual settings.}, 3253 keywords = {Aggression, automaticity, Avatars, Behavior, computer-mediated communication, Game, Media effects, PERCEPTIONS, physicians, priming, proteus effect, representation, stereotype activation, Thoughts, valence, Virtual Environments}, 3254 isbn = {0093-6502}, 3255 url = {<Go to ISI>://000271414100005}, 3256 author = {Pena, J. and Hancock, J. T. and Merola, N. A.} 3257 } 3258 @article {4339, 3259 title = {As real as real? Macroeconomic behavior in a large-scale virtual world}, 3260 journal = {New Media Society}, 3261 volume = {11}, 3262 number = {5}, 3263 year = {2009}, 3264 month = {August 1, 2009}, 3265 pages = {685-707}, 3266 abstract = {This article proposes an empirical test of whether aggregate economic behavior maps from the real to the virtual. Transaction data from a large commercial virtual world -- the first such data set provided to outside researchers -- is used to calculate metrics for production, consumption and money supply based on real-world definitions. Movements in these metrics over time were examined for consistency with common theories of macroeconomic change. The results indicated that virtual economic behavior follows real-world patterns. Moreover, a natural experiment occurred, in that a new version of the virtual world with the same rules came online during the study. The new world{\textquoteright}s macroeconomic aggregates quickly grew to be nearly exact replicas of those of the existing worlds, suggesting that {\textquoteleft}Code is Law{\textquoteright}: macroeconomic outcomes in a virtual world may be explained largely by design structure.}, 3267 url = {http://nms.sagepub.com/cgi/content/abstract/11/5/685}, 3268 author = {Castronova, Edward and Williams, Dmitri and Cuihua Shen, and Ratan, Rabindra and Xiong,Li and Yun Huang, and Keegan, Brian} 3269 } 3270 @article {4342, 3271 title = {The virtual census: representations of gender, race and age in video games}, 3272 journal = {New Media Society}, 3273 volume = {11}, 3274 number = {5}, 3275 year = {2009}, 3276 month = {August 1, 2009}, 3277 pages = {815-834}, 3278 abstract = {A large-scale content analysis of characters in video games was employed to answer questions about their representations of gender, race and age in comparison to the US population. The sample included 150 games from a year across nine platforms, with the results weighted according to game sales. This innovation enabled the results to be analyzed in proportion to the games that were actually played by the public, and thus allowed the first statements able to be generalized about the content of popular video games. The results show a systematic over-representation of males, white and adults and a systematic under-representation of females, Hispanics, Native Americans, children and the elderly. Overall, the results are similar to those found in television research. The implications for identity, cognitive models, cultivation and game research are discussed.}, 3279 url = {http://nms.sagepub.com/cgi/content/abstract/11/5/815}, 3280 author = {Williams, Dmitri and Martins, Nicole and Consalvo,Mia and Ivory, James D} 3281 } 3282 @article {4223, 3283 title = {AgentCubes: Incremental 3D end-user development}, 3284 journal = {Journal of Visual Languages and Computing}, 3285 volume = {20}, 3286 number = {4}, 3287 year = {2009}, 3288 note = {Sp. Iss. SI476TPTimes Cited:0Cited References Count:37}, 3289 month = {Aug}, 3290 pages = {236-251}, 3291 abstract = {3D game development can be an enticing way to attract K-12 students to computer science, but designing and programming 3D games is far from trivial. Students need to achieve a certain level of 3D fluency in modeling, animation, and programming to be able to create compelling 3D content. The combination of innovative end-user development tools and standards-based curriculum that promotes IT fluency by shifting the pedagogical focus from programming to design, can address motivational aspects without sacrificing principled educational goals. The AgentCubes 3D game-authoring environment raises the ceiling of end-user development without raising the threshold. Our formal user study shows that with Incremental 3D, the gradual approach to transition from 2D to 3D authoring, middle school students can build sophisticated 3D games including 3D models, animations, and programming. (C) 2009 Elsevier Ltd. All rights reserved.}, 3292 keywords = {computational thinking, end-user development, game design, incremental 3d, it fluency, visual programming}, 3293 isbn = {1045-926X}, 3294 url = {<Go to ISI>://000268468800003}, 3295 author = {Ioannidou, A. and Repenning, A. and Webb, D. C.} 3296 } 3297 @article {4312, 3298 title = {Effect of the computer based game on pre-service teachers{\textquoteright} achievement, attitudes, metacognition and motivation in chemistry}, 3299 journal = {Scientific Research and Essays}, 3300 volume = {4}, 3301 number = {8}, 3302 year = {2009}, 3303 note = {481LNTimes Cited:0Cited References Count:61}, 3304 month = {Aug}, 3305 pages = {780-790}, 3306 abstract = {The purpose of this study is to explore whether the support of traditional teaching methods with computer based games has any effect on students{\textquoteright} achievement in chemistry course, their attitude towards chemistry, their metacognition level and motivation. For this aim, before the application, Chemistry Achievement Test (CAT), Chemistry Attitude Scale (CAS) and Metacognitive Activities Inventory (MCA-I) was used as a pre-test. During the application, such units in General Chemistry as "Basic Conceptions", "Structure of Atom and Periodic Table", "Chemical Bound" and "Naming of the Compound" were taught to the students in traditional teaching methods. However, the course was supported by computer-based games developed during the conduction of the course in the experiment group. At the end of the application, the scales used as pre-test were applied as post-test, too. Result shows that the learning environment supported with computer-based games have a positive effect on students{\textquoteright} achievement in chemistry, on attitudes toward chemistry and motivation.}, 3307 keywords = {achievement, attitude, chemistry, computer-based games, Instruction, Management, metacognition, Science, Students}, 3308 isbn = {1992-2248}, 3309 url = {<Go to ISI>://000268812600010}, 3310 author = {Tuysuz, C.} 3311 } 3312 @article {4189, 3313 title = {Network Design with Weighted Players}, 3314 journal = {Theory of Computing Systems}, 3315 volume = {45}, 3316 number = {2}, 3317 year = {2009}, 3318 note = {457LCTimes Cited:0Cited References Count:25}, 3319 month = {Aug}, 3320 pages = {302-324}, 3321 abstract = {We consider a model of game-theoretic network design initially studied by Anshelevich et al. (Proceedings of the 45th Annual Symposium on Foundations of Computer Science (FOCS), pp. 295-304, 2004), where selfish players select paths in a network to minimize their cost, which is prescribed by Shapley cost shares. If all players are identical, the cost share incurred by a player for an edge in its path is the fixed cost of the edge divided by the number of players using it. In this special case, Anshelevich et al. (Proceedings of the 45th Annual Symposium on Foundations of Computer Science (FOCS), pp. 295-304, 2004) proved that pure-strategy Nash equilibria always exist and that the price of stability-the ratio between the cost of the best Nash equilibrium and that of an optimal solution-is I similar to(log k), where k is the number of players. Little was known about the existence of equilibria or the price of stability in the general weighted version of the game. Here, each player i has a weight w (i) a parts per thousand yen1, and its cost share of an edge in its path equals w (i) times the edge cost, divided by the total weight of the players using the edge.This paper presents the first general results on weighted Shapley network design games. First, we give a simple example with no pure-strategy Nash equilibrium. This motivates considering the price of stability with respect to alpha-approximate Nash equilibria-outcomes from which no player can decrease its cost by more than an alpha multiplicative factor. Our first positive result is that O(log w (max) )-approximate Nash equilibria exist in all weighted Shapley network design games, where w (max) is the maximum player weight. More generally, we establish the following trade-off between the two objectives of good stability and low cost: for every alpha=Omega(log w (max) ), the price of stability with respect to O(alpha)-approximate Nash equilibria is O((log W)/alpha), where W is the sum of the players{\textquoteright} weights. In particular, there is always an O(log W)-approximate Nash equilibrium with cost within a constant factor of optimal.Finally, we show that this trade-off curve is nearly optimal: we construct a family of networks without o(log w (max) / log log w (max) )-approximate Nash equilibria, and show that for all alpha=Omega(log w (max) /log log w (max) ), achieving a price of stability of O(log W/alpha) requires relaxing equilibrium constraints by an Omega(alpha) factor.}, 3322 keywords = {algorithmic game theory, Equilibria, network design, price of stability}, 3323 isbn = {1432-4350}, 3324 url = {<Go to ISI>://000266928500007}, 3325 author = {Chen,H L and Roughgarden, T.} 3326 } 3327 @article {4207, 3328 title = {Playing Active Video Games Increases Energy Expenditure in Children}, 3329 journal = {Pediatrics}, 3330 volume = {124}, 3331 number = {2}, 3332 year = {2009}, 3333 note = {475RCTimes Cited:1Cited References Count:28}, 3334 month = {Aug}, 3335 pages = {534-540}, 3336 abstract = {OBJECTIVE: To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution ( DDR) and Nintendo{\textquoteright}s Wii Sports in relation to treadmill walking.METHODS: Energy expenditure, heart rate, step rate, and perceived exertion were measured in 14 boys and 9 girls ( ages 10-13 years; BMI at 3-98th percentile for age and gender) while watching television at rest, playing DDR at 2 skill levels, playing Wii bowling and boxing, and walking at 2.6, 4.2, and 5.7 km/h. Arterial elasticity was measured at rest and immediately after gaming.RESULTS: Compared with watching television, energy expenditure while gaming or walking increased 2- to 3-fold. Similarly, high rates of energy expenditure, heart rate, and perceived exertion were elicited from playing Wii boxing, DDR level 2, or walking at 5.7 km/h. This occurred despite variations in step rate among activities, reflecting greater use of upper body during Wii play ( lowest step rate) than during walking ( highest step rate) or DDR play. Wii bowling and beginner level DDR elicited a 2-fold increase in energy expenditure compared to television watching. Large-artery elasticity declined immediately after both DDR and Wii. The change was inversely related to the increment in energy expenditure above rest achieved during the activity.CONCLUSIONS: Energy expenditure during active video game play is comparable to moderate-intensity walking. Thus, for children who spend considerable time playing electronic screen games for entertainment, physically active games seem to be a safe, fun, and valuable means of promoting energy expenditure. Pediatrics 2009; 124: 534-540}, 3337 keywords = {Adolescents, arterial stiffness, doubly labeled water, Exercise, generation computer games, indirect calorimetry, movement, Obesity, Overweight, physical activity, Physical-Activity, Sensitivity, Video Games}, 3338 isbn = {0031-4005}, 3339 url = {<Go to ISI>://000268377000013}, 3340 author = {Graf, D. L. and Pratt, L. V. and Hester, C. N. and Short, K. R.} 3341 } 3342 @article {4168, 3343 title = {Response cries and other gaming moves-Building intersubjectivity in gaming}, 3344 journal = {Journal of Pragmatics}, 3345 volume = {41}, 3346 number = {8}, 3347 year = {2009}, 3348 note = {Sp. Iss. SI469NFTimes Cited:0Cited References Count:41}, 3349 month = {Aug}, 3350 pages = {1557-1575}, 3351 abstract = {The present study focuses on the ways in which response cries (Goffman, 1981) are deployed as interactional resources in computer gaming in everyday life. It draws on a large-scale data set of video recordings of the everyday lives of middleclass families. The recordings of gaining between children and between children and parents show that response cries were not arbitrarily located within different phases of gaining (planning, gaming or commenting on gaining). Response cries were primarily used as interactional resources for securing and sustaining joint attention (cf. Goodwin, 1996) during the gaming as such, that is, during periods when the gaming activity was characterized by a relatively high tempo. In gaining between children, response cries co-occurred with their animations of game characters and with sound making, singing along, and code switching in ways that formed something of an action aesthetic, a type of aesthetic that was most clearly seen in gaining between game equals (here: between children). In contrast, response cries were rare during the planning phases and during phases in which the participants primarily engaged in setting up or adjusting the game.}, 3352 keywords = {action aesthetic, Computer, computer gaming, conversation, everyday life, intersubjectivity, Life, response cries, SCHOOL}, 3353 isbn = {0378-2166}, 3354 author = {Aarsand, P. A. and Aronsson, K.} 3355 } 3356 @article {4225, 3357 title = {Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life}, 3358 journal = {Computers \& Education}, 3359 volume = {53}, 3360 number = {1}, 3361 year = {2009}, 3362 note = {447JPTimes Cited:0Cited References Count:36}, 3363 month = {Aug}, 3364 pages = {169-182}, 3365 abstract = {While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate interdisciplinary communication course in fall 2007. Literature suggests that 3-D virtual worlds can be well suited for experiential learning environments. In this study, the actual instructional effectiveness of Second Life as an experiential learning environment for interdisciplinary communication is empirically examined using mixed research methods of journal content analysis, surveys, focus group, and virtual world snapshots and video. (C) 2009 Elsevier Ltd. All rights reserved.}, 3366 keywords = {computer-mediated communication, cooperative/collaborative learning, education, Game, interactive learning environments, interdisciplinary projects, virtual reality}, 3367 isbn = {0360-1315}, 3368 url = {<Go to ISI>://000266187700017}, 3369 author = {Jarmon, L. and Traphagan, T. and Mayrath, M. and Trivedi, A.} 3370 } 3371 @conference {4533, 3372 title = {Survival horror games: An uncanny modality}, 3373 booktitle = {Thinking After Dark}, 3374 year = {2009}, 3375 month = {April 23}, 3376 address = {Montreal}, 3377 abstract = {This study investigates the relationship between the perceived eeriness of a virtual character with the perception of human-likeness for some attributes of motion and sound. 100 participants were asked to rate 13 video clips of 12 different virtual characters and one human. The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived eeriness for a character with how human-like a character{\textquoteright}s voice sounded, how human-like facial expression appeared and the synchronization of the character{\textquoteright}s sound with lip movement; characters rated as the least synchronized were perceived to be the most frightening. Based on the results of this study, this paper seeks to define an initial set of hypotheses for the fear-evoking aspects of character facial rendering and vocalization in survival horror games that can be used by game designers seeking to increase the fear factor in the genre and that will form the basis of further experiments which, it is hoped, will lead to a conceptual framework for the uncanny.}, 3378 keywords = {uncanny valley}, 3379 url = {http://digitalcommons.bolton.ac.uk/gcct_conferencepr/11/}, 3380 author = {Angela Tinwell and Grimshaw, Mark} 3381 } 3382 @article {4347, 3383 title = {Human-centered modeling for style-based adaptive games}, 3384 journal = {Journal of Zhejiang University-Science A}, 3385 volume = {10}, 3386 number = {4}, 3387 year = {2009}, 3388 note = {436AKTimes Cited:0Cited References Count:13}, 3389 month = {Apr}, 3390 pages = {530-534}, 3391 abstract = {This letter proposes a categorization matrix to analyze the playing style of a computer game player for a shooting game genre. Our aim is to use human-centered modeling as a strategy for adaptive games based on entertainment measure to evaluate the playing experience. We utilized a self-organizing map (SOM) to cluster the player{\textquoteright}s style with the data obtained while playing the game. We further argued that style-based adaptation contributes to higher enjoyment, and this is reflected in our experiment using a supervised multilayered perceptron (MLP) network.}, 3392 keywords = {adaptive games, categorization matrix, data clustering, human-centered modeling, player modeling}, 3393 isbn = {1673-565X}, 3394 url = {<Go to ISI>://000265384800008}, 3395 author = {Wong, C. O. and Kim, J. and Han, E. and Jung,K} 3396 } 3397 @article {4295, 3398 title = {Relationships between Electronic Game Play, Obesity, and Psychosocial Functioning in Young Men}, 3399 journal = {Cyberpsychology \& Behavior}, 3400 volume = {12}, 3401 number = {2}, 3402 year = {2009}, 3403 note = {431TOTimes Cited:0Cited References Count:18}, 3404 month = {Apr}, 3405 pages = {241-244}, 3406 abstract = {Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10\% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.}, 3407 keywords = {Performance, Time, Video Games}, 3408 isbn = {1094-9313}, 3409 url = {<Go to ISI>://000265087100020}, 3410 author = {Wack, E. and Tantleff-Dunn, S.} 3411 } 3412 @conference {4057, 3413 title = {Gameplay Experience in a Gaze Interaction Game}, 3414 booktitle = {The 5th Conference on Communication by Gaze Interaction {\textendash} COGAIN 2009: Gaze Interaction For Those Who Want It Most}, 3415 series = {COGAIN}, 3416 year = {2009}, 3417 month = {26/05/2009}, 3418 pages = {49-54}, 3419 publisher = {The COGAIN Association}, 3420 organization = {The COGAIN Association}, 3421 address = {Lyngby, Denmark}, 3422 abstract = {Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.}, 3423 keywords = {eye tracking, flow, Game experience, gaming with gaze, gaze interaction, HCI, Human-computer interaction, immersion, ux}, 3424 isbn = {978-87-643-0475-6}, 3425 url = {http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/4771af1c725ee1f4c12575c500452fa2!OpenDocument}, 3426 author = {Nacke,Lennart and Stellmach, Sophie and Sasse, Dennis and Lindley,Craig A} 3427 } 3428 @proceedings {3875, 3429 title = {Easy to use and incredibly difficult: on the mythical border between interface and gameplay}, 3430 journal = {Foundations of Digital Games}, 3431 year = {2009}, 3432 month = {26/04/2009}, 3433 pages = {107-112 }, 3434 publisher = {ACM}, 3435 address = {Orlando, Florida}, 3436 abstract = {In video game literature and video game reviews, video games are often divided into two distinct parts: interface and gameplay. Good video games, it is assumed, have easy to use interfaces, but they also provide difficult gameplay challenges to the player. But must a good game follow this pattern, and what is the difference between interface and gameplay? When does the easy-to-use interface stop, and when does the challenging gameplay begin? By analyzing a number of games, the paper argues that it is rare to find a clear-cut border between interface and gameplay and that the fluidity of this border characterizes games in general. While this border is unclear, we also analyze a number of games where the challenge is unambiguously located in the interface, thereby demonstrating that "easy interface and challenging gameplay" is neither universal nor a requirement for game quality. Finally, the paper argues, the lack of a clear distinction between easy interface and challenging gameplay is due to the fact that games are fundamentally designed not to accomplish something through an activity, but to provide an activity that is pleasurable in itself.}, 3437 keywords = {challenge, game design, game studies, gameplay, interfaces, usability}, 3438 isbn = {978-1-60558-437-9 }, 3439 doi = {http://doi.acm.org/10.1145/1536513.1536539}, 3440 url = {http://www.jesperjuul.net/text/easydifficult/}, 3441 author = {Juul,Jesper and Norton, Marleigh} 3442 } 3443 @conference {4474, 3444 title = {Effects of videogames: Flow, affect and aggression}, 3445 booktitle = {Violence in Public Places and Institutions Conference}, 3446 year = {2009}, 3447 month = {25/06/2009}, 3448 address = {University of Central Lancashire}, 3449 abstract = {Research studying the effects of playing videogames has largely focused on their negative effects on aggressive attitudes and behaviours. The potential positive effects have received less theoretical and empirical attention. The present study used flow theory to permit a wider examination of the potential consequences of gaming for measures of affect and psychological well-being. Furthermore, it aimed to show how aggressive personality was linked to the gaming experience and whether this was associated with consequences for mood and psychological well-being. An experimental design was used, in which videogamers were recruited to play one of two videogames. Pre-test measures of trait aggression; psychological well-being and affect were taken. Following a forty minute game-play period, post-test measures on affect and flow were completed. Preliminary analyses of the pre and post-test measures of affect, revealed evidence to suggest that gaming can facilitate positive mood. Trait aggression showed to be negatively related to dimensions of psychological well-being but was not correlated with violent game content or flow in gaming. This suggests engagement with gaming to be a product of much more than violent content and that aggressive personality is not inherently linked to enjoyment of games with such content. Further research, however, is needed to confirm the importance of violent content and aggressive personality in predicting the social and psychological outcomes of gaming. }, 3450 author = {Linda K Kaye} 3451 } 3452 @conference {4156, 3453 title = {The Making of an Interactive Digital Narrative - InStory}, 3454 booktitle = {Euromedia 2009}, 3455 year = {2009}, 3456 month = {15/04/2009}, 3457 publisher = {Ceti - University Hasslet - Eurosis }, 3458 organization = {Ceti - University Hasslet - Eurosis }, 3459 address = {Bruges, Belgium}, 3460 abstract = {This paper describes the problems that had to be faced 3461 during the elaboration of an interactive narrative for the 3462 Instory project (http://img.di.fct.unl.pt/InStory/) directed by 3463 Prof. Nuno Correia. The project had the goal of defining and 3464 implementing a platform for mobile and cinematic 3465 storytelling, information access, and gaming activities, in 3466 Quinta da Regaleira (World Heritage) in Sintra, Portugal. 3467 The system is driven and validated by a set of fictional 3468 threads that are centred on the exploration of physical spaces 3469 (the real world, in real time). The development of a narrative 3470 was naturally constrained by the environment which raised 3471 some practical and theoretical issues in what regards the 3472 literary strategies involved. InStory received the PMA 3473 Award (2006) for best Portuguese multimedia project web{\textendash} 3474 mobile.}, 3475 keywords = {Cultural Heritage, Interactive Fiction, Mobile devices, Multimedia storytelling, Narratology, serious games}, 3476 url = {http://www2.fcsh.unl.pt/docentes/hbarbas/Textos/instory_euromedia_hb_nc_2009.pdf}, 3477 author = {Barbas, Helena and Correia, Nuno} 3478 } 3479 @article {4444, 3480 title = {Conan eller Josefine? Politikk og {\o}konomi i norsk spillbransje}, 3481 journal = {Norsk Medietidsskrift}, 3482 volume = {16}, 3483 year = {2009}, 3484 month = {12/2009}, 3485 pages = {317-343}, 3486 chapter = {317}, 3487 abstract = {The article describes the different players in the Norwegian game industry, and discusses the challenges and possibilities that they face. In particular, it is argued that challenges relate to publishing, financial issues and recruitment, and that there are interesting possibilities in 3488 connection with the recent political attention that Norwegian game companies have received. An issue in addition is the fact that Norwegian 3489 game companies have never been closely associated with international publishing houses.}, 3490 keywords = {Computer games, game industry, Norway, Video Games}, 3491 issn = {0804-8452}, 3492 url = {http://www.idunn.no/file/ci/38198929/nmt_2009_04_pdf.pdf}, 3493 author = {J{\o}rgensen, Kristine} 3494 } 3495 @conference {4058, 3496 title = {From Playability to a Hierarchical Game Usability Model}, 3497 booktitle = {Proceedings of the Conference on Future Play}, 3498 series = {Future Play}, 3499 year = {2009}, 3500 month = {12/05/2009}, 3501 pages = {11-12}, 3502 publisher = {ACM}, 3503 organization = {ACM}, 3504 address = {Vancouver, BC, Canada}, 3505 abstract = {This paper presents a brief review of current playability and game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.}, 3506 keywords = {community, functionality, Game, gx, model, playability, player experience, px, quality assurance, Theory, usability, User experience, ux}, 3507 url = {http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/55cdcbe9e175f256c12575c50057d7a0!OpenDocument}, 3508 author = {Nacke,Lennart} 3509 } 3510 @mastersthesis {4510, 3511 title = {A Conceptual Framework For Gender-Inclusivity}, 3512 volume = {PhD in Computer Science}, 3513 year = {2009}, 3514 month = {11/2009}, 3515 school = {University of Southampton}, 3516 type = {Mini Thesis - Mhil to PhD Upgrade}, 3517 address = {Southampton}, 3518 abstract = {Despite the dramatic growth of gender and games research, many challenges remain in designing a more gender-inclusive game. This report addresses the problem of how to apply the concept of gender-inclusivity into game design. A central contribution of the research is the development of a gender-inclusivity framework. The conceptual framework is founded on the analysis and synthesized information from related theories and research. It demonstrates how the concept of gender-inclusivity can be defined and expressed in three key components: 1) genre, which indicate the type of game, (2) gameplay, which describes the game behaviour e.g. conflict resolution, feedback, challenge and flexibility, (3) aesthetics content, which describes the game content including character/avatar, music, storyline and game world graphics. This framework can be use as a reference point by providing a common vocabulary for discussing issues of gender-inclusivity i.e. literature, methods and results. In addition to that, it serves as a boundary of what constitutes gender-inclusivity in games. Subsequently, it acts as a filtering tool for what is relevant and not relevant to gender-inclusivity in games. Two novel applications of the gender-inclusivity framework are presented. 3519 3520 The first is a measuring instrument called the Gender-Inclusivity Rating Scale (GIRS). The GIRS instrument was designed to assess the degree of gender-inclusiveness in a game. The second application extends the notion of gender-inclusivity to design practice. The Gender-Inclusive Game Design Model (GIGaDM) guides designers in the design process. It helps to deconstruct the overall gender-inclusivity design tasks into smaller, conceptually distinct and manageable tasks. Finally, the direction of future work is outlined.}, 3521 keywords = {computer game, Design Model, Framework, game design, Game Framework, Gender Inclusivity, Video Game}, 3522 url = {http://eprints.ecs.soton.ac.uk/21569/}, 3523 author = {Roziana Ibrahim} 3524 } 3525 @article {4432, 3526 title = {Educational Fantasy}, 3527 journal = {Game Career Guide}, 3528 year = {2009}, 3529 month = {10/2010}, 3530 abstract = {I was reading Chris Crawford{\textquoteright}s book Art of Computer Game Design, and I came to his point about games and fantasy. In short, he reminds us that part of the appeal in games is their relationship to fantasy. It is not so much that every game needs to involve some mystical orb or sacred sword, but that games appeal to us when they release us from the ordinary experiences of everyday life.}, 3531 keywords = {educational games, Game design research, meaningful play, serious games}, 3532 url = {http://www.gamecareerguide.com/features/791/educational_.php}, 3533 author = {Lindsay Grace} 3534 } 3535 @article {Nackeetal2009c, 3536 title = {Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience}, 3537 journal = {CyberPsychology \& Behavior}, 3538 volume = {12}, 3539 number = {5}, 3540 year = {2009}, 3541 month = {10/2009}, 3542 pages = {493-499}, 3543 type = {Original Article}, 3544 chapter = {493}, 3545 abstract = {In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released {\textquotedblleft}brain-training{\textquotedblright} games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2{\texttimes}2 mixed factorial design (age group: young and old{\texttimes}game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem{\textendash}solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization.}, 3546 keywords = {brain-training, elderly, form effects, Games, motivation, Psychology, silver gamer, usability, ux}, 3547 issn = {1094-9313}, 3548 doi = {10.1089/cpb.2009.0013}, 3549 url = {http://www.liebertonline.com/doi/abs/10.1089/cpb.2009.0013}, 3550 author = {Nacke, Lennart E. and Nacke, Anne and Lindley,Craig A} 3551 } 3552 @article {4435, 3553 title = {Video game representations as cues for collaboration and learning}, 3554 journal = {International Journal of Gaming and Computer-Mediated Simulations}, 3555 volume = {1}, 3556 year = {2009}, 3557 month = {09/2009}, 3558 chapter = {28}, 3559 abstract = {Literature suggests that games can support learning in schools by enabling creative problem solving, allowing dynamic resource allocation, by providing a motivating, immersive activity, and by supporting explorations of identity. A descriptive, inductive study was carried out to identify how high school students in a school setting make use of the video game interface and its representations. Results demonstrate that specific cues direct attention, helping to focus efforts on new or underutilized game tasks. In addition, consistent and well-organized visualizations encourage learning and collaboration among students by providing shared referential resources and scaffolding coordinated sequences of problem solving acts during gameplay. Conversely, when affordances are inconsistently represented, students{\textquoteright} focus can shift from problem solving at the goal level (game strategy, etc.) to problem solving why the game interface is frustrating their goals. In general, the design of game representations and behaviors can help guide or hinder student learning.}, 3560 keywords = {Affordances, collaboration, collaborative learning, cues, gameplay, Games, learning, representations, Video Game}, 3561 author = {Sharritt, Matthew J and Suthers, Daniel D.} 3562 } 3563 @article {4569, 3564 title = {Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings. }, 3565 journal = {CyberPsychology and Behavior}, 3566 volume = {12}, 3567 year = {2009}, 3568 month = {08/2009}, 3569 chapter = {457}, 3570 abstract = {Although violent video game content and its effects have been examined extensively by empirical research, verbal aggression in the form of profanity has received less attention. Building on preliminary findings from previous studies, an extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (including home consoles, portable consoles, and personal computers). The frequency of profanity, both in general and across three profanity categories, was measured and compared to games{\textquoteright} ratings, sales, and platforms. Generally, profanity was found in about one in five games and appeared primarily in games rated for teenagers or above. Games containing profanity, however, tended to contain it frequently. Profanity was not found to be related to games{\textquoteright} sales or platforms.}, 3571 keywords = {Content Analysis, Profanity}, 3572 doi = {10.1089/cpb.2008.0337}, 3573 url = {http://dmitriwilliams.com/Profanity.pdf}, 3574 author = {Ivory, J. D. and Williams, Dmitri and Martins, Nicole and Consalvo,Mia} 3575 } 3576 @article {4431, 3577 title = {Truly Independent Game Development: A Case For Making Games By Yourself}, 3578 journal = {Game Career Guide}, 3579 year = {2009}, 3580 month = {08/2009}, 3581 publisher = {UBM Tech Web / CMP Media}, 3582 type = {Web}, 3583 abstract = {For years the industry has focused on the increasing size of development teams. It is both a blessing and a hassle. Teams grow; the quality of games increase. Teams grow; the complexity and investment in each game increases too . . . A brief examination of some of the advantages of truly independent development may prove a plausible approach to building specific types of outlier games. What is a truly independent developer? One person designing and building a game.}, 3584 keywords = {game development, independent game design, rapid prototyping}, 3585 url = {http://www.gamecareerguide.com/features/776/truly_independent_game_.php}, 3586 author = {Lindsay Grace} 3587 } 3588 @conference {4056, 3589 title = {Forget the Magic Circle (or Towards a Sociology of Video Games)}, 3590 booktitle = {Under the Mask 2}, 3591 year = {2009}, 3592 month = {07/06/2009}, 3593 address = {University of Bedfordshire}, 3594 abstract = {There have been several sociologists who have written, sometimes quite extensively and informatively, on video games, and more commonly many within video games studies have tapped into wider sociological literatures. However, more generally, the willingness of sociology to engage with video games and gamer analysis has been rather underwhelming, and this is particularly significant, for as Neiborg and Hermes (2008) argue, video games offer a key area for developing our understanding of contemporary audience, consumer and production patterns. Similarly, the general level of engagement with sociological literatures within games studies has at times been fairly limited. Though writers sometimes draw on philosophical/sociological ideas, such as {\textquoteleft}the magic circle{\textquoteright}, which they claim are {\textquoteleft}social{\textquoteright} concepts, there is little understanding or engagement with what this actually means. Hence, this paper offers a (further) critique of the magic circle and similar concepts, but argues that the key weakness of these concepts is their lack of engagement with, and applicability to, other spheres of social life. To this end, I suggest that the (also sometimes used in game studies) concept of frame analysis, does offer a more social theory; however, what is truly needed in game studies (reflecting the arguments of early criminological debates in the 1960s and 70s) is a {\textquoteleft}fully social theory{\textquoteright} (Taylor, Walton \& Young 1973) of gaming. }, 3595 keywords = {Frame Analysis, Goffman, magic circle, sociology}, 3596 url = {http://underthemask.wdfiles.com/local--files/key-note/Garry\%20Crawford.doc}, 3597 author = {Crawford, Garry} 3598 } 3599 @article {4570, 3600 title = {You Can{\textquoteright}t Take It with You? Effects of Handheld Portable Media Consoles on Physiological and Psychological Responses to Video Game and Movie Content}, 3601 journal = {CyberPsychology and Behavior}, 3602 volume = {12}, 3603 year = {2009}, 3604 month = {06/2009}, 3605 chapter = {291}, 3606 abstract = {Portable media consoles are becoming extremely popular devices for viewing a number of different types of media content, both for entertainment and for educational purposes. Given the increasingly heavy use of portable consoles as an alternative to traditional television-style monitors, it is important to investigate how physiological and psychological effects of portable consoles may differ from those of television-based consoles, because such differences in physiological and psychological responses may precipitate differences in the delivered content{\textquoteright}s effectiveness. Because portable consoles are popular as a delivery system for multiple types of media content, such as movies and video games, it is also important to investigate whether differences between the effects of portable and television-based consoles are consistent across multiple types of media. This article reports a 2{\texttimes}2 (console: portable or television-based{\texttimes}medium: video game or movie) mixed factorial design experiment with physiological arousal and self-reported flow experience as dependent variables, designed to explore whether console type affects media experiences and whether these effects are consistent across different media. Results indicate that portable media consoles evoke lower levels of physiological arousal and flow experience and that this effect is consistent for both video games and movies. These findings suggest that even though portable media consoles are often convenient compared to television-based consoles, the convenience may come at a cost in terms of the user experience.}, 3607 doi = {10.1089/cpb.2008.0279}, 3608 url = {http://www.liebertonline.com/doi/abs/10.1089/cpb.2008.0279}, 3609 author = {Ivory, J. D. and Robert G. Magee} 3610 } 3611 @article {3246, 3612 title = {More Than a Game: Sports-Themed Video Games and Player Narratives}, 3613 journal = {Sociology of Sport Journal}, 3614 volume = {26}, 3615 year = {2009}, 3616 month = {03/2009}, 3617 pages = {50-66}, 3618 abstract = {This article considers the social importance of sports-themed video games, and more 3619 specifically, discusses their use and role in the construction of gaming and wider 3620 social narratives. Here, building on our own and wider sociological and video games 3621 studies, we advocate adopting an audience research perspective that allows for consideration 3622 of not only narratives within games but also how these narratives are used 3623 and located within the everyday lives of gamers. In particular, we argue that sportsthemed 3624 games provide an illustrative example of how media texts are used in identity 3625 construction, performances, and social narratives.}, 3626 keywords = {audience, identity, narrative, Performance, sociology, Sport, Text, Video Games}, 3627 url = {http://www.humankinetics.com/SSJ/viewarticle.cfm?jid=XbPvtE4KXgVfhGMTXgAubr2cXaKymypVXeJnfe2rXcEkqkyzX\&aid=16853\&site=XbPvtE4KXgVfhGMTXgAubr2cXaKymypVXeJnfe2rXcEkqkyzX}, 3628 author = {Crawford, Garry and Gosling, Victoria K.} 3629 } 3630 @article {4516, 3631 title = {Reading the Game:Introduction to Video Game Design and Development}, 3632 year = {2009}, 3633 month = {03/2009}, 3634 institution = {University of Southampton}, 3635 type = {Book Review}, 3636 address = {Southampton}, 3637 keywords = {computer game, game design, Video Game}, 3638 issn = {2}, 3639 url = {http://eprints.ecs.soton.ac.uk/21562/}, 3640 author = {Roziana Ibrahim} 3641 } 3642 @article {4571, 3643 title = {Video Games Make People Violent{\textemdash}Well, Maybe Not That Game: Effects of Content and Person Abstraction on Perceptions of Violent Video Games{\textquoteright} Effects and Support of Censorship}, 3644 journal = {Communication Reports}, 3645 volume = {22}, 3646 year = {2009}, 3647 month = {01/2009}, 3648 chapter = {1}, 3649 abstract = {This study explores whether people{\textquoteright}s perceptions of violent video games{\textquoteright} potential for negatively affecting others and their support for censoring such games are influenced by whether people consider specific or abstract content and persons. In a 2 (content abstraction) 3 (person abstraction) between-subjects experiment, 122 undergraduate students from two eastern U.S. universities estimated effects of either a specific violent game or violent games in general on a specific person, others on their campus, or others in the United States, then rated their support for censoring violent video games. Findings indicate that content abstraction influences perceived effects and censorship support. }, 3650 keywords = {Media Censorship, Perceptions of Media Effects, Video Games, Violence and Aggression}, 3651 doi = {10.1080/08934210902798536 }, 3652 url = {http://filebox.vt.edu/users/jivory/IvoryKalyanaraman2009CommReportsContentAbstractionPerceivedEffects.pdf}, 3653 author = {Ivory, J. D. and Sriram Kalyanaraman} 3654 } 3655 @conference {4442, 3656 title = {"I{\textquoteright}m overburdened!" An Empirical Study of the Player, the Avatar, and the Gameworld"}, 3657 booktitle = {DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory}, 3658 year = {2009}, 3659 month = {01/09/2009}, 3660 publisher = {DiGRA}, 3661 organization = {DiGRA}, 3662 address = {Brunel University, London}, 3663 abstract = {This paper presents the first results of an empirical study of how players interpret the role of the player and the relationship between the player and playable figures in gameworlds. In the following, we will see examples of four genres that situate the player in different positions with 3664 respect to the gameworld. Command \& Conquer 3: Tiberium Wars illustrates a game where the player does not have a playable figure in the gameworld, while Crysis exemplifies a game where player and playable figure viewpoints merge into one entity. Diablo 2 represents a game 3665 with a developing figure, and The Sims 2 demonstrates a hybrid combination of named, developing figures controlled by the player from a god perspective. The study shows that players tend to accept all features that aid them in understanding how to play the game, and that it does not matter whether features have a stylistic or naturalistic relationship to the gameworld. Regarding the relationship between player and playable figure, the respondents do not see the dual position of the player situated in the physical world while having the power to act within the gameworld as a paradox, but a necessary way of communication in games. }, 3666 keywords = {avatar, empirical studies, game system, gameworld, player}, 3667 url = {http://www.digra.org/dl/db/09287.20429.pdf}, 3668 author = {J{\o}rgensen, Kristine} 3669 } 3670 @proceedings {Nackeetal2009b, 3671 title = {Playability and Player Experience Research}, 3672 journal = {Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory}, 3673 year = {2009}, 3674 month = {01/09/2009}, 3675 publisher = {DiGRA}, 3676 address = {London, UK}, 3677 abstract = {As the game industry matures and games become more and more complex, there is an increasing need to develop scientific methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.}, 3678 keywords = {experimentation, Game experience, gx, methodology, playability, px, techniques, usability, User experience, ux}, 3679 url = {http://www.bth.se/fou/forskinfo.nsf/17e96a0dab8ab6a1c1257457004d59ab/e0a8cdd8cfc0c7e6c125762c005557c0!OpenDocument}, 3680 author = {Nacke, Lennart E. and Drachen, Anders and Kuikkaniemi, Kai and Niesenhaus, Joerg and Korhonen, Hannu J. and Hoogen, Wouter M. van den and Poels, Karolien and IJsselsteijn, Wijnand A. and Kort, Yvonne A. W. de} 3681 } 3682 @article {4331, 3683 title = {An Analysis of Persistent Non-Player Characters in the First-Person Gaming genre 1998-2007: a case for the fusion of mechanics and diegetics.}, 3684 journal = {Eludamos: Journal of Computer Game Cultures}, 3685 volume = {3}, 3686 year = {2009}, 3687 pages = {279}, 3688 chapter = {261}, 3689 abstract = {This paper describes the results of an analysis of persistent non-player characters (PNPCs) in the first-person gaming genre 1998-2007. Assessing the role, function, gameplay significance and representational characteristics of these critical important gameplay objects from over 34 major releases provides an important set of baseline data within which to situate further research. This kind of extensive, genre-wide analysis is under-represented in game studies, yet it represents a hugely important process in forming clear and robust illustrations of the medium to support understanding. Thus, I offer a fragment of this illustration, demonstrating that many of the cultural and diegetic qualities of PNPCs are a product of a self-assembling set of archetypes formed from gameplay requirements.}, 3690 keywords = {Agency, agent, diegetics, first-person, FPS, gameplay, mechanics, non-player character, NPC}, 3691 issn = {1866-6124 }, 3692 url = {http://www.eludamos.org/index.php/eludamos/article/view/71} 3693 } 3694 @book {3263, 3695 title = {Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming}, 3696 year = {2009}, 3697 note = {Contributors: Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mizuko Ito, Henry Jenkins, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick Yee. 3698 3699 Interviews with: Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine.}, 3700 publisher = {MIT Press}, 3701 organization = {MIT Press}, 3702 address = {Cambridge, MA}, 3703 abstract = {Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad "booth babes" whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow "modding" (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. 3704 3705 Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today{\textquoteright}s game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players.}, 3706 isbn = {0262113198}, 3707 url = {http://mitpress.mit.edu/catalog/item/default.asp?ttype=2\&tid=11549}, 3708 author = {Kafai, Yasmin B. and Heeter, Carrie and Denner,Jill and Sun, Jennifer Y.}, 3709 editor = {Kafai, Yasmin B. and Heeter, Carrie and Denner,Jill and Sun, Jennifer Y.} 3710 } 3711 @article {4346, 3712 title = {Boxed Pervasive Games: An Experience with User-Created Pervasive Games}, 3713 journal = {Pervasive Computing, Proceedings}, 3714 volume = {5538}, 3715 year = {2009}, 3716 note = {Bjj53Times Cited:0Cited References Count:21Lecture Notes in Computer Science}, 3717 pages = {220-237408}, 3718 abstract = {Pervasive games are rapidly maturing - from early research experiments with locative games we now start to see a range of commercial projects using locative and pervasive technology to create technology-supported pervasive games. In this paper we report on our experiences in transferring the successful involvement of players in computer games to {\textquoteright}modding{\textquoteright} for pervasive games. We present the design process, the enabling tools and two sample games provided in boxes to end users. Finally we discuss how our findings inform the design of {\textquoteright}modding{\textquoteright} tools for a pervasive game community of the future.}, 3719 keywords = {end user programming, games and infotainment, integrated environments, pervasive computing, Pervasive games, programming tools, user-centered design}, 3720 isbn = {0302-9743}, 3721 url = {<Go to ISI>://000266435000016}, 3722 author = {Wetzel, R. and Waern, A. and Jonsson, S. and Lindt, I. and Ljungstrand, P. and Akesson, K. P.} 3723 } 3724 @conference {4393, 3725 title = {Characterizing and Understanding Game Reviews}, 3726 booktitle = {4th International Conference on the Foundations of Digital Games}, 3727 year = {2009}, 3728 publisher = {ACM}, 3729 organization = {ACM}, 3730 address = {Orlando, FL}, 3731 url = {http://facsrv.cs.depaul.edu/~jzagal/Papers/Zagal_et_al_GameReviews.pdf}, 3732 author = {Zagal, Jose P. and Ladd, Amanda and Johnson, Terris} 3733 } 3734 @conference {4562, 3735 title = {Churn Prediction in MMORPGs: A Social Influence Based Approach}, 3736 booktitle = {Proceedings of the 2009 IEEE Social Computing (SocialCom-09). Symposium on Social Intelligence and Networking (SIN-09)}, 3737 year = {2009}, 3738 address = {Vancouver, Canada}, 3739 abstract = {Massively Multiplayer Online Role Playing Games (MMORPGs) are computer based games in which players interact with one another in the virtual world. Worldwide revenues for MMORPGs have seen amazing growth in last few years and it is more than a 2 billion dollars industry as per current estimates. Huge amount of revenue potential has attracted several gaming companies to launch online role playing games. One of the major problems these companies suffer apart from fierce competition is erosion of their customer base. Churn is a big problem for the gaming companies as churners impact negatively in the word-of-mouth reports for potential and existing customers leading to further erosion of user base. 3740 3741 We study the problem of player churn in the popular MMORPG EverQuest II. The problem of churn prediction has been studied extensively in the past in various domains and social network analysis has recently been applied to the problem to understand the effects of the strength of social ties and the structure and dynamics of a social network in churn. In this paper, we propose a churn prediction model based on examining social influence among players and their personal engagement in the game. We hypothesize that social influence is a vector quantity, with components negative influence and positive influence. We propose a modified diffusion model to propagate the influence vector in the players network which represents the social influence on the player from his network. We measure a players personal engagement based on his activity patterns and use it in the modified diffusion model and churn prediction. Our method for churn prediction which combines social influence and player engagement factors has shown to improve prediction accuracy significantly for our dataset as compared to prediction using the conventional diffusion model or the player engagement factor, thus validating our hypothesis that combination of both these factors could lead to a more accurate churn prediction.}, 3742 url = {http://www.vwobservatory.com/wp/?p=203}, 3743 author = {Kawale, J. and Pal, A. and Srivastava, J.} 3744 } 3745 @book {4443, 3746 title = {A Comprehensive Study of Sound in Computer Games: How Audio Affects Player Action}, 3747 year = {2009}, 3748 pages = {263}, 3749 publisher = {Edwin Mellen Press}, 3750 organization = {Edwin Mellen Press}, 3751 isbn = {978-0-7734-3826-2}, 3752 url = {http://www.mellenpress.com/mellenpress.cfm?bookid=7897\&pc=9}, 3753 author = {J{\o}rgensen, Kristine} 3754 } 3755 @conference {4565, 3756 title = {The Effects of Group Structure on Group Behavior and Outcomes in an Online Gaming Environment}, 3757 booktitle = {NGroup Annual Conference}, 3758 year = {2009}, 3759 address = {Boulder, CO, USA}, 3760 abstract = {Small group research has been inadequate in systematically examining the direct and indirect effect of group input on group output and statistically defining the mediating effect of group process. To address this issue, a large dataset (N = 2,465) on grouping behavior was collected from an online game. Structural equation modeling was utilized to examine how group size and group competence diversity influences the group interaction process and group performance. The results suggest that group size has both direct and indirect effects on performance outcomes. Specific path analysis also shows that group size has a positive influence on the aggregation of group expertise, which has a positive effect on group performance. Group competence diversity and group size both have a negative effect on the frequency of group IM-based chat, which is in turn negatively related to group success in the online game environment. Theoretical and methodological implications of the findings for communication and small group research are discussed.}, 3761 url = {http://www.vwobservatory.com/wp/?p=272}, 3762 author = {Xiong,Li and Poole, M. and Williams, Dmitri and Ahmad, M.} 3763 } 3764 @book {3250, 3765 title = {The Ethics of Computer Games}, 3766 year = {2009}, 3767 publisher = {MIT Press}, 3768 organization = {MIT Press}, 3769 address = {Cambridge, MA}, 3770 abstract = {Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create game worlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshack as an example), multi player games (illustrated by Defcon), and online game worlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical game play.}, 3771 isbn = {0262012650}, 3772 issn = {0262012650}, 3773 author = {Sicart,Miguel} 3774 } 3775 @inbook {3240, 3776 title = {Fear of Failing? The Many Meanings of Difficulty in Games}, 3777 booktitle = {The Video Game Theory Reader 2}, 3778 year = {2009}, 3779 pages = {237-252}, 3780 publisher = {Routledge}, 3781 organization = {Routledge}, 3782 address = {New York}, 3783 abstract = {It is quite simple: When you play a game, you want to win. Winning makes you happy, losing makes you unhappy. If this seems self-evident, there is nonetheless a contradictory viewpoint, according to which games should be {\textquotedblleft}neither too easy nor too hard{\textquotedblright}, implying that players also want not to win, at least part of the time. This is a contradiction I will try resolve in what follows ...}, 3784 isbn = {0415962838}, 3785 url = {http://www.jesperjuul.net/text/fearoffailing/}, 3786 author = {Juul,Jesper}, 3787 editor = {Perron, Bernard and World, Mark J. P.} 3788 } 3789 @proceedings {4560, 3790 title = {The Formation of Task-Oriented Groups: Exploring Combat Activities in Online Games}, 3791 journal = {Computational Science and Engineering, IEEE International Conference on Social Computing }, 3792 volume = {4}, 3793 year = {2009}, 3794 pages = {122-127}, 3795 abstract = {Advanced communication technologies enable strangers to work together on the same tasks or projects in virtual environments. Understanding the formation of taskoriented groups is an important first step to study the dynamics of team collaboration. In this paper, we investigated group combat activities in Sony{\textquoteright}s EverQuest II game to identify the role of player and group attributes on group formation. We found that group formation is highly influenced by players{\textquoteright} common interests on challenging tasks. Players with less combat experience are more likely to participate in group events for difficult tasks and team performance is positively correlated to group size.}, 3796 url = {http://www.vwobservatory.com/wp/?p=149}, 3797 author = {Huang, Y. and Zhu, M. and Wang, J. and Pathak, N. and Shen, C. and Keegan, B. and Williams, D. and Contractor, N.} 3798 } 3799 @book {4380, 3800 title = {Gaming Cultures and Place in Asia-Pacific}, 3801 year = {2009}, 3802 publisher = {Routledge}, 3803 organization = {Routledge}, 3804 address = {London}, 3805 abstract = {This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.}, 3806 issn = {0415996279}, 3807 author = {Hjorth, Larissa and Chan, Dean} 3808 } 3809 @conference {4563, 3810 title = {Inferring Player Rating from Performance Data in Massively Multiplayer Online Role-Playing Games (MMORPGs)}, 3811 booktitle = {Proceedings of the 2009 IEEE Social Computing (SocialCom-09). Workshop on Social Intelligence in Applied Gaming}, 3812 year = {2009}, 3813 address = {Vancouver, Canada}, 3814 abstract = {This paper examines online player performance in EverQuest II, a popular massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment. The study uses the game{\textquoteright}s player performance data to devise performance metrics for online players. We report three major findings. First, we show that the game{\textquoteright}s point-scaling system overestimates performances of lower level players and underestimates performances of higher level players. We present a novel pointscaling system based on the game{\textquoteright}s player performance data that addresses the underestimation and overestimation problems. Second, we present a highly accurate predictive model for player performance as a function of past behavior. Third, we show that playing in groups impacts individual performance and that player-level characteristics alone are insufficient in explaining an individual{\textquoteright}s performance, which calls for a different set of performance metrics methods.}, 3815 url = {http://www.vwobservatory.com/wp/?p=156}, 3816 author = {Shim, K. and Ahmad, M. and Pathak, N. and Srivastava, S.} 3817 } 3818 @article {4436, 3819 title = {"Its not hard, just requires that you have no life". Computer games and the illusion of learning.}, 3820 journal = {Digital kompetanse : nordic journal of digital literacy}, 3821 volume = {4}, 3822 year = {2009}, 3823 pages = {4-19}, 3824 chapter = {4}, 3825 keywords = {Computer games, Digital game-based learning}, 3826 issn = {0809-6724}, 3827 author = {Linderoth, Jonas} 3828 } 3829 @article {4564, 3830 title = {Looking for gender (LFG): Gender roles and behaviors among online gamers}, 3831 journal = {Journal of Communication}, 3832 volume = {59}, 3833 year = {2009}, 3834 pages = {700-725}, 3835 abstract = {Several hypotheses regarding the importance of gender and relationships were tested by combining a large survey dataset with unobtrusive behavioral data from 1 year of play. Consistent with expectations, males played for achievement-oriented reasons and were more aggressive, especially within romantic relationships where both partners played. Female players in such relationships had higher general happiness than their male counterparts. Contrary to stereotypes and current hypotheses, it was the female players who played the most. Female players were also healthier than male players or females in the general population. The findings have implications for gender theory and communication-oriented methods in games and online research{\textemdash}most notably for the use of self-reported time spent, which was systematically incorrect and different by gender.}, 3836 url = {http://www.vwobservatory.com/wp/?p=194}, 3837 author = {Williams, Dmitri and Consalvo,Mia and Caplan,Scott and Yee, Nick} 3838 } 3839 @conference {4556, 3840 title = {Mining for Gold Farmers: Automatic Detection of Deviant Players in MMOGS}, 3841 booktitle = {IEEE Social Computing (SocialCom-09). Symposium on Social Intelligence and Networking (SIN-09)}, 3842 year = {2009}, 3843 address = {Vancouver, Canada}, 3844 abstract = {Gold farming refers to the illicit practice of gathering and selling virtual goods in online games for real money. Although around one million gold farmers engage in gold farming related activities, to date a systematic study of identifying gold farmers has not been done. In this paper we use data from the Massively Multiplayer Online Role Playing Game (MMO) EverQuest II to identify gold farmers. We pose this as a binary classification problem and identify a set of features for classification purpose. Given the cost associated with investigating gold farmers, we also give criteria for evaluating gold farming detection techniques, and provide suggestions for future testing and evaluation techniques.}, 3845 url = {http://www.vwobservatory.com/wp?p=161}, 3846 author = {Ahmad, M. and Keegan, Brian and Srivastava, J. and Williams, Dmitri and Contractor, N.} 3847 } 3848 @article {4128, 3849 title = {Mothers, Play, And Everyday Life: Ethnology meets Game Studies}, 3850 journal = {Ethnologia Scandinavica: A Journal for Nordic Ethnology}, 3851 volume = {39}, 3852 year = {2009}, 3853 pages = {27-41}, 3854 abstract = {This article should serve as an introduction to a relatively new topic in ethnological studies requiring very specific methods as it involves both offline and online research as well as material objects and immaterial practices. How do we embark on an interdisciplinary venture such as this, and be sure to produce qualitative research of high standard? How should gaming mothers best be studied? 3855 In what follows we try to answer that question. We also assume that not all of our readers are extensively familiar with games and game culture or have engaged with computer games first-hand or as scientific object of study. We thus begin with a short assessment of its current status as a growing genre, whose image is changing as gamers and game culture become increasingly diversified. We also briefly situate games as an academic subject and outline some of the central concepts focused in the fieldii called Game Studies. Furthermore, understanding the ideological underpinnings of play is vital to understanding the contexts in which games and gaming exist because they constitute some of the fundamental conditions of games research. To explain this, we relate the ambiguous status of game/play to the usage of the term --the magic circle{\textbardbl} and of historically ingrained rhetorics [sic] of play. 3856 In our survey of the theoretical land, we notice an increasing attention among games researchers to players in addition to the games themselves. We thus assert that ethnologists have a particular methodological edge and a role to fulfill as games research more and more means studying games in relation to gamers, society and political economy and not only the game itself. As part of a huge industry that is a significant economic driver, games take center stage on a global sociocultural and capital market. Educational programs and cross-disciplinary efforts centered on games and gaming grow steadily. Introducing our research project --Gaming Moms{\textbardbl} we explain why it is interesting {\textendash} and now possible and highly apposite {\textendash} to study gaming from the perspective of culture, the family and the everyday. We give our rendition of how to best study a particular category of players such as mothers and why a marriage between ethnology and the interdisciplinary field of Game Studies is necessary and useful. In doing so, we give specific examples from our ongoing project thus presenting a selection of the various methods we apply in our research. Our examples are chosen around two themes {\textendash} gaming and time management and representations of mothers in the context of gaming. We conclude with a brief discussion of our findings, having thus proposed an answer to our methodological question, and outline some missing perspectives and future challenges.}, 3857 keywords = {Computer games, ethnographic-method, ethnography, everyday culture, everyday life, female-gamers, game-time, representation, Time}, 3858 issn = {0348-9698}, 3859 url = {http://gamingmoms.wordpress.com/publications/}, 3860 author = {Enevold, Jessica and Hagstr{\"o}m, Charlotte} 3861 } 3862 @article {4158, 3863 title = {Palestine in Pixels: The Holy Land, Arab-Israeli Conflict, and Reality Construction in Video Games}, 3864 journal = {Middle East Journal of Culture and Communication}, 3865 volume = {2}, 3866 year = {2009}, 3867 pages = {17}, 3868 chapter = {275}, 3869 abstract = {This article explores the ways in which Palestine is envisioned, and its representation constructed, in contemporary video games. At the same time, capitalizing on Bogost{\textquoteright}s notion of {\textquotedblleft}procedurality{\textquotedblright}, this article discusses the potential and limitations of various game genres for modeling complex historical, social, and political realities. It focuses particularly on the ways in which the Arab-Israeli conflict is mediated and its perception and evaluation subsequently shaped by these games. By doing so, this article analyzes how the (re)constructions of reality as provided by the video games{\textquoteright} graphical, textual, and procedural logic, serve parallel {\textendash} albeit contradictory {\textendash} political and ideological interpretations of real-world events. Essentially, this article argues that the procedural forms, i.e. the common models of user interaction as utilized by particular video game genres, fundamentally shape and limit the ways in which reality is communicated to the players. Therefore, on a more general level, this article aims to further develop the game genres{\textquoteright} critique by focusing on two contrasting, but equally signifi cant and simultaneous, aspects of video games {\textendash} the persuasive power of procedurality and the inherent limitations thereof.}, 3870 keywords = {Arab-Israeli conflict, Computer games, Digiplay FAQ, game genre, Palestine, procedurality, realism, reality construction, Video Games}, 3871 issn = {1873-9857}, 3872 url = {http://www.digitalislam.eu/article.do?articleId=2515}, 3873 author = {Sisler, Vit} 3874 } 3875 @inbook {4428, 3876 title = {The Philosophies of Software}, 3877 booktitle = {Handbook of Research on Computational Arts and Creative Informatics}, 3878 year = {2009}, 3879 pages = {326-342}, 3880 publisher = {Information Science Reference}, 3881 organization = {Information Science Reference}, 3882 chapter = {The Philosophies of Software}, 3883 abstract = {Software is philosophical. Software is designed by people who have been influenced by a specific understanding of the way objects, people and systems work. These concepts are then transferred to the user, who manipulates that software within the rules set forth by the software developer. The use of these rules by the designer reinforces an understanding of the world that is emphasized by the software they use. The designer then produces works that mimic these same philosophies instead of departing from them. The three axis of these philosophies are analogy, reductivism, and transferred agency.}, 3884 keywords = {agents, analogy, software philosophy, Visualization}, 3885 isbn = {978-1605663524}, 3886 issn = {1605663522}, 3887 doi = {10.4018/978-1-60566-352-4}, 3888 url = {http://www.igi-global.com/Bookstore/TitleDetails.aspx?TitleId=448\&DetailsType=Description}, 3889 author = {Lindsay Grace} 3890 } 3891 @book {3242, 3892 title = {Racing the Beam: The Atari Video Computer System}, 3893 year = {2009}, 3894 note = {Nick Montfort is Assistant Professor of Digital Media at MIT. He is the author of Twisty Little Passages: A New Approach to Interactive Fiction and the coeditor of The New Media Reader, both published by The MIT Press. 3895 3896 Ian Bogost is Assistant Professor in the School of Literature, Communication, and Culture, at Georgia Institute of Technology and Founding Partner, Persuasive Games LLC. He is the author of Persuasive Games: The Expressive Power of Videogame Criticism and Unit Operations: An Approach to Videogame Criticism, both published by the MIT Press.}, 3897 pages = {184}, 3898 publisher = {MIT Press}, 3899 organization = {MIT Press}, 3900 abstract = {The Atari Video Computer System dominated the home video game market so completely that {\textquoteright}Atari{\textquoteright} became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms - the systems underlying computing. This book (the first in the series of "Platform Studies") does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars{\textquoteright} Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS - often considered merely a retro fetish object - is an essential part of the history of video games.}, 3901 isbn = {026201257X}, 3902 url = {http://mitpress.mit.edu/catalog/item/default.asp?ttype=2\&tid=11696}, 3903 author = {Montfort, Nick and Bogost,Ian} 3904 } 3905 @article {4462, 3906 title = {Rationalizing Play: A Critical Theory of Digital Gaming}, 3907 journal = {The Information Society}, 3908 volume = {25}, 3909 year = {2009}, 3910 pages = {105-118}, 3911 chapter = {105}, 3912 abstract = {This article constructs a new framework for the study of games as sites of social rationalization, applying Feenberg{\textquoteright}s critical theory of technology. We begin by making the case for a consideration of games as systems of social rationality, akin to other modern systems such as capitalist markets and bureaucratic organizations. We then present a conceptualization of play as a process through which the player focuses attention away from the undifferentiated action of everyday life toward a differentiated sphere of playful activity. This approach reveals how the experience of play changes as it becomes rationalized through the technological mediation and widespread standardization that occurs as games become large-scale social practices. We propose a theory of the rationalization of play (ludification), which outlines the key components of socially rationalized games, which we then apply to the specific example of massively multiplayer online games (MMOGs).}, 3913 keywords = {critical theory, massively multiplayer online games, PLAY, rationalization}, 3914 url = {http://www.informaworld.com/smpp/content~content=a909230753~db=all~jumptype=rss}, 3915 author = {Grimes, Sara M and Feenberg, Andrew} 3916 } 3917 @conference {1581093, 3918 title = {Rock Band: a case study in the design of embodied interface experience}, 3919 booktitle = {Sandbox {\textquoteright}09: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games}, 3920 year = {2009}, 3921 pages = {127{\textendash}134}, 3922 publisher = {ACM}, 3923 organization = {ACM}, 3924 address = {New Orleans, Louisiana, USA}, 3925 abstract = {There has been a recent surge of novel interface devices available for home gaming systems. With the rise in popularity of games like Guitar Hero and consoles such as Nintendo{\textquoteright}s Wii comes new opportunities for game design at the interface level. In this paper we propose three interrelated dimensions for the analysis of embodied and gestural game interface hardware devices. We demonstrate how gestural and embodied interactions can be understood as ludic, kinesthetic and narrative experiences. We ground this discussion in a close analysis of the interface affordances of the game Rock Band and demonstrate how these three dimensions allow us to understand more clearly the place of the interface in the design and the experience of games.}, 3926 keywords = {embodiment, Game Interface, ludology, narrative, Novel Interaction, Physical Interaction Design}, 3927 isbn = {978-1-60558-514-7}, 3928 doi = {http://doi.acm.org.proxy.lib.sfu.ca/10.1145/1581073.1581093}, 3929 author = {Tanenbaum, Joshua and Bizzocchi,Jim} 3930 } 3931 @conference {4561, 3932 title = {The Social Behaviors of Experts in Massive Multiplayer Online Role-playing Games}, 3933 booktitle = {Proceedings of the 2009 IEEE Social Computing (SocialCom-09). Symposium on Social Intelligence and Networking (SIN-09)}, 3934 year = {2009}, 3935 address = {Vancouver, Canada}, 3936 abstract = {We examine the social behaviors of game experts in Everquest II, a popular massive multiplayer online role-playing game (MMO). We rely on Exponential Random Graph Models (ERGM) to examine the anonymous privacy-protected social networks of 1,457 players over a five-day period. We find that those who achieve the most in the game send and receive more communication, while those who perform the most efficiently at the game show no difference in communication behavior from other players. Both achievement and performance experts tend to communicate with those at similar expertise levels, and higherlevel experts are more likely to receive communication from other players.}, 3937 url = {http://www.vwobservatory.com/wp/?p=153}, 3938 author = {Huffaker, D. and Wang, J. and Treem, J. and Ahmad, M. and Fullerton, L. and Williams, Dmitri and Poole, M. and Contractor, N.} 3939 } 3940 @article {4266, 3941 title = {SoundPark: Towards Highly Collaborative Game Support in a Ubiquitous Computing Architecture}, 3942 journal = {Distributed Applications and Interoperable Systems, Processings}, 3943 volume = {5523}, 3944 year = {2009}, 3945 note = {Bkh10Times Cited:0Cited References Count:21Lecture Notes in Computer Science}, 3946 pages = {157-170171}, 3947 abstract = {Ubiquitous computing architectures enable interaction and collaboration in multi-user applications. We explore the challenges of integrating the disparate services required in such architectures and describe how we have met these challenges in the context of a real-world application that operates on heterogeneous hardware and run-time environments. As a compelling example, we consider the role of ubiquitous computing to support the needs of a distributed multi-user game, including mobility, mutual awareness, and geo-localization. The game presented here, "SoundPark", is played in a mixed-reality environment, in which the physical space is augmented with computer-generated audio and graphical content, and the players communicate frequently over a low-latency audio channel. Our experience designing and developing the game motivates significant discussion related to issues of general relevance to ubiquitous game architect tires, including integration of heterogeneous components, monitoring, remote control and scalability.}, 3948 isbn = {0302-9743}, 3949 url = {<Go to ISI>://000268061500012}, 3950 author = {Pellerin, R. and Bouillot, N. and Pietkiewicz, T. and Wozniewski, M. and Settel, Z. and Gressier-Soudan, E. and Cooperstock, J. R.} 3951 } 3952 @inbook {3249, 3953 title = {The Test of Time: McLuhan, Space, and the Rise of Civilization}, 3954 booktitle = {Ecosee: Image, Rhetoric, and Nature}, 3955 year = {2009}, 3956 pages = {257-77}, 3957 publisher = {SUNY}, 3958 organization = {SUNY}, 3959 address = {New York}, 3960 abstract = {McLuhan probed and explored the social and cultural environments created by media technologies and the modes of perception engendered in those who found themselves immersed therein. In this essay I argue that digital games produce a form of electronic "acoustic space", an instantaneous, inclusive, decentred environment quite distinct from their carefully realised but ludologically irrelevant backstories. Taking as my case study Sid Meier{\textquoteright}s complex and involving Civilization series, I examine the {\textquoteright}aural{\textquoteright} mode of engagement that digital games can encourage and even require. I close by evaluating the equivocal environmental rhetoric of this enduringly successful title, and the continuing relevance of McLuhan{\textquoteright}s provocative and fruitful analyses.}, 3961 keywords = {acoustic space, Civilization, digital game, ecology, electronic age, environment, global village, literacy, McLuhan, print, rhetoric, Sid Meier, space, Test of Time, videogame}, 3962 isbn = {978-1-4384-2584-9}, 3963 url = {http://www.cyberchimp.co.uk/research/testoftime.htm}, 3964 author = {Tyler, Tom}, 3965 editor = {Sid Dobrin and Sean Morey} 3966 } 3967 @article {4461, 3968 title = {The Turbulent Rise of the Child Gamer: Public Fears and Corporate Promises in Cinematic and Promotional Depictions of Children{\textquoteright}s Digital Play}, 3969 journal = {Communication, Culture and Critique}, 3970 volume = {2}, 3971 year = {2009}, 3972 pages = {319-338}, 3973 chapter = {319}, 3974 abstract = {This paper examines depictions of the "cyberchild," and the child at risk in Hollywood films and television advertisements portraying children{\textquoteright}s digital gaming. We examine fears of digital play and adjoining hopes for its conversion into a "productive" and educational practice. We find evidence of a stiflingly polarized conflict over children{\textquoteright}s digital gaming: young gamers are either delinquent and violent, or naturally adept "cyberchildren" with bright futures as information workers. We propose three reasons why this polarity remains unresolved, detail how issues of gender and class are sidelined, and suggest that cinematic and promotional depictions have both helped shape and reflect grossly exaggerated characterizations of the child gamer.}, 3975 keywords = {child gamers, controversy, film, history, Television, Video Games}, 3976 url = {http://www3.interscience.wiley.com/journal/122598460/abstract?CRETRY=1\&SRETRY=0}, 3977 author = {Narine, Neil and Grimes, Sara M} 3978 } 3979 @article {3245, 3980 title = {Video games in the Arab world and beyond - Interview with Vit Sisler}, 3981 year = {2009}, 3982 abstract = {Video games are at the core of a renewed focus of interest and have given birth to what are now known as game studies. Games have to be considered as a fully legitimate field of study for both anthropologists and political scientists, as they are shaping worldviews, social networks and identities and they engage phenomenona of cultural domination/resistance. They eventually crystallise new forms of collective mobilisation and action and have to be considered as cultural artefacts. Vit Sisler, a researcher in game studies, tells us more about the religious and other challenges that games are posing in the Middle East and Muslim world. }, 3983 url = {http://religion.info/english/interviews/article_413.shtml}, 3984 author = {Haenni, Patrick} 3985 } 3986 @inbook {4159, 3987 title = {Video Games, Video Clips, and Islam: New Media and the Communication of Values}, 3988 booktitle = {Muslim Societies in the Age of Mass Consumption}, 3989 year = {2009}, 3990 pages = {231{\textendash}258}, 3991 publisher = {Cambridge Scholars Publishing}, 3992 organization = {Cambridge Scholars Publishing}, 3993 address = {Newcastle}, 3994 abstract = {This chapter analyzes video games and video clips with an Islamic emphasis and the various levels at which they convey ethical and moral values. Both video games and video clips have been neglected and marginalized by the academy, albeit to varying degrees. Given their pervasiveness, especially among Middle Eastern youth, we are in crucial need today of critical understanding of the different ways these media articulate Islam and communicate it to consumers. This chapter in particular discusses the appropriation of games by various private Islamic companies, operating in the broader religious and cultural context of the Islamic revival and piety movement, for educational purposes. Finally, this chapter discusses how Islamic game production and, more generally, the public discourse of the Islamic piety movement are shaping mainstream video game production targeted at Muslim audiences and the marketing strategies of game production companies.}, 3995 keywords = {consumption, education, Islam, values, Video Games, virtual worlds}, 3996 issn = {1-4438-1405-9}, 3997 url = {http://www.digitalislam.eu/article.do?articleId=2550}, 3998 author = {Sisler, Vit} 3999 } 4000 @mastersthesis {4325, 4001 title = {Virtual Consumption}, 4002 year = {2009}, 4003 pages = {243}, 4004 school = {University of Turku}, 4005 type = {PhD}, 4006 address = {Turku}, 4007 keywords = {consumer behaviour, cross-cultural study, dematerialisation of consumption, electronic commerce, ethic of consumption, Online communities}, 4008 author = {Lehdonvirta, Vili} 4009 } 4010 @proceedings {4559, 4011 title = {Virtually There: Exploring Proximity and Homophily in a Virtual World}, 4012 journal = {Computational Science and Engineering, IEEE International Conference on Social Computing}, 4013 volume = {4}, 4014 year = {2009}, 4015 pages = {354-359}, 4016 abstract = {Virtual space eliminates the constraints of physical distances on communication and interaction. In this study, we examine the impact of offline proximity and homophily of players on their online interactions in EverQuest II. The results show that spatial proximity as well as homophily still influence players{\textquoteright} online behavior.}, 4017 url = {http://www.vwobservatory.com/wp/?p=151}, 4018 author = {Huang, Y. and Shen, C. and Williams, Dmitri and Contractor, N.} 4019 } 4020 @conference {4557, 4021 title = {Will You Be My Friend? An Exploration of Adolescent Friendship Online in Teen Second Life}, 4022 booktitle = {59th Annual Conference of the International Communication Association}, 4023 year = {2009}, 4024 address = {Chicago, IL}, 4025 abstract = {lthough there have been many studies of the effect that online friendships have on adolescents, fewer have investigated how young people form friendships online. Those that have studied online friendship have found that it is generally different than real-world friendship in form and function. This study applies Monge \& Contractor{\textquoteright}s (2003) Multi-theoretical Multilevel model to study the emergence of adolescent friendships in the online world. This study presents the results of a large scale social network analysis based on computer logs of friendships in Teen Second Life, an online social world for adolescents age 13-17. Results suggest that friendship formation follows several predictable patterns found in the real world, but not found in all previous studies of online friendship formation among adolescents, including tendencies towards balance and a preference for friends of high status and friends who are geographically, temporally, and physically proximate. These findings indicate that online friendship patterns in Teen Second Life mirror those found in real life}, 4026 url = {http://www.vwobservatory.com/wp/?p=201}, 4027 author = {Foucault Welles, B. and Zhu, M. and Huang, Y. and Atrash, Z. and Contractor, N.} 4028 } 4029 @article {4251, 4030 title = {An Academic Kit for Integrating Mobile Devices into the CS Curriculum}, 4031 journal = {Iticse 2009: Proceeding of the 2009 Acm Sigse Annual Conference on Innovation and Technology in Computer Science Education}, 4032 year = {2009}, 4033 note = {Bkt74Times Cited:0Cited References Count:3}, 4034 pages = {40-44406}, 4035 abstract = {In this paper we present our freely available academic kit to help universities in integrating mobile devices into the Computer Science (CS) curriculum. The kit was designed and developed at the Centre for Mobile Education and Research at the University of Guelph, and includes instructors{\textquoteright} resources for introducing and teaching mobile application development. The first release of the kit includes the teaching material for a full introductory course on mobile application development, and concrete teaching modules for integrating mobile devices into courses on software engineering, game design and development, web services, information security, and operating systems.}, 4036 keywords = {blackberry, mobile application development, Mobile devices, programming for fun, teaching computer programming, teaching tools}, 4037 url = {<Go to ISI>://000269212200012}, 4038 author = {Mahmoud, Q. H. and Ngo, T. and Niazi, R. and Popowicz, P. and Sydoryshyn, R. and Wilks, M. and Dietz, D.} 4039 } 4040 @article {4314, 4041 title = {Active-Input Provides More Movement and Muscle Activity During Electronic Game Playing by Children}, 4042 journal = {International Journal of Human-Computer Interaction}, 4043 volume = {25}, 4044 number = {8}, 4045 year = {2009}, 4046 note = {533CATimes Cited:0Cited References Count:48}, 4047 pages = {713-728}, 4048 abstract = {The majority of children in affluent countries now play electronic games, and this has lead to concerns about the health impact of this activity. Traditional electronic games have used gamepad, keyboard, and mouse input, but newer game interfaces that require more movement are now available. However the movement and muscle activity demands of electronic games have not been described. This study compared the amount of movement and muscle activity while 20 children aged 9 to 12 years watched a DVD and played games using handheld computer, gamepad, keyboard, steering wheel and, active-input (Webcam motion analysis-Sony EyeToy (R)) devices. Movement of the head, sacrum, foot, shoulder, wrist, and thumb was measured along with activity in cervical erector spinae, lumbar erector spinae, rectus femoris, upper trapezius, anterior deltoid, and wrist extensor muscles. Use of the wheel resulted in some increase in upper limb movement and muscle activity, but the other traditional input devices were usually as sedentary as watching a DVD. In contrast, use of the active-input device (EyeToy) resulted in substantial movement and muscle activity in limbs and torso. These results suggest that playing traditional electronic games is indeed a sedentary activity but that new active-input technologies may be useful in encouraging more movement and muscle activity in children.}, 4049 keywords = {body fatness, calcium intake, different information technologies, Energy-Expenditure, Exercise, habitual physical-activity, Physiological-Responses, screen-based media, Video Game, Young-Adults}, 4050 isbn = {1044-7318}, 4051 url = {<Go to ISI>://000272798500001}, 4052 author = {Straker, L. and Pollock, C. and Piek, J. and Abbott, R. and Skoss, R. and Coleman, J.} 4053 } 4054 @article {4183, 4055 title = {Activity Module Development for Moodle: A Sample Activity Module, EduGame}, 4056 journal = {Proceedings of the 15th American Conference on Applied Mathematics and Proceedings of the International Conference on Computational and Information Sciences 2009, Vols I and Ii}, 4057 year = {2009}, 4058 note = {Bjk33Times Cited:0Cited References Count:3Mathematics and Computers in Science and Engineering}, 4059 pages = {366-371529}, 4060 abstract = {Moodle, one of the most popular course management systems (CMSs), has a highly extendable infrastructure. Moodle is an open source CMS. Everyone can easily contribute to the development of Moodle with plug-ins, activity modules, blocks and so on. The most used contribution method is activity modules. Moodle has a list of activities by default (forums, quizzes, assignments, etc.). Teachers can use these activities in their classroom to support lessons. But sometimes default activities do not meet the needs of teachers. Therefore, activity module development can be important for efficient use of Moodle in some circumstances. In this study, Moodle infrastructure and development steps of a sample activity module, EduGame, will be explained in a step by step manner. EduGame activity module is a tool to integrate educational flash games into the Moodle. It also saves the game points of students into the Moodle database. Educational computer games are great ways for teachers to pique children{\textquoteright}s interest in the learning process. So integrating educational computer games to Moodle can be crucial for computer game based learning.}, 4061 keywords = {activity module, cms, moodle}, 4062 url = {<Go to ISI>://000266634600053}, 4063 author = {Cankaya, S. and Izmirli, S.} 4064 } 4065 @article {4308, 4066 title = {An Approach to Sharing Legacy TV/Arcade Games for Real-Time Collaboration}, 4067 journal = {2009 29th IEEE International Conference on Distributed Computing Systems}, 4068 year = {2009}, 4069 note = {Bmk51Times Cited:0Cited References Count:16IEEE International Conference on Distributed Computing Systems}, 4070 pages = {165-172647}, 4071 abstract = {Interactive TV/arcade games have been entertaining people for over SO years. Nowadays a large number of legacy TV/arcade games have been ported to new platforms such as PCs by emulation. However, they generally require that the players be co-located to interact with one computer that emulates the game. This paper proposes a novel approach to turning those single-computer games into multicomputer games such that multiple players can play their favorite legacy games in real tune over a computer network. The main challenge in this work is how to synchronize multiple replicas of a game without semantic knowledge about or modifications to the game. We present the approach, especially the synchronization algorithm, and evaluate its effectiveness under a variety of network conditions. In future research we will extend this work on mobile devices.}, 4072 keywords = {human-performance, local-lag}, 4073 isbn = {1063-6927}, 4074 url = {<Go to ISI>://000272675500019}, 4075 author = {Zhao, S. and Li, D. and Gu, H. and Shao, B. and Gu, N.} 4076 } 4077 @article {4235, 4078 title = {Art Thief: An Educational Computer Game Model for Art Historical Instruction}, 4079 journal = {Leonardo}, 4080 volume = {42}, 4081 number = {2}, 4082 year = {2009}, 4083 note = {420DVTimes Cited:0Cited References Count:9}, 4084 pages = {133-137}, 4085 abstract = {Cognitive research has revealed learning techniques more effective than those utilized by the traditional art history lecture survey course. Informed by these insights, the author and fellow graduate researchers at the University of Illinois at Chicago designed a "serious" computer game demo, Art Thief, as a potential model for a learning tool that incorporates content from art history. The game design implements constructed learning, simulated cooperation and problem solving in a first-person, immersive, goal-oriented mystery set within a virtual art museum.}, 4086 isbn = {0024-094X}, 4087 url = {<Go to ISI>://000264269800004}, 4088 author = {Kinkley, J.} 4089 } 4090 @article {4173, 4091 title = {Bridging Realty to Virtual Reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom}, 4092 journal = {International Journal of Science Education}, 4093 volume = {31}, 4094 number = {8}, 4095 year = {2009}, 4096 note = {444PJTimes Cited:0Cited References Count:68}, 4097 pages = {1091-1113}, 4098 abstract = {The purpose of this study was to examine students{\textquoteright} learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey ascertained the time spent using the computer for general purposes, and the time spent playing computer games as a function of gender. The pre-test and post-test design involved 74 students, 31 males and 43 females, who played the Dr. Friction Multiplayer Educational Gaming Application for several days in the middle of the unit. Results showed the females averaged using the computer more than their male counterparts and males played video games more than females. Analysis of covariance suggested no significant difference between the factor gender (p .05) but statistically significant differences in gain scores (p = .001). Observations and qualitative focus groups suggested high student engagement and how video game technology can scaffold learning of simple machines.}, 4099 keywords = {communication, Computer, environment}, 4100 isbn = {0950-0693}, 4101 url = {<Go to ISI>://000265992600006}, 4102 author = {Annetta, L. and Mangrum, J. and Holmes, S. and Collazo, K. and Cheng, M. T.} 4103 } 4104 @article {4271, 4105 title = {Case Study on Using RTF for Developing Multi-player Online Games}, 4106 journal = {Euro-Par 2008 Workshops - Parallel Processing}, 4107 volume = {5415}, 4108 year = {2009}, 4109 note = {Bjv48Times Cited:0Cited References Count:9Lecture Notes in Computer Science}, 4110 pages = {390-400462}, 4111 abstract = {Real-Time Online Interactive Applications (ROIA) include a broad spectrum of online computer games. as well as challenging distributed e-learning applications, like virtual classrooms and collaborative environments. Development of ROIA poses several complex tasks that currently are addressed at a low level of abstraction. In our previous work, we presented the Real-Time Framework (RTF) - a novel middle-ware for a high-level development and execution of ROIA in single- and multi-server environments. This paper describes a case study in which a simple but representative online computer game is developed using RTF. We explain how RTF supports the design of data structures and their automatic serialization for network transmission, as well as determining and processing user actions when computing a new game state; the challenge is to provide the state updates to all players in real time at a very high frequency.}, 4112 isbn = {0302-9743}, 4113 url = {<Go to ISI>://000267262400038}, 4114 author = {Ploss, A. and Glinka, F. and Gorlatch, S.} 4115 } 4116 @article {4182, 4117 title = {Case Study: The Economics of Arden}, 4118 journal = {Critical Studies in Media Communication}, 4119 volume = {26}, 4120 number = {2}, 4121 year = {2009}, 4122 note = {500PITimes Cited:0Cited References Count:6}, 4123 pages = {165-179}, 4124 abstract = {A synthetic world is a computer-generated Earth-like environment that is accessible online to hundreds or thousands of people on a persistent basis. Due to the genuine human interactions that are cultivated in these environments, this technology may stand to offer much as a social science research tool. In this paper we describe a synthetic world, Arden, which has been designed and constructed for use in macroeconomic experiments. We detail the basis of the Arden economy, the resources and production technologies involved, the game structures that will entice players to make use of them, and the monetary and fiscal policy tools available for regulating the virtual market. The paper concludes with a description of example experiments that could be conducted, as well as a review of key principles and practical considerations to keep in mind when employing this new research tool.}, 4125 keywords = {economics, game design, virtual worlds}, 4126 isbn = {1529-5036}, 4127 url = {<Go to ISI>://000270315200005}, 4128 author = {Castronova, E. and Cummings, J. J. and Emigh, W. and Fatten, M. and Mishler, N. and Ross, T. and Ryan, W.} 4129 } 4130 @article {4202, 4131 title = {cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans}, 4132 journal = {IEEE Virtual Reality 2009, Proceedings}, 4133 year = {2009}, 4134 note = {Bjh02Times Cited:0Cited References Count:8}, 4135 pages = {249-250323}, 4136 abstract = {This paper presents the design of the final stage of a new game currently in development, entitled cMotion, which will use virtual humans to teach emotion recognition and programming concepts to children. Having multiple facets, cMotion is designed to teach the intended users how to recognize facial expressions and manipulate an interactive virtual character using a visual drag-and-drop programming interface. By creating a game which contextualizes emotions, we hope to foster learning of both emotions in a cultural context and computer programming concepts in children. The game will be completed in three stages which will each be tested separately: a playable introduction which focuses on social skills and emotion recognition, an interactive interface which focuses on computer programming, and a full game which combines the first two stages into one activity.}, 4137 keywords = {emotion recognition, serious games, virtual humans}, 4138 url = {<Go to ISI>://000265769200046}, 4139 author = {Finkelstein, S. L. and Nickel, A. and Harrison, L. and Suma, E. A. and Barnes, T.} 4140 } 4141 @article {4270, 4142 title = {Collaborative Game-play as a Site for Participation and Situated Learning of a Second Language}, 4143 journal = {Scandinavian Journal of Educational Research}, 4144 volume = {53}, 4145 number = {2}, 4146 year = {2009}, 4147 note = {434UOTimes Cited:1Cited References Count:52}, 4148 pages = {167-183}, 4149 abstract = {This paper addresses additional language learning as rooted in participation in the social activity of collaborative game-play. Building on a social-interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances for additional language learning. We describe how players engage with the language resources offered by the game, drawing on the vocabulary, constructions, prosodic features and utterances modelled on game dialogue, in building their own actions during collaborative play. With these resources, the players display their ongoing engagement with the game as well as their competences in recognising, reproducing and creatively reshaping the available linguistic resources in their own activities.}, 4150 keywords = {accomplishment, Acquisition, classroom, computer and video games, interactional practices, language play, second language acquisition, task}, 4151 isbn = {0031-3831}, 4152 url = {<Go to ISI>://000265299800005}, 4153 author = {Piirainen-Marsh, A. and Tainio, L.} 4154 } 4155 @article {4179, 4156 title = {Competence Complexity and Obvious Learning Experience from Developing a Language Learning Game}, 4157 journal = {Design and Use of Serious Games}, 4158 volume = {37}, 4159 year = {2009}, 4160 note = {Bjb44Times Cited:0Cited References Count:10Intelligent Systems, Control, and Automation: Science and Engineering}, 4161 pages = {83-96206}, 4162 abstract = {A computer role-playing game for language learning was created in a European project. The process was challenging with a multidisciplinary team from three countries who did not know each other well before the project started. Game designers, linguists, pedagogues and teachers have different approaches to how such an educational tool should function. The requirements for the game were scarce before the project started, so it was up to the team to agree on the game design and contents. We early realised that we had to work much more closely together than what is common in educational projects, so we used virtual meeting rooms extensively in addition to many physical meetings. One important conclusion regarding the process is that small prototypes should have been made very early to enhance the understanding and cooperation between the writers and designers and those responsible for the pedagogical contents. Designers and pedagogical personnel should also have had a much closer cooperation in the early phases to better integrate the learning material into the game story. This paper discusses how we worked together to get consensus about the game. We will also touch upon some of the technical difficulties we had trying to satisfy all our requirements with the chosen open source platforms. We also say a few words about the first reactions of the target group. The focus is however on the process of making educational games and what can be learnt from this experience.}, 4163 url = {<Go to ISI>://000264525500006}, 4164 author = {Brox, E. and Heggelund, A. and Evertsen, G.} 4165 } 4166 @article {4176, 4167 title = {Computer Game Playing: Clinical characteristics of dependence and abuse among adolescents}, 4168 journal = {Wiener Klinische Wochenschrift}, 4169 volume = {121}, 4170 number = {15-16}, 4171 year = {2009}, 4172 note = {493TZTimes Cited:1Cited References Count:18}, 4173 pages = {502-509}, 4174 abstract = {Objective and methods: The aim of the study was to investigate the prevalence of excessive computer game playing behaviour among adolescents with psychopathological tendencies that resemble the classic symptoms of addiction. To address this question, criteria for excessive computer game playing behaviour were developed on the basis of diagnostic criteria for substance-related disorders according to ICD-10.Results: Excessive computer playing corresponding to addictive behaviour were found in 12.3\% of the adolescents (n = 1068; 9.6\% showed abusive and 2.7\% dependent behaviour). Adolescents with excessive computer and video game playing behaviour also show substantial correlations with other psychosocial and psychopathological abnormalities, such as alterations in the intensity of social conflict, concentration deficits, maladaptive coping behaviour, stress and psychosomatic challenge, and school phobia.Conclusions: The study provides the first empirical data about excessive computer game playing among adolescents in Austria. It shows that pathological computer game playing can be well described by criteria developed in accordance to substance dependence, and that abusive or dependent Computer game playing shows specific connections with psycho-social, psychopathological and motivational factors. Overall, the results demonstrate a clear need for deeper research on this subject and the need for a design of prevention measures.}, 4175 keywords = {Adolescents, excessive computer game playing behaviour, maladaptive coping behaviour}, 4176 isbn = {0043-5325}, 4177 url = {<Go to ISI>://000269762300005}, 4178 author = {Batthyany, D. and Muller, K. W. and Benker, F. and Wolfling, K.} 4179 } 4180 @article {4203, 4181 title = {Computer games in childhood and adolescence: Relations to addictive behavior, ADHD, and aggression}, 4182 journal = {Zeitschrift Fur Kinder-Und Jugendpsychiatrie Und Psychotherapie}, 4183 volume = {37}, 4184 number = {5}, 4185 year = {2009}, 4186 note = {505XSTimes Cited:0Cited References Count:88}, 4187 pages = {393-402}, 4188 abstract = {Playing computer games has become one of the main leisure activities in children and adolescents and increasingly replaces traditional playing and interactional activities. There might exist developmental benefits or positive effects of computer games that can be used for educational or therapeutic purposes. More important several studies have well demonstrated that excessive computer game playing is associated with behavior that features all components of non-chemical addiction and the prevalences across all age groups seem to be impressingly high. Objective: This overview relies on a Medline research. Its objective is to describe motivational and developmental characteristics attributed to computer games as well as the prevalences of computer playing in children and adolescents to better understand the risks for addictive use. We especially focus on the relations of excessive computer playing with attention-deficit hyperactivity disorder (ADHD) and aggressive behavior. Results: The results demonstrate that children with ADHD are especially vulnerable to addictive use of computer games due to their neuropsychological profile. Moreover excessive violent computer game playing might be a significant risk variable for aggressive behavior in the presence of personality traits with aggressive cognitions and behavior scripts in the consumers. Conclusions: The increasing clinical meaning of addictive computer games playing urgently necessitates the development of diagnostic and therapeutic tools for clinical practice as well as the cooperation with allied disciplines.}, 4189 keywords = {Addiction, aggressive behavior, Attention-Deficit, attention-deficit hyperactivity disorder (adhd), children, Computer games, Hyperactivity Disorder, internet addiction, Life, model, psychiatric comorbidity, reward deficiency syndrome, Symptoms, Violent Video Games}, 4190 isbn = {1422-4917}, 4191 url = {<Go to ISI>://000270735700003}, 4192 author = {Frolich, J. and Lehmkuhl, G. and Dopfner, M.} 4193 } 4194 @article {4209, 4195 title = {A Computer Simulation Game for Learning Product Lifecycle Planning Through the Engineer-To-Order Case}, 4196 journal = {International Journal of Engineering Education}, 4197 volume = {25}, 4198 number = {5}, 4199 year = {2009}, 4200 note = {Sp. Iss. SI522BDTimes Cited:0Cited References Count:40}, 4201 pages = {864-875}, 4202 abstract = {In this paper we present a computer-supported simulation game intended for teaching the planning aspects of Product Lifecycle Management (PLM). The game deals with product lifecycle planning dynamics in the Engineer-To-Order (ETO) industry. The ETO environment that serves as the Working case allows the eliciting of important PLM concepts: unified product development multiproject planning and manufacturing planning, links between PLM software and ERP systems, and emphasis on the PLM holistic approach. The game is designed as a series of group sessions in which the different planning decisions appear progressively so that in the last session a complete lifecycle planning problem is completed The sessions act as a series of practical cases encouraging group discussions. The computer system consists of two main components: a discrete event simulator and a planning decision supper system. The simulator guides the game and stochastically generates the different events that cause the need for planning decisions in the working case. The planning decision support system makes it possible to emulate the resolution of the day-to-day tasks.}, 4203 keywords = {computer simulation games, Context, engineer-to-order, environment, Management, product lifecycle planning, project, Skills}, 4204 isbn = {0949-149X}, 4205 url = {<Go to ISI>://000271971800004}, 4206 author = {Gutierrez, M. and Sastron, F.} 4207 } 4208 @article {4318, 4209 title = {Constructing the 2D Adventure Game-Based Assessment System}, 4210 journal = {Advances in Web Based Learning - ICWL 2009}, 4211 volume = {5686}, 4212 year = {2009}, 4213 note = {Blc72Times Cited:0Cited References Count:10Lecture Notes in Computer Science}, 4214 pages = {376-385478}, 4215 abstract = {Due to the advanced computer and network technologies, it could be helpful to conduct an advanced distance learning system for learners to process their learning activities in anytime and anywhere. However, according to many research issues which found that the learning motivation is the most important element to encourage people into their learning and assessment activities. In this paper, we proposed the 2D Adventure Game-Based Assessment System which not only could draw people into their learning activities, but could help instructors easily to design and manage the related learning and assessment content.}, 4216 keywords = {assessment system, game design, GBL, learning motivation}, 4217 isbn = {0302-9743}, 4218 url = {<Go to ISI>://000269930300045}, 4219 author = {Tang, J. Y. and Chen, J. H. and Ku, D. T. and Chao, L. R. and Shih, T. K. and Weng, M. M.} 4220 } 4221 @article {4306, 4222 title = {Construction of a Computer Game Oriented to Disaster Education and Reflections on Its Problems}, 4223 journal = {Learning by Playing}, 4224 volume = {5670}, 4225 year = {2009}, 4226 note = {Blc82Times Cited:0Cited References Count:9Lecture Notes in Computer Science}, 4227 pages = {110-119579}, 4228 abstract = {Despite the fact that greater importance has been attached to educational games, the design, development and application of computer games oriented to disaster education is rarely researched. This paper, therefore, attempts to make use of first aid knowledge targeting teenagers to develop a role-playing computer game oriented to disaster education under the guidance of fuzzy strategy. The paper also reflects on some existing problems after a preliminary experiment with the game.}, 4229 keywords = {computer game, Construction, disaster education}, 4230 isbn = {0302-9743}, 4231 url = {<Go to ISI>://000269934000015}, 4232 author = {Zhang, S. J. and Gu, H. J.} 4233 } 4234 @article {4186, 4235 title = {Cross Cultural Computer Gaming}, 4236 journal = {Internationalization, Design and Global Development, Proceedings}, 4237 volume = {5623}, 4238 year = {2009}, 4239 note = {Bkt52Times Cited:0Cited References Count:37Lecture Notes in Computer Science}, 4240 pages = {13-18526}, 4241 abstract = {Computer game development is a rapidly growing global business. However, research in the understanding of the global user is lacking. This paper presents a survey of recent research on cross cultural game development. The paper proposes a cross cultural hybrid model to carry out user modeling to assist developers in understanding the cultural nuances of end users.}, 4242 keywords = {Framework}, 4243 isbn = {0302-9743}, 4244 url = {<Go to ISI>://000269191600002}, 4245 author = {Chakraborty, J. and Norcio, A. F.} 4246 } 4247 @article {4200, 4248 title = {A Culturally Contextualized Web Based Game Environment to Support Meaningful Learning}, 4249 journal = {CSEDU 2009: Proceedings of the First International Conference on Computer Supported Education, Vol Ii}, 4250 year = {2009}, 4251 note = {Bkc65Times Cited:0Cited References Count:13}, 4252 pages = {205-210352}, 4253 abstract = {The computer game use in education has been growing as a learning facilitator. What is it? educational environment allows teachers to be co-author of an online game based on cards which uses a common sense knowledge base. It also allows teachers to choose language according to their students{\textquoteright} culture and needs providing them with suitable language. The environment also allows researchers to collect common sense knowledge. Every user interaction in each editor{\textquoteright}s module and player{\textquoteright}s module generates a new common sense statement which is stored into Brazilian Open Mind Common Sense (OMCS-BR) project knowledge base. A study case was conducted with teachers and students from two different Brazilian public schools. Results demonstrate there is a large potential of the use of this environment in real classes and the methodology to collect common sense statements naturally through a web game.}, 4254 keywords = {common sense, culture sensitive learning, educational games, Pedagogical issues, sexual education}, 4255 url = {<Go to ISI>://000267757200037}, 4256 author = {Ferreira, A. M. and Pereira, E. N. and Anacleto, J. C. and Carelli, I. M. and Silva, M. A. R. and Dias, A. L.} 4257 } 4258 @article {4240, 4259 title = {Design and Architecture of Sidh - a Cave Based Firefighter Training Game}, 4260 journal = {Design and Use of Serious Games}, 4261 volume = {37}, 4262 year = {2009}, 4263 note = {Bjb44Times Cited:0Cited References Count:20Intelligent Systems, Control, and Automation: Science and Engineering}, 4264 pages = {19-31206}, 4265 abstract = {This paper presents the architecture of a game-based training simulator environment developed in collaboration with the Swedish Rescue Services Agency (SRSA). The learning objectives for the game relates to training of firefighters for Breathing Apparatus Entry, and in particular to develop systematic search strategies. The hardware and software system is based on off-the-shelf computer components in combination with tailor made units. The game has been developed as a Half-Life 2 mod - extended to be played in a cave using 5 standard gaming PCs in a local area network. The game environment is a cave where the player is surrounded by four 80" screens giving a 360 degree view of a virtual world. Each screen is projecting a fixed-angle view of the virtual world and the player{\textquoteright}s orientation in the virtual world corresponds to her orientation in the real world. A novel interaction model has been developed for the game in order for it to be played in the cave. The player navigates and performs game actions using course body movements which are captured through a set of sensors.}, 4266 url = {<Go to ISI>://000264525500002}, 4267 author = {Lebram, M. and Backlund, P. and Engstrom, H. and Johannesson, M.} 4268 } 4269 @article {4269, 4270 title = {Design and Evaluation of a Computer Game to Promote a Healthy Diet for Young Adults}, 4271 journal = {Health Communication}, 4272 volume = {24}, 4273 number = {2}, 4274 year = {2009}, 4275 note = {417SSTimes Cited:0Cited References Count:51}, 4276 pages = {115-127}, 4277 abstract = {This article reports the development and evaluation of a computer game (RightWay Cafe) as a special medium to promote a healthy diet for young adults. Structural features of computer games, such as interactive tailoring, role playing, the element of fun, and narrative, were operationalized in the RightWay Cafe game to afford behavior rehearsal in a safe and entertaining way. Theories such as the health belief model, social cognitive theory, and theory of reasoned action guided the content design of the game to influence mediators of behavior change, including self-efficacy, perceived benefits, perceived barriers, and behavior change intention. A randomized controlled evaluation study with pretest, posttest, and follow-up design demonstrated that this game was effective in teaching nutrition and weight management knowledge and increasing people{\textquoteright}s self-efficacy and perceived benefits of healthy eating, as well as their intention to be on a healthy diet. Limited long-term effects were also found: participants in the game-playing group had greater self-efficacy than participants in the control group after 1 month. This study validates the computer game-based approach to health promotion for young adults. Limitations and implications are also discussed.}, 4278 keywords = {Adolescents, consumption, education, fat, Fruit, knowledge, nutrition intervention, Predictors, Self-efficacy, vegetable intake}, 4279 isbn = {1041-0236}, 4280 url = {<Go to ISI>://000264099000003}, 4281 author = {Peng, W.} 4282 } 4283 @article {4264, 4284 title = {Design of Interactive Emotional Sound Edutainment System}, 4285 journal = {Human-Computer Interaction, Pt Iv}, 4286 volume = {5613}, 4287 year = {2009}, 4288 note = {Bkr83Times Cited:0Cited References Count:9Lecture Notes in Computer Science}, 4289 pages = {368-377781}, 4290 abstract = {This paper introduces an emotional sound edutainment system for children to learn basic musical composition called as musical education sound interactive game (MESIG) employing a new type of user interface. Developed interactive game interface provides children to enjoy the game, so that they learn how to compose musical notes with touching the tangible objectives instead of using ordinary input devices. This way on experiencing and playing the computer games has been evolved to use the body and hands{\textquoteright} movement so as to interact with the game in virtual environment, which brings out interest for the children and their learning capability becomes more effectively improved. This system introduced in this paper requires a single camera and carries out skin color model tracking function to detect hand gesture as input device for playing the game. This computer vision technique based on image processing makes possible to operate an expressive interactive musical education system. To exploit the effectiveness, evaluation and analysis works are accomplished upon the realization of sound edutainment game.}, 4291 keywords = {computer vision, Edutainment, interactive games, skin color model}, 4292 isbn = {0302-9743}, 4293 url = {<Go to ISI>://000269034700041}, 4294 author = {Park, M. and Kim, K.} 4295 } 4296 @article {4283, 4297 title = {Design of Videogames in Special Education}, 4298 journal = {New Trends on Human-Computer Interaction: Research, Development, New Tools and Methods}, 4299 year = {2009}, 4300 note = {Bjd44Times Cited:0Cited References Count:14}, 4301 pages = {43-51161}, 4302 abstract = {The use of new technological and learning methods that help to improve the learning process has resulted in the inclusion of the video games as active elements in the classrooms. Videogames are ideal learning tools since they provide training skills, promote independence and increase and improve students{\textquoteright} concentration and attention. For special education students with learning difficulties, it is very important to adapt the game to each student{\textquoteright}s cognitive level and skills. New game technologies have helped to create alternative strategies to increase cognitive skills in the field of Special Education. This chapter describes our experience in video games design and in new forms of human-computer interaction addressed to develop didactic games for children with communication problems such as autism, dysphasia, ictus or some types of cerebral paralysis.}, 4303 url = {<Go to ISI>://000265013400005}, 4304 author = {Sanchez, J. L. G. and Cabrera, M. J. and Gutierrez, F. L. and Zea, N. P. and Paderewski, P.} 4305 } 4306 @article {4265, 4307 title = {Designing BOTs with BDI Agents}, 4308 journal = {Proceedings of the 2009 International Symposium on Collaborative Technologies and Systems}, 4309 year = {2009}, 4310 note = {Bls38Times Cited:0Cited References Count:17}, 4311 pages = {180-186575}, 4312 abstract = {In modern computer games, {\textquoteright}bots{\textquoteright} - Intelligent realistic agents play a prominent role in success of a game in market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games player, she might lose her interest in game. We present a model of bots using BDI agents, which will show more human-like behavior, more believable and will provide more realistic feel to the game. These bots will use the inputs from actual game players to specify her Beliefs, Desires, and Intentions while game playing.}, 4313 keywords = {agents, bdi, Bots, collaboration, Games}, 4314 url = {<Go to ISI>://000270937300024}, 4315 author = {Patel, P. and Hexmoor, H.} 4316 } 4317 @article {4256, 4318 title = {Designing Serious Games for Computer Assisted Language Learning - a Framework for Development and Analysis}, 4319 journal = {Design and Use of Serious Games}, 4320 volume = {37}, 4321 year = {2009}, 4322 note = {Bjb44Times Cited:0Cited References Count:35Intelligent Systems, Control, and Automation: Science and Engineering}, 4323 pages = {69-82206}, 4324 abstract = {In the paper we shall argue for the potential of serious games for teaching and learning languages online. The paper builds on data from a research project, Serious Games on a Global Market Place (2007-2010), in which an online game-based platform for teaching and learning English (www.Mingoville.com) has been studied in the context of teaching and learning English in Danish primary schools. The initial research process - which was based on an analysis of the platform as well as interviews with platform developers - suggested that one of the challenges of developing a design for serious games in language education consists of renegotiating the serious games genre to balance drill-based exercises with contextualised simulations that involve fruitful thinking, real language interaction and student engagement. One hypothesis of the project is, following the initial research and drawing on previous research in the field, that the process of designing serious games for CALL may significantly benefit from involving children{\textquoteright}s own experiences with using languages (primarily English) online for gaming and interacting. This to some extent involves transcending the dichotomy of {\textquoteright}serious{\textquoteright} and {\textquoteright}pleasurable{\textquoteright} learning found in the discourse on learning with games inside and outside schools.}, 4325 url = {<Go to ISI>://000264525500005}, 4326 author = {Meyer, B. and Sorensen, B. H.} 4327 } 4328 @article {4220, 4329 title = {Developing the 3D Adventure Game-Based Assessment System with Wii Remote Interaction}, 4330 journal = {Advances in Web Based Learning - ICWL 2009}, 4331 volume = {5686}, 4332 year = {2009}, 4333 note = {Blc72Times Cited:0Cited References Count:5Lecture Notes in Computer Science}, 4334 pages = {192-195478}, 4335 abstract = {The advanced 3D graphic and computer technologies could provide advanced 3D virtual environment in order to let users have the immersion experiences in that environment. Also, as human interaction technologies, it could be helpful for providing more different and suitable interaction styles when facing some particula0072 interaction situations. The related works pointed out that the game elements could improve learners{\textquoteright} motivation during learning. In this paper, we proposed the 3D Adventure Game-Based Assessment System could not only attract learners to take their assessment activities, but also help instructors to design and manage the related assessment content easily.}, 4336 keywords = {3d virtual environment, game interaction, GBL, wii remote}, 4337 isbn = {0302-9743}, 4338 url = {<Go to ISI>://000269930300024}, 4339 author = {Huang, K. M. and Chen, J. H. and Shen, C. Y. and Chao, L. R. and Shih, T. K.} 4340 } 4341 @article {4242, 4342 title = {Development and Validation of a Game Addiction Scale for Adolescents}, 4343 journal = {Media Psychology}, 4344 volume = {12}, 4345 number = {1}, 4346 year = {2009}, 4347 note = {415IGTimes Cited:0Cited References Count:71}, 4348 pages = {77-95}, 4349 abstract = {The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems). The dimensional structure of the scale was investigated in two independent samples of adolescent gamers (N = 352 and N = 369). In both samples, a second-order factor model described our data best. The 21-item scale, as well as a shortened 7-item version, showed high reliabilities. Furthermore, both versions showed good concurrent validity across samples, as indicated by the consistent correlations with usage, loneliness, life satisfaction, social competence, and aggression.}, 4350 keywords = {Aggressive-Behavior, children, Computer games, online games, Personality, Physiological Arousal, Problematic Internet Use, taiwanese adolescents, Validity, Video Games}, 4351 isbn = {1521-3269}, 4352 url = {<Go to ISI>://000263926900004}, 4353 author = {Lemmens, J. S. and Valkenburg,P M and Peter, J.} 4354 } 4355 @article {4236, 4356 title = {Diabetes City: How Urban Game Design Strategies Can Help Diabetics}, 4357 journal = {Electronic Healthcare}, 4358 volume = {1}, 4359 year = {2009}, 4360 note = {Bld31Times Cited:0Cited References Count:5Lecture Notes of the Institute for Computer Sciences Social Informatics and Telecommunications Engineering}, 4361 pages = {200-204222}, 4362 abstract = {Computer Games are about to leave their "electronic shells" and enter the city. So-called Serious Pervasive Games (SPGs) [1] allow for hybrid simultaneously physical and virtual - experiences, applying technologies of ubiquitous computing, communication and "intelligent" interfaces. They begin to focus on non-entertaining purposes. The following article a) presents game design strategies as a missing link between pervasive computing, Ambient Intelligence and user{\textquoteright}s everyday life. Therefore it spurs a discussion how Pervasive Healthcare focusing on the therapy and prevention of chronic diseases can benefit from urban game design strategies. b) Moreover the article presents the development and work in progress of "DiabetesCity" - an educational game prototype for young diabetics.}, 4363 keywords = {diabetes care, medical documentation, pervasive healthcare, serious games, ubiquitous \& pervasive computing, urban design}, 4364 isbn = {1867-8211}, 4365 url = {<Go to ISI>://000269961200028}, 4366 author = {Knoll, M.} 4367 } 4368 @article {4245, 4369 title = {Do Improve Typing Skill But No Significant Difference between Drill-Based and Game-Based Typing Software}, 4370 journal = {Learning by Playing}, 4371 volume = {5670}, 4372 year = {2009}, 4373 note = {Blc82Times Cited:0Cited References Count:0Lecture Notes in Computer Science}, 4374 pages = {149-149579}, 4375 keywords = {Computer-Assisted Instruction, drill-based typing software, game-based typing software, typing speed}, 4376 isbn = {0302-9743}, 4377 url = {<Go to ISI>://000269934000019}, 4378 author = {Lin, C. H. and Liu, E. Z. F.} 4379 } 4380 @article {4311, 4381 title = {Does culture affect evaluation expressions? A cross-cultural analysis of Chinese and American computer game reviews}, 4382 journal = {European Journal of Marketing}, 4383 volume = {43}, 4384 number = {5-6}, 4385 year = {2009}, 4386 note = {464NSTimes Cited:0Cited References Count:60}, 4387 pages = {686-707}, 4388 abstract = {Purpose - The purpose of this paper is to look at product reviews from a cross-cultural perspective. Product reviews are potentially an influential form of marketing communication, as well as a predictor of sales performance. With Hofstede{\textquoteright}s typology as a backdrop, the basic proposition of this study is that collectivistic cultural values place more emphasis on giving face to others, even in impersonal social environments, resulting in them giving more positive product reviews than their individualistic counterparts.Design/methodology/approach - The paper uses content analysis of Chinese and American computer game reviews to test the hypotheses.Findings - The results showed that Chinese reviews use fewer negative comments and give higher final ratings for the same set of products than their American counterparts. In addition, Chinese reviews showed a lower consistency between their evaluative comments and their final ratings. Also confirmed is a common belief that final ratings are a summary of the evaluative comments of the review-texts.Research limitations/implications - Future research is invited.Practical implications - Theoretically, the study refines the understanding of differences between individualistic and collectivistic cultures. Practically, it is suggested that if consumers{\textquoteright} cultural values are reflected in product reviews, international marketers should weigh and balance possible cultural bias when they decode evaluations of their products from reviews published in other countries{\textquoteright} media.Originality/value - Product reviews are a rich but ignored resource with high marketing value. It is hoped that the study can stimulate both marketing researchers and practitioners to make better use of product reviews to further understand marketing phenomena and make better marketing decisions.}, 4389 keywords = {Behavior, Cognition, collectivism, communication, communication technologies, computer software, consequences, cross-cultural studies, culture, dimensions, film-critics, function evaluation, Information, values}, 4390 isbn = {0309-0566}, 4391 url = {<Go to ISI>://000267512400008}, 4392 author = {Tsang, A. S. L. and Prendergast, G.} 4393 } 4394 @article {4246, 4395 title = {Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback}, 4396 journal = {International Journal of Human-Computer Interaction}, 4397 volume = {25}, 4398 number = {6}, 4399 year = {2009}, 4400 note = {533BYTimes Cited:0Cited References Count:21}, 4401 pages = {506-529}, 4402 abstract = {A number of studies in recent years have investigated the dynamic difficulty adjustment (DDA) mechanism in computer games to automatically tailor gaming experience to individual player{\textquoteright}s characteristics. Although most of these existing works focus on game adaptation based on player{\textquoteright}s performance, affective state experienced by the players could play a key role in gaming experience and may provide a useful indicator for a DDA mechanism. In this article, an affect-based DDA was designed and implemented for computer games. In this DDA mechanism, a player{\textquoteright}s physiological signals were analyzed to infer his or her probable anxiety level, which was chosen as the target affective state, and the game difficulty level was automatically adjusted in real time as a function of the player{\textquoteright}s affective state. Peripheral physiological signals were measured through wearable biofeedback sensors and several physiological indices were explored to determine their correlations with anxiety. An experimental study was conducted to evaluate the effects of the affect-based DDA on game play by comparing it with a performance-based DDA. This is the first time, that is known, that the impact of a real-time affect-based DDA has been demonstrated experimentally.}, 4403 keywords = {emotion, RECOGNITION, signals, spectral-analysis, System}, 4404 isbn = {1044-7318}, 4405 url = {<Go to ISI>://000272798300002}, 4406 author = {Liu, C. C. and Agrawal, P. and Sarkar, N. and Chen, S. O.} 4407 } 4408 @article {4193, 4409 title = {Effect of Computer-Based Video Games on Children: An Experimental Study}, 4410 journal = {Educational Technology \& Society}, 4411 volume = {12}, 4412 number = {2}, 4413 year = {2009}, 4414 note = {438BFTimes Cited:0Cited References Count:16}, 4415 pages = {1-10}, 4416 abstract = {This experimental study investigated whether computer-based video games facilitate children{\textquoteright}s cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children{\textquoteright}s learning achievement. One major research null hypothesis was tested: there are no statistically significant differences in students{\textquoteright} achievement when they receive two different instructional treatments: (1) traditional CAI; and (2) a computer-based video game. One hundred and eight third-graders from a middle/high socio-economic standard school district in Taiwan participated in the study. Results indicate that computer-based video game playing not only improves participants{\textquoteright} fact/recall processes (F = 5.288, p < .05), but also promotes problem-solving skills by recognizing multiple solutions for problems (F = 5.656, p < .05).}, 4417 keywords = {cognitive processes, educational technology, game learning, play theory}, 4418 isbn = {1436-4522}, 4419 url = {<Go to ISI>://000265530200001}, 4420 author = {Chuang, T. Y. and Chen, W. F.} 4421 } 4422 @article {4293, 4423 title = {The Effect of Console/Computer Game Play on Sleepiness and Sleep Hygiene}, 4424 journal = {Sleep}, 4425 volume = {32}, 4426 year = {2009}, 4427 note = {Suppl. S438FT1271Times Cited:0Cited References Count:0}, 4428 pages = {A415-A415}, 4429 isbn = {0161-8105}, 4430 url = {<Go to ISI>://000265542001617}, 4431 author = {Woolems, A. G. and Peszka, J. J. and Mastin, D. F.} 4432 } 4433 @article {4250, 4434 title = {The effect of product placement in computer games on brand attitude and recall}, 4435 journal = {International Journal of Advertising}, 4436 volume = {28}, 4437 number = {3}, 4438 year = {2009}, 4439 note = {467IHTimes Cited:2Cited References Count:37}, 4440 pages = {423-438}, 4441 abstract = {Media fragmentation and proliferation, in concert with declining television advertising efficacy, has engendered interest in developing more effective ways to reach consumers - particularly non-users of a brand. This Study explores the effect of active product placement in computer games on both brand attitude (A(brand)) and recall. Findings suggest that exposure to a particular brand in a computer game can increase A(brand) among consumers whose pre-existing attitude towards the brand in question is fairly low. We conclude that product placement within computer games is an effective means of fostering high spontaneous brand recall and even of influencing consumers less positively predisposed towards a brand (analogous to non-users).These findings have promising managerial implications for firms looking to grow their customer base through acquisition and conversion.}, 4442 isbn = {0265-0487}, 4443 url = {<Go to ISI>://000267731500002}, 4444 author = {Mackay, T. and Ewing, M. and Newton, F. and Windisch, L.} 4445 } 4446 @article {4191, 4447 title = {The Effects of Type of Interactivity in Experiential Game-Based Learning}, 4448 journal = {Learning by Playing}, 4449 volume = {5670}, 4450 year = {2009}, 4451 note = {Blc82Times Cited:0Cited References Count:24Lecture Notes in Computer Science}, 4452 pages = {273-282579}, 4453 abstract = {The purpose of this study was to examine the effects of type of inter-activity, prior knowledge and gender on learners{\textquoteright} performance in learning computer programming skills through an experiential game-based learning activity. One hundred and forty six junior high school students participated in the experimental activity. Participants{\textquoteright} levels of prior-knowledge (high vs. low) were identified according to previous computer course performance. The interactions of type-of-interactivity-prior-knowledge and type-of-interactivity-gender were significant on participants{\textquoteright} performance. The analysis revealed that (a) for the gender effect, the male group outperformed the female group while receiving the challenge-interactivity game-play activity, but while receiving the mixed-interactivity game-play activity, the male group and the female group performed equally; (b) similarly, for the prior-knowledge effect, the high prior-knowledge group outperformed the low prior-knowledge group while receiving the challenge-interactivity game-play activity, but while receiving the mixed-interactivity game-play activity, the high prior-knowledge group and the low prior-knowledge group performed equally. The mixed-interactivity game-play was found to compensate for females{\textquoteright} gender disadvantage and insufficient prior-knowledge.}, 4454 keywords = {e-learning, game-based learning, Instructional design, Interactivity}, 4455 isbn = {0302-9743}, 4456 url = {<Go to ISI>://000269934000033}, 4457 author = {Chen, M. P. and Wang, L. C.} 4458 } 4459 @article {4233, 4460 title = {Emergent Design: Serendipity in Digital Educational Games}, 4461 journal = {Virtual and Mixed Reality, Proceedings}, 4462 volume = {5622}, 4463 year = {2009}, 4464 note = {Blm41Times Cited:0Cited References Count:18Lecture Notes in Computer Science}, 4465 pages = {206-215649}, 4466 abstract = {Using computer games for educational purposes is it fascinating idea that is getting increasingly popular amongst educators, researchers, and developers. From it technical as well as psycho-pedagogical viewpoint, today{\textquoteright}s educational games are at an early stage. Most products cannot compete with non-educational, commercial games and not with conventional educational software. Research must address fundamental challenges such as methods for convincing learning-game design or individualization of gaming experiences. An important key factor is development costs. To enter the market Successfully requires reducing development costs significantly, however, without reducing gaining or learning quality. In this paper we introduce an approach of using existing methods for educational adaptation and personalization together with ideas of emergent game design.}, 4467 keywords = {adaptation, digital educational games, emergent game design, game-based learning, Interactive Storytelling, personalization}, 4468 isbn = {0302-9743}, 4469 url = {<Go to ISI>://000270531200024}, 4470 author = {Kickmeier-Rust, M. D. and Albert, D.} 4471 } 4472 @article {4288, 4473 title = {Emotional Processes in Computer Games}, 4474 journal = {Opportunities and Challenges for Next-Generation Applied Intelligence}, 4475 volume = {214}, 4476 year = {2009}, 4477 note = {Bkc59Times Cited:0Cited References Count:6Studies in Computational Intelligence}, 4478 pages = {193-198343}, 4479 abstract = {Expressing emotions in computer games has become a popular focus for game research and development. Many research projects and papers emerged in the fields of game studies, psychology and HCI and others attempting to understand games and emotions. In this work, we present an emotional model that explains the emotional decision-making processes. The model is designed to explore people{\textquoteright}s behavior in certain circumstances, while under specified emotional states. Special attention was given to the thought process and actions displayed in the hypothetical scenarios. Also, we developed an experimental game program for the evaluation of our emotional decision making model.}, 4480 isbn = {1860-949X}, 4481 url = {<Go to ISI>://000267755700030}, 4482 author = {Shihab, K. and Chalabi, N.} 4483 } 4484 @article {4282, 4485 title = {Emotionally Adapted Games - An Example of a First Person Shooter}, 4486 journal = {Human-Computer Interaction, Pt Iv}, 4487 volume = {5613}, 4488 year = {2009}, 4489 note = {Bkr83Times Cited:0Cited References Count:15Lecture Notes in Computer Science}, 4490 pages = {406-415781}, 4491 abstract = {This paper discusses a specific customization technology Psychological Customization - which enables the customization of information presented on a computer-based system in real-time and its application to manipulating emotions when playing computer games. The possibilities of customizing different elements of games to manipulate emotions are presented and a definition of emotionally adaptive games is given. A psychophysiologically adaptive game is discussed as an example of emotionally adapted games.}, 4492 keywords = {adaptive systems, customization, emotion, emotionally adapted games, Games, psychological customization, psychological effects, psychophysiological measurement}, 4493 isbn = {0302-9743}, 4494 url = {<Go to ISI>://000269034700045}, 4495 author = {Saari, T. and Turpeinen, M. and Kuikkaniemi, K. and Kosunen, I. and Ravaja, N.} 4496 } 4497 @article {4273, 4498 title = {Entertaining Education - Using Games-Based and Service-Oriented Learning to Improve STEM Education}, 4499 journal = {Learning by Playing}, 4500 volume = {5670}, 4501 year = {2009}, 4502 note = {Blc82Times Cited:0Cited References Count:0Lecture Notes in Computer Science}, 4503 pages = {292-292579}, 4504 abstract = {This paper addresses the development of a computer game design and development curriculum at the authors{\textquoteright} institution. The basis for curriculum decisions, as well as comparison to the other institutions{\textquoteright} curricula is covered. In situating the curriculum within the current degree programs, games-based versions of existing courses are also being offered. The experience of the authors with the initial offering of a games-based introductory programming course is also explained, along with the initial assessment of results from the experience. Our experience of using games-based learning in an introductory laboratory is presented. Finally, we demonstrate how games-based learning can be extended beyond the classroom as we work to promote science, technology, engineering, and mathematics (STEM) with local elementary schools; our current project develops an ocean ecosystem exploration game that teaches oceanography and ecological sustainability.}, 4505 keywords = {curriculum, development, games-based, k12, learning, motivation, programming, stem, sustainability}, 4506 isbn = {0302-9743}, 4507 url = {<Go to ISI>://000269934000036}, 4508 author = {Preston, J. and Morrison, B.} 4509 } 4510 @article {4299, 4511 title = {Entertainment Game to Support Interaction between Teachers and Students}, 4512 journal = {Entertainment Computing - ICEC 2009}, 4513 volume = {5709}, 4514 year = {2009}, 4515 note = {Bly60Times Cited:0Cited References Count:11Lecture Notes in Computer Science}, 4516 pages = {228-233341}, 4517 abstract = {A narrative game is described here which main goal is to support childrens{\textquoteright} free expression and socialization considering their cultural background. This game can be used at school, in which students can develop a story together under the teacher{\textquoteright}s supervision. The idea is to support teachers to create characters and scenarios according to the students{\textquoteright} cultural context, expressed in their common sense knowledge, and consequently enabling them to get engaged on developing the story collaboratively. Also, teacher has the common sense{\textquoteright}s support to conduct the story according to the facts are being narrated, to stimuli the students{\textquoteright} communion. This cultural sensitive RPG-like environment intends to promote a closer contact between teacher and students and among students giving them a more contextualized computer tool to be stimulated to freely express their thoughts, desires and to support them to cooperative work with teachers what is desirable for their intellectual and cognitive development.}, 4518 keywords = {collaboration, common sense, Context, education, Educational game, narrative game, storyteller}, 4519 isbn = {0302-9743}, 4520 url = {<Go to ISI>://000271451400025}, 4521 author = {Silva, M. A. R. and Anacleto, J. C.} 4522 } 4523 @article {4205, 4524 title = {eNVyMyCar: A Multiplayer Car Racing Game for Teaching Computer Graphics}, 4525 journal = {Computer Graphics Forum}, 4526 volume = {28}, 4527 number = {8}, 4528 year = {2009}, 4529 note = {530DOTimes Cited:0Cited References Count:7}, 4530 pages = {2025-2032}, 4531 abstract = {The development of a computer game is widely used as a way of conveying concepts regarding Computer Science. There are several reasons for this: it stimulates creativity, it provides an immediate sense of achievement (when the code works), it typically covers all the aspects of an introductory course, and it is easy to find ideas just by looking around and finding stimulation from one{\textquoteright}s environment and from fellow students. In this paper we present eNVyMyCar, a framework for the collaborative/competitive development of a computer game, and report the experience of its use in two Computer Graphics courses held in 2007. We developed a multiplayer car racing game where the student{\textquoteright}s task is just to implement the rendering of the scene, while all the other aspects, communication and synchronization are implemented in the framework and are transparent to the developer. The innovative feature of our framework is that all on-line users can see the views produced by their fellow students. This motivates students to improve their work by comparing it with other students and picking up ideas from them. It also gives students an opportunity to show off to their classmates.}, 4532 keywords = {teaching in context learning computer graphics}, 4533 isbn = {0167-7055}, 4534 url = {<Go to ISI>://000272569400001}, 4535 author = {Ganovelli, F. and Corsini, M.} 4536 } 4537 @article {4316, 4538 title = {ePet: A Physical Game Based on Wireless Sensor Networks}, 4539 journal = {International Journal of Distributed Sensor Networks}, 4540 volume = {5}, 4541 number = {1}, 4542 year = {2009}, 4543 note = {431ZRTimes Cited:0Cited References Count:0}, 4544 pages = {68-68}, 4545 abstract = {This paper describes ePet, a novel multi-player physical game based on the WSN (Wireless Sensor Network). ePet shifts the traditional virtual pet games to the real world, featuring with the popular RPG (Role-Playing Game) elements. The game, capitalizing on the wireless communication, mobile computing, and sensing ability, can be played both indoors and outdoors, and thus gives players a new exciting gaming experience that profits by the blend of real and virtual game elements. The physical game acquires physical interactions among players, which can bring exciting and novel features to the game and more importantly, avoids some problems caused by traditional computer games such as health problems. The WSN is a promising technology for developing physical games. Although there is already some research and applications of WSN based physical games, the major advantages of the WSN (e.g. wireless communication, mobile computing, and sensing ability) are not fully cultivated in these gaming applications. ePet, which takes good advantages of both the WSN and traditional computer games, simulates a pet both indoors and outdoors. The pet has two life modes: Peaceful Life Mode (PLM) and Aggressive Life Mode (ALM). In the PLM, ePet simulates the physiological activities of a real pet such as hunger and easily getting flu when it is cold in the real world. Moreover, the pet can date with other pets to increase its physiological values. In the ALM, the pet is a character of an RPG controlled by the player and the pet can have a fight with other pets, from which the pet gains experience for level up. This ALM is similar to the computer RPG games but relatively novel in WSN based games. All of the above features are enabled by the WSN technology. For the two life modes, a friend-making protocol and an RPG battle protocol are designed respectively. The architecture design and implementation of ePet are described in detailed. Unlike traditional WSN based games, ePet does not need a centralized base station to organize the network. To implement a self-adaptive wireless sensor network in which each node has a similar functionality, and solve the network conflict problems in the WSN communications, a multi-hop communication routing protocol is designed for ePet. Furthermore, a PC application was developed as the game interface, from which players can check out the ePet{\textquoteright}s properties and interact with ePet. It makes ePet more attractive than traditional WSN based games without losing WSN{\textquoteright}s advantages.}, 4546 isbn = {1550-1329}, 4547 url = {<Go to ISI>://000265103800064}, 4548 author = {Tan, W. H. and Li, W. J. and Zheng, Y. Z. and Zhou, X. C.} 4549 } 4550 @article {4196, 4551 title = {Evaluating Adaptive Feedback in an Educational Computer Game}, 4552 journal = {Intelligent Virtual Agents, Proceedings}, 4553 volume = {5773}, 4554 year = {2009}, 4555 note = {Blm67Times Cited:0Cited References Count:23Lecture Notes in Artificial Intelligence}, 4556 pages = {146-158571}, 4557 abstract = {In this paper, we present a study to evaluate the impact of adaptive feedback on the effectiveness of a pedagogical agent for an educational computer game. We compare a version of the game with no agent, and two versions with agents that differ only in the accuracy of the student model used to guide the agent{\textquoteright}s interventions. We found no difference in student learning across the three conditions, and we report an analysis to understand the reasons of these results.}, 4558 keywords = {educational games, evaluation, student modeling}, 4559 isbn = {0302-9743}, 4560 url = {<Go to ISI>://000270543400017}, 4561 author = {Conati, C. and Manske, M.} 4562 } 4563 @article {4227, 4564 title = {Evaluation of an Immersive Learning Programme to Support Triage Training In-game Feedback and its effect on Learning Transfer}, 4565 journal = {Proceedings of the Ieee Virtual Worlds for Serious Applications}, 4566 year = {2009}, 4567 note = {Blz15Times Cited:0Cited References Count:19}, 4568 pages = {117-122234}, 4569 abstract = {This paper describes the evaluation of a computer game to support triage training. Triage is a process for decision-making that prioritises mass casualties in terms of treatment. The main aim of the research was to test the hypothesis that participants using the game for practice would perform better in terms of the accuracy in applying the triage protocol than a group that practised triage with a table-top exercise. The method of giving in-game formative feedback to the learner was modified within the trial programme and that provided the opportunity to investigate whether changing the complexity and timing of feedback affected learning transfer through performance measured in a realistic assessment activity. The results showed that the participants who practised using the game were significantly more accurate for certain measures of performance in applying the triage protocol. The participants that received a modified in-game feedback that reduced complexity and the delay in giving feedback were also significantly more accurate for certain measures of performance in triaging the casualties. These findings will require further experimentation to determine which attributes of the in-game feedback have the greatest impact on the learning of the triage protocol for the given learner group.}, 4570 keywords = {evaluation, feedback, learning transfer, Media, serious games}, 4571 url = {<Go to ISI>://000271485600015}, 4572 author = {Jarvis, S. and de Freitas, S.} 4573 } 4574 @article {4297, 4575 title = {Evolving Strategies for Non-player Characters in Unsteady Environments}, 4576 journal = {Applications of Evolutionary Computing, Proceedings}, 4577 volume = {5484}, 4578 year = {2009}, 4579 note = {Bjh22Times Cited:0Cited References Count:10Lecture Notes in Computer Science}, 4580 pages = {313-322831}, 4581 abstract = {Modern computer games place different and more diverse demands on the behavior of non-player characters in comparison to computers playing classical board games like chess. Especially the necessity for a long-term strategy conflicts often with game situations that are unsteady, i.e. many non-deterministic factors might change the possible actions. As a consequence, a computer player is needed who might take into account the danger or the chance of his actions. This work examines whether it is possible to train such a player by evolutionary algorithms. For the sake of controllable game situations, the board game Kalah is turned into an unsteady version and used to examine the problem.}, 4582 isbn = {0302-9743}, 4583 url = {<Go to ISI>://000265786800035}, 4584 author = {Weicker, K. and Weicker, N.} 4585 } 4586 @article {4172, 4587 title = {Experiments with Online Reinforcement Learning in Real-Time Strategy Games}, 4588 journal = {Applied Artificial Intelligence}, 4589 volume = {23}, 4590 number = {9}, 4591 year = {2009}, 4592 note = {515YTTimes Cited:0Cited References Count:13}, 4593 pages = {855-871}, 4594 abstract = {Real-time strategy (RTS) games provide a challenging platform to implement online reinforcement learning (RL) techniques in a real application. Computer, as one game player, monitors opponents{\textquoteright} (human or other computers) strategies and then updates its own policy using RL methods. In this article, we first examine the suitability of applying the online RL in various computer games. Reinforcement learning application depends on both RL complexity and the game features. We then propose a multi-layer framework for implementing online RL in an RTS game. The framework significantly reduces RL computational complexity by decomposing the state space in a hierarchical manner. We implement an RTS gameTank Generaland perform a thorough test on the proposed framework. We consider three typical profiles of RTS game players and compare two basic RL techniques applied in the game. The results show the effectiveness of our proposed framework and shed light on relevant issues in using online RL in RTS games.}, 4595 isbn = {0883-9514}, 4596 url = {<Go to ISI>://000271509500004}, 4597 author = {Andersen, K. T. and Zeng, Y. F. and Christensen, D. D. and Tran, D.} 4598 } 4599 @article {4218, 4600 title = {Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces}, 4601 journal = {Human-Computer Interaction, Pt Iv}, 4602 volume = {5613}, 4603 year = {2009}, 4604 note = {Bkr83Times Cited:0Cited References Count:12Lecture Notes in Computer Science}, 4605 pages = {325-334781}, 4606 abstract = {A great many people play online games and sales of online games are considerable, but research has further shown that a major reason behind the failure of games in the market is poor user interface design or usability, highlighting even more the importance of these issues in games design. This research uses surveys and focus groups to explore the factors influencing the usability and interface design of online games. First the definition and different types of game are discussed, and then the composition and features of online game interfaces analyzed. Second, a review is made of Human-Computer Interaction (HCI) research literature relating to design criteria for game interfaces. Finally, in discussion with experts, this study isolates the design criteria that should be emphasized when designing each key element of an online game interface.}, 4607 keywords = {elements of game interfaces, Interface design, massively-multiplayer online role-playing games (mmorpg)}, 4608 isbn = {0302-9743}, 4609 url = {<Go to ISI>://000269034700036}, 4610 author = {Hsu, C. C. and Chen, E. C. H.} 4611 } 4612 @article {4222, 4613 title = {From Fingers to Embodiment: A Study on the Relations of the Usability, Dependability of the Embodied Interactive Video Games and the Elders{\textquoteright} Flow Experience}, 4614 journal = {Learning by Playing}, 4615 volume = {5670}, 4616 year = {2009}, 4617 note = {Blc82Times Cited:0Cited References Count:36Lecture Notes in Computer Science}, 4618 pages = {464-472579}, 4619 abstract = {The elders feel better and healthier when participating in activities and recognizing their ability to move and creating something. Implementing technology can benefit their lives and improve social interaction. This study develops the embodied interactive video games (EIVG) relying on embodied interactions, which are free from the fine motor skills like pointing, grasping etc. Four research objectives include (1) To evaluate the usability of the EIVG; (2) To evaluate the dependability of the EIVG; (3) To understand the flow experiences of the elders during game play; (4) To explore the relations between the usability, dependability, and the elders{\textquoteright} flow experiences. The results were discussed in three aspects. In terms of the usability and dependability of the game system, the elders were satisfied with the EIVG games due to the familiarity of the content and the ease of interaction. In terms of the flow experiences, the challenge of the games played an important role to the elders with high SES. In terms of the relations between usability, dependability, and flow experience, the usability and dependability were identified as critical factors for the elders to use computer technology due to the cognitive ageing.}, 4620 keywords = {Age, Cognition, Computer, dependability, embodied interactive video game, flow experience, usability}, 4621 isbn = {0302-9743}, 4622 url = {<Go to ISI>://000269934000055}, 4623 author = {Hwang, M. Y. and Hong,J C and Jong, J. T. and Lee, C. K. and Chang, H. Y.} 4624 } 4625 @article {4170, 4626 title = {GaDeVi Game Development Integrating Tracking and Visualization Devices into Virtools}, 4627 journal = {GRAPP 2009: Proceedings of the Fourth International Conference on Computer Graphics Theory and Applications}, 4628 year = {2009}, 4629 note = {Bjt60Times Cited:0Cited References Count:10}, 4630 pages = {313-321414}, 4631 abstract = {Computer and console games are increasingly using non-computer conventional input/output devices. This work{\textquoteright}s main goal was to create an interactive 3D application with Virtools, a development tool that appeals to the player dexterity and astuteness through the use of several immersive, non-computer conventional devices like magnetic trackers, data gloves and VR glasses. The present paper describes the integration of interaction and visualization devices into Virtools as well as the development of two games using the VR environment. To finalize the assessment of the performance measurements and user tests is given.}, 4632 keywords = {computer game, Game engine, immersion, immersive devices, Interactivity, virtual reality}, 4633 url = {<Go to ISI>://000267137900044}, 4634 author = {Aguiar, R. and Pereira, J. M. and Braz, J.} 4635 } 4636 @article {4309, 4637 title = {Gamers against All Odds}, 4638 journal = {Learning by Playing}, 4639 volume = {5670}, 4640 year = {2009}, 4641 note = {Blc82Times Cited:0Cited References Count:20Lecture Notes in Computer Science}, 4642 pages = {1-12579}, 4643 abstract = {The goal of the project presented in this paper is to enable motor rehabilitation to stroke patients in their home environment and to utilise game enjoyment to achieve frequent training. Stroke patients have an average age above 70 years, which implies that they typically do not belong to a gaming generation. In addition, these patients suffer from motor, and many times cognitive impairments, which make traditional games extremely difficult to use. Nearly all work in this area has been conducted in a clinic environment where it is possible to overcome some of these difficulties by letting professionals assist and guide patients.In this paper, we present the challenges faced, the system itself and the result from a study where five patients were equipped with a game console in their homes for five weeks. The focus of this paper is on analysing the gaming behaviour of patients, which includes the amount of time they spent, the type of games they selected and their comments on the gaming experience. The conclusion from this analysis is that their behaviour resembles that of gamers. They spent significant voluntary time, and it has been possible for patients, with no prior experience of computer games, to enjoy gaming in their homes where they had no professional assistance.}, 4644 keywords = {games as motivation, games for elderly, serious games, virtual stroke rehabilitation}, 4645 isbn = {0302-9743}, 4646 url = {<Go to ISI>://000269934000001}, 4647 author = {Taylor, A. S. A. and Backlund, P. and Engstrom, H. and Johannesson, M. and Lebram, M.} 4648 } 4649 @article {4294, 4650 title = {Gamers{\textquoteright} Implicit Knowledge on the Psychological Influence of Game-Playing}, 4651 journal = {Online Communities and Social Computing, Proceedings}, 4652 volume = {5621}, 4653 year = {2009}, 4654 note = {Bku94Times Cited:0Cited References Count:13Lecture Notes in Computer Science}, 4655 pages = {632-640731}, 4656 abstract = {The paper presents the players{\textquoteright} implicit views on psychological aspects of a supposable influence of computer/online/video-games on human beings. And online survey with 74 Likert-type questions were given to adults and older adolescents (16+). The collected replies (N=437) were grouped into an eight-factor model. The key implicit representations include the participants{\textquoteright} belief that gaming: (1) leads to positive self-development, (2) affects the players{\textquoteright} somatics, i.e. causes tiredness and stresses while gaming and in an after-game period, (3) brings pleasing feelings while gaming, (4) stimulates cognitive processes, and (5) supports players{\textquoteright} relaxation and gives pleasure.}, 4657 keywords = {adult players, Computer games, implicit knowledge, online study, Psychology}, 4658 isbn = {0302-9743}, 4659 url = {<Go to ISI>://000269304600068}, 4660 author = {Voiskounsky, A. E. and Mitina, O. V. and Avetisova, A. A.} 4661 } 4662 @article {4228, 4663 title = {Hanse 1380-A Learning Game for the German Maritime Museum}, 4664 journal = {Learning in the Synergy of Multiple Disciplines, Proceedings}, 4665 volume = {5794}, 4666 year = {2009}, 4667 note = {Bmj45Times Cited:0Cited References Count:7Lecture Notes in Computer Science}, 4668 pages = {794-799813}, 4669 abstract = {In an one, year lasting project at the University of Applied Sciences in Bremerhaven a digital learning game for the German Maritime Museum in Bremerhaven was developed. It is targeted to school pupils ill the age between 10 and 14 and should explain the importance of the cog for trading activities between Hause cities in the 14th century. More detailed learning objectives were defined through a Survey with history teachers from Bremen. The historical research was done in cooperation with the museum. Another key-interest was the design and building of all easy-to-use and attractive computer terminal including a special control-interface for the game. The resulting game is evaluated in an user-test with 29 school pupil. It shows that the game makes fun and is easy to understand. Approx. 50\% of the pupils achieved all learning objectives.}, 4670 isbn = {0302-9743}, 4671 url = {<Go to ISI>://000272585900086}, 4672 author = {Jenner, W. and de Araujo, L. M.} 4673 } 4674 @article {4291, 4675 title = {Head Tracking in First-Person Games: Interaction Using a Web-Camera}, 4676 journal = {Human-Computer Interaction - Interact 2009, Pt I}, 4677 volume = {5726}, 4678 year = {2009}, 4679 note = {Part IBlr80Times Cited:0Cited References Count:13Lecture Notes in Computer Science}, 4680 pages = {342-355928}, 4681 abstract = {Recent advances in face-tracking technology have made it possible to recognize head movements using a commodity web-camera. This development has created exciting possibilities for enhancing player enjoyment during computer game play. In order to ascertain the real-world potential for head gestural input to First Person Shooter games, we have developed seven diverse interaction techniques and integrated these with a modern games engine. Evaluation of the techniques was carried out with four focus groups made up of expert games developers and experienced end-users. One of the techniques was further refined and subjected to a follow-up comparison test with promising results. A set of guidelines for the future development of head interaction techniques for computer games has been derived from the studies. All of the techniques have been built upon freely available software and open-sourced to encourage further research in this area.}, 4682 keywords = {computer game, face tracking, first person shooter, Game engine, head tracking, input and interaction technology}, 4683 isbn = {0302-9743}, 4684 url = {<Go to ISI>://000270899000038}, 4685 author = {Sko, T. and Gardner, H. J.} 4686 } 4687 @article {4290, 4688 title = {iiBOARD Development of a Low-Cost Interactive Whiteboard using the Wiimote Controller}, 4689 journal = {Grapp 2009: Proceedings of the Fourth International Conference on Computer Graphics Theory and Applications}, 4690 year = {2009}, 4691 note = {Bjt60Times Cited:0Cited References Count:18}, 4692 pages = {337-344414}, 4693 abstract = {Interactive whiteboards are gaining importance in our society, both at a business level and, especially, at an educational level. However, the products offered by the major manufacturers have a major barrier to their acquisition: very high prices. There is an urgent need to use new technologies in order to provide solutions that present the same performance levels than typical interactive whiteboards, but with a significantly reduced cost. Throughout this paper the steps taken for the development of an innovative low-cost interactive whiteboard are described. The proposed system is based on the Wii Remote command of the Nintendo Wii video-game console. This command, although very inexpensive has an infrared camera, and supports Bluetooth communication. The system control is based on a wireless device, based on infrared emitters, which supports most of the mouse events. A complete whiteboard application was also developed using Borland Delphi for Windows. This application may be used with either one or two Wiimotes and has a very simple and efficient calibration method. The application also includes viewing capabilities of some of the Wiimote characteristics, as well as a flexible Notebook to increase its range of possible uses. The results obtained through a survey conducted to a small set of whiteboard users were very positive indicators about the acceptance of the inexpensive solution proposed.}, 4694 keywords = {human-computer interface, infrared camera, interactive whiteboard, wii console, wiimote}, 4695 url = {<Go to ISI>://000267137900047}, 4696 author = {Silva, M. and Reis, L. P. and Sousa, A. and Faria, B. M. and Costa, A. P.} 4697 } 4698 @article {4243, 4699 title = {Image Smoothing Based on Game of Life}, 4700 journal = {Proceedings of the 2nd International Conference on Advanced Computer Theory and Engineering (Icacte 2009), Vols 1 and 2}, 4701 year = {2009}, 4702 note = {Blz36Times Cited:0Cited References Count:10}, 4703 pages = {531-5361995}, 4704 abstract = {We do to curb noise and improve image quality, you must first pre-processing of images, that is, smooth images. The purpose of image smoothing is to improve the image of the visual effects and improve image clarity in order to become more conducive to the computer image processing and analysis of various characteristics. We use a classic cellular automata "Game of Life," conducted a study about image smoothing based on game of life to image that a cell for each pixel, using a radius of I neighbors of Moore type. We transform the image of the different rules, the use of two-dimensional cellular automaton model area of the smoothed image. We experimentally demonstrate that the smoothing method with the median filter to the normalized mean square error and peak signal to noise ratio comparison method revealed that the more obvious advantages.}, 4705 keywords = {cellular automata, game of life, image smoothing}, 4706 url = {<Go to ISI>://000271545700064}, 4707 author = {Li,K and Tian, S. L. and Geng, L. J. and Zhang, X.} 4708 } 4709 @article {4257, 4710 title = {Improving the Believability of Non-Player Characters in Simulations}, 4711 journal = {Artificial General Intelligence Proceedings}, 4712 volume = {8}, 4713 year = {2009}, 4714 note = {Bjc45Times Cited:0Cited References Count:8Advances in Intelligent Systems Research}, 4715 pages = {210-211224}, 4716 abstract = {In recent years the video game industry has experienced rapid expansion developing virtual environments that accurately mimic a real-world setting. However, the industry almost entirely relies on finite state machines for deploying computer-controlled characters within these environments. This has resulted in simulated inhabitants that lack the same degree of believability as their surroundings. As part of this research a simulation was developed using Java in which an agent was placed. In a survey students were asked to rank the believability of different artificial intelligence techniques employed by the simulation. The genetic algorithm developed for this simulation provided for an agent whose decisions were more believable than the decisions generated by a finite state machine or random selection process.}, 4717 isbn = {1951-6851}, 4718 url = {<Go to ISI>://000264744600040}, 4719 author = {Miles, J. D. and Tashakkori, R.} 4720 } 4721 @article {4216, 4722 title = {Incremental Learning Algorithm for Online Action Game System}, 4723 journal = {Entertainment Computing - ICEC 2009}, 4724 volume = {5709}, 4725 year = {2009}, 4726 note = {Bly60Times Cited:0Cited References Count:0Lecture Notes in Computer Science}, 4727 pages = {319-322341}, 4728 abstract = {One of the limitations of computer opponents in action games is that the character AI is constructed in advance, and players may become bored quickly. We have built an online action game system in which a non-player character (NPC) can incrementally learn sequences of action and combinations. NPCs can adopt different fighting strategies for fighting with different players.}, 4729 keywords = {action game, imitation learning, non-player character}, 4730 isbn = {0302-9743}, 4731 url = {<Go to ISI>://000271451400051}, 4732 author = {Hoshino, J. and Mori,H} 4733 } 4734 @article {4188, 4735 title = {An Intelligent Tutoring System of Chinese Chess}, 4736 journal = {Next-Generation Applied Intelligence, Proceedings}, 4737 volume = {5579}, 4738 year = {2009}, 4739 note = {Bld63Times Cited:0Cited References Count:9Lecture Notes in Artificial Intelligence}, 4740 pages = {350-359839}, 4741 abstract = {Computer Chinese chess is an application of artificial intelligence. The playing strength of many Chinese chess programs is at the level of human masters or grandmasters. However, it is not easy for a human player to learn Chinese chess skills from these strong programs because their outputs are no more than moves and score values. It is necessary for a student to understand why he or she loses the game and to receive feedback after practice.In this paper, we propose an intelligent tutoring system for learning Chinese chess. The system interacts with students by playing games with them and gives comments and suggestions to them during a game without any human intervention. After some iterations of practice, our system reports their learning achievements by analyzing their game records.}, 4742 keywords = {computer chinese chess, intelligent tutoring system}, 4743 isbn = {0302-9743}, 4744 url = {<Go to ISI>://000269972300036}, 4745 author = {Chen, B. N. and Chen, J. Y. and Chen, J. C. and Hsu, T. S. and Liu, P. F. and Hsu, S. C.} 4746 } 4747 @article {4281, 4748 title = {Intercultural Competence Game That Fosters Metacognitive Agility and Reflection}, 4749 journal = {Online Communities and Social Computing, Proceedings}, 4750 volume = {5621}, 4751 year = {2009}, 4752 note = {Bku94Times Cited:0Cited References Count:10Lecture Notes in Computer Science}, 4753 pages = {603-612731}, 4754 abstract = {In this paper we describe the development of a multi-player computer game created to train the intercultural competence and metacognitive agility (self-awareness and self-regulated learning) of United States Army Special Forces team leaders. We describe a unique design that features a novel role for real-time, in-game peer performance assessment and feedback to encourage user reflection and self-explanation. We also discuss how the multiplayer game is successfully used in Special Forces intercultural communication education and offer user feedback results from a study conducted with 51 Special Forces officers.}, 4755 keywords = {in-game performance assessment, intercultural competence, metacognitive agility, peer learning, Reflection, serious game}, 4756 isbn = {0302-9743}, 4757 url = {<Go to ISI>://000269304600065}, 4758 author = {Raybourn, E. M.} 4759 } 4760 @article {4351, 4761 title = {Investigating the Mediating Role of Perceived Playfulness in the Acceptance of Hedonic Information Systems}, 4762 journal = {Proceedings of the 13th Wseas International Conference on Systems}, 4763 year = {2009}, 4764 note = {Bmf43Times Cited:0Cited References Count:31Mathematics and Computers in Science and Engineering}, 4765 pages = {322-327622}, 4766 abstract = {With the proliferation of hedonic information systems, understanding users{\textquoteright} acceptance of hedonic information systems has become a new topic for practitioners and academics. While perceived playfulness or perceived enjoyment has been found to have a significant influence on the behavioral intention to use hedonic information systems, little research has been conducted to Investigate empirically the antecedents of perceived playfulness and the mediating role that perceived playfulness has in user acceptance of hedonic information systems. Thus, the main purpose of this study is to explore the mediating role of perceived playfulness in the psychological process of user acceptance of hedonic online game systems. Based on previous literature, two individual difference variables (i.e., computer self-efficacy and computer anxiety) and three system characteristics variables (i.e., challenge, feedback, and speed) were proposed as potential antecedents of perceived playfulness in the context of massive multiplayer online games. The results indicate that perceived playfulness plays a partial mediating role in the relationship of system characteristics and individual differences to behavioral intention. Both challenge and computer self-efficacy were found to have a significant influence on behavioral intention via perceived playfulness, with computer self-efficacy also having a direct influence on behavioral intention. Computer anxiety, however, was only found to have a direct influence on behavioral intention. Also, neither feedback nor speed was found to have a significant effect on perceived playfulness. The results of this study provide several important implications for research and practices of hedonic information systems/online game design and promotion.}, 4767 keywords = {hedonic information systems, individual differences, Models, motivation, Online game, perceived playfulness, system characteristics, TAM, Technology, usage, user acceptance}, 4768 url = {<Go to ISI>://000272165400045}, 4769 author = {Wang, Y. S. and Wang, H. Y. and Lin, H. H.} 4770 } 4771 @article {4285, 4772 title = {An Investigation of Visual Attention in FPS Computer Gameplay}, 4773 journal = {Proceedings of the Ieee Virtual Worlds for Serious Applications}, 4774 year = {2009}, 4775 note = {Blz15Times Cited:0Cited References Count:14}, 4776 pages = {68-75234}, 4777 abstract = {Cognitive science provides a useful approach to studying computer gameplay, especially from the perspective of determining the cognitive skills that players learn during play. Computer games are highly visual medium and game interaction involves continuous visual cognition. A system integrating an eyetracker with a 3D computer game engine has been developed to provide real time gaze object logging, a fast and convenient way of collecting gaze object data for analysis. This system has been used to test three hypotheses concerning visual attention in close combat tactics as simulated by a first-person shooter (FPS) computer game. Firstly, the cuing effect of the player{\textquoteright}s gun graphic on visual attention was tested, but no evidence was found to support this. Data supported the second hypothesis, that a player attends to the target opponent while shooting at them, in most cases, while in a small percentage of cases this is achieved in peripheral vision. Finally, in most cases, a player targets the nearest opponent. 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. These models document the learning outcomes of game interaction and provide a basis for improvements, such as the optimization of combat survival tactics.}, 4778 keywords = {decision-making, eye-tracking, gameplay, Visual attention}, 4779 url = {<Go to ISI>://000271485600009}, 4780 author = {Sennersten, C. C. and Lindley, C. A.} 4781 } 4782 @article {4211, 4783 title = {It{\textquoteright}s Talk, But Not as We Know It: Using VoIP to Communicate in War Games}, 4784 journal = {Proceedings of the Ieee Virtual Worlds for Serious Applications}, 4785 year = {2009}, 4786 note = {Blz15Times Cited:0Cited References Count:12}, 4787 pages = {133-140234}, 4788 abstract = {Recently, computer games producers have integrated Voice over Internet Protocol (VoIP) into distributed multiplayer games, allowing gamers playing at a distance to talk to each other. What effect does this have on gameplay? A longitudinal study of a multiplayer team game is presented. Our analysis looks at how the players (all adults) used VoIP to resource their interaction with each other in the virtual game world. We found that VoIP represents talk in ways that differ both to face-to-face communication and to text-mediated communications. VoIP audio representations interact with, and mediate, the graphical materials of the game world in distinctive and unusual ways which can generate problems to be overcome for players. But they also provide clear benefits for learning and coordination, which are found neither in face-to-face or text communication. We conclude by considering the implications of these problems and benefits for design.}, 4789 keywords = {computer-mediated communication, Human-computer interaction, Multiplayer games, user study, Virtual Environments, voip}, 4790 url = {<Go to ISI>://000271485600017}, 4791 author = {Halloran, J.} 4792 } 4793 @article {4307, 4794 title = {Learning from Video Game: A Study of Video Game Play on Problem-Solving}, 4795 journal = {Advanced Data Mining and Applications, Proceedings}, 4796 volume = {5678}, 4797 year = {2009}, 4798 note = {Bln72Times Cited:0Cited References Count:13Lecture Notes in Computer Science}, 4799 pages = {772-779807}, 4800 abstract = {This research was intended to explore the influence of video game experience on problem representation, efficiency of strategies, meta cognition, and quality of mental models during, solving the problems that encounter in a new game. This experiment asked all the participants to keep thinking aloud during the 20-minite process of playing, and their verbal report was analyzed to study the problem solving. The results indicate a significant influence of computer games on game players{\textquoteright} performance in an unfamiliar game. The most frequently referred comment is direct strategy, next are game rules and cues, monitoring and game progress. Expert players performed better than novice players on problem representation, efficiency of strategies, and meta cognition.}, 4801 keywords = {boys, expert players, Girls, novice players, problem solving, Skills, video game play}, 4802 isbn = {0302-9743}, 4803 url = {<Go to ISI>://000270597500078}, 4804 author = {Zhang, X. M. and Shen, Z. J. and Luo, X. and Su, C. H. and Wang, J. Q.} 4805 } 4806 @article {4303, 4807 title = {Little Big Difference: Gender Aspects and Gender-Based Adaptation in Educational Games}, 4808 journal = {Learning by Playing}, 4809 volume = {5670}, 4810 year = {2009}, 4811 note = {Blc82Times Cited:0Cited References Count:44Lecture Notes in Computer Science}, 4812 pages = {150-161579}, 4813 abstract = {Computer games are tremendously successful and this is why the potential of using this medium for educational purposes is increasingly recognized and researched. However, as new learning technologies need to be appropriate for all students and ensure equal learning opportunities, it is important to take into account evidences on gender differences in the context of computer games. This paper reviews relevant research results on gender aspects. Aiming for the realization of gender-based adaptation in digital educational games, a model incorporating research evidences on gender aspects is elaborated and implications for adaptation are derived. Adaptation principles and game design are illustrated by means of the 80Days project.}, 4814 keywords = {adaptation, Educational game, game design, game-based learning, gender difference, Performance, PLAY, Sensation seeking, Sex, Video}, 4815 isbn = {0302-9743}, 4816 url = {<Go to ISI>://000269934000020}, 4817 author = {Steiner, C. M. and Kickmeier-Rust, M. D. and Albert, D.} 4818 } 4819 @article {4177, 4820 title = {Logistic Game: learning by doing and knowledge-sharing}, 4821 journal = {Production Planning \& Control}, 4822 volume = {20}, 4823 number = {8}, 4824 year = {2009}, 4825 note = {524IYTimes Cited:0Cited References Count:31}, 4826 pages = {724-736}, 4827 abstract = {The aim of this article is to define a new simulation game in operation management called Logistic Game. The main objectives are to introduce a new simulation game approach in solving the different correlated subsystems based on {\textquoteright}visual interactive learning{\textquoteright} and to verify its positive effects on the learning process with respect to the usual simulation games. The game is based on an inside plant virtual supply chain simulation and copes with the educational challenges of teaching Industrial Logistics in a new, effective way. By applying a visual interactive simulation package, the game creates a virtual dynamic scenario directly visible by participants, with an improvement of experimentation and conceptualisation phases, and offers several logistic decisions and their strategic links from a holistic point of view. The challenge goes beyond a pure theoretical setting and students learn strategies and gain experience directly by operating in a virtual supply chain and sharing knowledge. The Logistic Game has been used to train more then 300 students since December 2006 in three different Italian workshops and has been designed to encourage the employment selection process by the companies involved.}, 4828 keywords = {business, chains, computer game, education, learning effect, logistic, management simulation, operation management, operations management, simulation game, visual interactive simulation}, 4829 isbn = {0953-7287}, 4830 url = {<Go to ISI>://000272138200006}, 4831 author = {Battini, D. and Faccio, M. and Persona, A. and Sgarbossa, F.} 4832 } 4833 @article {4239, 4834 title = {Making the Case for Mobile Game Development}, 4835 journal = {Iticse 2009: Proceeding of the 2009 Acm Sigse Annual Conference on Innovation and Technology in Computer Science Education}, 4836 year = {2009}, 4837 note = {Bkt74Times Cited:0Cited References Count:0}, 4838 pages = {401-401406}, 4839 abstract = {The term "mobile culture" reflects a phenomenal role that mobile devices play in our everyday lives. Accordingly, in the eyes of many current students, computing technology is associated with their mobile phones and gadgets instead of larger desktops that are commonly used in the academic environment. Most of them carry mobile phones with them at all times, and being able to develop and immediately run an application on their phone may offer an experience that is as practical and as close to the real world as it gets. By using mobile computing and, in particular, mobile game development, it may be possible to make course material more relevant to students; this also may show a stronger connection to real-world applications and technology that surround our students.To better understand the role of mobile culture and mobile phones in the life of contemporary students, we surveyed a group of 251 undergraduates, which included 117 females and 134 mates, between 18 and 25 years of age. 100\% of respondents said that they have a mobile phone. 49\% of males and 47\% of females said that they regularly play mobile games; on average they did that on 3.3 days each week. Students were asked to name three different places where they are most likely to play a mobile game. Answers included being at home (41\%) with nothing else to do, in class (39\%) during a lecture or another boring activity, in some form of transport (16\%), at the airport or on a plane, at work (15\%) and apparently not working, while waiting (14\%) for an appointment (e.g. at a doctor{\textquoteright}s office), at school (9\%) between classes, and others. We also asked to name three games that students play most frequently on their mobile phones. Out of 72 games that were mentioned, Tertis, Pacman and Solitaire were the three most popular, while over 40 other games were named only once. There was an approximately equal ratio between males and females who play the top three games. All of the top ten mobile games played by our respondents belong to the class of casual games. Such games are typically played in short bursts of time; their rules are simple, and unlike many desktop or console games, they do not require any major time commitment or any special skills. Most notably, many studies indicate that the demographics of mobile gamers are split equally between the two sexes.Compared to traditional computer games, introduction of mobile game development into Computer Science curricula received relatively little attention. There are very few reports about leveraging the appeal and relative simplicity of mobile game development to increase student interest in pursuing a degree in computing. Compared to desktop or console game development, mobile games are significantly less complex due to their simplified gameplay, smaller scale, simpler graphics, and other factors. In many ways, it may be easier to adopt mobile game development in the Computer Science curriculum than traditional game development while offering additional motivational benefits for students.Traditional game development has become a popular motivational tool; however, it is most effective for students who have already advanced down the course pipeline. In contrast, a playable mobile game could be successfully developed even in an introductory Computer Science course and thus provide a satisfying result to students eager to see tangible outcomes of their projects. Mobile computing can give students a sense of instant gratification - they can quickly compile a working graphical application and play the resulting game on their own mobile device and proudly show it off to their friends.Mobile game development is well positioned to address the challenges of its adoption to the curriculum. Because of a relative simplicity and a smaller scale, a playable mobile game can be developed within reasonable time by many CS students even with limited programming skills. Challenges of developing user interfaces for mobile devices can be a good topic for an in-depth discussion in a human-computer interactions course; overcoming connectivity and security issues could provide a good study framework in a computer networks course; while mobile-specific development issues are a good topic for a software engineering course. Mobile games can help broaden the horizons and motivate many students in introductory computing courses by exposing them to a variety of advanced topics early in the curriculum.As our survey shows, whether we like it or not, students do play games on their mobile phones and mobile gaming is here to stay. It is up to us, however, to use this situation for the benefit of Computer Science education and turn mobile gaming from a disruptive technology into a motivational tool.}, 4840 keywords = {curriculum, mobile culture, mobile games, motivation}, 4841 url = {<Go to ISI>://000269212200136}, 4842 author = {Kurkovsky, S.} 4843 } 4844 @article {4343, 4845 title = {Matchmaker: Interpersonal Touch in Gaming}, 4846 journal = {Learning by Playing}, 4847 volume = {5670}, 4848 year = {2009}, 4849 note = {Blc82Times Cited:0Cited References Count:10Lecture Notes in Computer Science}, 4850 pages = {13-24579}, 4851 abstract = {Acts of interpersonal touch - a touch shared between two people are used by couples to communicate in a simple and emotionally intimate way. In this paper, we argue that the intimacy afforded by acts of interpersonal touch can be used in computer entertainment to support enjoyable and engaging activities for couples. To support this notion, we have developed Matchmaker; a two-player, cooperative tabletop video game based on themes of love and romance. Matchmaker{\textquoteright}s gameplay is directly controlled by a set of collaborative tabletop interaction techniques, as well as by acts of interpersonal touch between its players. In this paper we present a detailed description of Matchmaker{\textquoteright}s design and the results of an exploratory user suggesting that Matchmaker is enjoyable to play and that its use of interpersonal touch contributes to players{\textquoteright} enjoyment.}, 4852 keywords = {Games, gaming, matchmaker, tabletop, touch}, 4853 isbn = {0302-9743}, 4854 url = {<Go to ISI>://000269934000002}, 4855 author = {Watts, C. and Sharlin, E. and Woytiuk, P.} 4856 } 4857 @article {4280, 4858 title = {Measuring Player Immersion in the Computer Game Narrative}, 4859 journal = {International Journal of Human-Computer Interaction}, 4860 volume = {25}, 4861 number = {2}, 4862 year = {2009}, 4863 note = {414NVTimes Cited:0Cited References Count:72}, 4864 pages = {107-133}, 4865 abstract = {In order to measure player immersion in the computer game narrative, this study explores and analyzes factors of the computer game narrative that influence players who are immersed in the game story world. Originally a questionnaire consisting of six dimensions-Curiosity, Concentration, Challenge, Control, Comprehension, and Empathy-was proposed. To evaluate the questionnaire, two surveys were conducted on the Internet, and data were collected from 734 respondents. After exploratory factor analysis and confirmatory factor analysis, the dimensions were modified to Curiosity, Concentration, Challenge and Skills, Control, Comprehension, Empathy, and Familiarity.}, 4866 keywords = {design, environments, flow experience}, 4867 isbn = {1044-7318}, 4868 url = {<Go to ISI>://000263872300001}, 4869 author = {Qin, H. and Rau, P. L. P. and Salvendy, G.} 4870 } 4871 @article {4301, 4872 title = {Measuring the Effect of Gaming Experience on Virtual Environment Navigation Tasks}, 4873 journal = {3DUI : IEEE Symposium on 3D User Interfaces 2009, Proceedings}, 4874 year = {2009}, 4875 note = {Bjg97Times Cited:0Cited References Count:30}, 4876 pages = {3-10159}, 4877 abstract = {Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with many potential applications within areas such as visualisation, entertainment and training simulators. To effectively develop and utilise virtual environments, user-centric evaluations are commonly performed. Anecdotal evidence suggests that factors such as prior experience with computer games may affect the results of such evaluations.This paper examines the effects of previous computer gaming experience, user perceived gaming ability and actual gaming performance on navigation tasks in a virtual environment. Two computer games and a virtual environment were developed to elicit performance metrics for use within a user study. Results indicated that perceived gaming skill and progress in a First-Person-Shooter (FPS) game were the most consistent metrics showing significant correlations with performance in time-based navigation tasks. There was also strong evidence that these relations were significantly intensified by the inclusion of participants who play FPS games. In addition, it was found that increased gaming experience decreased spatial perception performance.}, 4878 keywords = {Computer games, evaluation, Gender, navigation tasks, Performance, spatial orientation, User experience, Virtual Environments}, 4879 url = {<Go to ISI>://000265740800001}, 4880 author = {Smith, S. R. and Du{\textquoteright}Mont, S.} 4881 } 4882 @article {4212, 4883 title = {A Multimodal Board Game System Interface Using Finger Input for Visually Impaired Computer Users}, 4884 journal = {Universal Access in Human-Computer Interaction: Addressing Diversity, Pt I, Proceedings}, 4885 volume = {5614}, 4886 year = {2009}, 4887 note = {Part IBlr59Times Cited:0Cited References Count:6Lecture Notes in Computer Science}, 4888 pages = {68-77689}, 4889 abstract = {In this paper, we developed a new board game system oil a PC that feels like a real board game. The main improvements of this system are the tactile guide, the finger input interface, and an output method using vibrating stimuli. These improvements allow players to grasp the layout better than previous systems. We evaluate the system using the Othello game. As the result, we see that visually impaired persons can play the Othello game.}, 4890 keywords = {auditory display, speech guide, tactile guide, vibrating stimulus, visually impaired person}, 4891 isbn = {0302-9743}, 4892 url = {<Go to ISI>://000270884800008}, 4893 author = {Hamaguchi, Y. and Nagasaka, D. and Tamesue, T. and Itoh, K. and Shimizu, M. and Sugimoto, M. and Hashimoto, M. and Kayama, M.} 4894 } 4895 @article {4238, 4896 title = {The Multi-modal Rock-Paper-Scissors Game}, 4897 journal = {Intelligent Virtual Agents, Proceedings}, 4898 volume = {5773}, 4899 year = {2009}, 4900 note = {Blm67Times Cited:0Cited References Count:2Lecture Notes in Artificial Intelligence}, 4901 pages = {564-565571}, 4902 abstract = {The multi-modal rock-paper-scissors game is an interactive computer game where the opponent of the human player is a virtual agent appearing on the computer screen. The game is similar to the game between humans, the communication takes place by the tools of image and sound processing.}, 4903 keywords = {multi-modal human-computer interfaces, virtual agents}, 4904 isbn = {0302-9743}, 4905 url = {<Go to ISI>://000270543400092}, 4906 author = {Kovacs, G. and Makara, C. and Fazekas, A.} 4907 } 4908 @article {4237, 4909 title = {Multi-modal System Architecture for Serious Gaming}, 4910 journal = {Artificial Intelligence Applications and Innovations Iii}, 4911 year = {2009}, 4912 note = {Bjg92Times Cited:0Cited References Count:10International Federation for Information Processing}, 4913 pages = {441-447540}, 4914 abstract = {Human-computer interaction (HCl). especially in the games domain, targets to mimic as much as possible the natural human-to-human interaction, which is multimodal, involving speech, vision. haptic, etc. Furthermore, the domain of serious games, aiming to value-added games, makes use of additional inputs, such as biosensors, motion tracking equipment, etc. In this context, game development has become complex, expensive and burdened with a long development cycle. This creates barriers to independent game developers and inhibits the introduction of innovative games, or new game genres. In this paper the PlayMancer platform is introduced, a work in progress aiming to overcome such barriers by augmenting existing 3D game engines with innovative modes, of interaction. Playmancer integrates open source existing systems, such as a game engine and a spoken dialog management system, extended by newly implemented components, supporting innovative interaction modalities. such as emotion recognition from audio data, motion tracking, etc, and advanced configuration tools.}, 4915 isbn = {1571-5736}, 4916 url = {<Go to ISI>://000265736800050}, 4917 author = {Kocsis, O. and Ganchev, T. and Mporas, I. and Papadopoulos, G. and Fakotakis, N.} 4918 } 4919 @article {4279, 4920 title = {Multiplayer Interface for a Computer-Augmented Learning Game}, 4921 journal = {Design and Use of Serious Games}, 4922 volume = {37}, 4923 year = {2009}, 4924 note = {Bjb44Times Cited:0Cited References Count:34Intelligent Systems, Control, and Automation: Science and Engineering}, 4925 pages = {155-167206}, 4926 abstract = {The purpose of this article is to introduce an advanced user interface concept for collaborative simulation game. The user interface design was performed by a constructive proceeding. The functionality and the physical elements of a traditional board game and the calculation performance of a computer simulation model were combined in the new multiplayer interface concept. The operations of players are mediated to the computer through the game board elements, not through the standard input devices of the computer. The key usability targets of the user interface have been also identified. Based on very early findings the developed multiplayer interface seems to support the usability targets in terms of naturalness and collaboration. The conventional arrangement with the digital multiplayer simulation games is the user interface, where each player has their own keyboard and visual display. This study introduces new possibility for game designers to integrate a traditional board game concept and a computer simulation model to enhance collaboration and learning in gaming.}, 4927 keywords = {design, product development process, success}, 4928 url = {<Go to ISI>://000264525500011}, 4929 author = {Putkonen, A. and Forsten, M.} 4930 } 4931 @article {4185, 4932 title = {Networking Middleware and Online-Deployment Mechanisms for Java-Based Games}, 4933 journal = {Transactions on Edutainment II}, 4934 volume = {5660}, 4935 year = {2009}, 4936 note = {Bll20Times Cited:0Cited References Count:12Lecture Notes in Computer Science}, 4937 pages = {19-32313}, 4938 abstract = {Currently, web-based online gaming applications are predominately utilising Adobe Flash or Java Applets as their core technologies. These games are often casual, two-dimensional games and do not utilise the specialist graphics hardware which has proliferated across modern PCs and Consoles. Multiuser online game play in these titles is often either non-existent or extremely limited. Computer games applications which grace the current generation of consoles and personal computers are designed to utilise the increasingly impressive hardware power at their disposal. However, these are commonly distributed using a physical medium or deployed through Custom, proprietary networking mechanisms and rely upon platform-specific networking APIs to facilitate multi-user online game play. In order to unify the concepts of these disparate styles of gaming, this paper presents two interconnected systems which are implemented using Java Web Start and JXTA P2P technologies, providing a platform-independent framework capable of deploying hardware accelerated cross-platform, cross-browser online-enabled Java games, as part of the Homura Project.}, 4939 keywords = {deployment, distributed systems, homura, Java, java monkey engine, java web start, jme, jxta, nethomura, P2P games, peer to peer networking, web technologies}, 4940 isbn = {0302-9743}, 4941 url = {<Go to ISI>://000270434800002}, 4942 author = {Carter, C. and El Rhalibi, A. and Merabti, M. and Price, M.} 4943 } 4944 @article {4284, 4945 title = {New Interaction Concepts by Using the Wii Remote}, 4946 journal = {Human-Computer Interaction, Pt Ii}, 4947 volume = {5611}, 4948 year = {2009}, 4949 note = {Part IIBkr19Times Cited:0Cited References Count:23Lecture Notes in Computer Science}, 4950 pages = {261-270912}, 4951 abstract = {The interaction concept of the video game console Nintendo Wii has created a furor in the interface design community due to its intuitive interface: the Wii Remote. At the Institute of Ergonomics (IAD) of the Darmstadt University of Technology, several projects investigated the potential of interaction concepts with the Wii Remote, especially in nongaming contexts. In a first Study an interactive whiteboard according to [1] was recreated, modified and evaluated. In this case, the Wii Remote is not the human-machine-interface but the sensor that detects an infrared emitting (IR) pencil. A Survey with 15 Subjects was conducted in which different IR pencils were evaluated. In a second Study the potential of a gesture based human-computer interaction with the help of the Wii-Remote according to [2] Was evaluated by using a multimedia software application. In a Survey with 30 Subjects, the Wii gesture interaction was compared to a standard remote control.}, 4952 keywords = {gesture based interaction, gesture recognition, hidden markov-models, interactive whiteboard, wii, wii remote}, 4953 isbn = {0302-9743}, 4954 url = {<Go to ISI>://000268998000029}, 4955 author = {Schreiber, M. and von Wilamowitz-Moellendorff, M. and Bruder, R.} 4956 } 4957 @article {4304, 4958 title = {O{\textquoteright}Game, Can You Feel My Frustration?: Improving User{\textquoteright}s Gaming Experience via StressCam}, 4959 journal = {CHI2009: Proceedings of the 27th Annual CHI Conference on Human Factors in Computing Systems, Vols 1-4}, 4960 year = {2009}, 4961 note = {Bjg76Times Cited:0Cited References Count:26}, 4962 pages = {2195-22042390}, 4963 abstract = {One of the major challenges of video game design is to have appropriate difficulty levels for users in order to maximize the entertainment value of the game. Game players may lose interests if a game is either too easy or too difficult. This paper presents a novel methodology to improve user{\textquoteright}s experience in computer games by automatically adjusting the level of the game difficulty. The difficulty level is computed from measurements of the facial physiology of the players at a distance. The measurements are based on the assumption that the players{\textquoteright} performance during. the game-playing session alters blood flow in the supraorbital region, which is an indirect measurement of increased mental activities. This alters heat dissipation, which can be monitored in a contact-free manner through a thermal imaging-based stress monitoring and analysis system, known as StressCam.In this work, we investigated on two primary objectives: (1) the feasibility of utilizing the facial physiology in automatically adjusting the difficulty level of the game and (2) the capability of the automatic difficulty level adjustment in improving game players{\textquoteright} experience. We employed and extended a XNA video game for this study, and performed an in-depth, comparative usability evaluation on it. Our results show that the automatic difficulty adjustable system successfully maintains game players{\textquoteright} interests and substantially outperforms traditional fixed-difficulty mode games. Although a number of issues of this preliminary study remain to be investigated further, this research opens a new direction that utilizes non-contact stress measurements for monitoring and further enhancing a variety of user-centric, interactive entertainment activities.}, 4964 keywords = {Adjustment, aggressive affect, Behavior, Cognition, game difficulty, Human-computer interaction, stress monitoring, thermal imaging, Video Games, Violent Video Games}, 4965 url = {<Go to ISI>://000265679301121}, 4966 author = {Yun, C. and Shastri, D. and Pavlidis, I. and Deng, Z. G.} 4967 } 4968 @article {4197, 4969 title = {An Online Survey System on Computer Game Enjoyment and Personality}, 4970 journal = {Human-Computer Interaction, Pt IV}, 4971 volume = {5613}, 4972 year = {2009}, 4973 note = {Bkr83Times Cited:0Cited References Count:30Lecture Notes in Computer Science}, 4974 pages = {304-314781}, 4975 abstract = {This paper discusses the development of an online survey instrument to measure the game enjoyment and player characteristics like age, gender and personality traits. A research framework of game play is proposed based on a review of prior research on computer came enjoyment, game characteristics, personality theories, effects of computer game play, and technology acceptance model. The proposed framework suggests that an appropriate fit between characteristics of the player and gaming technology will result in greater enjoyment while social influence may moderate effects of the fit. The survey will allow the researcher to establish the fit profiles between player characteristics and game play.}, 4976 keywords = {Behavior, Computer games, Enjoyment, entertainment, Game play, Personality, PLAY, Violent Video Games}, 4977 isbn = {0302-9743}, 4978 url = {<Go to ISI>://000269034700034}, 4979 author = {Fang, X. W. and Chan, S. and Nair, C.} 4980 } 4981 @article {4215, 4982 title = {Playfulness-based design in educational games: a perspective on an evolutionary contest game}, 4983 journal = {Interactive Learning Environments}, 4984 volume = {17}, 4985 number = {1}, 4986 year = {2009}, 4987 note = {418GWTimes Cited:0Cited References Count:81}, 4988 pages = {15-35}, 4989 abstract = {Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetical computation, game strategy, and teamwork into one game allows players to interactively steer the playfulness and enhance learning. In this paper an evolutionary contest game was designed and implemented to examine the influencial factors. Using action research, focus groups and hermeneutic methods, this study suggest that the playfulness design of an evolutionary game is influenced by the degree of uncertainty and flexibility in decision-making, the level of challenge, equal conditions for fair play, opportunities to compete/cooperate, and the level of interactivity.}, 4990 keywords = {competition, computer interactions, educational games, evolutionary contest game, flow, Information, intrinsic motivation, Mechanisms, model, Performance, playfulness-based design, strategic decision-making, Uncertainty}, 4991 isbn = {1049-4820}, 4992 url = {<Go to ISI>://000264137700002}, 4993 author = {Hong,J C and Hwang, M. Y. and Lu, C H and Cheng, C. L. and Lee, Y. C. and Lin, C. L.} 4994 } 4995 @article {4249, 4996 title = {Playing with All Senses: Human-Computer Interface Devices for Games}, 4997 journal = {Advances in Computers, Vol 77}, 4998 volume = {77}, 4999 year = {2009}, 5000 note = {Bjy98Times Cited:0Cited References Count:66Advances in Computers}, 5001 pages = {79-115}, 5002 abstract = {For a long time, computer games were limited to input and output devices such as mouse, joystick, typewriter keyboard, and TV screen. This has changed dramatically with the advent of inexpensive and versatile sensors, actuators, and visual and acoustic Output devices. Modem games employ a wide variety of interface technology, which is bound to broaden even further. This creates a new task for game designers. They have to choose the right option, possibly combining several technologies to let one technology compensate for the deficiencies of the other or to achieve more immersion through new modes of interaction. To facilitate this endeavor, this chapter gives an overview on current and upcoming human-computer interface technologies, describes their inner workings, highlights applications in commercial games and game research, and points out promising new directions.}, 5003 keywords = {communication channel, location}, 5004 isbn = {0065-2458}, 5005 url = {<Go to ISI>://000267475900003}, 5006 author = {Loviscach, J.} 5007 } 5008 @article {4184, 5009 title = {Play-Personas: Behaviours and Belief Systems in User-Centred Game Design}, 5010 journal = {Human-Computer Interaction - Interact 2009, Pt Ii, Proceedings}, 5011 volume = {5727}, 5012 year = {2009}, 5013 note = {Blh79Times Cited:0Cited References Count:31Lecture Notes in Computer Science}, 5014 pages = {510-523992}, 5015 abstract = {Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media is a considerable challenge; however it is potentially even more difficult to achieve the same goal for the audience of interactive entertainment, because a substantial degree of control rests in the hand of the end user rather than the designer. This paper presents a possible solution to the challenge of integrating the user in the design of interactive entertainment such as computer games by employing the "persona" framework introduced by Alan Cooper. This approach is already in use in interaction design. The method can be improved by complementing the traditional narrative description of personas with quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer game Additionally, persona constructs can be applied both as design-oriented metaphors during the development of games, and as analytical lenses to existing games, e.g. for evaluation of patterns of player behaviour.}, 5016 keywords = {emotion, game design, play persona, user centered design, user experience design}, 5017 isbn = {0302-9743}, 5018 url = {<Go to ISI>://000270204900055}, 5019 author = {Canossa, A. and Drachen, A.} 5020 } 5021 @article {4190, 5022 title = {Relationship between Motivation and Satisfaction of Online Computer Games: Evidence from Adolescent Players Using Wireless Service in Taiwan}, 5023 journal = {Advances in Information Security and Assurance}, 5024 volume = {5576}, 5025 year = {2009}, 5026 note = {Bkr75Times Cited:0Cited References Count:26Lecture Notes in Computer Science}, 5027 pages = {543-552841}, 5028 abstract = {This study provides insight into the relationship between leisure motivation and leisure satisfaction with wireless service among teenage online gamers. A systematic sampling produced 134 usable questionnaires for the final data analysis. Findings revealed that teenagers playing online games with wireless service for intellectual motivations report educational leisure satisfaction. With wireless service, online game players with social motivations report educational, social and relaxation leisure satisfaction. Players with stimulus-avoidance motivation report greater psychological, educational, relaxation, physiological and aesthetic leisure satisfaction. Finally, this work discusses implications for leisure practice and further research.}, 5029 keywords = {adolescent, leisure motivation, leisure satisfaction, measuring leisure motivation, online computer game, recreation, role-playing games}, 5030 isbn = {0302-9743}, 5031 url = {<Go to ISI>://000269024500055}, 5032 author = {Chen, L. S. L. and Wang, M. C. H. and Lee, Y. H.} 5033 } 5034 @article {4255, 5035 title = {Relationship Learning Software: Design and Assessment}, 5036 journal = {Human-Computer Interaction, Pt Iii}, 5037 volume = {5612}, 5038 year = {2009}, 5039 note = {Bkr82Times Cited:0Cited References Count:16Lecture Notes in Computer Science}, 5040 pages = {631-640818}, 5041 abstract = {Interface designers have been studying how to construct graphical user interfaces (GUIs) for a number of years, however adults are often the main focus of these studies. Children constitute a unique user group, making it necessary to design software specifically for them. For this study, several interface design frameworks were combined to synthesize a framework for designing educational software for children. Two types of learning, relationships and categories, are the focus of the present study because of their importance in early-child learning as well as standardized testing. For this study the educational game Melo{\textquoteright}s World was created as an experimental platform. The experiments assessed the performance differences found when including or excluding subsets of interface design features, specifically aesthetic and behavioral features. Software that contains aesthetic, but lack behavioral features, was found to have the greatest positive impact on a child{\textquoteright}s learning of thematic relationships.}, 5042 keywords = {educational technology, human computer interaction, interactive systems design, User interface design}, 5043 isbn = {0302-9743}, 5044 url = {<Go to ISI>://000269034000069}, 5045 author = {McMullen, K. A. and Wakefield, G. H.} 5046 } 5047 @article {4198, 5048 title = {Sensation Seeking, Self Forgetfulness, and Computer Game Enjoyment}, 5049 journal = {Human Interface and the Management of Information: Information and Interaction, Pt Ii}, 5050 volume = {5618}, 5051 year = {2009}, 5052 note = {Bmb84Times Cited:0Cited References Count:25Lecture Notes in Computer Science}, 5053 pages = {632-641877}, 5054 abstract = {This paper investigates the relationship between enjoyment of computer game play and two personality traits (sensation seeking and self-forgetfulness). Hypotheses were proposed based on a review of computer game enjoyment, game characteristics, personality theories, and effects of computer game play. A survey is conducted in two US universities. Results and implications are discussed.}, 5055 keywords = {Behavior, computer game, Enjoyment, model, Personality, self forgetfulness, Sensation seeking, Violent Video Games}, 5056 isbn = {0302-9743}, 5057 url = {<Go to ISI>://000271799300069}, 5058 author = {Fang, X. W. and Zhao, F.} 5059 } 5060 @article {4244, 5061 title = {Situational Effects on the Usage Intention of Mobile Games}, 5062 journal = {Designing E-Business Systems}, 5063 volume = {22}, 5064 year = {2009}, 5065 note = {Bkk39Times Cited:0Cited References Count:23Lecture Notes in Business Information Processing}, 5066 pages = {51-59213}, 5067 abstract = {As value-added services oil mobile devices are developing rapidly, text messaging, multi-media messaging, music. video, games, GPS navigation, RFID, and mobile TV are all accessible from a single device. Mobile,allies that combine mobile communication With computer games are all emerging industry. The purpose of this research is to explore What situation factors may at feet the intention to play mobile game. We propose a research model to fit the nature of mobile games and Conducted an online survey to examine the effect of situational factors. The model integrates constructs in TAM and TRA. The findings are as follows. First, Subjective norm affects a user{\textquoteright}s intention ill using mobile games when a user has no other task,. Second, perceived playfulness affects a user{\textquoteright}s intention to use mobile games when the user has another task.}, 5068 keywords = {Behavior, commerce, mobile games, payments, situation influences, systems, Technology, Technology Acceptance Model, theory of reasoned action, user acceptance}, 5069 isbn = {1865-1348}, 5070 url = {<Go to ISI>://000268378000005}, 5071 author = {Liang, T. P. and Yeh, Y. H.} 5072 } 5073 @article {4259, 5074 title = {Student Attitudes towards Using Culturally-Oriented Educational Games to Improve Programming Proficiency: An Exploratory Study}, 5075 journal = {Learning by Playing}, 5076 volume = {5670}, 5077 year = {2009}, 5078 note = {Blc82Times Cited:0Cited References Count:16Lecture Notes in Computer Science}, 5079 pages = {196-207579}, 5080 abstract = {This exploratory study investigates student attitudes towards culturally-oriented educational games for practicing computer programming, where the mainstream culture appeals to all of the students irrespective of their cultural background. We show that a shared appreciation of culture along the lines of humour promotes positive student attitude towards culturally-aware game based learning which in turn is useful for developing proficiency in specific programming skills such as error detection and correction. Details of the exploratory study undertaken using culturally-oriented educational game prototypes are described, along with the results of the study.}, 5081 isbn = {0302-9743}, 5082 url = {<Go to ISI>://000269934000026}, 5083 author = {Mohammed, P. and Mohan, P.} 5084 } 5085 @article {4208, 5086 title = {Terra Nova 2.0-The New World of MMORPGs}, 5087 journal = {Critical Studies in Media Communication}, 5088 volume = {26}, 5089 number = {2}, 5090 year = {2009}, 5091 note = {500PITimes Cited:0Cited References Count:88}, 5092 pages = {104-127}, 5093 abstract = {The dominant metaphor used to describe and situate MMORPGs, or massively multiplayer online role playing games (e.g. Ultima Online, EverQuest, World of Warcraft, Second Life, etc.), has been "new world{\textquoteright}{\textquoteright} and "new frontier.{\textquoteright}{\textquoteright} By deploying this powerful imagery, game developers, players, the popular media, and academic researchers draw explicit connections between the technology of MMORPGs and the European encounter with the Americas and the western expansion of the United States. Although providing a compelling and often recognizable explanation of the innovations and opportunities of this new technology, the use of this terminology comes with a considerable price, one that had been demonstrated and examined by scholars of the Internet, cyberspace, and virtual reality over a decade ago. This essay explores the impact and significance of the terms "new world{\textquoteright}{\textquoteright} and "frontier{\textquoteright}{\textquoteright} as they have been deployed to explain and describe MMORPGs.}, 5094 keywords = {Computer games, cultural studies, ethics, Information technology, New media}, 5095 isbn = {1529-5036}, 5096 url = {<Go to ISI>://000270315200002}, 5097 author = {Gunkel, D. J. and Gunkel, A. H.} 5098 } 5099 @article {4252, 5100 title = {Three Approaches Towards Teaching Game Production}, 5101 journal = {Design and Use of Serious Games}, 5102 volume = {37}, 5103 year = {2009}, 5104 note = {Bjb44Times Cited:0Cited References Count:7Intelligent Systems, Control, and Automation: Science and Engineering}, 5105 pages = {3-18206}, 5106 abstract = {Teaching game production benefits computer science and engineering students, because game applications are usually complex interactive real-time systems, which are non-trivial to implement. Moreover, game production has a multi-disciplinary nature, because - in addition to software development - a game production process can include areas such as commercialization issues, game design, graphics design and implementation, sound engineering, level design, and story design. This kind of project environment teaches the development team to work and communicate efficiently. Having organized a variety of game production project courses in the Department of Information Technology in the University of Turku the students have implemented complete computer games or game proto-types. Our focus has been on teaching game related algorithms, software technologies and software engineering aspects of game production. We have used three different teaching approaches to organize the courses: (1) the traditional home assignment model where the students take full responsibility of organizing the production, (2) research seminars where the teachers act as direct customers for the production, and (3) intensive courses where the teachers participate in the production as coaches and mentors. In this presentation, we describe the three different teaching approaches, present them as formal process models, and compare them to commercial game production processes. Additionally, we consider the multi-disciplinary nature of game production and discuss how the issue can be taken into consideration in a study environment where the students are mainly technology oriented.}, 5107 url = {<Go to ISI>://000264525500001}, 5108 author = {Makila, T. and Hakonen,H and Smed,J and Best, A.} 5109 } 5110 @article {4241, 5111 title = {Understanding the behavioural intention to play online games An extension of the theory of planned behaviour}, 5112 journal = {Online Information Review}, 5113 volume = {33}, 5114 number = {5}, 5115 year = {2009}, 5116 note = {521LFTimes Cited:0Cited References Count:50}, 5117 pages = {849-872}, 5118 abstract = {Purpose - The purpose of this paper is to investigate whether flow experience, perceived enjoyment, and interaction affect people{\textquoteright}s behavioural intention to play online games and whether gender, age and prior experience have moderating effects on online game acceptance.Design/methodology/approach - This study extends the theory of planned behaviour (TPB) with flow experience, perceived enjoyment, and interaction to propose a theoretical model to explain and predict people{\textquoteright}s behavioural intention to play online games. This model is examined through an empirical study involving 458 participants using structural equation modelling techniques. In addition, a competing model based on the technology acceptance model (TAM) is proposed to evaluate whether TPB is more suitable than TAM to explain the use of online games. The two action-theoretical models are compared in terms of their predictive power and their practical utility.Findings - Although both models explain the players{\textquoteright} intention to play online games very well, the extended TPB model provides a better fit and explanatory power. Notably, this study finds that flow experience is a more important factor than perceived enjoyment in influencing customer acceptance of online games. Further analysis reveals that gender is a key moderator of online game acceptance. Practical implications - Online game developers need to search for flow experience building strategies that might assist in engaging players. This study suggests that game developers should consider focusing more on establishing the interactions between players (social interaction) and online games (human-computer interaction) in their marketing strategies.Originality/value - This study is significant for two reasons. First, it synthesises the theory of planned behaviour with psychological and interaction factors and, second, it presents a blueprint for an entertainment-oriented technology acceptance model.}, 5119 keywords = {adoption, behaviour, communities, competing theories, Computers, flow experience, intrinsic motivation, service, social interaction, TAM, Technology Acceptance Model, user acceptance, Video Games}, 5120 isbn = {1468-4527}, 5121 url = {<Go to ISI>://000271922200001}, 5122 author = {Lee, M. C.} 5123 } 5124 @article {4187, 5125 title = {Using Computer-Assisted Test to Harmlessly Improve the Efficiency of Heterogeneous Grouping in Collaborative Learning}, 5126 journal = {International Conference on Advanced Computer Control : Icacc 2009 - Proceedings}, 5127 year = {2009}, 5128 note = {Bjd20Times Cited:0Cited References Count:7}, 5129 pages = {129-133802}, 5130 abstract = {Collaborative learning can bring many benefits when groups of students work together in writing, projects, or other activities. However there are disadvantages of collaborative learning. One of the disadvantages is that the time spent on learning a topic could be unbelievable. To improve the efficiency of a collaborative learning activity, this study used computer-assisted test for the heterogeneous grouping stage. Unfortunately, any test may increase students{\textquoteright} learning anxiety. Therefore, the study aims to find out how to improve efficiency of collaborative learning activities in a classroom without losing the expected objectives. First, the Team-Game-Tournament (TGT) collaborative learning strategy was selected to complement the computer-assisted test. Then, we can use a questionnaire to show that there is no significant increase on learning anxiety after using computer-assisted testing. It? other words, additional testing in collaborative learning is harmless to students{\textquoteright} learning anxiety. Finally, the time spent on learning a topic of experimental group was compared with control group to demonstrate the improvement of efficiency. The most interesting part of this study is showing computer-assisted test as a useful tool for computer-supported collaborative learning.}, 5131 keywords = {Anxiety, collaborative learning, computer-assisted test, computer-supported collaborative learning, learning anxiety}, 5132 url = {<Go to ISI>://000264878000024}, 5133 author = {Chang, C. K. and Lee, C. S.} 5134 } 5135 @article {4171, 5136 title = {Using Game Creation for Teaching Computer Programming to High School Students and Teachers}, 5137 journal = {Iticse 2009: Proceeding of the 2009 Acm Sigse Annual Conference on Innovation and Technology in Computer Science Education}, 5138 year = {2009}, 5139 note = {Bkt74Times Cited:0Cited References Count:7}, 5140 pages = {104-108406}, 5141 abstract = {In this paper we describe a two-week residential summer game camp for rising 9(th) and 10(th) grade students and a four-week high school teacher professional development course. We present survey results that indicate our approach results in increased computer programming knowledge and self-confidence for both students and teachers. Our project aims to use a holistic game creation approach to increase student interest in computer science by directly teaching to students in a summer camp, instructing the teachers during a 4-week professional development course, and finally by supporting teachers as they use our curriculum in their high schools.}, 5142 keywords = {Games, high school teacher professional development, introductory programming}, 5143 url = {<Go to ISI>://000269212200025}, 5144 author = {Al-Bow, M. and Austin, D. and Edgington, J. and Fajardo, R. and Fishburn, J. and Lara, C. and Leutenegger, S. and Meyer, S.} 5145 } 5146 @article {4195, 5147 title = {Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement}, 5148 journal = {International Journal of Engineering Education}, 5149 volume = {25}, 5150 number = {2}, 5151 year = {2009}, 5152 note = {Sp. Iss. SI495DGTimes Cited:1Cited References Count:47}, 5153 pages = {308-317}, 5154 abstract = {One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. lit the new numerical methods course, all assignments and learning experiences are built around a video/computer game. Students are given the task of writing computer programs to race a simulated car around a track. In doing so, students learn and implement numerical methods content. The paper describes a preliminary study to measure student engagement. Results show that students {\textquoteright}playing{\textquoteright} the video game in their homework are significantly more engaged than when working oil homework in other engineering courses.}, 5155 keywords = {environments, mechanical engineering, numerical methods, serious game, simulation, student engagement, Video Game}, 5156 isbn = {0949-149X}, 5157 url = {<Go to ISI>://000269869600013}, 5158 author = {Coller, B. D. and Shernoff, D. J.} 5159 } 5160 @article {4305, 5161 title = {A Virtual Environment for Learning Aiport Emergency Management Protocols}, 5162 journal = {Human-Computer Interaction, Pt III}, 5163 volume = {5612}, 5164 year = {2009}, 5165 note = {Bkr82Times Cited:0Cited References Count:10Lecture Notes in Computer Science}, 5166 pages = {228-235818}, 5167 abstract = {This paper presents a virtual environment designed to enhance the learning of airport emergency management protocols. The learning is performed in an informal manner, with each learner playing a different role in a particular emergency simulation. Learners interact within the virtual environment, managing the available information and following the steps prescribed for each type of emergency in the Airport Emergency Plan of the Spanish Civil Defence Organization. The simulation can be run in different modes of difficulty, and can be used as a learning tool as well as an evaluation tool to measure the accuracy of the learner{\textquoteright}s actuation within the protocol. It can also support stand-alone training having some of the emergency roles played out by the computer. The virtual environment has been built using DimensioneX, an open source multi-player online game engine.}, 5168 keywords = {emergency, Game engine, simulation, Virtual Environment}, 5169 isbn = {0302-9743}, 5170 url = {<Go to ISI>://000269034000025}, 5171 author = {Zarraonandia, T. and Vargas, M. R. R. and Diaz, P. and Aedo, I.} 5172 } 5173 @article {4317, 5174 title = {Virtual Sport System for Optimum Exercising Based on a User Model}, 5175 journal = {Learning by Playing}, 5176 volume = {5670}, 5177 year = {2009}, 5178 note = {Blc82Times Cited:0Cited References Count:6Lecture Notes in Computer Science}, 5179 pages = {283-290579}, 5180 abstract = {It is said that improving movement habits is effective to solve the problem of obesity. In this paper, we describe a physically interactive computer game system that can control a game mode to let a user maintain an appropriate exercise load based on an estimation of the user{\textquoteright}s heart rate state. We propose a Bayesian network model that can estimate heart rate states. The model calculates probability distribution of a heart rate state using user{\textquoteright}s motion features. We also describe an experimental validation of the system.}, 5181 keywords = {bayesian network, exercise load, heart rate state estimation, physically interactive computer game, user model}, 5182 isbn = {0302-9743}, 5183 url = {<Go to ISI>://000269934000034}, 5184 author = {Tanaka,K and Kataoka, T. and Hasegawa, M.} 5185 } 5186 @article {4248, 5187 title = {The Web Marriage Game, the Gendered Self, and Chinese Modernity}, 5188 journal = {Cultural Studies}, 5189 volume = {23}, 5190 number = {3}, 5191 year = {2009}, 5192 note = {453FDTimes Cited:0Cited References Count:61}, 5193 pages = {381-403}, 5194 abstract = {This paper examines the web-based virtual marriage game craze that emerged in the 1990s. These online interactive games may have opened up moments of liberation and formulated new ideologies of sexual relations. However, web-based marriages only ensure a male-dominated system and conform to dominant patriarchal standards - regardless of the number of females involved. Re-enacting the rules of marriage, the cyber game is ideologically directed against free unions, mobility, promiscuity, and parafamilial fluidity - all in order to stabilize individuals for reasons of social and political control; at the same time, it promotes the acquisition of skills needed by individual players in a free market, as if paralleling the drastic re-articulation of the economy. I understand the virtual game to be a safe haven for both China and the Chinese people to imagine that they can re-strengthen and re-virilize themselves in a rapidly changing world. They co-fabricate a depthless interface or a pure semblance of a looming powerful China ruled by a male-oriented system. Just as China dreams of achieving modernity through a consistent, dependable, controlled, and {\textquoteright}clean{\textquoteright} path, the virtual reality of the marriage game reveals a social imaginary in which contemporary Chinese people picture their social existence in an unstable transitional moment.}, 5195 keywords = {attraction, Foucault, masculinity, modernity, online computer game, Self, web marriage}, 5196 isbn = {0950-2386}, 5197 url = {<Go to ISI>://000266594800003}, 5198 author = {Lo, K. C.} 5199 } 5200 @article {4298, 5201 title = {Where Academics Meet the Real World: Difficulties Encountered When Conducting a Project for Designing a Game-Based Learning in a Company}, 5202 journal = {Learning by Playing}, 5203 volume = {5670}, 5204 year = {2009}, 5205 note = {Blc82Times Cited:0Cited References Count:18Lecture Notes in Computer Science}, 5206 pages = {176-183579}, 5207 abstract = {Educational games have been widely developed and tested by many researchers. Most of results show that the educational games are good to increase students{\textquoteright} learning motivations in formal learning. It seems quite workable, however, is it also true if we want to apply the concepts to business? Or, does it still have effects to on-job-training and orientation in business? This research focuses on the first question. The experience of trying to design and test a Game-Based Learning System, with a joy component, in a real corporation is challenging and risky. This paper shows how hard was to find a company willing to do this test, the negotiations involved, the legal issues and the extensive scrutiny imposed. Constant revisions and postponing, threatening of cancellation and misinformation about company resources needs continuous diplomacy and flexibility from researchers. Prejudice against computer games may play an important barrier and an unfair advantage towards traditional training deliveries.}, 5208 keywords = {computer game, educational games, game-learning learning, joy, training}, 5209 isbn = {0302-9743}, 5210 url = {<Go to ISI>://000269934000024}, 5211 author = {Werneck, E. and Chang, M.} 5212 } 5213 @article {4366, 5214 title = {Human-Computer Go Revolution 2008}, 5215 journal = {ICGA Journal}, 5216 volume = {31}, 5217 number = {3}, 5218 year = {2008}, 5219 month = {Sep}, 5220 pages = {179-185}, 5221 abstract = {During the last three years, the level of Go programs has improved tremendously due to a new technique: Monte-Carlo Tree Search. In 2008, several Human-Computer Go events have been organized to assess the level of the new programs. MOGO (in some contests called MOGO TITAN) and CRAZYSTONE, the two pioneer Monte-Carlo Go Tree Search programs, managed to defeat professional players for the first time in history. MOGO won oil the M board, and MOGO TITAN oil the 19x19 board with a 9-stones handicap. A short time later. CRAZYSTONE set a new record by winning a game on a 19x19 board with an 8-stones handicap. In this report, we present the results of the most important human-computer matches that took place in 2008, in the USA, Japan, and Taiwan.}, 5222 isbn = {1389-6911}, 5223 url = {<Go to ISI>://000263788400008}, 5224 author = {Chaslot, G. and Hoock, J. B. and Rimmel, A. and Teytaud, O. and Lee, C. S. and Wang, M. H. and Tsai, S. R. and Hsu, S. C.} 5225 } 5226 @proceedings {4529, 5227 title = {Sound and immersion in the first-person shooter: Mixed measurement of the player{\textquoteright}s sonic experience}, 5228 journal = {Audio Mostly}, 5229 year = {2008}, 5230 month = {October 22}, 5231 address = {Pite{\r a}, Sweden}, 5232 abstract = {Player immersion is the holy grail of computer game designers particularly in environments such as those found in first-person shooters. However, little is understood about the processes of immersion and much is assumed. This is certainly the case with sound and its immersive potential. Some theoretical work explores this sonic relationship but little experimental data exist to either confirm or invalidate existing theories and assumptions. 5233 5234 This paper summarizes and reports on the results of a preliminary psychophysiological experiment to measure human arousal and valence in the context of sound and immersion in first-person shooter computer games. It is conducted in the context of a larger set of psychophysiological investigations assessing the nature of the player experience and is the first in a series of systematic experiments investigating the player{\textquoteright}s relationship to sound in the genre. In addition to answering questionnaires, participants were required to play a bespoke Half-Life 2 level whilst being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. We hypothesize that subjective responses correlated with objective measurements provide a more accurate assessment of the player{\textquoteright}s physical arousal and emotional valence and that changes in these factors may be mapped to subjective states of immersion in first-person shooter computer games.}, 5235 keywords = {audio, immersion, Psychophysiology; Sonic user experience (UX); Entertainment; Emotion; Affective gaming; Action video games, sound}, 5236 url = {http://digitalcommons.bolton.ac.uk/gcct_conferencepr/7}, 5237 author = {Grimshaw, Mark and Lindley,Craig A and Nacke,Lennart} 5238 } 5239 @proceedings {4530, 5240 title = {Autopoiesis and sonic immersion: Modelling sound-based player relationships as a self-organizing system}, 5241 journal = {Sixth Annual International Conference in Computer Game Design and Technology}, 5242 year = {2008}, 5243 month = {November 12}, 5244 address = {Liverpool}, 5245 abstract = {In previous work I have provided a conceptual framework for the design and analysis of sound in First-Person Shooter games and have suggested that the relationship between player and soundscape in such games can be modelled as an acoustic ecology. This paper develops these ideas further in the context of multiplayer First-Person Shooter games. I suggest that individual acoustic ecologies within the game combine to create a virtual acoustic ecology, of which no player is wholly aware, and that this virtual acoustic ecology may be modelled as an autopoietic (sonopoietic) system that, in part, explains and enhances player immersion in the game.}, 5246 keywords = {autopoiesis, sound}, 5247 url = {http://digitalcommons.bolton.ac.uk/gcct_conferencepr/1}, 5248 author = {Grimshaw, Mark} 5249 } 5250 @article {4489, 5251 title = {Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model}, 5252 journal = {Information-an International Interdisciplinary Journal}, 5253 volume = {11}, 5254 number = {6}, 5255 year = {2008}, 5256 note = {417ASTimes Cited:0Cited References Count:42}, 5257 month = {Nov}, 5258 pages = {759-769}, 5259 abstract = {Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM).Based on data collected from on-line survey, we show that perceived ease of use and perceived enjoyment motivates mobile game users to play mobile games, and that these two factors are empirically shown to determine perceived usefulness, implying that perceived ease of use and perceived enjoyment ate the direct and indirect determinant of intention to use. In addition, se (expressiveness and subjective norms have been showed to significantly and directly affect perceived usefulness. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. The contents of mobile games as well as perceived enjoyment was used as a determinant of perceived ease of use, and the statistical results confirm that they played a critical role in determining perceptions of enjoyment, and indirectly affecting perceived usefulness.}, 5260 keywords = {determinants, ease, entertainment technology, Gender, Information technology, Internet, intrinsic motivation, Mobile game, perceived usefulness, technology acceptance model(tam), usage, user acceptance, world}, 5261 isbn = {1343-4500}, 5262 url = {<Go to ISI>://000264047400007}, 5263 author = {Kim, M. R. and Kim, T. U. and Kim, J.} 5264 } 5265 @article {4365, 5266 title = {Do you believe in magic? Computer games in everyday life}, 5267 journal = {European Journal of Cultural Studies}, 5268 volume = {11}, 5269 number = {2}, 5270 year = {2008}, 5271 month = {May}, 5272 pages = {225-U114}, 5273 abstract = {Huizinga{\textquoteright}s concept of a {\textquoteright}magic circle{\textquoteright} has been used to depict computer games and gaming activities as something separate from ordinary life. In this view, games are special (magical) and they only come to life within temporal and spatial borders that are enacted and performed by the participants. This article discusses the concept of a {\textquoteright}magic circle{\textquoteright} and finds that it lacks specificity. Attempts to use the concept of a magic circle create a number of anomalies that are problematic. This is not, as has been suggested earlier, primarily a matter of the genre of the game, or a discussion of what an appropriate definition of a {\textquoteright}game{\textquoteright} might be. Rather, in this study with hardcore gamers, playing computer games is a routine and mundane activity, making the boundary between play and non-play tenuous to say the least. This article presents an alternative theoretical framework which should be explored further.}, 5274 keywords = {definitions of games, magic circle, place, PLAY, rhetorics, routine, Time}, 5275 isbn = {1367-5494}, 5276 url = {<Go to ISI>://000270196700009}, 5277 author = {Pargman, D. and Jakobsson, P.} 5278 } 5279 @article {4368, 5280 title = {Safer sex through entertainment education: Realizing the entertainment education approach with a computer game about HIV/AIDS and condom use for female adolescents}, 5281 journal = {International Journal of Psychology}, 5282 volume = {43}, 5283 number = {3-4}, 5284 year = {2008}, 5285 note = {Poster from XXIX International Congress of Psychology }, 5286 month = {Jun-Aug}, 5287 pages = {658-658}, 5288 abstract = {Entertainment education is a strategy to educate people through entertainment. Research has shown that it can have positive effects on people{\textquoteright}s behavior, attitudes, knowledge, and interpersonal communication. It works with various media (products) such as radio, TV soap operas, street theatre, or comics. The question is whether this strategy also works for computer games. To test this, an entertainment education computer game about HIV/AIDS education was developed. The computer game led to a significant increase in knowledge about HIV/AIDS, but no increases in interest and communication could be observed. Possible explanations and suggestions for future research are discussed.}, 5289 isbn = {0020-7594}, 5290 url = {<Go to ISI>://000259264307693}, 5291 author = {Thies-Brandner, Y.} 5292 } 5293 @article {4490, 5294 title = {Avatar motion control by natural body movement via camera}, 5295 journal = {Neurocomputing}, 5296 volume = {72}, 5297 number = {1-3}, 5298 year = {2008}, 5299 month = {Dec}, 5300 pages = {648-652}, 5301 abstract = {With the popularity of cameras and rapid development of computer vision technology, vision-based HCI is attracting extensive interests. In this paper, we present a system for controlling avatars by natural body movement via a single web-camera. A pose database and a set of color markers are utilized to make ill-posed vision problem tractable for real game applications. Based on the proposed algorithms for indexing pose samples and estimating human pose, we build a prototype system that is responsive, easy to manipulate and runs automatically in real time. User study shows that the system is user-friendly and provides immersive experiences. }, 5302 keywords = {game avatar control, interaction, monocular camera, pose estimation}, 5303 isbn = {0925-2312}, 5304 author = {Li, N. and Chen, C. and Wang, Q. and Song, M. L. and Tao, D. C. and Li, X. L.} 5305 } 5306 @article {4367, 5307 title = {Learning the Piece Values for Three Chess Variants}, 5308 journal = {ICGA Journal}, 5309 volume = {31}, 5310 number = {4}, 5311 year = {2008}, 5312 month = {Dec}, 5313 pages = {209-233}, 5314 abstract = {A set of experiments for learning the values of chess pieces is described for the popular chess variants Crazyhouse Chess, Suicide Chess, and Atomic Chess. We follow an established methodology that relies on reinforcement learning from self-games. We attempt to learn piece values and the piece-square tables for three chess variants. The piece values arrived at, are quite different from those of standard chess, and in several ways surprising, but they generally outperform the values that have been previously used in the literature, and in the implementations of computer players for these games. The results also underline the practical importance of piece-square tables for tactical variants of the game.}, 5315 keywords = {computer-chess, Game, temporal differences}, 5316 isbn = {1389-6911}, 5317 url = {<Go to ISI>://000268325500003}, 5318 author = {Droste, S. and Furnkranz, J.} 5319 } 5320 @article {4356, 5321 title = {On virtual environments and agents in next-generation computer games}, 5322 journal = {Knowledge Engineering Review}, 5323 volume = {23}, 5324 number = {4}, 5325 year = {2008}, 5326 note = {392OLTimes Cited:0Cited References Count:10}, 5327 month = {Dec}, 5328 pages = {389-397}, 5329 abstract = {This paper holds the material presented at our keynote at the Intelligent Virtual Environments and Virtual Agents Conference. where We analyzed future trends in virtual agent and environment technologies. as applied to the Fields of videogames and interactive multimedia. we be-ill by Observing current tendencies in game development projects. both ill the market and ill the academia. outlining their respective strengths and weaknesses. We follow by describing the aspects of game development that will come to shape the next generation of games. and discuss the requirements for academic projects to achieve the level of quality required to be competitive in this field. In the rest of the paper we analyze the roles, importance. challenges, and research opportunities that a new generation of virtual characters and environments will bring to the world of interactive entertainment.}, 5330 isbn = {0269-8889}, 5331 url = {<Go to ISI>://000262311900005}, 5332 author = {Torres, D.} 5333 } 5334 @article {4358, 5335 title = {Machine learning in digital games: a survey}, 5336 journal = {Artificial Intelligence Review}, 5337 volume = {29}, 5338 number = {2}, 5339 year = {2008}, 5340 month = {Apr}, 5341 pages = {123-161}, 5342 abstract = {Artificial intelligence for digital games constitutes the implementation of a set of algorithms and techniques from both traditional and modern artificial intelligence in order to provide solutions to a range of game dependent problems. However, the majority of current approaches lead to predefined, static and predictable game agent responses, with no ability to adjust during game-play to the behaviour or playing style of the player. Machine learning techniques provide a way to improve the behavioural dynamics of computer controlled game agents by facilitating the automated generation and selection of behaviours, thus enhancing the capabilities of digital game artificial intelligence and providing the opportunity to create more engaging and entertaining game-play experiences. This paper provides a survey of the current state of academic machine learning research for digital game environments, with respect to the use of techniques from neural networks, evolutionary computation and reinforcement learning for game agent control.}, 5343 keywords = {computational intelligence, Computer games, digital games, Game AI, injected genetic algorithms, machine learning, NETWORKS, Time}, 5344 isbn = {0269-2821}, 5345 url = {<Go to ISI>://000268949900002}, 5346 author = {Galway, L. and Charles,D and Black,M} 5347 } 5348 @proceedings {3248, 5349 title = {My Momma Shoots Better Than You: Who is the Female Gamer?}, 5350 journal = {The [player] conference}, 5351 year = {2008}, 5352 month = {26/08/2008}, 5353 publisher = {IT University of Copenhagen}, 5354 address = {IT University of Copenhagen, Denmark}, 5355 abstract = {This paper is a component of a three-year empirical study of gaming moms undertaken with the aim to modulate the conventional constructions of gamer identities and examine the contested status of gaming in everyday life. It presents samples of mothers in gaming discourse {\textendash} from TV, Music-video, forums, and ads. Mothers have been largely invisible in popular gaming discourse or formulaically portrayed as unsympathetic to/ policing the gaming habits of other family members. Now, gaming companies increasingly target women and families, female gamers exceed 40 \% of players (US and Sweden), and console gaming is displacing TV-watching as the core living-room activity. The Boy-nerd-in-the-Bedroom is, at least statistically, being dispelled and complemented by the Girl-into-Gaming. Still, a tenacious nineteenth-century icon lingers: the Angel-in-the-House. Mothers today do more than bring Hot Pockets to gaming kids (South Park WoW-Episode) or serve as the implied inferior player populating taunts like {\textquotedblleft}My Momma shoots better than you{\textquotedblright} (Q3A). Mothers game too. The paper uses feminist critical theory (de Lauretis) to illustrate the situation of the female gamer as oscillating between the fixed sign of {\textquotedblleft}Woman{\textquotedblright} and the dynamic experiences of {\textquotedblleft}women{\textquotedblright}. It acknowledges and elucidates both the power and consequences of representation and personal experience in meaning-making processes, to which the growing cultural discourse and practice of gaming belong.}, 5356 keywords = {discourse analysis, female gamers, feminist theory, gaming discourse, gaming moms, Gender, Mothers, popular culture, representation, Women}, 5357 isbn = {978-87-7949-182-3}, 5358 url = {http://gamingmoms.wordpress.com/publications/}, 5359 author = {Enevold, Jessica and Hagstr{\"o}m, Charlotte}, 5360 editor = {Mosberg, Sara and Leino, Olli} 5361 } 5362 @proceedings {4446, 5363 title = {Researching Players to Understand the Game}, 5364 journal = {The [Player] Conference}, 5365 year = {2008}, 5366 month = {26/08/2008}, 5367 pages = {197-219}, 5368 publisher = {IT University of Copenhagen}, 5369 address = {IT University of Copenhagen}, 5370 abstract = {Since the advent of the study of games, scholars have emphasised the idea of games as subsets of the real world, as make-believe and as representational systems. Games have been understood as delimited from the real world by a physical and conceptual boundary that clearly defines what should be understood as part of the game. Players enter and leave the game at will, voluntarily accepting the rules of the game when entering the game subspace, and there is no doubt that players are fully capable of knowing when they cross this boundary, and when they should interpret a specific action as part of the game or not. This paper asks how researchers can investigate the player{\textquoteright}s comprehension of the relationship between a game and the world methodologically by the use of qualitative approaches. The motivation for the paper is a postdoctoral research project facing precisely these issues, and the paper serves as a work in progress for developing a qualitative research method for investigating player{\textquoteright}s understanding of system features, interface elements and what constitutes the game border in computer games. The paper will present the aims of the postdoctoral research project and shortly describe its hypotheses and theoretical points of departure before going on to discuss and suggest methods for investigating these hypotheses.}, 5371 isbn = {978-87-7949-182-3}, 5372 url = {https://bora.uib.no/bitstream/1956/3895/1/jorgensen-researching\%20players.pdf}, 5373 author = {J{\o}rgensen, Kristine}, 5374 editor = {Iversen, Sara Mosberg} 5375 } 5376 @conference {4437, 5377 title = {The struggle for immersion. Narrative re-framing in World of Warcraft.}, 5378 booktitle = {Proceedings of the {player} conference}, 5379 year = {2008}, 5380 month = {26/08/2008}, 5381 publisher = {Copenhagen: N{\o}rrebros Bogtryk ApS.}, 5382 organization = {Copenhagen: N{\o}rrebros Bogtryk ApS.}, 5383 address = {IT-University of Copenhagen, Denmark}, 5384 keywords = {Computer games}, 5385 author = {Linderoth, Jonas}, 5386 editor = {Leino, O. and Calleja, G. and Mosberg Iversen, S.} 5387 } 5388 @proceedings {3234, 5389 title = {Boredom, Immersion, Flow - A pilot study investigating player experience}, 5390 journal = {IADIS International Conference Gaming 2008: Design for engaging experience and social interaction}, 5391 year = {2008}, 5392 month = {25/07/2008}, 5393 pages = {103-107}, 5394 publisher = {IADIS Press}, 5395 address = {Amsterdam, The Netherlands}, 5396 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.}, 5397 keywords = {Affect, Aggression, bas, bis, boredom, challenge, design, epq, Experience, flow, fuga, game design, gameplay, geq, Half-Life 2, immersion, level design, metrics, Personality, PLAY, quantitative study, reliability, self-report measures, tension, ux}, 5398 isbn = {978-972-8924-64-5}, 5399 url = {http://gamescience.bth.se/download/16/}, 5400 author = {Nacke,Lennart and Lindley,Craig A}, 5401 editor = {Eleonore ten Thij} 5402 } 5403 @conference {4447, 5404 title = {The Intuitive and Integrated Interface: Computer Games and Computer Literacy}, 5405 booktitle = {Digicult symposium: Television and the Digital Public Sphere,}, 5406 year = {2008}, 5407 month = {22/10/2008}, 5408 address = {Universit{\'e} de Pantheon-Assas (Paris II)}, 5409 keywords = {Computer games, digital literacy, gameworld, interface, usability}, 5410 url = {https://bora.uib.no/bitstream/1956/3896/3/KJorgensen-digicult.pdf}, 5411 author = {J{\o}rgensen, Kristine} 5412 } 5413 @article {, 5414 title = {A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines}, 5415 journal = {International Journal of Computer Games Technology}, 5416 volume = {2008}, 5417 year = {2008}, 5418 month = {2008}, 5419 abstract = {We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.}, 5420 keywords = {audio, First-Person-Shooter, immersion}, 5421 issn = {1687-7047}, 5422 doi = {10.1155/2008/720280}, 5423 url = {http://www.hindawi.com/GetArticle.aspx?doi=10.1155/2008/720280}, 5424 author = {Grimshaw, Mark and Schott, Gareth} 5425 } 5426 @proceedings {3235, 5427 title = {Log who{\textquoteright}s playing: psychophysiological game analysis made easy through event logging}, 5428 journal = {Second International Conference on Fun and Games 2008}, 5429 volume = {5294/2008}, 5430 year = {2008}, 5431 note = {http://gamescience.bth.se/download/31/, http://tinyurl.com/64v6tv}, 5432 month = {20/10/2008}, 5433 pages = {150-157}, 5434 publisher = {Springer Berlin / Heidelberg}, 5435 address = {Eindhoven, The Netherlands}, 5436 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.}, 5437 keywords = {analysis, biometrics, design, Events, Experience, gameplay, Half-Life 2, instrumentation, interactive, level design, logging, metrics, physiological, PLAY, psychophysiology, software, techniques, usability, ux}, 5438 isbn = {978-3-540-88321-0}, 5439 issn = {0302-9743 (1611-3349)}, 5440 doi = {10.1007/978-3-540-88322-7}, 5441 url = {http://www.springerlink.com/content/f3560134p7017541/}, 5442 author = {Nacke,Lennart and Lindley,Craig A and Stellmach, Sophie}, 5443 editor = {Panos Markopoulos, Boris de Ruyter, Wijnand IJsselsteijn, Duncan Rowland} 5444 } 5445 @article {3239, 5446 title = {A Procrustean Probe}, 5447 journal = {Game Studies}, 5448 volume = {8}, 5449 year = {2008}, 5450 month = {12/2008}, 5451 abstract = {The brigand Procrustes dispatched his victims by stretching or trimming their bodies in order that they be made to fit his bed. Considered as a scientific theory, McLuhan{\textquoteright}s four "laws of media" risk violating communications research in a dangerously Procrustean manner. Conceived as an exploratory probe, however, this "tetrad" can provide illuminating insights into the social and psychological effects of individual technologies. Applied to digital games, the tetrad reveals the particular ways in which this distinctive cultural form enhances diverse modes of play, obsolesces traditional television viewing, retrieves lost means of participation, and reverses into pervasive and persistent play. The tetrad helps, in short, to situate digital gameplay within the broader technological and cultural environment of which it is a part.}, 5452 keywords = {enhance, extranoematic, McLuhan, obsolesce, Participation, persistent, pervasive, PLAY, Procrustes, Remediation, retrieve, reverse, Television, tetrad, Theseus}, 5453 issn = {1604-7982}, 5454 url = {http://gamestudies.org/0802/articles/tyler}, 5455 author = {Tyler, Tom} 5456 } 5457 @article {3223, 5458 title = {Assassin{\textquoteright}s Creed: A Multi-Cultural Read}, 5459 journal = {Loading...}, 5460 volume = {1}, 5461 year = {2008}, 5462 month = {11/2008}, 5463 abstract = {Video game playing is becoming a predominant part of popular culture. Games, like Assassin{\textquoteright}s Creed (Ubisoft, released 2007), The Sims (Maxis, released 2000), Guitar Hero (RedOctane, released 2005), and World of War Craft (Bilizzard, released 2004), have attracted many players from different cultures and age groups. In this paper, we propose that the experience of playing a video game, like Assassin{\textquoteright}s Creed, is a personal experience shaped through one{\textquoteright}s emotional values, expectations, knowledge, and attitudes as influenced by culture. To validate this claim, we provide an analysis of the experience of playing Assassins{\textquoteright} Creed from the perspectives of this paper{\textquoteright}s four co-authors, who represent two different cultural viewpoints: Middle-Eastern and Western, as well as different intellectual disciplinary backgrounds, including architecture, theatre, and computer science. To someone from the Middle-East, for example, the game aroused many nostalgic feelings through its simulated Middle-Eastern cities, the use of Arabic words, accents and gestures, and the detailed Middle-Eastern architectural design. While such small details meant much when viewed through a Middle-Eastern eye, their values were different when viewed through a Western eye. From a Western perspective, the game play experience was heightened through the beautiful architectural detail and the use of the environment layout as a function of gameplay, such as the use of rooftops for platforming, fast movement and flying-like actions, and stealth. Thus, apparently the way the game was experienced was very different when viewed through people with different cultural backgrounds. In this paper, we aim to show this claim through thorough analysis of the game as experienced by the co{\textlnot}authors.}, 5464 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/51}, 5465 author = {El Nasr, Magy and Al-Saati, Maha and Niedenthal,Simon and Milam, David} 5466 } 5467 @article {3221, 5468 title = {Authoring the Global Self: Identity, Expression and Role-playing in Virtual Communities}, 5469 journal = {Loading...}, 5470 volume = {1}, 5471 year = {2008}, 5472 month = {11/2008}, 5473 abstract = {We examine Traveler, a social-based 3D online virtual community with over ten years of continuous community use as a case study. Traveler is a client-server application allowing real-time synchronous communication between individuals over the Internet. The Traveler client interface presents the user with a shared user created virtual 3D world, in which participants are represented by avatars. The primary mode of communication is through multi-point, full duplex voice, managed by the server. This paper reports on the initial design goals of the developers in the mid 1990s to emulate natural social paradigms, and then more recently, reports on how the online community uses distance attended multi-point voice and opened end 3D space construction to express themselves both on a personal level and collaborative level to facilitate a tight socially based community.}, 5474 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/40}, 5475 author = {DiPaola,Steve and Turner, Jeremy} 5476 } 5477 @article {3219, 5478 title = {The Creative and Reflexive Realms of Gamaturgy}, 5479 journal = {Loading...}, 5480 volume = {1}, 5481 year = {2008}, 5482 month = {11/2008}, 5483 abstract = {This article introduces the synergy between theatre, games, and social activism that I have coined {\textquotedblleft}Gamaturgy.{\textquotedblright} Gamaturgy, in both the creative and reflexive realms, as I describe them, is derived from theatrical dramaturgy and provides new ideas for creating and critically analyzing serious videogames, especially social issue games. First, I sketch out the formative dramaturgical influences from Augusto Boal{\textquoteright}s Forum Theatre, Paulo Friere{\textquoteright}s transitive pedagogy, and Victor Turner{\textquoteright}s concepts of the liminoid and social justice. I then expand this unique way of play-making into the realm of creative gamaturgy as a way of creating experiential interactions and constructing meanings in the design and creation of serious videogames. As for the aim of finding a new form of thematic analysis for videogames, I use my original case study The Pipeline Pinball Energy Thrill Ride Game to demonstrate a method of recovering meanings from games through the implementation of reflexive gamaturgy.}, 5484 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/50}, 5485 author = {Shyba, Lori} 5486 } 5487 @article {3222, 5488 title = {Language-GAME-Players: Articulating the pleasures of {\textquoteleft}violent{\textquoteright} game texts}, 5489 journal = {Loading...}, 5490 volume = {1}, 5491 year = {2008}, 5492 month = {11/2008}, 5493 abstract = {Young peoples{\textquoteright} voices are often considered irrelevant or unreliable when it comes to assessing the influence and impact of their engagement with screen-mediated depictions of violence. Research emanating from the laboratories of Psychology has continued to propagate the {\textquoteleft}effects{\textquoteright} debate by seeking to substantiate the harmful impact of videogames on individuals that are considered to lack the knowledge and strategies to make sense of them. Paradoxically, this stance is presented within a research paradigm that has failed to demonstrate any understanding of the properties of the particular games or the medium it denigrates, broader awareness of the social dimensions of play or the productivity inherent in the practices of its surrounding cultures. The project discussed, draws together what have essentially remained separate lines of inquiry, through applying the critical and analytical scrutiny of Game Studies to achieve a more contextual understanding of young peoples{\textquoteright} experiences with and around games. The primary aim is to assess the nature of violent content within videogames via the experiences and articulations of young people themselves, using a combination of methods to give them a voice that is all too often absent in its one-way debate.}, 5494 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/41}, 5495 author = {Schott, Gareth} 5496 } 5497 @article {4511, 5498 title = {A Model for Gender-Inclusivity in Games}, 5499 year = {2008}, 5500 month = {11/2008}, 5501 institution = {University of Southampton}, 5502 type = {Progress Report - 9th Month}, 5503 address = {Southampton}, 5504 abstract = {This report describes the theoretical framework based on previous work and the results draw attention to existing issues in gender and games. One of the problems found in current studies is the tendency of games to be on either extreme end of the design styles. Many popular games are designed for the male players in mind and deter female players due to somewhat excessive masculine design e.g. violence and hyper-sexualized characters. Although there are some efforts in designing games for the female market, these custom-made games were too feminized e.g. wedding theme; shopping; and in pink colour, which consequently exclude the male players. Designing a gender-neutral game is important to ensure that both genders are learning as well as the other. The proposed study aims to design a model for gender-inclusivity in games. It will be based on a critical analysis of current game design models and finding principles that represent the composition of a game design model. Based on this, gender-inclusive elements will be incorporated and a new model will be proposed. The model will help determine whether a game is gender-specific, which contains extreme elements of either gender, or gender-inclusive, contains elements that might appeal to both male and female players. The model will be implemented through a series of game experiments and the results will used to improve the model, consequently contribute to the game design theory.}, 5505 keywords = {computer game, Design Model, Framework, game design, Game Framework, Gender Inclusivity, Video Game}, 5506 issn = {1 }, 5507 url = {http://eprints.ecs.soton.ac.uk/21568/}, 5508 author = {Roziana Ibrahim} 5509 } 5510 @article {3227, 5511 title = {Periscopic Play: Re-positioning "the Field" in MMO Research}, 5512 journal = {Loading...}, 5513 volume = {1}, 5514 year = {2008}, 5515 month = {11/2008}, 5516 abstract = {Ethnographic research on massively multiplayer online games (MMO{\textquoteright}s) has begun to chart how these games impact {\textquotedblleft}real world{\textquotedblright} identities, practices and institutions. Far less attention has been paid in this emergent field, however, to the ways these games are always already situated in the everyday lives of those that play them {\textendash} and how participants{\textquoteright} embodied subjectivities are therefore {\textquotedblleft}in play{\textquotedblright}. This paper argues that recent MMO scholarship, in re-invoking a tired and unproductive dichotomy between the {\textquotedblleft}real{\textquotedblright} and the {\textquotedblleft}virtual{\textquotedblright}, not only neglects the material and discursive contexts in which games are played, but also renders invisible the play-based participant observation of researchers themselves. I look to cyber-feminist theory, as well as certain strands of feminist ethnography, to call attention to how this kind of {\textquotedblleft}periscopic play{\textquotedblright} significantly skews our understandings of MMO{\textquoteright}s.}, 5517 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/43}, 5518 author = {Taylor, Nick} 5519 } 5520 @article {3225, 5521 title = {Play and the Private}, 5522 journal = {Loading...}, 5523 volume = {1}, 5524 year = {2008}, 5525 month = {11/2008}, 5526 abstract = {Over the past half a century or more, historical, anthropological and philosophical examinations of the concept of play have remained largely situated in the arena of ontological discussion. In these previous interrogations of play, the notion of play has been assumed a priori, been defined stipulatively in relation to larger frameworks of games, or discarded altogether. 5527 5528 This work adopts Wittgenstein{\textquoteright}s Private Language argument as a lever to unpack the usefulness in looking at play from an epistemological perspective: paying special attention to linguistic cues, ostensive relationships and associated activities around those things players call {\textquoteleft}play{\textquoteright} within specific, behavioral, situational and linguistic contexts. This paper explores how unraveling the term {\textquoteleft}play{\textquoteright} in this way can potentially afford us a new perspective on play as an epistemologically dynamic phenomenon.}, 5529 keywords = {design, epistemology, grinding, Language, PLAY}, 5530 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/52}, 5531 author = {Bojin,Nis} 5532 } 5533 @article {3224, 5534 title = {The Relationship Between Perceptions of Video Game Flow and Structure}, 5535 journal = {Loading...}, 5536 volume = {1}, 5537 year = {2008}, 5538 month = {11/2008}, 5539 abstract = {The point of this inquiry is to ask are there 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 game players, as defined by a variety of variables, reported significantly more flow and various structural preferences than low game players when controlling for sex and motion sickness. However, game flow and structure were largely unrelated to each other with one exception. A low preference for thinking type puzzle situations in games was negatively associated with the experience of flow while playing. Other structural variables showed no association to flow suggesting that most structural characteristics of video game play are not in and of themselves associated with experiences of flow in gaming.}, 5540 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/39}, 5541 author = {Gackenbach, Jayne} 5542 } 5543 @article {3220, 5544 title = {The Significance of Jeep Tag: On Player-Imposed Rules in Video Games}, 5545 journal = {Loading...}, 5546 volume = {1}, 5547 year = {2008}, 5548 month = {11/2008}, 5549 abstract = {Based on research into gamer communities, it is apparently relatively common for players to impose additional or alternative rules on video games, in order to refine or expand gameplay and to create new gaming experiences. This paper considers the implications of this phenomenon, dubbed "expansive gameplay," in context of video game studies. How does the existence of expansive gameplay help us to situate video games in relation to traditional games? To what extent is this phenomenon indicative of the broader ways in which players engage with video games? By theorizing expansive gameplay as demonstrative of the nature of video games and gamer culture, this paper endeavours to open further discussion about the relationship between players and the rule-based systems which constitute video games.}, 5550 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/44}, 5551 author = {Parker, Felan} 5552 } 5553 @article {3226, 5554 title = {Stepping into the Subjunctive World of the Fiction in Game, Film and Novel}, 5555 journal = {Loading...}, 5556 volume = {1}, 5557 year = {2008}, 5558 month = {11/2008}, 5559 abstract = {This article reports on how users step into the world of a fiction in a digital game (Shadow of the Colossus), a movie (Run Lola Run) and a novel (Monster by Walter Dean Myers). Moving into the make-believe involves invoking the subjunctive mode of wishing, hoping, expecting, fearing, etc. This article explores how this step into a fictional occurs in in the early stages of encountering stories in different media, drawing on work with twelve undergraduate interpreters of all three fictions.}, 5560 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/46}, 5561 author = {Mackey, Margaret} 5562 } 5563 @article {4434, 5564 title = {Forms of learning in collaborative video game play}, 5565 journal = {Research and Practice in Technology Enhanced Learning}, 5566 volume = {3}, 5567 year = {2008}, 5568 month = {09/2008}, 5569 chapter = {97}, 5570 abstract = {Extensive literature has shown that games provide engaging, dynamic, and authentic learning contexts. An understanding of how learning takes place while gaming can inform the design of effective educational games and aid their integration into contemporary classrooms. This study used inductive methods to provide a detailed description of the use of video games for learning in a school setting. Results demonstrate that learning occurred across multiple levels and multiple granularities, and can be triggered by particular cues in the game or social environment. Characteristics of the most frequently occurring instances of learning are discussed. Results of this study suggest great potential for the use of games in education for learning, and can inform future game design. }, 5571 keywords = {Affordances, collaboration, Game play, learning, learning types, Video Games}, 5572 author = {Sharritt, Matthew J} 5573 } 5574 @article {3218, 5575 title = {Teens, Video Games, and Civics}, 5576 year = {2008}, 5577 month = {09/2008}, 5578 pages = {76}, 5579 institution = {Pew Internet \& American Life Project}, 5580 address = {Washington, DC}, 5581 abstract = {This Pew Internet Project report is based on the findings of a national representative random digit dial telephone survey conducted by Princeton Survey Research Associates between November 1, 2007, and February 5, 2008, among a sample of 1102 teens ages 12-17 and a parent or guardian. For results based on the total sample, one can say with 95\% confidence that the error attributable to sampling and other random effects is +/- 3\%. For results based teens who game (n=1064), the margin of sampling error is +/- 3\%. 5582 5583 5584 Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as of yet there has been no large-scale quantitative research. This survey provides the first nationally representative study of teen video game play and of teen video gaming and civic engagement. The survey looks at which teens are playing games, the games and equipment they are using, the social context of their play, and the role of parents and parental monitoring. Though arguments have been made about the civic potential of video gaming, this is the first large-scale study to examine the relationship between specific gaming experiences and teens{\textquoteright} civic activities and commitments.}, 5585 keywords = {teens, Video Games}, 5586 url = {http://www.pewinternet.org/PPF/r/263/report_display.asp}, 5587 author = {Lenhart, A. and Kahne, J. and Middaugh, E and Macgill, A. R. and Evans, C. and Vitak, J.} 5588 } 5589 @article {3229, 5590 title = {Thinking out of the box (and back in the plane). Concepts of space and spatial representation in two classic adventure games.}, 5591 journal = {Eludamos. Journal for Computer Game Culture}, 5592 volume = {2}, 5593 year = {2008}, 5594 month = {09/2008}, 5595 pages = {215-239}, 5596 abstract = {In this article we examine location, space and spatial representation in two classic adventure games belonging to the same game series: Gabriel Knight Sins of the Fathers, a one screen at a time point-and-click adventure and Gabriel Knight Blood of the Sacred Blood of the Damned, a 3D game. Our aim was to see if the changes in the audiovisual representation of the gamespace in the 3D game would affect gameplay or whether gameplay and representation are independent entities, as some researches have proposed. What we found was that location and space are experienced differently in the 3D game. Furthermore we found that players of the game series had to learn a new visual grammar to bring the 3D game to a successful end. We will therefore propose that gameplay and the representation of gamespace are linked; perhaps even to such an extent that some types of games benefit from a particular audiovisual representation.}, 5597 keywords = {adventure game, gabriel knight, space}, 5598 issn = {1866-6124}, 5599 url = {http://www.eludamos.org/index.php/eludamos/article/view/50}, 5600 author = {Connie Veugen and Qu{\'e}rette, Felipe} 5601 } 5602 @proceedings {3238, 5603 title = {Towards a Novel Paradigm for Educational Games: The Augmented Learning Environment of "Europe 2045"}, 5604 journal = {12th International MindTrek Conference: Entertainment and Media in the Ubiquitous Era}, 5605 year = {2008}, 5606 month = {06/10/2008}, 5607 pages = {34-38}, 5608 address = {Tampere}, 5609 abstract = {This paper introduces the concept of an augmented learning environment into the field of game-based learning. An augmented learning environment (ALE) combines principles of on-line multi-player computer games with social, role-playing games in order to facilitate the development of key skills and transfer of knowledge. Fundamental features of ALE are discussed through the educational game paradigm, Europe 2045, which has been developed and successfully implemented in a number of secondary schools in the Czech Republic during 2008. On a more general level this paper aims to establish a theoretical and case-study-based methodological framework for game researchers and designers, involved in similar future projects, which capitalizes on the notion of ALE.}, 5610 keywords = {educational games, game-based learning, learning, multi-player games, role-playing games, serious games}, 5611 isbn = {978-1-60558-197-2}, 5612 url = {http://uisk.jinonice.cuni.cz/sisler/publications/ACM_MindTrek_Europe_2045.pdf}, 5613 author = {Sisler, Vit and Brom, Cyril and Slavik, Radovan}, 5614 editor = {Lugmayr, A. and M{\"a}yr{\"a}, F. and Franssila, H. and Lietsala, K.} 5615 } 5616 @article {3203, 5617 title = {Digital Arabs: Representation in Video Games}, 5618 journal = {European Journal of Cultural Studies}, 5619 volume = {11}, 5620 year = {2008}, 5621 month = {05/2008}, 5622 pages = {203-220}, 5623 abstract = {This article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been flattened out and reconstructed into a series of social typologies operating within a broader framework of terrorism and hostility. It then contrasts these broader trends in western digital representation with selected video games produced in the Arab world, whose authors have knowingly subverted and refashioned these stereotypes in two unique and quite different fashions. In conclusion, it considers the significance of western attempts to transcend simplified patterns of representation that have dominated the video game industry by offering what are known as {\textquoteright}serious{\textquoteright} games.}, 5624 keywords = {Arabs, Islamic games, Muslims, racial stereotypes, representation, serious games, Video Games}, 5625 issn = {1460-3551 }, 5626 doi = {http://dx.doi.org/10.1177/1367549407088333}, 5627 url = {http://www.digitalislam.eu/article.do?articleId=1704}, 5628 author = {Sisler, Vit} 5629 } 5630 @mastersthesis {4433, 5631 title = {Students{\textquoteright} Use of Social and Cognitive Affordances in Video Game Play within Educational Contexts: Implications for Learning. }, 5632 volume = {Ph.D.}, 5633 year = {2008}, 5634 month = {05/2008}, 5635 pages = {1055}, 5636 school = {University of Hawaii at Manoa}, 5637 type = {Dissertation}, 5638 address = {Honolulu}, 5639 abstract = {Extensive literature has shown that games can provide an engaging, dynamic, and authentic learning context. Many of the studies on the use of games in education indicate that games can support teaching standards and outcomes; however, they do not describe actual uses of video games for learning. Through the analysis of affordances employed by student gamers, an understanding of how learning takes place can inform the design of effective educational games and aid their integration into contemporary classrooms. Informed by ethnomethodology, this study used methods of grounded theory provided a detailed description of the use of video games for learning in educational contexts. 5640 5641 Results demonstrate that learning occurs across multiple levels: the mastery of the computer interface, followed by the mastery of the game interface and upon which students can achieve advanced strategy aimed at goal achievement. Learning also occurs across multiple granularities: occurring either in short episodes, sequences of episodes, or trends. Learning can be triggered by multiple cues, such as failure, game visualizations or specific representations, as well as by peers or teachers in the social environment. 5642 5643 Students used affordances provided by the game interface and learning environment, specifically: the visual representations of games afford particular actions; the persistent display of historical context as well as present and future potentials motivates learning; specific cues can grab attention, helping to focus efforts on new or underutilized game tasks; consistent and well organized visualizations encourage learning; and information presented in a plurality of channels is most effective for learning. 5644 5645 The use of social peers in collaborative learning had several effects on the learning process: peers disclosed information to achieve shared meaning of objects{\textquoteright} purposes, and negotiated to collaboratively choose game strategies. Peer teams served cooperative roles as information sources and competitively as a performance gauge. 5646 5647 Implications for students, educators, and game designers are offered to better play, implement, and design games for learning. A brief comparison of findings with existing theory discusses similarities among collaborative learning and activity theory, and suggests opportunities for future work. Overall, findings indicate a great potential for the use of games in education for learning.}, 5648 keywords = {Affordances, cognitive, Educational Contexts, high school, Learning games, PLAY, Social, Students, Video Game}, 5649 author = {Sharritt, Matthew J} 5650 } 5651 @article {, 5652 title = {{\textquoteleft}{\textquoteleft}It{\textquoteright}s in the Game{\textquoteright}: sport fans, film and digital gaming{\textquoteright}}, 5653 journal = {Sport in Society}, 5654 volume = {11}, 5655 year = {2008}, 5656 month = {03/2008}, 5657 pages = {130-145}, 5658 abstract = {This essay compares the relative successes of sport-related films and sport-related digital games. Where sport-related films are relatively infrequent and even more rarely successful when compared with other genres of film, sport-related games are a popular and successful genre of digital gaming. In order to understand this discrepancy, and in particular, sport fans{\textquoteright} relationship with both film and games, this essays draws on the concept of {\textquoteright}narrative{\textquoteright} and, specifically, Ricoeur{\textquoteright}s {\textquoteright}narrative identity{\textquoteright}. Specifically, this essay suggests that sport teams/clubs are to some degree polysemic texts, which allow supporters to construct their own individual narratives around them. However, it is suggested that sport-related films, which tend to offer only limited narratives, are unlikely to fit with fans{\textquoteright} own narrative identities, whereas digital games, with their more fluid narratives, are more easily located within fans{\textquoteright} relationships and narratives with the teams/clubs they support. }, 5659 keywords = {digital games, film, football, narrative, Sport}, 5660 doi = {10.1080/17430430701823380}, 5661 url = {http://www.informaworld.com/smpp/content~content=a789782126~db=all~order=page}, 5662 author = {Crawford, Garry} 5663 } 5664 @conference {3244, 5665 title = {Flow and immersion in first-person shooters: measuring the player{\textquoteright}s gameplay experience}, 5666 booktitle = {Future Play {\textquoteright}08: Proceedings of the 2008 Conference on Future Play}, 5667 series = {Future Play}, 5668 year = {2008}, 5669 month = {03 /11/2008}, 5670 pages = {81--88}, 5671 publisher = {ACM}, 5672 organization = {ACM}, 5673 address = {Toronto, Canada}, 5674 abstract = {Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.}, 5675 keywords = {Biofeedback, biometric, emg, flow, Game, gamemetrics, gameplay, Games, geq, gsr, immersion, PLAY, playability, psychophysiology, usability}, 5676 isbn = {978-1-60558-218-4 }, 5677 doi = {http://dx.doi.org/10.1145/1496984.1496998}, 5678 url = {http://portal.acm.org/citation.cfm?id=1496984.1496998}, 5679 author = {Nacke,Lennart and Lindley,Craig A}, 5680 editor = {Kapralos,Bill and Katchabaw, Mike and Rajnovich,Jay} 5681 } 5682 @article {3211, 5683 title = {Innovation NOT Opposition: The Logic of Distinction of Independent Games}, 5684 journal = {Eludamos. Journal for Computer Game Culture}, 5685 volume = {2}, 5686 year = {2008}, 5687 month = {02/2008}, 5688 pages = {5-10}, 5689 keywords = {Alternative Games, Game Aesthetics, Game Politics, Independent Games, Indie Games, Innovation}, 5690 url = {http://www.eludamos.org/index.php/eludamos/article/view/38/66}, 5691 author = {Andreas Jahn-Sudmann} 5692 } 5693 @article {3247, 5694 title = {10 Key Principles for Designing Video Games for Foreign Language Learning}, 5695 year = {2008}, 5696 url = {http://knol.google.com/k/ravi-purushotma/10-key-principles-for-designing-video/27mkxqba7b13d/2}, 5697 author = {Purushotma, Ravi and Thorne, Steven and Wheatley, Julian} 5698 } 5699 @article {Bioulac:2008hy, 5700 title = {Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children}, 5701 journal = {European Psychiatry}, 5702 volume = {23}, 5703 number = {2}, 5704 year = {2008}, 5705 pages = {134-141}, 5706 type = {article}, 5707 address = {Centre Hospitalier Charles Perrens, Service universitaire de psychiatrie de l{\textquoteright}enfant et de l{\textquoteright}adolescent, 121, rue de la Be?chade, 33076 Bordeaux cedex, France}, 5708 abstract = {Introduction: This study describes and compares the behavior of hyperactive and control children playing video games. Subjects and methods: The sample consisted of 29 ADHD children and 21 controls aged between 6 and 16 years playing video games. We used the Child Behavior Checklist and the Problem Videogame Playing scale (PVP scale). This instrument gives objective measures of problem use, which can be considered as an indication of addictive videogame playing. We designed a questionnaire for the parents, eliciting qualitative information about their child{\textquoteright}s videogame playing. There were no significant differences concerning frequency or duration of play between ADHD children and controls but differences were observed on the PVP scale. None of the controls scored above four whereas 10 hyperactive children answered affirmatively to five or more questions. These children presented a greater intensity of the disorder than the other ADHD children. Conclusion: While no differences concerning video game use were found, ADHD children exhibited more problems associated with videogame playing. It seems that a subgroup of ADHD children could be vulnerable to developing dependence upon video games. \copyright2007 Elsevier Masson SAS. All rights reserved.}, 5709 keywords = {Addiction, Attention deficit hyperactivity disorder, children, Video Game}, 5710 author = {Bioulac, S. and Arfi, L. and Bouvard, M. P.} 5711 } 5712 @article {4445, 5713 title = {Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft}, 5714 journal = {Game Studies}, 5715 volume = {08}, 5716 year = {2008}, 5717 abstract = {This article addresses how audio works as support for gameplay while remaining true to the perceived reality of the game world in World of Warcraft{\textquoteright}s PvP Battlegrounds. The argument is that the interpretation of game audio is highly contextual, and that the player must understand the specific situation as a whole in order to understand what a specific auditory signal indicates.}, 5718 keywords = {game audio, gameplay, PvP, situation-oriented approach, World of Warcraft}, 5719 issn = {1604-7982}, 5720 url = {http://gamestudies.org/0802/articles/jorgensen}, 5721 author = {J{\o}rgensen, Kristine} 5722 } 5723 @conference {Saito:2008hk, 5724 title = {Brain activity comparison of different-genre video game players}, 5725 booktitle = {Second International Conference on Innovative Computing, Information and Control, ICICIC 2007}, 5726 year = {2008}, 5727 type = {inproceedings}, 5728 address = {Research Centre for Advanced Technologies, Tokyo Denki University, Japan}, 5729 abstract = {Brain areas activated by three different-genre video games, Othello, Tetris and Space Invader, were compared in a functional magnetic resonance imaging (fMRI) study. The responses of blood oxygenation level-dependent fMRI contrasts while playing games or viewing pseudo-visual stimuli similar to the video games were measured with a 1.5 Tesla scanner in 10 right-handed healthy participants performing experiments and analysed using statistical parametric mapping. Increased activity in the prefrontal cortex, the premotor cortex, the parietal cortex and the visual association cortex was specifically associated with playing the three video games. Othello and Tetris, which require logical thinking, activated broader areas of the prefrontal cortex, and Space Invader and Tetris, which require real-time reaction, activated broader areas of the premotor and parietal cortex. These results indicate that the areas of brain activation while playing different-genre video games depended on the combination of required skills for each game. \copyright2007 IEEE.}, 5730 author = {Saito, K. and Mukawa, N. and Saito, M.} 5731 } 5732 @article {Holsapple:2008ll, 5733 title = {Building effective online game websites with knowledge-based trust}, 5734 journal = {Information Systems Frontiers}, 5735 volume = {10}, 5736 number = {1}, 5737 year = {2008}, 5738 pages = {47-60}, 5739 type = {article}, 5740 address = {425B C.M. Gatton College of Business and Economics, University of Kentucky, Lexington, KY 40506-0034, United States}, 5741 abstract = {Knowledge-based trust is trust that is grounded in knowledge about another party developed through repeated interaction. Knowledge-based trust is especially important for online business environments where there are repeated transactions between fixed pairs of consumers and merchants. Building on previous studies of trust, this paper examines the proposition that players{\textquoteright} knowledge about website characteristics (i.e., security and interface design) and about website outputs (i.e., online game quality and service quality) has an effect on the development of trust in the context of online game websites. The impact of trust on building an effective online game website is also investigated. A conceptual model of knowledge-based trust is tested with questionnaire responses of 253 online game players. Overall, the results indicate that all of these four classes of knowledge engender trust and that trust helps develop effective online game websites. \copyright2007 Springer Science+Business Media, LLC.}, 5742 keywords = {e-Commerce, Interface design, Knowledge-based trust, online games, Quality, security}, 5743 author = {Holsapple, C. W. and Wu, J.} 5744 } 5745 @article {Borusiak:2008px, 5746 title = {Cardiovascular effects in adolescents while they are playing video games: A potential health risk factor?}, 5747 journal = {Psychophysiology}, 5748 volume = {45}, 5749 number = {2}, 5750 year = {2008}, 5751 pages = {327-332}, 5752 type = {article}, 5753 abstract = {We analyzed heart rate (HR), systolic and diastolic blood pressure (SBP, DBP), oxygen consumption, and carbon dioxide production in 17 male adolescents during a racing simulation video game (VG) and compared to resting state (RS) and exercise testing (ET) measures. We were able to demonstrate a significant (p<.005) increase from RS to VG concerning HR (+13.1 bpm), SBP (+20.8 mmHg), and DBP (+12.1 mmHg) with SBP and DBP elevations exceeding 2 SD in all children and 14/17 children, respectively. The energy consumption during VG (max 1.71 kcal/min) was unaltered compared to RS and significantly lower compared to ET even at the starting strain of 25 W (1.94 kcal/min). Hemodynamic parameters tested demonstrated lower HR, unchanged SBP, and higher DBP during the VG compared with ET. Comparing all measured parameters it can be said that the relation of blood pressure and energy consumption during VG might not be favorable. Copyright \copyright2007 Society for Psychophysiological Research.}, 5754 keywords = {Adolescents, Cardiovascular response, children, Energy consumption, Ergometer, heart rate, Obesity, Video Game}, 5755 author = {Borusiak, P. and Bouikidis, A. and Liersch, R. and Russell, J. B.} 5756 } 5757 @article {Brydon:2008xs, 5758 title = {Classification trees and decision-analytic feedforward control: a case study from the video game industry}, 5759 journal = {Data Mining and Knowledge Discovery}, 5760 year = {2008}, 5761 pages = {1-26}, 5762 type = {article}, 5763 address = {Faculty of Business Administration, Simon Fraser University, Burnaby, V5A 1S6, Canada}, 5764 abstract = {The objective of this paper is to use a challenging real-world problem to illustrate how a probabilistic predictive model can provide the foundation for decision-analytic feedforward control. Commercial data mining software and sales data from a market research firm are used to create a predictive model of market success in the video game industry. A procedure is then described for transforming the classification trees into a decision-analytic model that can be solved to produce a value-maximizing game development policy. The video game example shows how the compact predictive models created by data mining algorithms can help to make decision-analytic feedforward control feasible, even for large, complex problems. However, the example also highlights the bounds placed on the practicality of the approach due to combinatorial explosions in the number of contingencies that have to be modeled. We show, for example, how the "option value" of sequels creates complexity that is effectively impossible to address using conventional decision analysis tools. \copyright2008 Springer Science+Business Media, LLC.}, 5765 keywords = {data mining, Decision tree analysis, Probability estimation trees, Real options, Video game development}, 5766 author = {Brydon, M. and Gemino, A.} 5767 } 5768 @article {4426, 5769 title = {Close Reading Oblivion: Character Believability and Intelligent Personalization in Games}, 5770 journal = {Loading - The Journal of the Canadian Games Studies Association}, 5771 volume = {3}, 5772 number = {3}, 5773 year = {2008}, 5774 abstract = {This paper investigates issues of character believability and intelligent personalization through a reading of the Elder Scrolls: Oblivion. Oblivion{\textquoteright}s opening sequence simultaneously trains players in the function of the game, and allows them to customize their character class through the choices and actions they take. 5775 Oblivion makes an ambitious attempt at intelligent personalization in the character creation process. Its strategy is to track early gameplay decisions and {\textquotedblleft}stereotype{\textquotedblright} players into one of 21 possible classes. This approach has two advantages over a less adaptive system. First, it supports the illusion of the game world as a real world by embedding the process of character creation within a narrativised game-play context. Second, the intelligent recommendation system responds to the player{\textquoteright}s desire to believe that the game {\textquotedblleft}knows{\textquotedblright} something about her personality. This leads the players to conceptualize the system as an entity with autonomous, humanlike knowledge. 5776 Through the analysis of multiple replayings of the opening sequence, this paper considers ways in which Oblivion both succeeds and fails at mapping player behaviour to appropriate class assignments. The paper documents places where the dialogue between player and game breaks down, and argues for alternative techniques to customize the play experience within the desires of the player.}, 5777 keywords = {adaptive systems, believable characters, close reading, game design, interactive narrative}, 5778 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/42}, 5779 author = {Tanenbaum, Joshua and Bizzocchi,Jim} 5780 } 5781 @book {4382, 5782 title = {Coming of Age in Second Life An Anthropologist Explores the Virtually Human}, 5783 year = {2008}, 5784 pages = {336}, 5785 publisher = {Princeton University Press}, 5786 organization = {Princeton University Press}, 5787 abstract = {Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. Coming of Age in Second Life is the first book of anthropology to examine this thriving alternate universe. 5788 5789 Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. 5790 5791 Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself.}, 5792 issn = {0691135282}, 5793 author = {Boellstorff, Tom} 5794 } 5795 @article {3204, 5796 title = {Comparison of MVPA while playing DDR and EyeToy}, 5797 journal = {Research Quarterly for Exercise and Sport}, 5798 volume = {79}, 5799 year = {2008}, 5800 pages = {A-17}, 5801 abstract = {he USDHHS recommends that children accumulate at least 60 minutes of moderate to vigorous physical activity (MVPA) each day. Regular physical activity is believed to be an important component for reducing the levels of obesity. One way to increase physical activity levels that is gaining popularity is interactive video games (exergames). This is evidenced by its use in school districts throughout the US and also in middle schools throughout the state of West Virginia. Two of the more popular exergames are Dance Dance Revolution (DDR) by Konami, Inc. and EyeToy Play by Sony, Inc. DDR is a dance simulation game which requires the player to step (lower-body) on a motion sensing dance pad; whereas, EyeToy is a game that requires the use of the arms (upper-body) to play the games. At this time, there is little evidence to suggest one game is more effective than the other for accumulating MVPA. The purpose of this study was to investigate the differences in time spent in MVPA while playing DDR and EyeToy. Design: Participants in this study were 12 children (ages 9-18) from a local YMCA that were invited to play both DDR and EyeToy while wearing a heart rate monitor. Seven of the children were girls; five were boys. Each child was permitted to play each game on different days for up to 45 minutes. Results: An analysis of gender difference of each game revealed no significant difference (p = .455); therefore, the data was collapsed. Overall, participants spent more time in MVPA while playing DDR when compared to EyeToy, 80.84\% to 53.45\% respectively. This difference was found to be significant (p =.039) using a Wilcoxon Signed Ranks Test. For this study, it appears that playing DDR was more effective than EyeToy for accumulating MVPA. It is important to note that both exergames were played at MVPA for at least half of the time (>= 20 mins), and all participants played the entire 45 minutes except one. These findings suggest that these two exergames could be healthy alternatives to other physical activities for accumulating the recommended 60 minutes of MVPA.}, 5802 keywords = {active gaming, DDR, Exercise, exergame, EyeToy, fitness, MVPA, physical activity}, 5803 author = {Yang, S.P. and Foley, J.T.} 5804 } 5805 @article {Robertson:2008gn, 5806 title = {Computer game design: Opportunities for successful learning}, 5807 journal = {Computers and Education}, 5808 volume = {50}, 5809 number = {2}, 5810 year = {2008}, 5811 pages = {559-578}, 5812 type = {article}, 5813 address = {School of Computing and Mathematical Sciences, Heriot-Watt University, Earl Mountbatten Building, Riccarton Edinburgh, EH14 4AS, United Kingdom}, 5814 abstract = {Developing children as successful learners is a key aim of A Curriculum for Excellence in Scotland. This paper presents qualitative results from an eight week exploratory field study in which a class of ten year olds made their own computer games. The analysis focuses on the development of aspects of successful learning as identified in the curriculum: enthusiasm and motivation for learning, determination to reach high standards of achievement, independent and group learning, and linking and applying learning in new situations. As teachers have an important role in facilitating and supporting learners as they use technology, the paper concludes with a discussion of implications for classroom practice. \copyright2007 Elsevier Ltd. All rights reserved.}, 5815 keywords = {Classroom practice, game based learning, game design, Successful learning}, 5816 url = {http://judyrobertson.typepad.com/judy_robertson/files/RobertsonHowellsComputersEducationInPress.doc}, 5817 author = {Robertson,J and Howells, C.} 5818 } 5819 @book {3210, 5820 title = {Computer Games as a Sociocultural Phenomenon. Games Without Frontiers - War Without Tears.}, 5821 year = {2008}, 5822 pages = {229}, 5823 publisher = {Palgrave Macmillan}, 5824 organization = {Palgrave Macmillan}, 5825 address = {Basingstoke; New York}, 5826 abstract = {In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment. 5827 }, 5828 keywords = {Cultural Identities, ethics, Game Aesthetics, game design, Ideology, Morality, politics, Violence, War}, 5829 isbn = {978-0-230-54544-1}, 5830 issn = {0230545440}, 5831 url = {http://www.palgrave-usa.com/catalog/product.aspx?isbn=0230545440}, 5832 author = {Andreas Jahn-Sudmann and Stockmann, Ralf} 5833 } 5834 @article {3267, 5835 title = { The Consumption of Counterfeit Goods: {\textquoteleft}Here be Pirates?{\textquoteright} }, 5836 journal = {Sociology}, 5837 volume = {42}, 5838 year = {2008}, 5839 pages = {1146{\textendash}1164}, 5840 abstract = {Social science, policy and popular discourse around counterfeiting regularly position consumers of counterfeit goods as part of a technological elite or motivated by anti-capitalist or anti-corporate positions. In order to explore this construction and highlight its associated limitations, this paper presents quantitative data collected through postal and web-based questionnaires looking at the frequency, location and motivations for the purchase of counterfeit leisure items for consumers in the United Kingdom. The paper suggests the purchase and consumption of counterfeit goods is commonplace across a broader variety of age, gender and socio-economic status categories than often assumed. The study also highlights the value of viewing the consumption of counterfeit goods as social and situated, occurring within existing social networks and familiar locations, and as closely related to other consumption practices.}, 5841 keywords = {Consumers, counterfeit goods, Intellectual property, leisure goods, Software Piracy}, 5842 url = {http://digiplay.info/files/CoC.pdf}, 5843 author = {Rutter, Jason and Bryce, Jo} 5844 } 5845 @article {Jon-Hobbs:2008tc, 5846 title = {Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students}, 5847 journal = {Computers in Human Behavior}, 5848 volume = {24}, 5849 number = {2}, 5850 year = {2008}, 5851 pages = {421-438}, 5852 type = {article}, 5853 address = {Department of Educational and Counseling Psychology, University at Albany, State University of New York, Albany, NY 12222, United States}, 5854 abstract = {Three fifth grade highly aggressive students participated in a study examining effects of an aggression intervention game. Using single-subject multiple baseline research design, the effect of the game was measured across three domains: attribution of peer intent (cognitive), emotional response (affective) and behavior response (behavioral). The results indicate that, while there were observable individual differences, the game had an immediate impact on attribution of peer behavior across all participants, had a less predictable impact on reported behavioral reactions, and had no discernable impact on reported emotional response. Theoretical and practical implications of the study are discussed. \copyright2007 Elsevier Ltd. All rights reserved.}, 5855 author = {Jon Hobbs, L. and Yan, Z.} 5856 } 5857 @inbook {3215, 5858 title = {Designing an Educational Game: Case Study of {\textquoteright}Europe 2045{\textquoteright}}, 5859 booktitle = {Transactions on Edutainment I}, 5860 year = {2008}, 5861 pages = {1-16}, 5862 publisher = {Springer}, 5863 organization = {Springer}, 5864 address = {Berlin / Heidelberg}, 5865 abstract = {This paper presents a theoretical framework, which has been adopted in designing an on-line multi-player strategy game Europe 2045. Europe 2045 is an educational tool for high school social science courses, aimed at familiarizing students with political, economic, and social issues in contemporary Europe. Apart from learning facts, players develop a range of key skills: discussion ability, negotiation, teamwork, and group decision-making. The presented theoretical framework is based on a critical analysis of crucial issues, which seem to determine the success or failure of development and implementation of an educational game in the formal school environment. It demonstrates key approaches the authors of Europe 2045 have adopted in order to overcome already known problems related to game-based learning. On a general level this paper discusses issues related to formal fact learning in educational systems and the possible role of educational games in enhancing these systems.}, 5866 keywords = {educational games, game design, game-based learning, Immersive Environments, serious games}, 5867 isbn = {978-3-540-69737-4}, 5868 issn = {0302-9743}, 5869 doi = {10.1007/978-3-540-69744-2_1}, 5870 url = {http://uisk.jinonice.cuni.cz/sisler/publications/SislerBromEdutainment2008.pdf}, 5871 author = {Sisler, Vit and Brom, Cyril} 5872 } 5873 @book {4421, 5874 title = {Die Raummaschine {\textendash} Raum und Perspektive im Computerspiel}, 5875 year = {2008}, 5876 abstract = {Die wissenschaftliche Auseinandersetzung mit dem Gegenstand Computerspiel hat in den letzten Jahren einen regelrechten Boom erfahren. Aber es gibt kaum eine Publikation {\"u}ber die {\"A}sthetik von Computerspielbildern. 5877 5878 Die Raummaschine bietet einen kunsthistorisch fundierten, breiten {\"U}berblick {\"u}ber die Darstellung von Raum im Computerspielbild. 5879 5880 Die Bilder, die von aktuellen Computerspielen hervorgebracht werden, sind einer bildtraditionellen Linie zuzuordnen, die bis zur Entwicklung der Renaissanceperspektive im 15. Jahrhundert zur{\"u}ckreicht. Der Autor zeigt auf, wie sich die Darstellung r{\"a}umlicher Ph{\"a}nomene vom Quattrocento bis zum heutigen Tag entwickelt hat und sie in dreidimensionalen, virtuellen Welten m{\"u}ndet. Auch die verschiedenen Raumkonzepte, die Computerspielen zugrunde liegen, werden kategorisiert und eingehend diskutiert. 5881 5882 Bilder heutiger Computerspiele sind digital, automatisch erzeugt, perspektivisch, dreidimensional, in Echtzeit berechnet, bewegt und interaktiv. Sie werden f{\"u}r den User zu drangvollen Welten und virtuellen R{\"a}umen, in die er sich hineinbegibt. Der subjektive Blick des Users in den Raum des Computerspiels wird vom Autor mit dem Begriff der arbitr{\"a}ren Perspektive bezeichnet. Diese neue Art des Blicks beschlie{\ss}t die Erkundung des Computerspiels als "Raummaschine".}, 5883 keywords = {Art, Art History, Perspective, space}, 5884 isbn = {3940317241}, 5885 issn = {3940317241}, 5886 author = {Schwingeler, Stephan} 5887 } 5888 @article {Schreiner:2008cx, 5889 title = {Digital games target social change}, 5890 journal = {IEEE Computer Graphics and Applications}, 5891 volume = {28}, 5892 number = {1}, 5893 year = {2008}, 5894 pages = {12-17}, 5895 type = {article}, 5896 abstract = {The field of games aimed at social change is young and ripe with opportunity, and several recent announcements of corporate/public-sector partnerships to develop such games are further fueling hopes for its success. However, given the cost of creating a digital game which can creep past \$10 million in some cases and the as-yet-to-appear killer app, the possibilities remain dogged by challenges. \copyright2008 IEEE.}, 5897 author = {Schreiner, K.} 5898 } 5899 @book {3206, 5900 title = {Dungeons and Desktops: The History of Computer Role-Playing Games}, 5901 year = {2008}, 5902 publisher = {A.K. Peters}, 5903 organization = {A.K. Peters}, 5904 address = {Wellesley, MA}, 5905 issn = {1568814119}, 5906 author = {Barton, Matt} 5907 } 5908 @article {Callele:2008ut, 5909 title = {Emotional requirements}, 5910 journal = {IEEE Software}, 5911 volume = {25}, 5912 number = {1}, 5913 year = {2008}, 5914 pages = {43-45}, 5915 type = {article}, 5916 address = {University of Saskatchewan, Saskatoon, SK, Canada}, 5917 abstract = {Imagine that you{\textquoteright}re a software developer working on a video game. One morning, your boss comes in and says, "Make sure the new game is fun or we{\textquoteright}re all out of a job! Our last game just got savaged by the reviewers!" Now, what can you as a developer do to help make this happen? Like a movie director instructing the technical crew on implementing nuanced set design, lighting, sound, and acting, a game development team must work together to implement the game designer{\textquoteright}s vision. We introduced emotional requirements to assist game developers with this task. Just as with functional requirements, emotional requirements have attributes that you must describe and model, and those attributes sometimes require careful balancing. \copyright2008 IEEE.}, 5918 keywords = {Emotional requirements, game design, Requirements, Specification}, 5919 author = {Callele, D. and Neufeld, E. and Schneider, K.} 5920 } 5921 @article {Cheung:2008nj, 5922 title = {FARMTASIA: an online game-based learning environment based on the VISOLE pedagogy}, 5923 journal = {Virtual Reality}, 5924 year = {2008}, 5925 pages = {1-9}, 5926 type = {article}, 5927 address = {Centre for the Advancement of Information Technology in Education, The Chinese University of Hong Kong, Shatin, Hong Kong}, 5928 abstract = {Virtual interactive student-oriented learning environment (VISOLE) is a game-based constructivist pedagogical approach that encompasses the creation of an online interactive world modeled upon a set of interdisciplinary domains, in which students participate as "citizens" to take part cooperatively and competitively in shaping the development of the virtual world as a means to construct their knowledge and skills. FARMTASIA is the first online game designed using the VISOLE philosophy, encompassing the subject areas of biology, government, economics, technology, production system and natural environment. The "virtual world" deployed is a farming system covering the domains of cultivation, horticulture and pasturage, situated in a competitive economy governed by good public policies. The design and implementation of FARMTASIA pursue three vital principles. The first one is to make the game as realistic as possible so that students can learn in a near-real life environment; the second one is to inject motivational elements so that students can sustain to learn and acquire various knowledge and skills with the game; and the third one is to make easy for teachers to conduct various VISOLE facilitation tasks. According to our exploratory educational study, we show evidentially that positive perceptions and an advancement of subject-specific and interdisciplinary knowledge appeared among the students who participated in VISOLE learning with FARMTASIA. \copyright2008 Springer-Verlag London Limited.}, 5929 keywords = {Educational game, Edutainment, Virtual learning environment, VISOLE}, 5930 author = {Cheung, K. K. F. and Jong, M. S. Y. and Lee, F. L. and Lee, J. H. M. and Luk, E. T. H. and Shang, J. and Wong, M. K. H.} 5931 } 5932 @article {Gloor:2008pq, 5933 title = {Finding collaborative innovation networks through correlating performance with social network structure}, 5934 journal = {International Journal of Production Research}, 5935 volume = {46}, 5936 number = {5}, 5937 year = {2008}, 5938 pages = {1357-1371}, 5939 type = {article}, 5940 address = {MIT Centre for Collective Intelligence, 3 Cambridge Center, Cambridge, MA 02138, United States}, 5941 abstract = {This paper contributes to the ongoing stream of research correlating social network structure with individual and organizational performance. While teaching a course on optimizing online communication behaviour and social network analysis, we collected preliminary data on the relationship between dynamic social network structures and individual and team performance. Students from Helsinki University of Technology and University of Cologne, who had never met face to face, formed virtual interdisciplinary teams collaborating on a common task, the communication analysis of online communities. As part of their task, students correlated performance of the community they were analysing with social network structure. In this research, we compare social network structure and individual and team performance of participants in a multi-user online computer game with social network structure and performance among the student teams. While among computer gamers the number of communication links predicts performance, a balanced contribution index predicts performance of the student knowledge worker teams. We also give general recommendations for efficient virtual communication behaviour.}, 5942 keywords = {Collaborative innovation networks, Contribution index, Performance measurement, Social network analysis, TeCFlow}, 5943 url = {http://www.islp.uni-koeln.de/venus/Material/Gloor_Schoder.pdf}, 5944 author = {Gloor, P. A. and Paasivaara, M. and Schoder, D. and Willems, P.} 5945 } 5946 @mastersthesis {3237, 5947 title = {Gaming 2.0 {\textendash} Computer Games and Cultural Production}, 5948 year = {2008}, 5949 note = {German}, 5950 pages = {440}, 5951 school = {University for Applied Arts Vienna}, 5952 type = {PhD Thesis}, 5953 address = {Vienna}, 5954 abstract = {Gaming 2.0 {\textendash} Computer Games and Cultural Production 5955 5956 Participation Analysis of Computer Gamers 5957 in a convergent Media Culture 5958 and taxonomy of ludic artefacts 5959 5960 This text thesis aims to examine media products which are produced by computer game players. Players approach these games in a non-trivial way and are part of cooperative and intensive communication project-communities. Within these communities they generate ludic artefacts in form of videos, images and real objects, produced out of games and by playing. Beginning with a very general discussion of the term game, the thesis continues with examining concepts of the computer game, web participation and convergent media culture. Additionally, a series of case studies is collected and described. The examinations lead to a taxonomy of ludic artefacts, which is divided into six main groups. Each of them contains further six subcategories, which explain the motivations for the production of such pieces of art, as well as different ways of using the medium computer game. 5961 5962 The proposal of this taxonomy of ludic artefacts aims to support the understanding of gamers who produce media artefacts, which transport and communicate the mental state and emotions of the gaming community. Convergent media culture, which incorporates participation of users and collective intelligence, enables a very special way of creativity. Thereby, the gamer is transformed into a prosumer and team player, who is able to articulate and express himself as an individual through these artefacts, travelling between the fields of popular culture and art. Therefore, the social type of the gamer is a co-creative representative of an avantgardistic gaming-, creation-, and networking-community, which uses the computer game as a platform and a creative programme.}, 5963 url = {http://io-noi-aldo.sonance.net/gaming-2-0/Gaming_2_0_Thesis_lowres.pdf}, 5964 author = {Tolino, Aldo} 5965 } 5966 @article {Hoeft:2008ps, 5967 title = {Gender differences in the mesocorticolimbic system during computer game-play}, 5968 journal = {Journal of Psychiatric Research}, 5969 volume = {42}, 5970 number = {4}, 5971 year = {2008}, 5972 pages = {253-258}, 5973 type = {article}, 5974 address = {Center for Interdisciplinary Brain Sciences Research (CIBSR), Department of Psychiatry and Behavioral Sciences, Stanford University School of Medicine, 401 Quarry Road, Stanford, CA 94305-5795, United States}, 5975 abstract = {Little is known about the underlying neural processes of playing computer/video games, despite the high prevalence of its gaming behavior, especially in males. In a functional magnetic resonance imaging study contrasting a space-infringement game with a control task, males showed greater activation and functional connectivity compared to females in the mesocorticolimbic system. These findings may be attributable to higher motivational states in males, as well as gender differences in reward prediction, learning reward values and cognitive state during computer video games. These gender differences may help explain why males are more attracted to, and more likely to become "hooked" on video games than females. \copyright2007 Elsevier Ltd. All rights reserved.}, 5976 keywords = {amygdala, fmri, Game, Gender Differences, Nucleus accumbens, Orbitofrontal cortex}, 5977 url = {http://spnl.stanford.edu/publications/pdfs/Hoeft_2008JPsychiatrRes.pdf}, 5978 author = {Hoeft, F. and Watson, C. L. and Kesler, S. R. and Bettinger, K. E. and Reiss, A. L.} 5979 } 5980 @article {Ferguson:2008ru, 5981 title = {Gender, video game playing habits and visual memory tasks}, 5982 journal = {Sex Roles}, 5983 volume = {58}, 5984 number = {3-4}, 5985 year = {2008}, 5986 pages = {279-286}, 5987 type = {article}, 5988 address = {Texas A and M International University, Laredo, TX, United States}, 5989 abstract = {The current research examined whether visuospatial recall of both abstract and common objects was related to gender or object familiarity. Seventy two undergraduates from a university in the Southern U.S. were asked to draw the Rey Complex Figure and a series of common objects from memory. A pilot sample of seventy three undergraduates had previously identified common objects as "male" "female" and "neutral" exemplars. Males were significantly better at drawing "male" and "neutral" exemplars whereas females were better at drawing "female" exemplars. Neither gender was significantly better at the Rey task. These results question whether males have an inherent advantage in visual memory. Results also found that experience with playing violent video games was associated with higher visual memory recall. \copyright2007 Springer Science+Business Media, LLC.}, 5990 keywords = {Computer games, Gender, Visual memory}, 5991 author = {Ferguson, C. J. and Cruz, A. M. and Rueda, S. M.} 5992 } 5993 @article {3214, 5994 title = {Grove Street Grimm: Grand Theft Auto and Digital Folklore}, 5995 journal = {Journal of American Folklore}, 5996 volume = {121}, 5997 year = {2008}, 5998 pages = {255-285}, 5999 abstract = {This article investigates the Grand Theft Auto videogame series in order to demonstrate the potential of a folkloristic, ethnographic approach for the analysis of digital games. I discuss Grand Theft Auto: San Andreas as a story collection, a frame for performance, a virtual museum of vernacular culture, and a widely circulated pop culture artifact whose double-voiced aesthetic has given rise to diverse interpretive communities. This case study suggests that digital gameplay should be regarded as a form of performance practice with the capacity to invoke traditional folkloric genres and engender new traditions. }, 6000 keywords = {ethnography, folklore, game theory, Grand Theft Auto, GTA, hip-hop, museum, music, Performance, Race, San Andreas, tourism}, 6001 author = {Miller, Kiri} 6002 } 6003 @article {Persky:2008ig, 6004 title = {Immersive virtual video game play and presence: Influences on aggressive feelings and behavior}, 6005 journal = {Presence: Teleoperators and Virtual Environments}, 6006 volume = {17}, 6007 number = {1}, 6008 year = {2008}, 6009 pages = {57-72}, 6010 type = {article}, 6011 address = {National Human Genome Research Institute, Building 31, 31 Center Drive, Bethesda, MD 20892}, 6012 abstract = {Immersive virtual environment technology (IVET) allows developers to create simulated environments that can engage users in context relevant behaviors and that can produce relatively intense user experiences for purposes such as entertainment (e.g., video games), phobia desensitization, and training. We predicted that playing a violent video game using an IVET platform would lead to increased presence and aggressive feelings and behavior compared to playing on a less immersive desktop platform. The results of two experiments supported this hypothesis. The data suggest that presence mediated the relationship between playing platform and aggressive feelings but not the relationship between playing platform and aggressive behavior. Finally, we explored the utility of using cardiovascular measures within this research paradigm.}, 6013 author = {Persky, S. and Blascovich, J.} 6014 } 6015 @inbook {4427, 6016 title = {Improvisation and Performance as Models for Interacting with Stories}, 6017 booktitle = {Interactive Storytelling}, 6018 series = {Lecture Notes in Computer Science}, 6019 volume = {5334}, 6020 year = {2008}, 6021 pages = {250 - 263}, 6022 publisher = {Springer Berlin / Heidelberg}, 6023 organization = {Springer Berlin / Heidelberg}, 6024 address = {Berlin}, 6025 abstract = {One common metaphor for Interactive Storytelling has been the notion of Interactive Dramas, in which players assume the first-person role of the main character in a digitally mediated narrative. In this paper we explore the model of improvisation as a means of understanding the relationship between the author/designer and the reader/player of such narratives. This model allows for a new formulation of the notion of agency, by shifting the concept of the reader from a player-centric model to a performer-centric model. We also show how we can conceive of interactions between performers and authors as being governed by the same rules that are in play between multiple performers in a piece of improvisational theatre. We connect this idea to a phenomenological theory of human computer interaction and cognition which foregrounds the role of communication and commitment between interactors.}, 6026 keywords = {Agency, Drama, Improvisational Theatre, interactive narrative, Performance}, 6027 author = {Tanenbaum, Joshua and Tanenbaum, Karen}, 6028 editor = {Spierling,Ulrike and Szilas,Nicolas} 6029 } 6030 @article {Silk:2008pz, 6031 title = {Increasing Nutrition Literacy: Testing the Effectiveness of Print, Web site, and Game Modalities}, 6032 journal = {Journal of Nutrition Education and Behavior}, 6033 volume = {40}, 6034 number = {1}, 6035 year = {2008}, 6036 pages = {3-10}, 6037 type = {article}, 6038 address = {Department of Communication, Michigan State University, East Lansing, MI, United States}, 6039 abstract = {Objective: To examine the effectiveness of three modalities for delivery of nutrition education. Design: Between-subjects, repeated-measures design. Setting: Data were collected at community agencies or during home visits. Participants: Low-income, European American and African American mothers (N = 155). Intervention: Participants were exposed to nutrition education material in 1 of 3 modalities (a computer game, The Fantastic Food Challenge; Web site; or pamphlet). Likeability, nutrition knowledge, intention to use, and demographic measures followed the intervention at T1 and T2. Main Outcome Measures: 5-point Likert-type scales measured likeability (5 items), and 33 multiple-choice questions measured knowledge. Analysis: Data were analyzed using analysis of variance (ANOVA) and analysis of covariance (ANCOVA) procedures using SPSS version 15.0 (SPSS Inc., Chicago, IL) software, P < .05. Results: Overall, the Web site was liked more than the other conditions with this audience of women. Significant differences in attention, understanding, and intent to use the information existed across modalities. The Web site performed better than other modalities on knowledge outcomes, with no differences in knowledge retention from T1 toT2. Conclusions and Implications: The Web site modality performed best with this audience of women, indicating that interactive computer games may not confer greater benefits than traditional modes of information delivery for all audiences, particularly those with low computer skills. \copyright2008 SOCIETY FOR NUTRITION EDUCATION.}, 6040 keywords = {Entertainment-education, evaluation, media uses and gratifications, nutrition literacy}, 6041 author = {Silk, K. J. and Sherry, J. and Winn, B. and Keesecker, N. and Horodynski, M. A. and Sayir, A.} 6042 } 6043 @mastersthesis {, 6044 title = {The invention of good games: Understanding learning design in commercial video games}, 6045 year = {2008}, 6046 pages = {425}, 6047 school = {University of Calgary}, 6048 type = {PhD}, 6049 address = {Calgary, Alberta}, 6050 abstract = {This work sought to help inform the design of educational digital games by the studying the design of successful commercial videogames. The main thesis question was: How does a commercially and critically successful modern video game support the learning that players must accomplish in order to succeed in the game (i.e. get to the end or win)? This work takes a two-pronged approach to supporting the main argument, which is that the reason we can learn about designing educational games by studying commercial games is that people already learn from games and the best ones are already quite effective at teaching players what they need to learn in order to succeed in the game. The first part of the research establishes a foundation for the argument, namely that accepted pedagogy can be found in existing commercial games. The second part of the work proposes new methods for analysing games that can uncover mechanisms used to support learning in games which can be emplyed even if those games were not originally designed as educational objects. In order to support the claim that {\textquoteleft}good{\textquoteright} commercial videogames already embody elements of sound pedagogy an explicit connection is made between game design and formally accepted theory and models in teaching and learning. During this phase of the work a significant concern was raised regarding the classification of games as {\textquoteleft}good{\textquoteright}, so a new methodology using Borda Counts was devised and tested that combines various disjoint subjective reviews and rankings from disparate sources in non-trivial manner that accounts for relative standings. Complementary to that was a meta-analysis of the criteria used to select games chosen as subjects of study as reported by researchers. Then, several games were chosen using this new ranking method and analysed using another new methodology that was designed for this work, called Instructional Ethology. This is a new methodology for game design deconstruction and analysis that would allows the extraction of information about mechanisms used to support learning. This methodology combines behavioural and structural analysis to examine how commercial games support learning by examining the game itself from the perspective of what the game does. Further, this methodology can be applied to the analysis of any software system and offers a new approach to studying any interactive software. The results of the present study offered new insights into how several highly successful commercial games support players while they learn what they must learn in order to succeed in those games. A new design model was proposed, known as the {\textquoteright}Magic Bullet{\textquoteright} that allows designers to visualize the relative proportions of potential learning in a game to assess the potential of a design. }, 6051 keywords = {Learning Design, Video Games}, 6052 url = {http://www.minkhollow.ca/KB/PhD/Thesis07/doku.php?id=thesis:main}, 6053 author = {Becker,Katrin} 6054 } 6055 @article {4464, 6056 title = {Kids{\textquoteright} Ad Play: Regulating Children{\textquoteright}s Advergames in the Converging Media Context}, 6057 journal = {International Journal of Communications Law and Policy}, 6058 volume = {8}, 6059 year = {2008}, 6060 pages = {162-78}, 6061 chapter = {162}, 6062 abstract = {This article explores possibilities for regulating emerging forms of advertising within children{\textquoteright}s online culture, focusing specifically on the rising phenomenon of advergames. An immensely popular form of entertainment among children and teens, advergames integrate advertising and market research strategies directly into the fabric of online games and environments. I begin by situating advergames within broader traditions of advertising to children. I then present and discuss four potential {\textquotedblleft}points of entry{\textquotedblright} for the regulation of these new media advertising practices, which include media regulation, consumer protection law, industry self regulation and contract law. As media regulation in Canada and the US share many similarities, and because children{\textquoteright}s digital media is most often transnational with a large proportion of content originating from the US, the discussion draws upon both Canadian and US legislation, providing comparisons where relevant. I discuss different courses of action that could potentially establish clearer restrictions on marketers{\textquoteright} interactions with children online, as well as enforce regulation of the role of advertising in children{\textquoteright}s online games. The aim of this paper is to explore the Canadian government{\textquoteright}s position that existing regulatory frameworks can be effectively extended to digital media, as well as demonstrate the necessity of enhanced coordination and integration if these regulatory regimes are to remain relevant within the converging media context.}, 6063 keywords = {Advergames, children{\textquoteright}s media, cross-cultural study, online games, regulation}, 6064 url = {http://www.ijclp.net/files/ijclp_web-doc_8-12-2008.pdf}, 6065 author = {Grimes, Sara M} 6066 } 6067 @article {3212, 6068 title = {Language Games/Game Languages: Examining Game Design Epistemologies Through a {\textquoteleft}Wittgensteinian{\textquoteright} Lens}, 6069 journal = {ELUDAMOS Journal for Computer Game Culture}, 6070 volume = {1}, 6071 year = {2008}, 6072 pages = {55-71}, 6073 abstract = {Recent theorizing around games and notions of play has drawn from a pool of mid-20th century scholars including such notables as Johann Huizinga, Gregory Bateson, Roger Caillois and Ludwig Wittgenstein. Through his articulation of the concept of language as a type of game, Wittgenstein has been both adopted and critiqued for purposes of circumscribing what are now commonly held as the necessary constituents of games including their systemic nature and the acquiescence of their participants to an agreed-upon rule structure: a set of rules which Wittgenstein likens to the {\textquoteleft}grammar{\textquoteright} of language (Salen and Zimmerman, 2001;Suits, 1978; Juul, 2005; Wittgenstein, 1953; Finch, 2001; Brenner, 1999). 6074 Although thus far Wittgenstein has served as a pillar of 20th and 21st century game theory canon, this paper adopts Wittgenstein{\textquoteright}s notion of language-games not for purposes of examining games, but for purposes of examining the design of games. The pursuit of this paper is to utilize Wittgenstein{\textquoteright}s lens of the language-game to investigate what it is that informs and consequently shapes and reinforces game design epistemologies in an attempt to encourage a reflexivity about the design practices behind the games we create.}, 6075 keywords = {design, epistemology, Game, Language, Meaning, PLAY}, 6076 url = {http://www.eludamos.org/index.php/eludamos/article/view/21}, 6077 author = {Bojin,Nis} 6078 } 6079 @article {Jannink:2008xq, 6080 title = {A low-cost video game applied for training of upper extremity function in children with cerebral palsy: A pilot study}, 6081 journal = {Cyberpsychology and Behavior}, 6082 volume = {11}, 6083 number = {1}, 6084 year = {2008}, 6085 pages = {27-32}, 6086 type = {article}, 6087 address = {Roessingh Research and Development, Enschede, Netherlands}, 6088 abstract = {The aim of the present study was to determine the user satisfaction of the EyeToy for the training of the upper limb in children with cerebral palsy (CP). User satisfaction was measured in 12 children with CP, using a postexperience questionnaire, primarily based on a presence questionnaire. In general, children with CP were satisfied with and motivated by the EyeToy training. In addition, a first evaluation study was performed to determine the effect of this training method on the upper limb function. Ten children with CP were randomly assigned to the intervention (mean age 11 years, 9 months; SD 2,3) and the control group (mean age 12 years, 3 months; SD 3,2). After a treatment period of 6 weeks, the intervention group completed a user satisfaction questionnaire. Functional outcome was measured using the Melbourne Assessment scores. Percentage scores of the Melbourne Assessment of 7 of the 10 children were the same or changed only 1\% to 2\% from baseline to followup. However, in the experimental group, two children improved more, 9\% and 13\% respectively. In conclusion, it can be said that the EyeToy is a motivational training tool for the training of children with CP and has the potential to improve upper extremity function. \copyright2008 Mary Ann Liebert, Inc.}, 6089 url = {http://www.liebertonline.com/doi/abs/10.1089/cpb.2007.0014}, 6090 author = {Jannink, M. J. A. and Van Der Wilden, G. J. and Navis, D. W. and Visser, G. and Gussinklo, J. and Ijzerman, M.} 6091 } 6092 @proceedings {4157, 6093 title = {The Magic Circle and the Puzzle Piece}, 6094 journal = {Philosophy of Computer Games}, 6095 year = {2008}, 6096 publisher = {Potsdam University Pres}, 6097 address = {Potsdam}, 6098 url = {http://opus.kobv.de/ubp/volltexte/2008/2455/pdf/digarec01_03.pdf}, 6099 author = {Juul,Jesper} 6100 } 6101 @article {Chin-A-Paw:2008l, 6102 title = {The motivation of children to play an active video game}, 6103 journal = {Journal of Science and Medicine in Sport}, 6104 volume = {11}, 6105 number = {2}, 6106 year = {2008}, 6107 pages = {163-166}, 6108 type = {article}, 6109 address = {EMGO Institute, Department of Public and Occupational Health, VU University Medical Center, Netherlands}, 6110 abstract = {The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group instructed to play the IDSVG at home; (2) a multiplayer group instructed to play the IDSVG at home and to participate in a weekly IDSVG multiplayer class. Participants were asked to play the IDSVG as often as they liked and report the playing time daily on a calendar for a 12-week period. Motivation to play was assessed by the playing duration of IDSVG in minutes and the dropout during the study. Mean age of the 16 children who completed the study was 10.6 $\pm$0.8 years. During the 12-week intervention period, the multiplayer group played approximately twice as many minutes (901 min) as the home group (376 min, p = 0.13). Dropout was significantly (p = 0.02) lower in the multiplayer group (15\%) than in the home group (64\%). Our findings suggest that multiplayer classes may increase children{\textquoteright}s motivation to play interactive dance simulation video games. \copyright2007 Sports Medicine Australia.}, 6111 keywords = {Dance simulation video, intervention, physical activity, Youth}, 6112 author = {Chin A Paw, M. J. M. and Jacobs, W. M. and Vaessen, E. P. G. and Titze, S. and van Mechelen, W.} 6113 } 6114 @article {Kutner:2008zk, 6115 title = {Parents{\textquoteright} and sons{\textquoteright} perspectives on video game play: A qualitative study}, 6116 journal = {Journal of Adolescent Research}, 6117 volume = {23}, 6118 number = {1}, 6119 year = {2008}, 6120 pages = {76-96}, 6121 type = {article}, 6122 address = {Department of Psychiatry, Massachusetts General Hospital}, 6123 abstract = {Public policy efforts to restrict children{\textquoteright}s access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents{\textquoteright} concerns, compare parents{\textquoteright} and children{\textquoteright}s perceptions, and see whether these are consistent with the focus of proposed legislation and other public policy efforts. Parents{\textquoteright} primary concern is that games not interfere with their children{\textquoteright}s schoolwork, social skills, and exercise. They worry about exposure to violent content, but definitions of and opinions about what is harmful vary and may not match proposed public policies. \copyright2008 Sage Publications.}, 6124 keywords = {adolescence, Focus groups, Media Violence, Parenting, Video Games}, 6125 author = {Kutner, L. A. and Olson, C. K. and Warner, D. E. and Hertzog, S. M.} 6126 } 6127 @conference {Yen:2008co, 6128 title = {Pattern matching in go game records}, 6129 booktitle = {Second International Conference on Innovative Computing, Information and Control, ICICIC 2007}, 6130 year = {2008}, 6131 type = {inproceedings}, 6132 address = {Department of Computer Science and Information Engineering, National Dong Hwa University, Hualien, Taiwan}, 6133 abstract = {Many professional Go games, Go life-and-death problems and others are saved as digital game records by SGF (Smart Game Format). Valuable information hides in these records. This article presents a novel Go game record information retrieval system. In this system, the most difficult part is Go pattern matching in Go game records. In this article, a Go pattern matching algorithm is given to find game records that contain a desired query pattern. Then, a proposed index structure for a Go record database integrates methods of information retrieval and domain knowledge of Go. This index can increase the speed of pattern matching in the game database. \copyright2007 IEEE.}, 6134 author = {Yen, S. -J. and Yang, T. -N. and Chen, J. -C. and Hsu, S. -C.} 6135 } 6136 @inbook {4528, 6137 title = {Per un{\textquoteright}analisi comparata del suono nei videogiochi e nel cinema}, 6138 booktitle = {Schermi interattivi saggi critici su videogiochi e cinema}, 6139 year = {2008}, 6140 pages = {95-121}, 6141 publisher = {Meltemi}, 6142 organization = {Meltemi}, 6143 address = {Roma}, 6144 keywords = {audio, sound}, 6145 issn = {978-88-8353-634-2}, 6146 author = {Grimshaw, Mark} 6147 } 6148 @article {Case-Smith:2008g, 6149 title = {Play preferences of typically developing children and children with developmental delays between ages 3 and 7 years}, 6150 journal = {OTJR Occupation, Participation and Health}, 6151 volume = {28}, 6152 number = {1}, 6153 year = {2008}, 6154 pages = {19-29}, 6155 type = {article}, 6156 address = {Division of Occupational Therapy, School of Allied Medical Professions, Ohio State University, Columbus, OH, United States}, 6157 abstract = {This cross-sectional survey research investigated play preferences of children with and without developmental delays who were between 3 and 7 years old. Parents completed questionnaires regarding their child{\textquoteright}s play activity and context preferences. Valid results were obtained for 166 children, 83 of whom had developmental delays. Preference ratings were compared by gender, age, and delay status. Play preference did not differ by gender. Rough-and-tumble play and computer/video game play increased with age, whereas object exploration decreased. Children with developmental delays had higher preferences for rough-and-tumble play and object exploration and lower preferences for drawing and coloring, construction, and doll and action figurine play than typically developing children. This comparison of children{\textquoteright}s play preferences across ages, gender, and developmental status enhances our understanding of how these variables influence children{\textquoteright}s play.}, 6158 keywords = {Gender, Play occupations}, 6159 author = {Case-Smith, J. and Kuhaneck, H. M.} 6160 } 6161 @book {3207, 6162 title = {The Pleasures of Computer Gaming}, 6163 year = {2008}, 6164 pages = {203}, 6165 publisher = {McFarland}, 6166 organization = {McFarland}, 6167 address = {Jefferson, N.C.}, 6168 keywords = {aesthetics, Computer games, history, Theory}, 6169 isbn = {078643595X}, 6170 issn = {078643595X}, 6171 author = {Swalwell,Melanie and Jason Wilson} 6172 } 6173 @article {Reiner:2008jz, 6174 title = {The Potential for Gaming Techniques in Radiology Education and Practice}, 6175 journal = {JACR Journal of the American College of Radiology}, 6176 volume = {5}, 6177 number = {2}, 6178 year = {2008}, 6179 pages = {110-114}, 6180 type = {article}, 6181 address = {Baltimore VA Medical Center, Diagnostic Imaging, Baltimore, MD, United States}, 6182 abstract = {Traditional means of communication, education and training, and research have been dramatically transformed with the advent of computerized medicine, and no other medical specialty has been more greatly affected than radiology. Of the myriad of newer computer applications currently available, computer gaming stands out for its unique potential to enhance end-user performance and job satisfaction. Research in other disciplines has demonstrated computer gaming to offer the potential for enhanced decision making, resource management, visual acuity, memory, and motor skills. Within medical imaging, video gaming provides a novel means to enhance radiologist and technologist performance and visual perception by increasing attentional capacity, visual field of view, and visual-motor coordination. These enhancements take on heightened importance with the increasing size and complexity of three-dimensional imaging datasets. Although these operational gains are important in themselves, psychologic gains intrinsic to video gaming offer the potential to reduce stress and improve job satisfaction by creating a fun and engaging means of spirited competition. By creating customized gaming programs and rewards systems, video game applications can be customized to the skill levels and preferences of individual users, thereby creating a comprehensive means to improve individual and collective job performance. \copyright2008 American College of Radiology.}, 6183 keywords = {medical education and training, Video gaming, visual perception}, 6184 author = {Reiner, B. and Siegel, E.} 6185 } 6186 @article {Joe:2008go, 6187 title = {Proposing online game loyalty and its antecedents considering gender as a moderator: a qualitative study}, 6188 journal = {Quality \& Quantity}, 6189 year = {2008}, 6190 pages = {1-11}, 6191 type = {article}, 6192 address = {Department of Business Administration, Vanung University, Taoyuan, Taiwan}, 6193 abstract = {This study discusses the formation of consumer loyalty in the context of online games. Loyalty to a specific online game may be conceptualized in terms of repeat patronage, switching behavior, and word-of-mouth recommendations toward the game. A conceptual model is proposed. In the model, virtual power-status, incentive utility, relational interacting behavior, and feature enhancement indirectly influence loyalty through the mediation of satisfaction and commitment. Gender is proposed to moderate each model path given that individuals with stronger feminine or masculine identities are likely to make repeated consumption on online games based on different game product choices accordingly. Finally, the implications of the proposed model and suggestions for future research are also discussed. \copyright2008 Springer Science+Business Media B.V.}, 6194 keywords = {Feature enhancement, Gender, Incentive utility, loyalty, Relational interacting behavior, Virtual power-status}, 6195 author = {Joe, S. -W. and Chiu, C. -K.} 6196 } 6197 @article {Ravaja:2008oi, 6198 title = {The Psychophysiology of James Bond: Phasic Emotional Responses to Violent Video Game Events}, 6199 journal = {Emotion}, 6200 volume = {8}, 6201 number = {1}, 6202 year = {2008}, 6203 pages = {114-120}, 6204 type = {article}, 6205 address = {Center for Knowledge and Innovation Research, Helsinki School of Economics, Helsinki, Finland}, 6206 abstract = {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{\textquoteright}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{\textquoteright}s own character may increase some aspect of positive emotion. \copyright2008 American Psychological Association.}, 6207 keywords = {aggressive behavior, emotions, facial EMG, skin conductance, Video Games}, 6208 author = {Ravaja, N. and Turpeinen, M. and Saari, T. and Puttonen, S. and Keltikangas-J{\"a}rvinen, L.} 6209 } 6210 @article {Olson:2008tw, 6211 title = {The role of violent video game content in adolescent development: Boys{\textquoteright} perspectives}, 6212 journal = {Journal of Adolescent Research}, 6213 volume = {23}, 6214 number = {1}, 6215 year = {2008}, 6216 pages = {55-75}, 6217 type = {article}, 6218 address = {Massachusetts General Hospital}, 6219 abstract = {Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing). \copyright2008 Sage Publications.}, 6220 keywords = {adolescence, anger, Focus groups, Gender, Media Violence, Video Games}, 6221 author = {Olson, C. K. and Kutner, L. A. and Warner, D. E.} 6222 } 6223 @article {4463, 6224 title = {Saturday Morning Cartoons Go MMOG}, 6225 journal = {Media International Australia}, 6226 year = {2008}, 6227 pages = {120-31}, 6228 chapter = {120}, 6229 abstract = {This paper traces the migration of North American children{\textquoteright}s television into the realm of massively multiplayer online games (MMOGs), and the issues this raises in terms of the commercialisation of children{\textquoteright}s (digital) play. Through a content analysis of three television-themed MMOGs targeted to children, Nickelodeon{\textquoteright}s Nicktropolis, Cartoon Network{\textquoteright}s Big Fat Awesome House Party and Corus Entertainment{\textquoteright}s GalaXseeds, I examine how this new development within children{\textquoteright}s online culture operates in relation to existing industry practices of cross-media integration and promotion. Dominant trends identified in the content analysis are compared with emerging conventions within the MMOG genre, which is generally found to contain numerous opportunities for player creativity and collaboration. Within the cases examined, however, many of these opportunities have been omitted and ultimately replaced by promotional features. I conclude that all three case studies operate primarily as large-scale advergames, promoting transmedia intertextuality and third-party advertiser interests.}, 6230 keywords = {children\&$\#$039;s media, children{\textquoteright}s television, media convergence, MMOGs, Transmedia, virtual worlds}, 6231 url = {http://www.uq.edu.au/emsah/mia/issues/mia126.html$\#$grimes}, 6232 author = {Grimes, Sara M} 6233 } 6234 @article {4369, 6235 title = {Serious Games : Advergaming, edugaming, training and more}, 6236 year = {2008}, 6237 institution = {IDATE}, 6238 abstract = {By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too often considered a niche. Furthermore, they offer huge potential for growth: "In 2008,{\textquotedblright} comments Laurent Michaud, project leader of the report, {\textquotedblleft}the number of potential users worldwide stands between 600 million and one billion.{\textquotedblright} This number includes purchasers and non purchasers of video games, and though the under 25s represent the key target audience, serious games are aimed at all age groups.}, 6239 keywords = {advergame, advergaming, edugame, edugaming, edumarket game, news game, serious game, serious gaming}, 6240 url = {http://ja.games.free.fr/ludoscience/PDF/EtudeIDATE08_UK.pdf}, 6241 author = {J. Alvarez and L. Michaud} 6242 } 6243 @article {Willoughby:2008s, 6244 title = {A Short-Term Longitudinal Study of Internet and Computer Game Use by Adolescent Boys and Girls: Prevalence, Frequency of Use, and Psychosocial Predictors}, 6245 journal = {Developmental Psychology}, 6246 volume = {44}, 6247 number = {1}, 6248 year = {2008}, 6249 pages = {195-204}, 6250 type = {article}, 6251 address = {Brock University}, 6252 abstract = {Prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade. Most girls (93.7\%) and boys (94.7\%) reported using the Internet at both time periods, whereas more boys (80.3\%) than girls (28.8\%) reported gaming at both time periods. Girls reported a small decrease over time in the frequency of hours spent per day on overall technology use, mostly due to a decrease in gaming. Both linear and curvilinear relations were examined between parental relationships, friendship quality, academic orientation, and well-being measured in early high school and the frequency of technology use in late high school. Being male significantly predicted both computer gaming and Internet use. There also were trends in favor of higher friendship quality and less positive parental relationships predicting higher frequency of Internet use. Importantly, moderate use of the Internet was associated with a more positive academic orientation than nonuse or high levels of use. \copyright2008 American Psychological Association.}, 6253 keywords = {adolescence, computer game use, Gender, internet use, psychosocial adjustment}, 6254 author = {Willoughby, T.} 6255 } 6256 @article {Ferguson:2008zb, 6257 title = {Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation?}, 6258 journal = {Criminal Justice and Behavior}, 6259 volume = {35}, 6260 number = {3}, 6261 year = {2008}, 6262 pages = {311-332}, 6263 type = {article}, 6264 address = {Texas A and M International University}, 6265 abstract = {Two studies examined the relationship between exposure to violent video games and aggression or violence in the laboratory and in real life. Study 1 participants were either randomized or allowed to choose to play a violent or nonviolent game. Although males were more aggressive than females, neither randomized exposure to violent-video-game conditions nor previous real-life exposure to violent video games caused any differences in aggression. Study 2 examined correlations between trait aggression, violent criminal acts, and exposure to both violent games and family violence. Results indicated that trait aggression, family violence, and male gender were predictive of violent crime, but exposure to violent games was not. Structural equation modeling suggested that family violence and innate aggression as predictors of violent crime were a better fit to the data than was exposure to video game violence. These results question the common belief that violent-video-game exposure causes violent acts. \copyright2008 American Association for Correctional and Forensic Psychology.}, 6266 keywords = {Aggression, Computer games, Family violence, Personality, Violent crime}, 6267 author = {Ferguson, C. J. and Rueda, S. M. and Cruz, A. M. and Ferguson, D. E. and Fritz, S. and Smith, S. M.} 6268 } 6269 @article {Gentile:2008ng, 6270 title = {Violent video games as exemplary teachers: A conceptual analysis}, 6271 journal = {Journal of Youth and Adolescence}, 6272 volume = {37}, 6273 number = {2}, 6274 year = {2008}, 6275 pages = {127-141}, 6276 type = {article}, 6277 address = {Department of Psychology, Iowa State University, W112 Lagomarcino Hall, Ames, IA 50011-3180, United States}, 6278 abstract = {This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with different identities until success is achieved. These educational principles allow for the generation of several testable hypotheses, two of which are tested with samples of 430 elementary school children (mean age 10 years), 607 young adolescents (mean age 14 years), and 1,441 older adolescents (mean age 19 years). Participants were surveyed about their video game habits and their aggressive cognitions and behaviors. The first hypothesis is based on the principle that curricula that teach the same underlying concepts across contexts should have the highest transfer. Therefore, students who play multiple violent video games should be more likely to learn aggressive cognitions and behaviors than those who play fewer. The second hypothesis is based on the principle that long-term learning is improved the more practice is distributed across time. Therefore, students who play violent video games more frequently across time should be more likely to learn aggressive cognitions and behaviors than those who play the same types of games for equivalent amounts of time but less frequently. Both hypotheses were supported. We conclude by describing what educators can learn from the successful instructional and curriculum design features of video games. \copyright2007 Springer Science+Business Media, LLC.}, 6279 keywords = {Educational psychology, Instruction, Media effects, Video Games, Violent Video Games}, 6280 url = {http://www.psychology.iastate.edu/~dgentile/pdfs/G2_Exemplary_Teachers_2007.pdf}, 6281 author = {Gentile,D A and Gentile, J. R.} 6282 } 6283 @article {4566, 6284 title = {Who Plays, How Much, and Why? A Behavioral Player Census of Virtual World}, 6285 journal = {Journal of Computer Mediated Communication}, 6286 volume = {13}, 6287 year = {2008}, 6288 pages = {993-1018}, 6289 abstract = {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) EverQuest2 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{\textquoteright} actual in-game play behaviors, as collected by the game operator. Most of th eresults defy common stereotypes in surprising and interesting ways and have implications for communication theory and for future investigations of games.}, 6290 url = {http://www.vwobservatory.com/wp/?p=205}, 6291 author = {Williams, Dmitri and Yee, Nick and Caplan,Scott} 6292 } 6293 @article {Allison:2008gf, 6294 title = {Workload assessment of computer gaming using a single-stimulus event-related potential paradigm}, 6295 journal = {Biological Psychology}, 6296 volume = {77}, 6297 number = {3}, 6298 year = {2008}, 6299 pages = {277-283}, 6300 type = {article}, 6301 address = {Cognitive Electrophysiology Laboratory, Molecular and Integrative Neurosciences Department, The Scripps Research Institute, 10550 North Torrey Pines Road, La Jolla, CA 92037, United States}, 6302 abstract = {Behavioral and event-related potential (ERP) measures were used to assess cognitive workload from expert computer gamers playing a "first-person shooter" video game. Game difficulty level was manipulated in separate conditions by adjusting the number of enemies (view, easy, medium, and hard). Infrequently presented single-stimulus tones were either ignored or counted across difficulty conditions. Game performance and tone-counting accuracy declined as game difficulty increased. ERP component amplitudes diminished for both the tone ignore and counting conditions as game difficulty increased. The findings suggest that cognitive workload induced by video gaming can be reliably assessed through behavioral and neuroelectric means, and that the single-stimulus paradigm can be a useful tool for evaluating workload in an immersive stimulus environment with less distraction than conventional tools. \copyright2007 Elsevier B.V. All rights reserved.}, 6303 keywords = {Attention, Event-related potential, gaming, P300, Single-stimulus paradigm, Workload}, 6304 author = {Allison, B. Z. and Polich, J.} 6305 } 6306 @article {4588, 6307 title = {The Acoustic Front-End in Scenarios of Interaction Research}, 6308 journal = {Verbal and Nonverbal Features of Human-Human and Human-Machine Interactions}, 6309 volume = {5042}, 6310 year = {2008}, 6311 note = {Biu92Times Cited:0Cited References Count:29Lecture Notes in Artificial Intelligence}, 6312 pages = {187-199281}, 6313 abstract = {The paper is concerning some problems which are posed by the growing interest in social interaction research as far as they can be solved by engineers in acoustics and speech technology. Firstly the importance of nonverbal and paraverbal modalities in two prototypical scenarios are discussed: face-to-face interactions in psychotherapetitic consulting and side-by-side interactions of children cooperating in a computer game. Some challenges in processing signals are stated with respect to both scenarios. The following technologies of acoustic signal processing are discussed: (a) analysis of the influence of the room impulse response to the recognition rate, (b) adaptive two-channel microphone, (c) localization and separation of sound sources in rooms, and (d) single-channel noise suppression.}, 6314 keywords = {acoustic front-end, acoustic signal processing, emotion, human-human interaction, Involvement, multimodality}, 6315 isbn = {0302-9743}, 6316 url = {<Go to ISI>://000262977300014}, 6317 author = {Hoffmann, R. and Alisch, L. M. and Altmann, U. and Feher, T. and Petrick, R. and Wittenberg, S. and Hermkes, R.} 6318 } 6319 @article {4363, 6320 title = {Arguing For Multilingual Motivation in Web 2.0: Using Alternate Reality Games to Support Language Learning}, 6321 journal = {2nd European Conference on Games Based Learning}, 6322 year = {2008}, 6323 note = {Bjb87Times Cited:0Cited References Count:25}, 6324 pages = {95-104524}, 6325 abstract = {Computer games have become an enormous industry over the past two decades and have dramatically changed the leisure activities of adolescents and many adults as well as children. More recently there is a growing appreciation of the potential of computer games as a medium for learning. Such games were initially referred to as edutainment, although this is now a deprecated term and are nowadays referred to as games for learning or serious games. Indeed many people now believe that the games for learning industry is set to make a significant impact over the next decade with a wide variety of educational computer games being developed to support learning. Researchers have examined computer games from many different perspectives, some positive (for example, motivation, engagement, learning, skills development) and some negative (for example, violence, aggression, gender stereotyping). One particular type of game that has not been explored in detail for educational purposes is the Alternate Reality Game (ARG), a form of interactive narrative, often involving multiple media and game elements, to tell a story that may be affected by participants{\textquoteright} ideas or actions. In this paper we describe the use of an ARG to help support the teaching and learning of modern foreign languages; by European secondary school children (ages 14-16).}, 6326 keywords = {args, collaboration, modern foreign languages, motivation, Social networks}, 6327 url = {<Go to ISI>://000264585800012}, 6328 author = {Connolly, T. and Stansfield, M. and Hainey, T. and Josephson, J. and O{\textquoteright}Donovan, A. and Ortiz, C. R. and Tsvetkova, N. and Tsvetanova, S.} 6329 } 6330 @article {4353, 6331 title = {Funchal 500 years: Learning Through Role Play Games}, 6332 journal = {2nd European Conference on Games Based Learning}, 6333 year = {2008}, 6334 note = {Bjb87Times Cited:0Cited References Count:10}, 6335 pages = {25-30524}, 6336 abstract = {It is commonly accepted that the educational environment has been undergoing considerable change due to the use of the Information and Communication tools. But learning depends upon actions such as experimenting, comprehending, visualizing, abstracting and demonstrating, by means of which the learner succeeds in constructing his own knowledge. It is not always easy to achieve these actions through current distance learning approaches. Since we live in a society that demands creativity, globalization, responsibility, autonomy and the ability to deal with virtuality and new technologies, Role Playing Games (RPG) may well develop such capacities. The creation of an interactive computer game with RPG characteristics, about the 500th anniversary of the city of Funchal, the capital of Madeira Island, is invested with compelling educational/pedagogical implications, aiming clearly at teaching history and social relations through playing. By incorporating the concept "games to teach", players will interpret different characters in different settings/scenarios, experiencing adventures, meeting challenges and reaching multiple and simultaneous goals in the areas of education, entertainment and social integration along the first 150 years of the history of Funchal. Through this process they will live and understand all the social and historical factors of that age.}, 6337 keywords = {historical environment, interactive game, learning, role play game}, 6338 url = {<Go to ISI>://000264585800004}, 6339 author = {Baptista, R. and de Cardalho, C. V.} 6340 } 6341 @article {4361, 6342 title = {Games for Learning: Does Gender Make a Difference?}, 6343 journal = {2nd European Conference on Games Based Learning}, 6344 year = {2008}, 6345 note = {Bjb87Times Cited:0Cited References Count:51}, 6346 pages = {69-76524}, 6347 abstract = {An important factor to consider in developing educational computer games concerns whether there are any differences between learners in their acceptance of games for learning. In particular there is concern that the strong male preference found in playing games for leisure might also extend to games-based learning, making males more accepting of games in learning than females.There is clear evidence that the violent content and competitive structure of many games, gender stereotyping of female characters, the lack of opportunities for meaningful social interaction between game characters and the visual skills required to succeed in many games are features of games that make them less appealing to females than to males. Games manufacturers have responded to criticisms that games are male-oriented by developing games which aim to appeal to both males and females. However they have also acknowledged that boys and girls essentially prefer different types of game and they have also developed games specifically targeted at girls. These preferences in computer games have helped to confirm that males and females have different interests and preferences which are very deep rooted and emerge in infancy. Woudheusen has argued that these preferences are resistant to change as they probably reflect biologically influenced inclinations which are crystallised by socialisation processes.While it is acceptable to develop different games for leisure for boys and girls, with games for learning the situation is more complex. Schools and universities need to be inclusive and new learning methods and materials should aim to be gender neutral. However games for learning are being introduced into a prevailing motivational climate in schools which suits the more committed and methodical approach of girls. Many boys subscribe to the "Not cool to study" view and this has led to a culture of underachievement and "laddishness" amongst boys. It is tempting to argue that the easy engagement and the active, competitive style of interaction required in many computer games provides an ideal opportunity to re-engage many disengaged young men in learning.Ultimately it seems likely that the way forward is to develop a range of games for learning which are competitive or not and which include social interaction or not and to guide students in selecting games which are most congruent with their own individual preferences. As with any other educational intervention, games for learning will need to be evaluated to ensure that they help learning and that they do so in a way that as far as possible does not favour one group over another.}, 6348 keywords = {Attitudes, Behavior, boys, challenge, competition, Computer games, Gender Differences, Girls, Hostility, PLAY, Sensation seeking, Skills, Students, Video Games, Violence}, 6349 url = {<Go to ISI>://000264585800009}, 6350 author = {Boyle, E. and Connolly, T.} 6351 } 6352 @article {4362, 6353 title = {Games-Based Learning in Teacher Education: A Strategy to Integrate Digital Games into Secondary Schools}, 6354 journal = {2nd European Conference on Games Based Learning}, 6355 year = {2008}, 6356 note = {Bjb87Times Cited:0Cited References Count:23}, 6357 pages = {77-84524}, 6358 abstract = {The importance of information and communication technology (ICT) in our daily lives is growing. To prepare future employees to this evolving environment, technology should play a role in education. Furthermore, computer technology serves as a valuable and supportive tool to improve teaching and learning and allows new types of teaching and learning experiences to evolve. For instance, the concept of digital games-based learning (DGBL) has been growing for many years now. In order to prepare the next generation of teachers according to the image of society, teachers must be adequately trained.In this article, the authors describe the design, implementation and evaluation of two courses on digital games-based learning (DGBL) developed for the pre-service teacher training programme in health education in Flanders (the Dutch speaking part of Belgium). Both courses were set up as an introduction to digital games and gaming for learning and instruction. The objective was to provide an opportunity for students to explore (i) the possibilities, considerations and constraints related to the design of digital instructional games, and (ii) the practical design and try-out of a game in classroom settings using standard or free software (such as Excel, Hot Potatoes, JClic). Results show that the games{\textquoteright} inclusion in the formal curriculum encouraged them in using GBL in their future teaching activities and enables them to engage their supervising teachers into using games in their classrooms.}, 6359 keywords = {active engagement, game design, games-based learning, preservice, teacher training, Technology}, 6360 url = {<Go to ISI>://000264585800010}, 6361 author = {Charlier, N. and De Fraine, B.} 6362 } 6363 @article {4354, 6364 title = {How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games}, 6365 journal = {Entertainment Computing - ICEC 2008}, 6366 volume = {5309}, 6367 year = {2008}, 6368 pages = {1-10}, 6369 abstract = {In this paper I present an analysis of the ontology and ethics of computer games from an Information Ethics perspective. This analysis uses the concepts of Level of Abstraction and Gradient of Abstraction, as defined by Luciano Floridi{\textquoteright}s Information Ethics, applied to the specific study of computer games. The goal of this paper is to argue for the consideration of games as interesting ethical objects and experiences. Computer games appeal to a player capable of ethical reasoning in her interaction with simulated environments and rule systems. This paper provides a theoretical model for the study of the ethics of computer games both as designed objects, and as player experiences.}, 6370 keywords = {computer game ethics, information ethics, method of abstraction}, 6371 isbn = {0302-9743}, 6372 url = {<Go to ISI>://000264099100001}, 6373 author = {Sicart, M.} 6374 } 6375 @article {4586, 6376 title = {Mining Spatial Associations with Limited Sensory Information}, 6377 journal = {Spatial Cognition and Computation}, 6378 volume = {8}, 6379 number = {1-2}, 6380 year = {2008}, 6381 note = {498CJTimes Cited:0Cited References Count:32}, 6382 pages = {65-85}, 6383 abstract = {Human navigation in an unknown environment requires an understanding of the spatial relationships of the terrain. For example, a soldier who is on a reconnaissance mission in a new city needs to "know" the spatial layout of the surroundings with high confidence. Oftentimes, this understanding must be acquired within a very short amount of time and with limited sensory inputs. The soldier would benefit from a digital avatar that draws inferences about the spatial layout of the city based on an initial set of observations and guides the soldier either in further exploring the environment or in making decisions based on these inferences. In this paper, we present and evaluate an inductive approach to learning spatial associations using sensory data that is available from the simulation environment of a computer game, Unreal Tournament. We study two kinds of spatial relationships between nodes on a level of a game map: nodes that are placed near each other to satisfy some spatial requirement and nodes that are placed near each other to satisfy the design preferences of a level architect. We show that we can infer both kinds of relationships using an association rule mining algorithm. Furthermore, we show how to use an ontology to distinguish between these relationships in order to discover different types of spatial arrangements on a specific map. We discuss how the inferred associations can be used to control an avatar that makes recommendations for navigating unexplored areas on a map. We conclude with some thoughts on the applicability of our methods to scenarios in the real world, beyond the simulation environment of a game, and on how the learned associations can be represented and queried by a simple question-answer type system.}, 6384 keywords = {discovery, environmental learning and cognitive mapping, integration of vision and ontologies/natural language processing, interestingness, Navigation, Rules}, 6385 isbn = {1387-5868}, 6386 url = {<Go to ISI>://000270113900005}, 6387 author = {Basu, C. and Cheng, H. and Butler, D.} 6388 } 6389 @article {4231, 6390 title = {Multi-Task BCI for Online Game Control}, 6391 journal = {Autonomous Systems - Self-Organization, Management, and Control}, 6392 year = {2008}, 6393 note = {Bip86Times Cited:0Cited References Count:18}, 6394 pages = {29-37183}, 6395 abstract = {In this paper, we develop a new type of brain-computer interface (BCI) which is able to control a computer game by motor imagery electroencephalogram (EEG). We propose a new framework of feature extractions using common spatial frequency patterns (CSFP) for classification of motor imagery EEG. The aim of our BCI system is to provide an on-line "hit rat" game control with short response time and subject-specific adaptation of system parameters. Our BCI system is able to detect three different motor imagery-related brain patterns (imagination of limb movements: left hand, right hand and both feet) from the ongoing brain activity by using only five EEG channels. The best hit accuracy of the game with fast response time attained by subject 2 is about 73\%, which demonstrates that our BCI system has the ability of providing much fast BCI of even 1 s per command.}, 6396 keywords = {brain-computer-interface, classification, communication, device, movement, single-trial eeg}, 6397 url = {<Go to ISI>://000261729700004}, 6398 author = {Zhao, Q. B. and Zhang, L. Q. and Li, J.} 6399 } 6400 @article {4355, 6401 title = {Newsgames: Theory and Design}, 6402 journal = {Entertainment Computing - ICEC 2008}, 6403 volume = {5309}, 6404 year = {2008}, 6405 pages = {27-33}, 6406 abstract = {Computer games have a long history as entertainment media, but their use for educational or political communication is relatively recent. This paper explores the use of computer games as news media. Newsgames are computer games used to participate in the public sphere with the intention of explaining or commenting on current news. The paper provides a set of concepts for analyzing newsgames, based on public service theory. The paper expands this analytical approach with a reflection on game design methodologies for creating newsgames.}, 6407 keywords = {newsgames, political games, procedural rhetorics, public service theory, public-service, serious games}, 6408 isbn = {0302-9743}, 6409 url = {<Go to ISI>://000264099100004}, 6410 author = {Sicart, M.} 6411 } 6412 @article {4360, 6413 title = {Open Source Portals for Online Simulation Games? The Computer-Supported Business Game "Go4C" for Realistic IT and Business Management Training}, 6414 journal = {2nd European Conference on Games Based Learning}, 6415 year = {2008}, 6416 note = {Bjb87Times Cited:0Cited References Count:31}, 6417 pages = {31-42524}, 6418 abstract = {The education and training of IT in interrelation to business management at universities is seen more more critical in the last years because of often delivered {\textquoteright}inactive{\textquoteright} knowledge and the lack of reference to reality. By contrast surveys of companies and management executives disclose a strong need for IT managers with a wide range of knowledge and skills: Holistic competencies for analysis of business values, (strategic) decision making in strong time restrictions, thinking in processes, and in particular the ability for communication, discussion and presention.One effective way for the instruction of sustainable and future-oriented decision making is the work with computer-supported business games.Realistic web-based business games for IT and management training, however, can reach a high complexity and in most of the cases demand various elements like user administration, authorization, community tools and a dynamic business model of the simulated company. Hence, a {\textquoteright}from scratch{\textquoteright} development of an online platform for business games is a very laborious and time-consuming process. Existent open source portals can provide a powerful basis for the online business game development. Portals deliver a solution for the aggregation of content and individual applications and moreover offer a single point of contact, customized views and even collaboration features via an easy-to-use web interface.Because of the disclosed source code of open source portal projects, the portal features can be enhanced with the requirements of a business game like the business model or the specific views on business ratio systems or game management tools. These applications are plugged into the portal as so called portlets or portlet applications. On the basis of academic research the chair for information systems of Prof. Helmut Krcmar at the TU Munchen in cooperation with the management consultancy Accenture designed, implemented and evaluated a web-based, computer-supported business game for IT management training for students and entrants in IT management. The current online version of the business game is totally integrated into an open source portal structure."Go4C" regards a holistic approach for the strategic and operational IT- and business planning, controlling and monitoring. The fundamental training aims are derived from current studies and interviews with executives of the first and second leadership level in different industries in connection with learning theory, didactical principles and multimedia integration.In our paper we give insights into the conceptual and technical framework of the business game "Go4C" on the basis of the "Liferay" open source portal. Moreover the paper delivers an overview of the different game concepts and the didactical framework behind the business game. Finally we present first evaluation results of the practical trainings with students and executives in IT strategy.}, 6419 keywords = {computer-supported business game, information-technology, open source portals}, 6420 url = {<Go to ISI>://000264585800005}, 6421 author = {Baume, M. and Taranovych, Y. and Krcmar, H.} 6422 } 6423 @article {4587, 6424 title = {The Organisation of Time and Space in Three Gestural Media}, 6425 journal = {New Trends in Software Methodologies, Tools and Techniques}, 6426 volume = {182}, 6427 year = {2008}, 6428 note = {Bmh25Times Cited:0Cited References Count:28Frontiers in Artificial Intelligence and Applications}, 6429 pages = {328-336439}, 6430 abstract = {Human bodily gestures are now clearly present as a factor in human-computer interface design, used in commercially available game interfaces such as Sony{\textquoteright}s Eye Toy. However, many challenges still exist for this as yet new process, including the development of design strategies to further enable potential. This paper describes the organisation of time and space in three media forms where gestures are prominent, namely theatre, film and interactive film, showing their interrelation and aspects of technological innovation. The plan processes of these media is the focus of discussion. The plan from the interactive gestural film game is from an original artwork To be or not to be.}, 6431 keywords = {interactive film, space, Time}, 6432 isbn = {0922-6389}, 6433 url = {<Go to ISI>://000272333000021}, 6434 author = {Danylak, R. and Edmonds, E.} 6435 } 6436 @article {4359, 6437 title = {Study to Inform the Design of a Psycho-Educational Game: Children and the Magical Do Better}, 6438 journal = {2nd European Conference on Games Based Learning}, 6439 year = {2008}, 6440 note = {Bjb87Times Cited:0Cited References Count:17}, 6441 pages = {1-8524}, 6442 abstract = {Factors currently affecting the use of Cognitive Behaviour Therapy (CBT) include limitations on access due to the; lack of therapists, the cost involved and the reluctance of patients. The National Institute for Health and Clinical Excellence (NICE) recommends Computerized CBT (CCBT) as a way of tackling these problems. A number oil attempts have been made to use computer games as a specific therapeutic tool. Most of these have been directed at older age ranges and those with good reading skills. Our work is in the development of a computer game to be used specifically in the treatment of young children (8-12 years) who are exhibiting behavioural disorders. The children in the target group are experiencing a range of emotional problems with various causes. The children have specific needs and behaviours which affect the way in which they will interact with games. The design of this game has involved us in a long term ethnographic study of the children during their treatment and experiments involving two groups of children playing a number of computer games. These studies have enabled us to determine the nature of the game and to establish how the children interact with computers, the types of games they would relate to and the levels of complexity they could cope with. Most of the children come from deprived backgrounds with low academic achievement but have a relatively high exposure to computer games and "sophisticated" tastes. The results of the study and further research including interviews with therapists have informed the design of the game. One crucial factor has been the inclusion of psycho-education principles in the design. In common with most other CBT games it is a role-play game with a set of tasks. However, from our study we can see that the interfaces provided by most current CBT games would have a limited appeal - being too simplistic in some ways but requiring too large a vocabulary for the target group of children. Providing a sophisticated interface but where a limited level of reading is needed has proved an important factor in the design. In addition the player is given the ability to design his or her own character to improve identification. A "conscience" character - the magical do better - who has qualities determined by the player{\textquoteright}s chosen character accompanies the player.}, 6443 keywords = {cbt, ethnography, psycho-education, young children with behavioural problems}, 6444 url = {<Go to ISI>://000264585800001}, 6445 author = {Alshanqiti, H. and Carr, J. and Blanchfield, P.} 6446 } 6447 @article {, 6448 title = {Not Just Fun and Games: Digital Play, Gender and Attitudes Towards Technology}, 6449 journal = {Women{\textquoteright}s Studies in Communication}, 6450 volume = {30}, 6451 year = {2007}, 6452 month = {Summer, 2007}, 6453 pages = {179-204}, 6454 abstract = {<p class="MsoNormal"> 6455 Data about analog and digital play behaviors were collected. 6456 Results show that there are significant gender differences in types of play, 6457 attitudes towards play, and technological self-efficacy in the study 6458 population.<span> </span>Those who play with 6459 digital technology feel more empowered in relation to digital technology than 6460 those who do not. Encouraging digital gameplay in females might increase 6461 self-efficacy towards technology and help address the current deficit of 6462 females in technology-related fields. 6463 </p> 6464 }, 6465 keywords = {Computer games, digital pleasure-seeking, females, Fun, Gender, males, PLAY, technological self-efficacy, technophilia, technophobia, videogames}, 6466 author = {Bertozzi, Elena and Lee, Seunghwan} 6467 } 6468 @article {, 6469 title = {Deviation Red vs. Blue: The Blood Gulch Chronicles}, 6470 journal = {Film Quarterly}, 6471 volume = {60}, 6472 year = {2007}, 6473 month = {Summer 2007}, 6474 pages = {24-29}, 6475 abstract = {Machinima are computer-animated films shot within video games that reveal possibilities and pitfalls in the growing convergence of cinema and video games. By satirically dramatizing the inner lives of video game characters, the machinima films Deviation and Red vs. Blue: The Blood Gulch Chronicles undercut the cycle of combat and death that impels first-person shooters. Performed through standard avatars provided in the online multiplayer video game Counter-Strike, Deviation imagines the existential horror of actually living one\&$\#$39;s life within the bloody, militaristic, single-goal-driven universe of a first-person shooter game. Although it celebrates the radical possibility of filmmaking distributed across a network of remote collaborators who meet in the virtual space of an online game, Deviation soundly condemns the pointlessness of video-game violence and displays no enthusiasm for game play. Deviation\&$\#$39;s serious-minded critique of repetition and futility within the gaming world is indebted for its \"Why are we here\" theme, if not its tone, to the best-known machinima work to date, the ongoing comedy series Red vs. Blue, which, unlike Deviation, remains unabashedly steeped in the lowbrow world of game culture. 6476 }, 6477 keywords = {computer animation, death, Machinima, New media, Video Games}, 6478 author = {Chien, Irene} 6479 } 6480 @article {3123, 6481 title = {The Digital Dollhouse: Context and Social Norms in The Sims Online}, 6482 journal = {Games and Culture}, 6483 volume = {2}, 6484 year = {2007}, 6485 month = {Oct 2007}, 6486 pages = {314-334}, 6487 abstract = {This article investigates the relationships between norms and the rich visual environment 6488 of the multiplayer game The Sims Online (TSO). Literature suggests that people exhibit 6489 normative behavior in online environments. The complex actions and interactions possible 6490 with the game{\textquoteright}s avatars and a minimal game structure make TSO an evocative online 6491 space in which to examine social interaction. Through participation and observation, we 6492 examined conversation and avatar conduct in TSO and found norms for verbal and nonverbal 6493 behavior that governed both text and avatar use. These norms are related to offline 6494 expectations of politeness and etiquette associated with visiting and hosting in people{\textquoteright}s 6495 homes, and they correspond with the visual dollhouse-like environment of TSO and its 6496 characters. This game is a special context where social norms are clear and powerful, 6497 affecting not only players{\textquoteright} game play but also their social interaction.}, 6498 keywords = {avatar use, Multiplayer games, online games, social norms, The Sims ONLINE courses}, 6499 url = {http://gac.sagepub.com/content/vol2/issue4/}, 6500 author = {Martey, R. M. Stromer-Galley, J.} 6501 } 6502 @article {3120, 6503 title = {Fighting Hyperreality With Hyperreality: History and Death in World War II Digital Games}, 6504 journal = {Games and Culture}, 6505 volume = {2}, 6506 year = {2007}, 6507 month = {Oct 2007}, 6508 pages = {366-375}, 6509 abstract = {To describe the virtual worlds of digital games as hyperreal and simulacra has become 6510 almost a clich{\'e}. The perfect copy without an original, complete and even flowing over 6511 with signs adding to its real appearance but simultaneously disguising a basic loss of 6512 referentials{\textemdash}many of the games can be looked on as substitutes for the real world (if 6513 there is such a thing). In this article, I use World War II digital games as examples of 6514 hyperrealities, using some of Baudrillard{\textquoteright}s thoughts on hyperreality and simulacra, on 6515 our relation to history and on what he considers to be a fundamental longing for reality 6516 that has been lost to us in (post)modern Western society.}, 6517 keywords = {carnivalesque, history, hyperreal, myth, simulacra, utopia}, 6518 url = {http://gac.sagepub.com/content/vol2/issue4/}, 6519 author = {Kingsepp, E.} 6520 } 6521 @article {3124, 6522 title = {Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modifications}, 6523 journal = {Games and Culture}, 6524 volume = {2}, 6525 year = {2007}, 6526 month = {Oct 2007}, 6527 pages = {300-313}, 6528 abstract = {This article is concerned with the role that fan-programmers (generally known as 6529 {\textquotedblleft}modders{\textquotedblright}) play in the success of the PC digital game industry. The fan culture for 6530 digital games is deeply embedded in shared practices and experiences among fan 6531 communities, and their active consumption contributes economically and culturally to 6532 broader society. Using a survey of the most commercially successful PC games in 6533 the first-person shooter category from 2002 until 2004, this article answers a series of 6534 questions concerning fan-programmer produced content: (a) What is the value of the 6535 fan produced game add-ons in terms of labor costs? (b) What motivates fans to make 6536 add-ons for their favorite games? and (c) How does the fan-programmer phenomenon 6537 in PC gaming fit into broader trends in the high-tech economy?}, 6538 keywords = {convergence, digital games, modders}, 6539 url = {http://gac.sagepub.com/content/vol2/issue4/}, 6540 author = {Postigo, H.} 6541 } 6542 @article {3122, 6543 title = {Performing the Self: Subverting the Binary in Combat Games}, 6544 journal = {Games and Culture}, 6545 volume = {2}, 6546 year = {2007}, 6547 month = {Oct 2007}, 6548 pages = {283-299}, 6549 abstract = {This article analyzes the quick-response binary combat game genre, suggesting that 6550 so-called "finger-twitch" games, often maligned by academics, are both complex and 6551 significant for cultural studies. While the game structure of binary combat is most often 6552 seen in terms of simple entertainment, lacking narrative power and encouraging an apathetic 6553 and passive attitude to violence, the author argues that games such as Mortal 6554 Kombat, Street Fighter, and Soul Calibur are complex in terms of their construction of 6555 stereotyped identity and in the binary structure of combative play. Further, the significance 6556 of the genre lies in the performative aspects of gameplay, which problematize 6557 accepted models of identification and immersion. Once the player is introduced into the 6558 superficial binary structure of combat, then that player{\textquoteright}s choice and agency become the 6559 primary factors in gameplay, ultimately creating space for the inversion of stereotype, 6560 the subversion of gender roles and the possible transcendence of the binary system}, 6561 keywords = {Agency, identity, Performance, Soul Calibur II, Stereotype, Violence}, 6562 url = {http://gac.sagepub.com/content/vol2/issue4/}, 6563 author = {Hutchinson, R.} 6564 } 6565 @article {3121, 6566 title = {Toward a (Kin)Aesthetic of Video Gaming: The Case of Dance Dance Revolution}, 6567 journal = {Games and Culture}, 6568 volume = {2}, 6569 year = {2007}, 6570 month = {Oct 2007}, 6571 pages = {335-354}, 6572 abstract = {Against the hegemony of ocularcentrism currently pervading video game theory, the 6573 author situates the practice of video gaming for further inquiry by performance studies 6574 to account for it as a wholly embodied phenomenon. Personal narratives of players 6575 engaging in performances of the game Dance Dance Revolution indicate the necessity 6576 of accounting for both the intersubjective and interobjective elements of video game 6577 play. The performativity of video gaming insists on a consideration of its material and 6578 discursive dimensions that not only refuses to metonymically reduce the gamer{\textquoteright}s 6579 body to a pair of eyes but also complicates popular dualistic understandings of the 6580 player{\textendash}game relationship.}, 6581 keywords = {aesthetics, embodiment, interobjectivity, intersubjectivity, materiality, Performance, performativity, Video Games}, 6582 url = {http://gac.sagepub.com/content/vol2/issue4/}, 6583 author = {Behrenshausen, B. G.} 6584 } 6585 @conference {, 6586 title = {What Research Has to Say (thus far) About Designing Computer Games for Learning}, 6587 booktitle = {American Educational Research Association}, 6588 year = {2007}, 6589 month = {April 9, 2007}, 6590 publisher = {American Educational Research Association}, 6591 organization = {American Educational Research Association}, 6592 address = {Chicago, Ill}, 6593 abstract = {The popularity of computer games is evident from data published by the 6594 Entertainment Software Association (ESA), which represents the computer and 6595 video game industry in the United States. In 2006, $7.4 billion was spent on 6596 computer and video game software in this country {\textemdash} breaking down to eight 6597 titles sold every second of every day (ESA, 2006b). Further, 93 percent of 6598 computer game buyers and 83 percent of console game buyers were over the 6599 age of 18 in 2006.....the training and educational 6600 community has become interested in capturing the motivation and engagement 6601 of games and using them to deliver instruction. This paper discusses research 6602 reviews and empirical studies dealing with computer games and suggests a 6603 number of research-based recommendations for developers of computer games 6604 intended for instruction}, 6605 keywords = {Computer games, education, research summary}, 6606 url = {http://www.aera.net/meetings/Default.aspx?menu_id=24\&id=2116}, 6607 author = {Fletcher, J. D. and Tobias, S.} 6608 } 6609 @conference {3232, 6610 title = {What does it mean to understand gameplay?}, 6611 booktitle = {First Symposium on Ludic Engagement Designs for All (LEDA)}, 6612 year = {2007}, 6613 month = {28/11/2007}, 6614 publisher = {Aalborg University}, 6615 organization = {Aalborg University}, 6616 address = {Aalborg University Esbjerg, Denmark}, 6617 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 6618 framework for play analysis.}, 6619 keywords = {aesthetics, analysis, Cognition, consciousness, epistemology, Framework, gameplay, hermeneutics, interpretation, knowledge, paradigm, philosophy, PLAY, semiotics, Theory, understanding}, 6620 url = {http://gamescience.bth.se/download/14/}, 6621 author = {Lindley,Craig A and Nacke,Lennart and Sennersten, Charlotte} 6622 } 6623 @conference {, 6624 title = {Tangible Play: Research and Design for Tangible and Tabletop Games}, 6625 booktitle = {Tangible Play workshop, Intelligent User Interfaces}, 6626 year = {2007}, 6627 note = {Conference URL: http://synlab.gatech.edu/workshops/tangibleplay2007/ 6628 }, 6629 month = {28/01/2007}, 6630 abstract = {<p> 6631 Many people of all ages play games, such as board games, PC games or console games. They like game play for a variety of reasons: as a pastime, as a personal challenge, to build skills, to interact with others, or simply for fun. 6632 </p> 6633 <p> 6634 Some gamers prefer board games over newer genres, because it allows them to socialize with other players face-to-face, or because the game play can be very improvisational as players rework the rules or weave stories around an unfolding game. Conversely, other gamers prefer the benefits of digital games on PCs or consoles. These include high quality 3D graphics, the adaptive nature of game engines (e.g. increasing levels of difficulty based on player experience) and an abundance of digital game content to explore and experience. With the increasing digitization of our everyday lives, the benefits of these separate worlds can now be combined, e.g. in the form of digital tabletop games. This emerging game type is played on a table that provides both an embedded display and a computer to drive player interactions with the game. Several people can thus sit around the table and play digital games together. 6635 </p> 6636 <p> 6637 In tangible games, everyday physical objects, such as pawns or dice, can be detected and tracked, e.g. on the surface of the tabletop display. The tracking can be done with diverse technologies, such as optical cameras, RFID tags or sound (see Mazalek 2006, for an overview). The information from the tracking technology is then used as input for the game, which in turn provides visual output. For example, when a pawn has been moved across a display, the game can respond by ending the pawn owner{\textquoteright}s turn and showing the appropriate visual feedback. The next pawn can then be moved by one of the other players. 6638 </p> 6639 }, 6640 url = {http://synlab.gatech.edu/workshops/tangibleplay2007/files/IUI-workshop_TangiblePlay.pdf}, 6641 author = {van den Hoven, Elise and Mazalek, Ali} 6642 } 6643 @conference {, 6644 title = {Does Game-Based Learning Work? Results from Three Recent Studies}, 6645 booktitle = {The Interservice/Industry Training, Simulation \& Education Conference (I/ITSEC)}, 6646 year = {2007}, 6647 month = {26/11/2007}, 6648 pages = {945-954}, 6649 publisher = {NTSA}, 6650 organization = {NTSA}, 6651 address = {Orlando, Florida, USA}, 6652 abstract = {The Department of Defense (DoD) is faced with challenges in expanding technology-based solutions that can make Warfighters more efficient, effective, knowledgeable, and flexible. Of growing importance to the DoD is the potential of using Commercial Off the Shelf (COTS) game-based learning in the armed forces for increasing combat readiness. The recruits of today not only understand technology in everyday use, they expect it. These young recruits are {\textquotedblleft}digital natives{\textquotedblright} who were raised in a digital environment surrounded by inexpensive, yet highly interactive gaming systems. To get the most from our new {\textquotedblleft}best and brightest,{\textquotedblright} new research into game-based learning needs to focus on military use. The objective of these projects was to add definitive research in the area of game-based learning. 6653 Three research studies were conducted at a national university to examine the difference in academic achievement among students who did and did not use video games in learning. Three different video games were added to approximately half the classes of freshmen Introduction to Business and Technology courses, 3rd year Economics courses, and 3rd year Management courses. Identical testing situations were used in all courses while data collected included game use, test scores, gender, ethnicity, and age. ANOVA, chi-squared, and t tests were used to test game 6654 use effectiveness. Students in classes using the game scored significantly higher means than classes that did not. 6655 There were no significant differences between genders, yet both genders scored significantly higher with game play. 6656 There were no significant differences between ethnicities, yet all ethnic groups scored significantly higher with 6657 game play. Students 40 years and under scored significantly higher with game play, while students 41 and older did not. 6658 These studies add definitive research in the area of game-based learning. The DoD now has studies proving the efficacy of digital game-based learning and how it can improve learning.}, 6659 keywords = {game-based training, serious games}, 6660 url = {http://www.iitsec.org}, 6661 author = {Blunt, Richard} 6662 } 6663 @conference {, 6664 title = {The Claims of Games: A Comprehensive Review and Directions for Future Research}, 6665 booktitle = {Society for Information Technology and Teacher Education International Conference (SITE)}, 6666 year = {2007}, 6667 month = {26/03/2007}, 6668 publisher = {AACE}, 6669 organization = {AACE}, 6670 address = {Chesapeake, VA}, 6671 abstract = {Educational games have become the lightning rod for learning and preparing a future 6672 skilled workforce. Both the people, who argue against and for games agree that learning is possible, 6673 but what is learned is another issue. However, the claims about games for learning lacks substantial 6674 research and for the most part remains merely philosophical arguments. We report the results of an 6675 extensive review of these claims in the literature. Our grounded theory analysis leads to a broad 6676 two-fold categorization scheme (physiological and psychological claims) with the psychological 6677 group having four subcategories of claims. We discuss the strengths and weaknesses of existing 6678 research as well as point to areas for future research. In particular, we draw attention to the lack of 6679 attention paid to the demands of subject matter and argue for a greater emphasis on the 6680 development of technological pedagogical content knowledge (TPCK) in the design of learning 6681 games. 6682 we seek to survey the games literature by collecting, listing, and categorizing claims that 6683 have been made about learning from games.}, 6684 keywords = {assessing value, educational games}, 6685 url = {http://www.editlib.org/index.cfm/files/paper_24920.pdf?fuseaction=Reader.DownloadFullText\&paper_id=24920}, 6686 author = {Mishra, P. and Foster, A.} 6687 } 6688 @conference {, 6689 title = {Fact or Fiction - Soldiers are Gamers: Potential Effects on Training}, 6690 booktitle = {The Interservice/Industry Training, Simulation \& Education Conference (I/ITSEC)}, 6691 year = {2007}, 6692 month = {25/11/2007}, 6693 pages = {958-964}, 6694 publisher = {NTSA}, 6695 organization = {NTSA}, 6696 address = {Orlando, Florida, USA}, 6697 abstract = {PC-based games are increasingly being used for military training domains. Proponents of training games argue that 6698 younger Soldiers are part of the {\textquotedblleft}digital{\textquotedblright} generation, and having grown up playing videogames they will respond 6699 positively to their use in training. However, in a series of research projects we{\textquoteright}ve found that these assumptions may be overstated. This paper covers two research efforts that analyzed Soldiers{\textquoteright} videogame experience, as well as the impact of trainees{\textquoteright} prior experience on training outcomes. The first project surveyed a total of 777 first-year U. S. Military Academy Cadets who participated in a team tactics training exercise using America{\textquoteright}s Army, over two years. Results across both years indicated that 60\% of Cadets had limited or no videogame experience in the prior year. Additionally, the amount and type of prior gaming experience correlated with training outcomes (i.e., 6700 performance, training satisfaction, motivation, and time on task). A second project assessed the frequency that Soldiers of all ranks play videogames compared to engagement in other recreational activities. Results suggest that fewer than 32\% of over 10,000 U.S. Army Soldiers surveyed across various ranks play videogames recreationally on a weekly basis (numbers vary by rank). For the ranks with the highest frequency (E2-E4), only about 42-52\% play commercial videogames on at least a weekly basis; whereas, more senior enlisted ranks and Officers/Warrant Officers play videogames far less frequently (5-30\%). Consistently, our research shows that the assumption that most Soldiers are gamers is exaggerated. Continuing to act on this assumption can be troublesome unless certain precautions are taken.}, 6701 keywords = {digital generation, Game play, soldiers, Survey, Video Games}, 6702 url = {http://www.iitsec.org/}, 6703 author = {Belanich, J. and Orvis, K. A. and Moore, J. C. and Horn, D. B.} 6704 } 6705 @conference {, 6706 title = {Ludic Reality: a construct for analysing epistemology and meaning-mapping in play}, 6707 booktitle = {The Philosophy of Computer Games}, 6708 year = {2007}, 6709 month = {25/1/2007}, 6710 address = {University of Modena and Reggio Emilia, Italy}, 6711 abstract = {First Person Games induce presence, thus fulfilling Steuer{\textquoteright}s definition as virtual realities. As such, it is worth considering the qualities of the realities they form and how these 6712 may help us understand the relationship between the player, the contents of the game and the game system itself. Ludic reality is proposed as a construct to elucidate this relationship: an artificial temporal space in which the constrained rules of the system, the 6713 semantic contents and sequencing constructs it contains, and the behaviour and subjective experience of the player are combined into a more-or-less stable and effective state of being-in-theworld. Ludic reality directly addresses the question of the impact of internal, semantic factors in the experience, such as world, narrative and agency, together with the adoption, by the player, of a schematic, structured means of effectively interacting 6714 with the system to draw out its specific systems of affordances and reward.}, 6715 keywords = {analysis, first person, ludology, narrative, Players, Psychology, Reality}, 6716 url = {http://www.danpinchbeck.co.uk/ludicreality.pdf}, 6717 author = {Pinchbeck, D.} 6718 } 6719 @conference {, 6720 title = {Approaching game-studies: Towards a reflexive methodology of games as situated cultures}, 6721 booktitle = {Situated Play. 3rd International Conference of DIGRA}, 6722 year = {2007}, 6723 month = {24/09/2007}, 6724 pages = {25-30}, 6725 address = {Tokyo, Japan}, 6726 abstract = {<p> 6727 This paper will address why and how a reflexive and situated methodology could be employed to study cultural functions of play. Starting from the supposition that playing is pivotal to all game-research, I will follow Aarseth\&$\#$39;s claim that any (cultural) approach of games asks for an inclusion of the position of the player/researcher in its methodology. Being particularly interested in games as a cultural practice, I will add to his claim that for such kind of research a methodology is needed that enables us to see games as culture. My hypotheses will be that reflexivity and situatedness lie at the heart of any approach that wants to include both issues. I will show that reflexivity and situatedness may be needed as complementary tools to come to a cultural study of games that takes Aarseth\&$\#$39;s call for reflectivity serious. 6728 </p> 6729 <p> 6730 I will claim that the researcher needs the combined tools of reflexivity and situatedness because both situatedness (intertwining agent and environment) and reflexivity (distance/proximity) take into account the involvement of the researcher/player with its material and view this as a cultural praxis. Situatedness allows for game-research that shows the physical locality of playing whilst still relating play to a more global or national context. Reflexivity permits us to show how the researcher is culturally and locally involved in her quasi-object of study through play. 6731 </p> 6732 }, 6733 keywords = {games as culture, methodology, player/researcher, reflectivity, situatedness}, 6734 author = {Lammes, Sybille}, 6735 editor = {Baba,Akira} 6736 } 6737 @conference {, 6738 title = {A Certain Level of Abstraction}, 6739 booktitle = {DiGRA 2007}, 6740 year = {2007}, 6741 month = {24/09/2007}, 6742 pages = {510-515}, 6743 publisher = {DiGRA Japan,}, 6744 organization = {DiGRA Japan,}, 6745 address = {Tokyo}, 6746 abstract = {This paper explores levels of abstraction: Representational games present a fictional world, but within that world, players are only allowed to perform certain actions; the fictional world of the game is only implemented to a certain detail. 6747 6748 The paper distinguishes between abstraction as a core element of video game design, abstraction as something that the player decodes while playing a game, and abstraction as a type of optimization that the player builds over time. 6749 6750 Finally, the paper argues that abstraction is a related to the magic circle of games and to rules as such.}, 6751 url = {http://www.jesperjuul.net/text/acertainlevel/}, 6752 author = {Juul,Jesper}, 6753 editor = {Baba,Akira} 6754 } 6755 @proceedings {, 6756 title = {Situating gaming as a sonic experience: The acoustic ecology of first person shooters}, 6757 journal = {Situated Play}, 6758 year = {2007}, 6759 month = {24/09/2007}, 6760 pages = {474-481}, 6761 publisher = {DiGRA}, 6762 address = {Tokyo}, 6763 abstract = {To date, little has been written on digital game sound as Games Studies has almost exclusively treated and discussed digital games as a visual medium. This paper explores how sound possesses the ability to create perceptions of a variety of spaces within the game world, thus constituting a significant contributing factor to player immersion. Focusing on First-Person Shooters (FPS), we argue that player(s) and soundscape(s), and the relationships between them, may be usefully construed and conceptualized as an acoustic ecology. An argument is presented that, even though its sonic palette may be smaller, the FPS acoustic ecology emulates real world ecologies as players form a vital component in its construction and maintenance. The process of building a conceptual framework for understanding and testing the function of game sound as an acoustic ecology is broadly outlined, involving the application and extension of a disparate range of media sound theories in addition to the construction of new concepts to account for the unique features of the interactive medium of FPS games.}, 6764 keywords = {acoustic ecology, conceptual language, First-Person-Shooter, sound taxonomy}, 6765 url = {http://www.digra.org/dl/db/07311.06195.pdf}, 6766 author = {Grimshaw, Mark and Schott, Gareth} 6767 } 6768 @conference {, 6769 title = {Using Advanced Gaming Technology for Teaching Critical Thinking, Problem Solving, and Leadership Skills}, 6770 booktitle = {Interactive Technologies Conference Proceedings}, 6771 year = {2007}, 6772 month = {22/08/2007}, 6773 publisher = {Society for Applied Learning Technology (SALT)}, 6774 organization = {Society for Applied Learning Technology (SALT)}, 6775 address = {Washington, DC, USA}, 6776 abstract = {<p> 6777 Using advanced gaming technology for leadership skills acquisition has been the subject of a debate over the last decade. The benefits of \"soft skills\" games have been repeatedly highlighted in literature, mostly illustrating success stories of business education programs. Due to the fragmented nature of research on game-based training, the movement towards using games for soft and higher-order skills training for military leadership has been relatively cautious. Nevertheless, the need to provide modern leadership with effective training opportunities continues to drive innovation within the simulation and training industry. Critical thinking and problem-solving skills remain some of the most challenging areas of higher-order skills training. This paper discusses an experimental approach of using advanced gaming technology to develop instructional simulations to teach these skills to the Navy leadership. Special attention is paid to the discussion of the design and development issues as well as the challenges of ensuring the knowledge transfer. 6778 </p> 6779 }, 6780 keywords = {critical thinking training, game-based training, gaming technology, Instructional simulation, Machinima}, 6781 url = {http://www.salt.org/dc/washingtonP.asp}, 6782 author = {Andrews, A.} 6783 } 6784 @proceedings {, 6785 title = {Sound and immersion in the first-person shooter}, 6786 journal = {The 11th International Computer Games Conference}, 6787 year = {2007}, 6788 month = {21/11/2007}, 6789 publisher = {cGames}, 6790 address = {La Rochelle}, 6791 abstract = {One of the aims of modern First-Person Shooter (FPS) design is to provide an immersive experience to the player. This paper examines the role of sound in enabling such immersion and argues that even in {\textquoteleft}realism{\textquoteright} FPS games, it may be achieved sonically through a focus on caricature rather than realism. The paper utilizes and develops previous work in which a conceptual framework for the design and analysis of run and gun FPS sound is developed and the notion of the relationship between player and FPS soundscape as an acoustic ecology is put forward. Some problems of sound practice and sound reproduction in the game are highlighted and a conceptual solution is proposed.}, 6792 keywords = {immersion, sound design, taxonomies}, 6793 author = {Grimshaw, Mark} 6794 } 6795 @article {3088, 6796 title = {First Steps and Beyond: Serious Games as Preparation for Future Learning}, 6797 journal = {Journal of Educational Multimedia and Hypermedia}, 6798 volume = {16}, 6799 year = {2007}, 6800 month = {2007}, 6801 pages = {282-300}, 6802 abstract = {Electronic game technologies can prepare novice learners for future learning of complex concepts. This article describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a targeted complex concept. Such a game world should provide experiential and reflective gameplay to help learners form a preconceptual mental model of the targeted concept. A preparation for future learning (PFL) approach would follow gameplay with direct instruction.}, 6803 keywords = {design, Electronic Games, Instructional design, Theories and principles}, 6804 author = {Reese, Debbie Denise} 6805 } 6806 @article {3085, 6807 title = {Game Literacy in Theory and Practice}, 6808 journal = {Journal of Educational Multimedia and Hypermedia}, 6809 volume = {16}, 6810 year = {2007}, 6811 month = {2007}, 6812 pages = {323-349}, 6813 abstract = {This article addresses the notion of teaching about games as a cultural medium in their own right. This includes critical analyses of existing texts but also involves enabling students to create their own. Implications of this approach are discussed and concrete, research-based examples are provided. A more theoretical discussion of the notion of game literacy and the principles on which this approach is based is also included. The article concludes with implications for policy and practice. Reprinted by permission of the publisher.}, 6814 keywords = {Electronic Games, Media literacy}, 6815 author = {Buckingham, David and Burn, Andrew} 6816 } 6817 @article {3090, 6818 title = {Gaming Literacies: A Game Design Study in Action}, 6819 journal = {Journal of Educational Multimedia and Hypermedia}, 6820 volume = {16}, 6821 year = {2007}, 6822 month = {2007}, 6823 pages = {301-22}, 6824 abstract = {Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of game producers means sharing thoughts and experiences with fellow players. This ability to gain fluency in specialist language and to translate thinking and talking about games into making and critiquing them (and vice versa) suggests that games not only teach literacy skills but support their ongoing use. Rather than imagining that education can be transformed by bringing games into the classroom, researchers should consider not only the effects of the thinking engendered by those who play, but also by those who design the play. This article offers an overview of the pedagogy and development process of Gamestar Mechanic, an RPG (Role Playing Game) style online game designed to teach players the fundamentals of game design. It will discuss some of the early results of the project, with an emphasis on the conceptual framework guiding the work, as well as the kinds of literacies and knowledge structures it is intended to support. }, 6825 keywords = {design, educational games, Electronic Games}, 6826 author = {Salen, Katie} 6827 } 6828 @article {, 6829 title = {Interaction, Narrative, and Drama Creating an Adaptive Interactive Narrative using Performance Arts Theories}, 6830 journal = {Interaction Studies}, 6831 volume = {8}, 6832 year = {2007}, 6833 month = {2007}, 6834 abstract = {Interactive narratives have been used in a variety of applications, including video games, 6835 educational games, and training simulations. Maintaining engagement within such environments is 6836 an important problem, because it affects entertainment, motivation, and presence. Performance arts 6837 theorists have discussed and formalized many techniques that increase engagement and enhance 6838 dramatic content of art productions. While constructing a narrative manually, using these 6839 techniques, is acceptable for linear media, using this approach for interactive environments results 6840 in inflexible experiences due to the unpredictability of users{\textquoteright} actions. Few researchers attempted to 6841 develop adaptive interactive narrative experiences. However, developing a quality interactive 6842 experience is largely an art process, and many of these adaptive techniques do not encode artistic 6843 principles. In this paper, I present a new interactive narrative architecture designed using a set of 6844 dramatic techniques that I formulated based on several years of training in film and theatre.}, 6845 keywords = {AI and Games, Arts and Interaction and AI, Interactive drama, interactive narrative}, 6846 author = {Magy Seif El-Nasr} 6847 } 6848 @article {3117, 6849 title = {Learning and Teaching with Electronic Games}, 6850 journal = {Journal of Educational Multimedia and Hypermedia}, 6851 volume = {16}, 6852 year = {2007}, 6853 month = {2007}, 6854 pages = {217-349}, 6855 abstract = {A special issue on learning and teaching with electronic games is presented. Articles discuss many of the critical questions about electronic educational games. 6856 Although notions of gaming and play have been around seemingly 6857 forever, there is a recent surge of interest in the possibilities of using electronic 6858 gaming for teaching and learning. There are gaming conferences 6859 (e.g., Games + Learning + Society - http:Nglsconference.org/2OO7/), gaming 6860 journals (e.g., Game Studies - http://gamestudies.org/), educational game 6861 summits (e.g., Federation of American scientists - http://www.fas.org/gamesummit/), 6862 and gaming initiatives (e.g., Serious Games - http://www.seriousgames. 6863 org/). Foundations and granting agencies are also showing an increased 6864 interest in the use of electronic games (e.g., MacArthur Foundation 6865 }, 6866 keywords = {Computers/Educational use, educational games, Electronic Games}, 6867 author = {Ferdig, Richard E.} 6868 } 6869 @article {3089, 6870 title = {New Media Resistance: Barriers to Implementation of Computer Video Games in the Classroom}, 6871 journal = {Journal of Educational Multimedia and Hypermedia}, 6872 volume = {16}, 6873 year = {2007}, 6874 month = {2007}, 6875 pages = {249-61}, 6876 abstract = {Computer video games are an emerging instructional medium offering strong degrees of cognitive efficiencies for experiential learning, team building, and greater understanding of abstract concepts. As with other new media adopted for use by instructional technologists for pedagogical purposes, barriers to classroom implementation have manifested in tandem with rising interest in the medium. This article draws upon a broad analysis of current research dealing with the educative impact of computer video games in the classroom, with a focus on these barriers to implementation. This study was a qualitative review of several scholarly papers exploring the use of computer video games in the classroom. Papers were chosen for inclusion in the review based on their focus on educational video game research. Review of the papers led to six major barriers, which are identified and summarized in this article. Barriers included negative perceptions toward video games as educational components; the difficulty of providing state of the art graphics in educational video games; a lack of adequate computing hardware in the classrooms to run advanced video games; a school day divided by short class periods which hindered long term engagement in complex games; a lack of real world affordances; and a lack of alignment to state standards. Implications for each barrier and suggestions for future research round out the findings.}, 6877 keywords = {Electronic Games, implementation, Innovations in education}, 6878 author = {Rice, John W.} 6879 } 6880 @article {3087, 6881 title = {Third Generation Educational Use of Computer Games}, 6882 journal = {Journal of Educational Multimedia and Hypermedia}, 6883 volume = {16}, 6884 year = {2007}, 6885 month = {2007}, 6886 pages = {263-81}, 6887 abstract = {This article outlines the characteristics and problems related to edutainment and of the associated research studies demonstrating that learning outcomes look promising. The article suggests that we are moving towards a new generation of educational use of games that is more inclusive. This new generation relies on constructivist learning theories and a deeper understanding of the potential and limitations of computer games in educational praxis. In this approach computer games are just another tool for the teacher which can be dispensed with great success for the right tasks, but have clear limitations and require qualified teachers that can serve as facilitators of learning.}, 6888 keywords = {Constructivism (Education), educational games, Electronic Games}, 6889 author = {Simon Egenfeldt-Nielsen} 6890 } 6891 @article {3086, 6892 title = {Towards a Framework for Understanding Electronic Educational Gaming}, 6893 journal = {Journal of Educational Multimedia and Hypermedia}, 6894 volume = {16}, 6895 year = {2007}, 6896 month = {2007}, 6897 pages = {225-48}, 6898 abstract = {Games and gaming have always been an influential part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have become ubiquitous in everyday life. This ubiquity has meant that games and gaming have permeated into many fields and disciplines for multiple purposes including teaching and learning. Past research has examined the use of both electronic and non-electronic games, but the field of education still lacks a comprehensive framework for exploring the role of the games for teaching and learning, the relationship of educational games to other fields, and a synthesis of best practice for current and future design, implementation, and research. The purpose of this article is to set a framework for understanding past, current, and future research in educational gaming. In doing so, we also hope to continue a conversation within education as well as with other fields that advance research, development and practice within a common framework.}, 6899 keywords = {Computers/Educational use, educational games, Electronic Games}, 6900 author = {DiPietro, Meredith and Ferdig, Richard E. and Boyer, Jeff and Black, Erik W.} 6901 } 6902 @conference {, 6903 title = {Learning security through computer games: Studying user behavior in a real-world situation}, 6904 booktitle = {IFIP International Federation for Information Processing - World Conference on Information Security Education}, 6905 volume = {237}, 6906 year = {2007}, 6907 month = {19-21 June 2007}, 6908 pages = {95-103}, 6909 publisher = {Springer}, 6910 organization = {Springer}, 6911 address = {West Point, New York}, 6912 abstract = {This paper discusses how learning material in the form of computer games in the area of ICT security affect ICT security usage. The findings from a conducted user-study show that computer games can be efficient learning environments when using security tools in terms of accessibility, safety, and speed. By replicating an earlier usability study, in which the participants utilised security tools to send and receive encrypted emails, the practical consequences of learning via a Game-Based Instruction were evaluated; the findings show that none of the participants who were given the chosen computer game as an instruction before the actual assignment did make any serious error when applying their security knowledge in contrast to the participants who did not receive any instruction in forehand. They also finished the assignment faster than the corresponding participants. To be able to evaluate the "practical knowledge" acquired, a model for Vital Security Functions was created that allows for comparison of security usage between high-level security applications. }, 6913 keywords = {Computer games, education, Game-based instruction, game-based learning, GBI, GBL, ICT security, knowledge, Learning preferences, Linear instruction, Nonlinear instruction, Vital security functions, VSF}, 6914 isbn = {978-0-387-73268-8}, 6915 author = {Nackros, K.}, 6916 editor = {Futcher, Lynn and Dodge, Ronald} 6917 } 6918 @proceedings {, 6919 title = {The resonating spaces of first-person shooter games}, 6920 journal = {The 5th International Conference on Game Design and Technology}, 6921 year = {2007}, 6922 month = {14/11/2007}, 6923 address = {Liverpool}, 6924 abstract = {In previous work I have provided a conceptual framework for the design and analysis of sound in First-Person Shooter games and have suggested that the relationship between player and soundscape in such games may be modeled as an acoustic ecology. This paper develops these ideas further and uses them to describe and define a variety of sonic spaces within the First-Person Shooter and their relevance for player immersion in both the acoustic ecology and the wider gameworld.}, 6925 keywords = {sound design, taxonomies}, 6926 author = {Grimshaw, Mark} 6927 } 6928 @conference {, 6929 title = {Immersed and how? That is the question.}, 6930 booktitle = {Games In Action}, 6931 year = {2007}, 6932 note = {Games in Action Conference at 6933 http://www.learnit.org.gu.se/english/conference_venues/Game_in_Action/ 6934 6935 }, 6936 month = {13 /06/2007}, 6937 address = {G{\"o}teborg University, Gothenburg, Sweden}, 6938 abstract = {The success of any computer game, be it recreational or educational, is dependant on the 6939 engagement of the player during the first and subsequent interactions. A literature 6940 search of desired game characteristics results in varied opinions, however they all 6941 suggest that the success of a game is increased when the immersive characteristics of 6942 that game focus the attention of the player. They state that when immersion occurs, the 6943 game motivates the player to repeatedly engage in play. This type of motivation has 6944 been described as flow. The concept of flow can be used to identify which computer 6945 games foster the persistent re-engagement of the player and eye-tracking technology can 6946 be utilized to verify player immersion. However, unless the game scaffolds the player{\textquoteright}s 6947 abilities, this immersion will be lost and the game will fail.}, 6948 keywords = {Immersive Environments, Persistent Re-Engagement, Player Immersion, Recursive Learning., usability}, 6949 url = {http://pkearney.radical.ac.nz/page2/page2.html}, 6950 author = {Paul R. Kearney} 6951 } 6952 @article {, 6953 title = {Playing 4 Keeps: Evaluation Report - Year 2 Report}, 6954 year = {2007}, 6955 month = {12/2007}, 6956 pages = {13}, 6957 institution = {Education Development Center, Inc.{\textquoteright}s Center for Children and Technology}, 6958 address = {New York City, New York}, 6959 abstract = {Playing 4 Keeps, one of the Global Kids after school programs in New York City, seeks 6960 to develop an innovative, hands-on curriculum for engaging traditionally underserved 6961 youth in the development and dissemination of online {\textquotedblleft}casual{\textquotedblright} games that address social 6962 and global issues. The Playing 4 Keeps games are designed by the program{\textquoteright}s youth 6963 participants to educate their peers around the world about important social justice issues. 6964 In the first year of the program{\textquoteright}s implementation, academic year 2005-06, the youth 6965 collaborated with the game design company Gamelab and chose education in Haiti as 6966 their topic of focus, which culminated in the development of Ayiti: The Cost of Life. In 6967 the second year of implementation, the youth collaborated with a youth-run interactive 6968 collective, Digital Refinery, to build a game in the virtual world, Teen Second Life. The 6969 game CONSENT! focuses on racism and health issues by looking at medical 6970 experimentation on prisoners. In an effort to understand various aspects of the after 6971 school program, Global Kids asked the Education Development Center, Inc.{\textquoteright}s Center for 6972 Children and Technology (EDC/CCT) to serve as its program evaluator. 6973 This report focuses on activities that occurred during Year 2 of the Playing 4 Keeps 6974 program. The report reviews methods, program activities, which include Ayiti game user 6975 experiences, the use of Ayiti in educational settings, and Playing 4 Keeps participants{\textquoteright} 6976 experiences, and concludes with recommendations for the continued implementation of 6977 Playing 4 Keeps activities.}, 6978 keywords = {casual games, game-based education, lessons learned, social issues}, 6979 url = {http://www.holymeatballs.org/pdfs/P4K_Year_2-Report.pdf}, 6980 author = {Nudell, Hannah and Brunner,Cornelia and Pasnik, Shelley} 6981 } 6982 @article {3233, 6983 title = {Game Play Schemas: From Player Analysis to Adaptive Game Mechanics}, 6984 journal = {International Journal of Computer Games Technology}, 6985 volume = {2008}, 6986 year = {2007}, 6987 note = {online journal}, 6988 month = {10/2007}, 6989 pages = {7 pages}, 6990 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.}, 6991 keywords = {analysis, Attention, Cognition, cognitive model, engagement, Experience, Game, gameplay, interaction, Patterns, PLAY, schema, script, Theory, understanding}, 6992 issn = {1687-7047}, 6993 doi = {10.1155/2008/216784}, 6994 url = {http://www.hindawi.com/GetPDF.aspx?doi=10.1155/2008/216784}, 6995 author = {Lindley,Craig A and Sennersten, Charlotte} 6996 } 6997 @proceedings {, 6998 title = {A conceptual framework for the design and analysis of first-person shooter audio}, 6999 journal = {Third International Conference on Games Research and Development}, 7000 year = {2007}, 7001 month = {10/09/2007}, 7002 publisher = {Cybergames}, 7003 address = {Manchester}, 7004 abstract = {In this paper, we introduce and describe a new conceptual framework for the design and analysis of audio for run and gun First-Person Shooter (FPS) games. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-to-player interactions and creating a sense of immersion in the game world. The emphasis placed upon graphical representation to-date within scholarly work and by the industry itself has left the significance of game audio theoretically underdeveloped and undervalued. Our work therefore seeks to deliver a conceptual language for the understanding, discussion and design of electronic and digital game sound. The first phase of this long-term research program entailed examining the degree to which it is possible to apply existing concepts from related disciplines such as Film Theory, Psychology and Soundscape Theories in addition to constructing new concepts to account for the unique way games function as new media. The resulting conceptual framework reflects our contention that FPS game environments are best understood as an acoustic ecology. We illustrate this with the Quake III Arena {\textquoteleft}mod{\textquoteright} Urban Terror.}, 7005 author = {Grimshaw, Mark and Schott, Gareth} 7006 } 7007 @article {4448, 7008 title = {On Transdiegetic Sounds in Computer Games}, 7009 journal = {Northern Lights}, 7010 volume = {5}, 7011 year = {2007}, 7012 month = {09/2007}, 7013 pages = {105-117}, 7014 abstract = {This article will identify and define the concept of transdiegetic sound space in computer games, and discuss the relationship of this space to action and events in the game. The point of departure for the article is based on discussions of the diegetic space in film theory, but the argument will be supported by writings on the role of sound for usability purposes in web applications and software, as well as views on games as a framing of a separate field of action and how computer games interpret this. Although sound is in focus in this article, it should be noted that transdiegeticity is relevant for a greater understanding of spatial relationships in computer games in general.}, 7015 keywords = {Computer games, Diegetic, Extradiegetic, Meta-communication, sound, Transdiegetic}, 7016 issn = {2040-0586}, 7017 url = {http://www.atypon-link.com/INT/doi/pdf/10.1386/nl.5.1.105_1}, 7018 author = {J{\o}rgensen, Kristine} 7019 } 7020 @article {, 7021 title = {Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games}, 7022 journal = {Artifact}, 7023 year = {2007}, 7024 month = {08 March 2007}, 7025 abstract = {From sales figures and interviews, we know that many people outside the typical video game audience play small downloadable video games like Zuma, Diner Dash, or Bejeweled. Such small video games are known as casual games, and have unsuspectedly become a major industry during the last few years. However, video game studies have so far mostly focused on foundational issues ("what is a game") and on AAA games, big games purchased in stores. In this article, I try to remedy the situation by examining the historical development of the casual game sub-genre of matching tile games, to see how their game design has evolved over time, and to discuss the opposing perspectives that players and developers have on video game history.}, 7026 doi = {10.1080/17493460601173366}, 7027 url = {http://www.jesperjuul.net/text/swapadjacent/}, 7028 author = {Juul,Jesper} 7029 } 7030 @article {, 7031 title = {Creating a science of games}, 7032 journal = {Communications of the ACM}, 7033 volume = {50}, 7034 year = {2007}, 7035 note = {This is the introductory article to a special Journal issue on Game-based training.}, 7036 month = {07/2007}, 7037 pages = {26-29}, 7038 abstract = {The same technology that makes interactive 7039 3D games so entertaining in the physical action domain 7040 is just as effective in education, training, and other 7041 more serious applications.}, 7042 keywords = {science of game-based training}, 7043 url = {http://portal.acm.org/citation.cfm?id=1272535}, 7044 author = {Zyda, M.} 7045 } 7046 @article {, 7047 title = {Creating and connecting: Research and guidelines on online social{\textemdash}and educational{\textemdash}networking}, 7048 year = {2007}, 7049 note = {Has a couple of notes on gaming as part of social networking.}, 7050 month = {07/2007}, 7051 pages = {12}, 7052 institution = {National School Board Association,}, 7053 abstract = {Online social networking is now so deeply embedded in the lifestyles of tweens and teens that it rivals television for their attention, according to a new study from Grunwald Associates LLC conducted in cooperation with the National School Boards Association.}, 7054 keywords = {New media, social networking, Teenagers}, 7055 url = {http://www.nsba.org/site/docs/41400/41340.pdf}, 7056 author = {National School Board Association,} 7057 } 7058 @article {, 7059 title = {Games for Training}, 7060 journal = {Communications of the ACM}, 7061 volume = {50}, 7062 year = {2007}, 7063 month = {07/2007}, 7064 pages = {36-43}, 7065 abstract = {DARPA simulations teach habits of thought so soldiers 7066 respond on the first day of combat as if they had been there 7067 a week. More often than not, it{\textquoteright}s don{\textquoteright}t shoot, talk instead.}, 7068 keywords = {game-based training, lessons learned}, 7069 url = {http://portal.acm.org/citation.cfm?id=1272516.1272537}, 7070 author = {Chatham, R. E.} 7071 } 7072 @article {, 7073 title = {How to build serious games}, 7074 journal = {Communications of the ACM}, 7075 volume = {50}, 7076 year = {2007}, 7077 month = {07/2007}, 7078 pages = {44-49}, 7079 abstract = {Like a discovery game that requires players to earn the 7080 right to take on new challenges, Immune Attack compels 7081 its players to learn the rules of the immune system before 7082 it reveals deeper biological insight. 7083 Lessons learned from development of a serious game}, 7084 keywords = {game-based training, lessons learned}, 7085 url = {http://portal.acm.org/citation.cfm?id=1272516.1272538}, 7086 author = {Kelly, H. and Howell, K. and Glinert, E. and Holding, L. and Swain, C. and Burrowbridge, A. and Roper, M.} 7087 } 7088 @mastersthesis {4449, 7089 title = {"What are these Grunts and Growls over there?" Computer Game Audio and Player Action}, 7090 volume = {PhD}, 7091 year = {2007}, 7092 month = {07/2007}, 7093 school = {University of Copenhagen}, 7094 type = {PhD thesis }, 7095 address = {Copenhagen}, 7096 abstract = {This dissertation concerns the functionality of sound in computer games, with focus on the relationship between game audio, player actions and events in the game. The central questions of investigation in the project centre on how game sound affects player actions, and how auditory information enables the player to take action in the game world. On this basis, the focus lies on the relationship between the use of audio and the player, with emphasis on the player{\textquoteright}s actions and responses. 7097 7098 The point of departure is that the functionality of game audio depends on the dual nature of computer games as a game world and a user system. As a game world, the computer game is seen as a coherent virtual environment in which the player acts and which utilizes sound to enhance the sense of presence in this game world. As a user system, the computer game is manipulated by the player through an interface consisting of input devices such as game controller or mouse/keyboard and audiovisual output. This user system emphasises sound as a usability feature that provides reactive and proactive information to the player. Computer game audio combines these roles by making usability sounds merge into sounds that seem to be motivated by a sense or presence and the illusion of realism in the game world. 7099 7100 The project draws on theory primarily from two different angles. The first is film theory on sound and music, which studies the use of sound in an audiovisual context where it seeks to emphasise a specific fictive world. The division between diegetic sound that appears to belong naturally to the game universe and extradiegtic sound that seems to comment on what happens within the game world from an external perspective has been central in understanding how audio works to support the virtual game world. The second theoretical angle is auditory display studies, which derives from ecological psychoacoustics and human-computer interface studies. Auditory display studies research and develop systems that utilize sound for communicative purposes in computer systems, virtual simulators and the everyday life. The ideas of how different types of sound signals may be used to provide different kinds of responsive and urgent information have been fruitful in understanding how game audio works for usability purposes. 7101 7102 The study is also based on empirical studies of computer game players and game audio developers. Game developer interviews have revealed purposes and intentions behind audio in computer games, and pointed out possibilities and constraints in connection with game audio development, while the interviews with and observations of players of two different games have demonstrated how actual players understand and utilize sound in the gaming context. 7103 }, 7104 author = {J{\o}rgensen, Kristine} 7105 } 7106 @article {, 7107 title = {A Documental Approach to Adventure Game Development}, 7108 journal = {Science of Computer Programming}, 7109 volume = {67}, 7110 year = {2007}, 7111 note = {The \<e-Game\> project described in this paper was eventually rebranded as \<e-Adventure\> (http://e-adventure.e-ucm.es)}, 7112 month = {06/2007}, 7113 pages = {3-31}, 7114 abstract = {In this paper, we propose a documental approach to the development of graphical adventure videogames. This approach is 7115 oriented to the production and maintenance of adventure videogames using the game{\textquoteright}s storyboard as the key development element. 7116 The videogame storyboard is marked up with a suitable domain-specific descriptive markup language, from which the different 7117 art assets that are needed are referred to, and then the final executable videogame itself is automatically produced by processing 7118 the marked storyboard with a suitable processor for such a language. This document-oriented approach opens new authoring 7119 possibilities in videogame development and allows a rational collaboration between the different communities that participate 7120 in the development process: game writers, artists, and programmers. We have implemented the approach in the context of the 7121 \<e-Game\> project, by defining a suitable markup language for the storyboards (the \<e-Game\> language), and by building a 7122 suitable processor for this language (the \<e-Game\> engine).}, 7123 keywords = {Adventure games, Development process, Document-oriented approach, Game engine, Storyboard markup language, videogames}, 7124 issn = {0167-6423}, 7125 doi = {10.1016/j.scico.2006.07.003}, 7126 url = {http://www.e-ucm.es/publications/articles.html}, 7127 author = {Pablo Moreno-Ger and Jos{\'e} Luis Sierra and Iv{\'a}n Mart{\'\i}nez-Ortiz and Baltasar Fern{\'a}ndez-Manj{\'o}n} 7128 } 7129 @proceedings {4605, 7130 title = {The experience of telepresence with a foreign language video game and video.}, 7131 journal = {ACM SIGGRAPH Sandbox Video Game Symposium}, 7132 year = {2007}, 7133 month = {04/08/2007}, 7134 publisher = {ACM SIGGRAPH}, 7135 address = {San Diego, California, USA}, 7136 abstract = {We investigated the experience of telepresence elicited by foreign language media with different interactivities (i.e., a video game and a video recording of the video game being played) with 10 undergraduates. Self-report questionnaires and open-ended interviews showed that, in general, telepresence was experienced more strongly with the video game. There was some variation in the results, however, depending on individuals{\textquoteright} immersion tendencies and other media preferences and habits. Additionally, many participants reported not feeling as telepresent with this project{\textquoteright}s media as with other media and framed this experience by discussing investment, involvement, narrative, and play. We offer several implications for game designers aiming to create virtual realities for their players.}, 7137 keywords = {game design, information interfaces and presentation, sense of presence, Video Games}, 7138 isbn = {978-1-59593-749-0}, 7139 url = {http://langcom.u-shizuoka-ken.ac.jp/dehaan}, 7140 author = {deHaan, Jonathan and Diamond, Jim} 7141 } 7142 @article {, 7143 title = {Alert Hockey: An Endogenous Learning Game}, 7144 journal = {Loading...}, 7145 volume = {1}, 7146 year = {2007}, 7147 month = {03/2007}, 7148 abstract = {We describe a video game designed with a subtle and implicit learning mechanism that tracks aggressive and negligent play then uses this data to reduce players abilities and their 7149 chance of winning against the computer. By converging the goals of game play with learning we argue the experience produced is both endogenous and outcome oriented. Sixty two participants 7150 between 12 and 14 years old played the game at least 15 times each. Both aggressive play and negligence measures were reduced during the study (F(2, 40) = 10.589, p = 0.0002). Implicit 7151 learning mechanisms like this have potential to provide specific learning outcomes at little expense to the enjoyment of interactive gameplay.}, 7152 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/6/11}, 7153 author = {Ciavarro, Chad and Dobson, Mike and Goodman,David} 7154 } 7155 @article {, 7156 title = {AmbientSonic Map: Towards a new conceptualization of sound design for games}, 7157 journal = {Loading...}, 7158 volume = {1}, 7159 year = {2007}, 7160 month = {03/2007}, 7161 abstract = {This paper presents an overview of the main features of sound design for games, and argues for a new conceptualization of it, beginning with a closer look at the role of sound as feedback for gameplay. The paper then proposes and details a new approach for sound feedback in games, which provides ambient, intensity-based sonic display that not only responds to, but also guides the player towards the solution of the game. A pilot study and leading outcomes from it are presented, in the hopes of laying a foundation for future investigations into this type of sonic feedback.}, 7162 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/23/9}, 7163 author = {Droumeva, Milena and Wakkary, Ron} 7164 } 7165 @article {, 7166 title = {Automating Content Analysis of Video Games}, 7167 journal = {Loading...}, 7168 volume = {1}, 7169 year = {2007}, 7170 month = {03/2007}, 7171 abstract = {Content analysis of video games tends to be an extremely arduous task, involving the collection of a very large quantity of data and statistics detailing the experiences of gameplay. 7172 Nevertheless, it is an important process that supports many business, policy, social, and scholarly activities related to the games industry. Consequently, supports are clearly necessary to facilitate content analysis procedures for video games. 7173 This paper discusses an innovative approach to automating content analysis for video games through the use of software instrumentation. By properly instrumenting video game 7174 software to enable data collection and processing, content analysis procedures can be either partially or fully automated, depending on the game in question. This paper discusses our overall approach to automation, as well as our experiences to date with Epic{\textquoteright}s Unreal Engine. Sample results from initial experiments conducted so far are also presented. These results have been quite positive, demonstrating great promise for continued work in this area.}, 7175 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/5/2}, 7176 author = {Bullen, Terry and Katchabaw, Mike and Witherford, Nick-Dyer} 7177 } 7178 @article {, 7179 title = {Blending Science Knowledge and AI Gaming Techniques for Experiential Learning}, 7180 journal = {Loading...}, 7181 volume = {1}, 7182 year = {2007}, 7183 month = {03/2007}, 7184 abstract = {This paper addresses the scientific, design and experiential learning issues in creating an extremely realistic 3D interactive of a wild beluga whale pod for a major aquarium that is 7185 situated next to a group of real beluga whales in an integrated marine mammal exhibit. The Virtual Beluga Interactive was conceived to better immerse and engage visitors in complicated 7186 educational concepts about the life of wild belugas compared to what is typically possible via wall signage or a video display, thereby allowing them to interactively experience wild whale 7187 behavior and hopefully have deeper insights into the life of beluga whales. The gaming simulation is specifically informed by research data from live belugas, (e.g. voice recordings 7188 tied to mother/calf behavior) and from interviews with marine mammal scientists and education staff at the Vancouver Aquarium. The collaborative user interface allows visitors to engage in educational "what-if" scenarios of wild beluga emergent behavior using techniques from advanced gaming systems, such as physically based animation, real-time photo-realistic rendering, and artificial intelligence algorithms.}, 7189 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/8/10}, 7190 author = {DiPaola,Steve and Akai, Caitlin} 7191 } 7192 @article {, 7193 title = {Chasing the Fugitive on Campus: Designing a Location-based Game for Collaborative Play}, 7194 journal = {Loading...}, 7195 volume = {1}, 7196 year = {2007}, 7197 month = {03/2007}, 7198 abstract = {We report on our experiences with building and deploying a collaborative location-based mobile game. The Fugitive is a multiplayer game that is played using mobile TabletPCs in a 7199 university campus environment. The objective is to track and capture a hidden object called the Fugitive on a digital campus map using annotations for communication among one{\textquoteright}s teammates. 7200 We discuss the design, development, and network infrastructure as well as focus group and observational findings from our field study. Our findings suggest that the effect of locationawareness 7201 on collaboration and game play strategies is an intriguing area for study, and we share our insights from this project with the Canadian Game Studies community.}, 7202 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/12/15}, 7203 author = {Jeffrey, Phillip and Blackstock, Mike and Finke, Matthias and Tang, Anthony and Lea, Rodger and Deutscher, Meghan and Miyaoku, Kento} 7204 } 7205 @article {, 7206 title = {Cheating by Video Game Participants}, 7207 journal = {Loading...}, 7208 volume = {1}, 7209 year = {2007}, 7210 month = {03/2007}, 7211 abstract = {In this paper, I explore the concept of cheating in the medium of the video game. Why do people do it? How does online cheating differ from offline? The existence of cheat codes seems to imply that cheating is rampant and even encouraged - orperhaps it{\textquoteright}s just that the codes are poorly named. I also look at criminal activity in games, and at some ways to reduce cheating activities in online games.}, 7212 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/24/23}, 7213 author = {Parker,Jim} 7214 } 7215 @article {, 7216 title = {Classifying Learning Objects in Commercial Games}, 7217 journal = {Loading...}, 7218 volume = {1}, 7219 year = {2007}, 7220 month = {03/2007}, 7221 abstract = {An important step towards gaining an understanding of how a particular medium can be used most effectively in education is to study its outstanding examples, regardless of their original purpose. It is assumed that {\textquotedblleft}good{\textquotedblright} games already embody sound pedagogy in their designs even if that incorporation is not deliberate. The work described here is intended as a proof of concept for a larger study in progress. The following paragraphs will examine two games: one is commercial and a critical success, and the other is designed deliberately as an educational game. The commercial game will be viewed as though it had been designed as a learning object. Through this perspective, it is possible to identify and classify built-in learning objectives and from there to associate the mechanisms and strategies employed to teach them. A significant outcome of the final work will be to describe how the existing strategies used to promote {\textquotedblleft}learning objectives{\textquotedblright} in commercial video games can be used in the design of educational games. An additional outcome will be a synthesis of the core requirements for instructional design of digital games for learning.}, 7222 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/2/14}, 7223 author = {Becker,Katrin} 7224 } 7225 @article {, 7226 title = {Continuity and Discontinuity: An Experiment in Comparing Narratives Across Media}, 7227 journal = {Loading...}, 7228 volume = {1}, 7229 year = {2007}, 7230 month = {03/2007}, 7231 abstract = {What is the metaphor of the digital game? How might we see the world differently in the age of the Playstation than we did when RCA was a cutting edge company? There is, of course, not one answer to that question, and more than one way to investigate it. This paper is one attempt to think about the social and cultural change introduced by this new medium. Using Edmund Carpenter{\textquoteright}s (1960) brief analysis of multiple renditions of the Caine Mutiny as a model, I want to share some impressions of the transformation that mythically-styled narrative undergoes when it moves from one medium to another{\textemdash}with a specific focus on the digital game medium.}, 7232 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/19/16}, 7233 author = {Schut, Kevin} 7234 } 7235 @article {, 7236 title = {Game-Framed Conversationally-Articulated Modelling and Simulation}, 7237 journal = {Loading...}, 7238 volume = {1}, 7239 year = {2007}, 7240 month = {03/2007}, 7241 abstract = {It is argued that more attractive, more engaging and more effective learning about steering complex socio-technical-ecological systems can be achieved through carefully engineered learning activities framed as multiplayer games, in which modelling is conducted, simulations are run and at least three kinds of learning conversations are pursued together, all in a spiralling recursive fashion.}, 7242 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/4/7}, 7243 author = {Boyd, Gary} 7244 } 7245 @article {, 7246 title = {Games and Narrative: An Analytical Framework}, 7247 journal = {Loading...}, 7248 volume = {1}, 7249 year = {2007}, 7250 month = {03/2007}, 7251 abstract = {The paper considers the recent academic struggle between "narratologists" and "ludologists", and argues that it was exacerbated by two sources of confusion. The first confusion was differing concepts of immersion as an outcome of mediated experience. "Suspension of disbelief" and "flow" are both immersive states, but they grow out of fundamentally different processes of engagement. The second confusion was the conflation of "story" with the concept of a narrative arc. Interaction necessarily interferes with authorial control over the timing and the details of the narrative arc, and makes it a misleading focus for analysis or understanding of game narrative. 7252 The paper maintains that if we ignore the concept of a grand narrative arc, we are free to examine other parameters of story within the game, which may be more limited, but are also more relevant. These narrative components - character, storyworld, emotion, narrative interface, and micro-narrative - are useful channels for focusing a more accurate analysis of the role of narrative within the design of the game and the experience of gameplay.}, 7253 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/1/1}, 7254 author = {Bizzocchi,Jim} 7255 } 7256 @article {, 7257 title = {Games Just Wanna Have Fun{\textellipsis}Or Do They? Measuring The Effectiveness of Persuasive Games}, 7258 journal = {Loading...}, 7259 volume = {1}, 7260 year = {2007}, 7261 month = {03/2007}, 7262 abstract = {How much influence do videogames have on the people who play them? While this topic is usually addressed with reference to violent games, it is also an important issue for the emerging field of persuasive games (which include educational games, advergames, political games and social advocacy games) {\textendash} games that deliberately seek to influence and change opinions and behaviours. How effective are these games as agents of persuasion? Because of the interrelationship of factors such as game quality, intent, player predisposition and game message, it{\textquoteright}s difficult to generalize about their effectiveness. Using a persuasive game that I have created, I intend to try and measure its effectiveness as a social advocacy tool and isolate some of the factors that contribute to that.}, 7263 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/13/17}, 7264 author = {Lavender, Terry} 7265 } 7266 @article {, 7267 title = {Gaming Stances and Strategies: Hybrids, Opportunists, and Cross-Fertilizations}, 7268 journal = {Loading...}, 7269 volume = {1}, 7270 year = {2007}, 7271 month = {03/2007}, 7272 abstract = {This paper addresses the narrative nature of digital games and explores the question from the perspective of game players. Rather than opting for one side or the other of the 7273 ludology/narratology dichotomy, players are more likely to draw hybrid strategies as it suits them in order to maximize their chances of making meaning from the text on offer. This paper 7274 explores the nature of some of these hybrid strategies.}, 7275 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/15/4}, 7276 author = {Mackey, Margaret} 7277 } 7278 @article {, 7279 title = {I{\textquoteright}m a warrior, I{\textquoteright}m a monster {\textendash} Who am I anyway? Shifting/Shaping Identity through Video Game Play}, 7280 journal = {Loading...}, 7281 volume = {1}, 7282 year = {2007}, 7283 month = {03/2007}, 7284 abstract = {This article examines the implications of video game play on identity constructions. Our study focused on the gendered nature of identity and young males{\textquoteright} construction of their gendered 7285 identity. Our study involved interviewing 3 young adult males aged 21, 24, and 30. The interviews allowed for the participants to reflect on their particular (previously unexamined) ideologies and values, as they began to question the incongruence of these values with particular game-based behaviours. For example, practices of competition, aggression, and violence were issues that either conflicted with or paralleled participants{\textquoteright} practices in other aspects of their lives.}, 7286 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/18/18}, 7287 author = {Sanford, Kathy and Madill, Leanna} 7288 } 7289 @article {, 7290 title = {Industry {\textendash} Academia: How Can We Collaborate?}, 7291 journal = {Loading...}, 7292 volume = {1}, 7293 year = {2007}, 7294 month = {03/2007}, 7295 abstract = {With the growing popularity of degree programs in computer game development as well as the continued expansion of games-related research in a multiplicity of academic disciplines, it is critical that academia establishes more extensive collaborations with industry developers. Additionally, the increasing worker shortage and the growing complexity of game technology act as powerful motivators for industry to seek out academic affiliations. Over the past few years this issue has garnered significant attention and has been a recurring theme at various games-related conferences. This paper discusses some of the obstacles faced by potential collaborators, as well as some strategies and approaches the author has used in establishing working relationships with several game companies.}, 7296 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/10/21}, 7297 author = {Ficocelli,Libero} 7298 } 7299 @article {, 7300 title = {{\textquotedblleft}It{\textquoteright}s Almost Too Intense:{\textquotedblright} Nostalgia and Authenticity in Call of Duty 2}, 7301 journal = {Loading...}, 7302 volume = {1}, 7303 year = {2007}, 7304 month = {03/2007}, 7305 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/7/13}, 7306 author = {Cruz, Trent} 7307 } 7308 @article {, 7309 title = {Machinima: Video Game As An Art Form?}, 7310 journal = {Loading...}, 7311 volume = {1}, 7312 year = {2007}, 7313 month = {03/2007}, 7314 abstract = {This paper examines the new audiovisual form emerging from the video game field, Machinima. Machinima is the {\textquotedblleft}art of making animated movies in a 3D virtual environment in 7315 real time{\textquotedblright} (Marino, 2004, p. 2). More simply, it means making films from video games. Studying this new hybrid form, this communication seeks to investigate the present and the future of these practices, which aspire to become a medium itself. 7316 After the exploration of the characteristics of this new technology, I will investigate its consequences on the video game industry, demonstrating how video games are used in new ways, i.e. not as a playing hobby but as a technology for producing audio-visual art, animated films to be more exact.}, 7317 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/17/20}, 7318 author = {Picard, Martin} 7319 } 7320 @article {, 7321 title = {Mapping Gendered Play}, 7322 journal = {Loading...}, 7323 volume = {1}, 7324 year = {2007}, 7325 month = {03/2007}, 7326 abstract = {To better understand boys{\textquoteright} privilege and girls{\textquoteright} educational disadvantage with regard to video games, this presentation takes up Jo Bryce and Jason Rutter{\textquoteright}s recent challenge to confront the ways girl gamers are rendered {\textquotedblleft}invisible{\textquotedblright} by gaming communities, researchers, and designers. From the fall of 2004 to the spring of 2005, Jennifer Jenson and Suzanne de Castell{\textquoteright}s EGG (Education, Gender and Gaming) project carried out a gaming club for girls at a local elementary school in the Greater Toronto Area. Not only did the project provide female students with a {\textquotedblleft}safe{\textquotedblright} space to attain and practice gaming competency {\textendash} which they were consistently denied at home {\textendash} but it provided an audio-visual record of girls{\textquoteright} play allowing for critical explorations of gendered gaming practices. At one point in the footage, a gaming session between five girls is interrupted when two boys enter the scene and try to hijack their play. Using the MAP (Multimodal Application Program, developed by Suzanne de Castell and Jennifer Jenson) tool to visually chart and analyze the co-ordinated reactions of the girls as they put down their controllers and hold their bodies immobile during the boys{\textquoteright} disruption, this paper explores the tenuous relationship to video games these girls enjoy, even within a space ostensibly devoted to their play.}, 7327 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/21/6}, 7328 author = {Taylor, Nick} 7329 } 7330 @article {, 7331 title = {Never Playing Alone: The Social Contextures of Digital Gaming}, 7332 journal = {Loading...}, 7333 volume = {1}, 7334 year = {2007}, 7335 month = {03/2007}, 7336 abstract = {Digital game studies does not quite have the same legacy of metaphors as Internet studies does and to some extent we find ourselves borrowing the idea that there is the concrete material place of the user/player on the one hand and the more abstract representational space of the game on the other. If the game is online then that space (given its properties of shared visual verisimilitude, interactivity and immersion) seems in fact more cyber-spatial (in the terms described by Neal Stephenson or William Gibson) than most Internet researchers could 7337 ever imagine. It is in this sense, that massively multiplayer online games like Everquest, Star Wars Galaxies or even the Sims Online, more so than websites, MUDs or even spatially intensive games like Myst, are commonly described in terms similar to how one might describe travelling to another country. Indeed, it would seem that the more immersive the game the greater this sense of transportation becomes.}, 7338 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/20/3}, 7339 author = {Simon,Bart} 7340 } 7341 @article {, 7342 title = {A Reusable Scripting Engine for Automating Cinematics and Cut-Scenes in Video Games}, 7343 journal = {Loading...}, 7344 volume = {1}, 7345 year = {2007}, 7346 month = {03/2007}, 7347 abstract = {Storytelling can play a critical role in the success of modern video games. Unfortunately, it can often be quite difficult for storytellers to directly craft content for games, typically 7348 requiring them to work with programmers to implement story elements. This needlessly complicates the development process, straining scarce resources while potentially hampering 7349 creativity and story quality at the same time. As a result, supports and tools are necessary to enable storytellers to generate story content for games directly, with minimal programming or programmer assistance required, if any. 7350 7351 This paper introduces a Reusable Scripting Engine to automate the generation of cinematics and cut-scenes in video games. This approach allows storytellers to provide their 7352 stories in a well-defined, structured format, which is then interpreted by our engine, along with supplemental graphic and audio content, to produce an animated presentation of the story in an automated fashion. This paper presents the design of our Reusable Scripting Engine, and discusses a prototype implementation of this design, as well as initial experiences with using this prototype system to date.}, 7353 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/16/8}, 7354 author = {McLaughlin, Matt and Katchabaw, Mike} 7355 } 7356 @article {, 7357 title = {Stacking the Deck for Learning: What Educational Game Designers Can Learn From Card Games Designed by Kids}, 7358 journal = {Loading...}, 7359 volume = {1}, 7360 year = {2007}, 7361 month = {03/2007}, 7362 abstract = {This paper details the results of an exploratory informant design workshop in which nine 10-12 year olds were asked to design their own card games with the aim of having them incorporate information about West Nile Virus into their design. This paper details the workshop process in its entirety and considers the rule systems, allowable choices, artificial conflicts and conditions of victory incorporated by the children into their games. This paper concludes by evaluating the participants{\textquoteright} game design choices, the manners in which content was incorporated and their potential usefulness to future educational game design pursuits}, 7363 keywords = {children, design, endogenous, exogenous, learning}, 7364 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/3/19}, 7365 author = {Bojin,Nis} 7366 } 7367 @article {, 7368 title = {A Virtual World for Teaching German}, 7369 journal = {Loading...}, 7370 volume = {1}, 7371 year = {2007}, 7372 month = {03/2007}, 7373 abstract = {In this research, a virtual world of an Austrian town centre was created to teach German to first year students at the University of Calgary. While interacting with characters in the City 7374 of Salzburg, students were able to take control of their own learning, and at the same time were exposed to cultural and linguistic realia that are often not present in other types of language games. In playing the game, students reported an improvement in their listening skills, and they 7375 also noted that the experience was beneficial for vocabulary learning, pronunciation, general fluency, and improving reading skills. Surveys and direct observation of student game play offer 7376 insights into attitudes towards personal use of games, the value of educational games for teaching language and impact of different testing environments on the success of playing a game. 7377 Examining the recorded paths taken through this world by students during the game, space syntax research offers some interesting perspective insights into strategies game players employ when looking for the correct path through an urban space. In fact, isovist and axial maps may be helpful in predicting the first line of action taken by game players as they navigate through a virtual world with no verbal clues.}, 7378 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/14/12}, 7379 author = {Levy, Richard Michael and O{\textquoteright}Brien, Mary Grantham} 7380 } 7381 @article {, 7382 title = {You Mean It{\textquoteright}s Only a Game? Rule Structures, the Magic Circle, and Player Participation in Pervasive Mobile Gaming}, 7383 journal = {Loading...}, 7384 volume = {1}, 7385 year = {2007}, 7386 month = {03/2007}, 7387 abstract = {As pervasive gaming becomes more common, the question of what boundaries and rituals make up play attains greater importance. While commonly-held conceptions of play formulate it 7388 as delineated, rigid, structured, and characterized by a stringent set of symbolic boundaries, pervasive mobile games push at the walls of the demarcated magic circle and, in the process of 7389 seeking multiple theoretical transgressions, pose questions about the implication of players and non-players in games that can mask their status as such. This paper prods the ethics of transgressing the player/non-player divide through the analysis of several pervasive games and the design frameworks of their creators.}, 7390 url = {http://journals.sfu.ca/loading/index.php/loading/article/view/11/5}, 7391 author = {Harvey, Alison} 7392 } 7393 @article {, 7394 title = {Serious Games - an overview}, 7395 year = {2007}, 7396 month = {02/2007}, 7397 pages = {28}, 7398 institution = {School of Humanities and Informatics, University of Sk{\"o}vde, Sweden}, 7399 address = {Sk{\"o}vde, Sweden}, 7400 abstract = {<p> 7401 This report discusses some issues concerning serious games, that is, (digital) games used for purposes other than mere entertainment. The starting point is the serious games concept itself, and what the actually means. Further, serious games allow learners to experience situations that are impossible in the real world for reasons of safety, cost, time, etc., but they are also claimed to have positive impacts on the players{\textquoteright} development of a number of different skills. Subsequently, some possible positive (and negative) impacts of serious games are discussed. Further, some of the markets such games are used in are considered here, including, military games, government games, educational games, corporate games, and healthcare games. This report also identifies some (mainly academic) actors in the North American and the European serious games market. This report is part of the DISTRICT (Developing Industrial Strategies Through Innovative Cluster and Technologies) project: Serious Games Cluster and Business Network (SER3VG), which is part of the Interreg IIIC Programme. 7402 </p> 7403 }, 7404 keywords = {definition, major actors, overview, serious games, Survey}, 7405 url = {http://www.his.se/upload/19354/HS-\%20IKI\%20-TR-07-001.pdf}, 7406 author = {Susi,Tarja and Johannesson, Mikael and Backlund, Per} 7407 } 7408 @book {2523, 7409 title = {100 Videogames}, 7410 year = {2007}, 7411 pages = {272}, 7412 publisher = {BFI}, 7413 organization = {BFI}, 7414 address = {London}, 7415 abstract = {Videogames are one of the most culturally, socially and economically significant, not to mention pervasive, media forms. The global videogames industry is worth billions of dollars and growing year on year as it releases yet more innovative products that synthesize cutting edge technology, ease of use, accessibility and, most importantly, fun. It is hardly surprising then that every day, millions of adults and children around the globe dedicate countless hours to exploring virtual worlds, assuming alternative identities and engaging in digital play. Yet for all this, there is relatively little critical discussion of videogames and they remain the poor relation of contemporary media criticism, leaving those new to videogames struggling to find information about key titles and the cognoscenti hungry for insight into their favourite titles. James Newman and Iain Simons{\textquoteright} guide provides a map of the most important games from the 1960s to the present day that will satisfy both novices and acolytes alike as it journeys through the most interesting, innovative and entertaining titles of the first forty years of videogames.}, 7416 issn = {1844571629}, 7417 author = {Newman, James and Simons, Iain} 7418 } 7419 @mastersthesis {, 7420 title = {The Acoustic Ecology of the First-Person Shooter}, 7421 year = {2007}, 7422 school = {University of Waikato}, 7423 type = {PhD}, 7424 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. 7425 7426 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. 7427 7428 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.}, 7429 url = {http://sirfragalot.com/mainsite/phd.html}, 7430 author = {Grimshaw, Mark} 7431 } 7432 @article {, 7433 title = {Action-video-game experience alters the spatial resolution of vision}, 7434 journal = {Psychological Science}, 7435 volume = {18}, 7436 number = {1}, 7437 year = {2007}, 7438 pages = {88-94}, 7439 publisher = {BLACKWELL PUBLISHING}, 7440 address = {OXFORD}, 7441 abstract = {Playing action video games enhances several different aspects of visual processing; however, the mechanisms underlying this improvement remain unclear. Here we show that playing action video games can alter fundamental characteristics of the visual system, such as the spatial resolution of visual processing across the visual field. To determine the spatial resolution of visual processing, we measured the smallest distance a distractor could be from a target without compromising target identification. This approach exploits the fact that visual processing is hindered as distractors are brought close to the target, a phenomenon known as crowding. Compared with nonplayers, action-video-game players could tolerate smaller target-distractor distances. Thus, the spatial resolution of visual processing is enhanced in this population. Critically, similar effects were observed in non-video-game players who were trained on an action video game; this result verifies a causative relationship between video-game play and augmented spatial resolution.}, 7442 keywords = {Amblyopic Vision, Attention, Contour Interaction, cortex, Discrimination, Multiple-Object Tracking, Plasticity, Psychophysics, Search, Visual Resolution}, 7443 isbn = {0956-7976}, 7444 url = {http://www.bcs.rochester.edu/people/daphne/csg_ps_07.pdf}, 7445 author = {Green, C S and Bavelier,D} 7446 } 7447 @article {, 7448 title = {Adolescent participation in preventive health behaviors, physical activity, and nutrition: Differences across immigrant generations for Asians and Latinos compared with whites}, 7449 journal = {American Journal of Public Health}, 7450 volume = {97}, 7451 number = {2}, 7452 year = {2007}, 7453 pages = {337-343}, 7454 publisher = {AMER PUBLIC HEALTH ASSOC INC}, 7455 address = {WASHINGTON}, 7456 abstract = {Objectives. We investigated preventive health behaviors (bicycle helmet, seat belt, and sunscreen use), physical activity, television viewing or video game playing, and nutrition (fruit, vegetable, milk, and soda consumption) among Asian and Latino adolescents living in the United States; assessed trends across generations (first-, second-, and third-generation immigrants or later); and compared each generation with White adolescents. Methods. We used data from 5801 adolescents aged 12 to 17 years in the representative 2001 California Health Interview Survey. Results. In multivariate analysis, first-generation Asians measured worse than Whites for preventive health behaviors (lower participation), physical activity (less activity), and television viewing or video game playing (more hours), but improved across generations. For these same behaviors, Latinos were similar to or worse than Whites, and generally showed no improvement across generations. First-generation Asians and Latinos had healthier diets than. Whites (higher fruit and vegetable consumption, lower soda consumption). With succeeding generations, Asians{\textquoteright} fruit, vegetable, and soda consumption remained stable, but Latinos{\textquoteright} fruit and vegetable consumption decreased and their soda consumption increased, so that by the third generation Latinos{\textquoteright} nutrition was poorer than Whites{\textquoteright}. Conclusions. For the health behaviors we examined, Asian adolescents{\textquoteright} health behaviors either improved with each generation or remained better than that of Whites. Latino adolescents demonstrated generally worse preventive health behaviors than did Whites and, in the case of nutrition, a worsening across generations. Targeted interventions may be needed to address behavioral disparities.}, 7457 keywords = {Acculturation, Born, children, Overweight, Patterns, Research Agenda, Substance Use, United-States, US}, 7458 isbn = {0090-0036}, 7459 author = {Allen, M. L. and Elliott, M. N. and Morales, L. S. and Diamant, A. L. and Hambarsoomian, K. and Schuster, M. A.} 7460 } 7461 @conference {, 7462 title = {Analysis of conversational game pidgin language}, 7463 booktitle = {IEEE Region 10 Annual International Conference, Proceedings/TENCON}, 7464 volume = {2007}, 7465 year = {2007}, 7466 abstract = {In this paper we analyze a new language called Game Pidgin Language (GPL) for speech interactive computer games. We use two formulas namely entropy and perfect information of Information Theory to perform the analysis. We establish that GPL is an efficient language for communication in real time speech interactive systems.}, 7467 keywords = {GPL, Information theory, Pidgin}, 7468 author = {Rudra, T. and Tien, D. and Kavakli, M.} 7469 } 7470 @article {, 7471 title = {Appeal of playing online first person shooter games}, 7472 journal = {Cyberpsychology \& Behavior}, 7473 volume = {10}, 7474 number = {1}, 7475 year = {2007}, 7476 pages = {133-136}, 7477 publisher = {MARY ANN LIEBERT INC}, 7478 address = {NEW ROCHELLE}, 7479 abstract = {First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey ( n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men ( mean age about 18 years) who spend a lot of their leisure time on gaming ( about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a ( semi) professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80\% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming.}, 7480 keywords = {adolescent, Internet, Players, Video Games}, 7481 isbn = {1094-9313}, 7482 author = {Jansz, J. and Tanis, M.} 7483 } 7484 @article {, 7485 title = {An approach to achieve scalability through a structured peer-to-peer network for massively multiplayer online role playing games}, 7486 journal = {Computer Communications}, 7487 volume = {30}, 7488 number = {16}, 7489 year = {2007}, 7490 note = {Export Date: 11 November 2007Source: Scopus}, 7491 pages = {3075-3084}, 7492 abstract = {Scalability is a critical issue for Massively Multiplayer Online Role Playing Games (MMORPG). To address the scalability drawbacks of current central server model, we present a scenario to support MMORPG through Pastry, a structured peer-to-peer overlay. In order to closely reflect an advanced MMORPG configuration, the scenario considers bandwidth and latency constraints required by the games based on actual MMORPG traffic pattern. A simulation model is developed to evaluate the performance of Pastry in supporting such a scenario. Results show that Pastry performs well in distributing node stress. However, there is a bottleneck in terms of upstream bandwidth usage, which can be removed by low-cost algorithms. Results also show that using Scribe multicast tree built on top of Pastry to disseminate game traffic is an effective way to save bandwidth usage. In addition, Scribe multicast tree scales well in supporting the scenario with respect to the tree length. When a tree size increases five times, the length of the tree only increases less than two levels.}, 7493 keywords = {MMORPG, Network support, Pastry, peer-to-peer, Traffic pattern}, 7494 author = {Jiang, X. and Safaei, F. and Boustead, P.} 7495 } 7496 @article {, 7497 title = {Beyond Play: A New Approach to Games}, 7498 journal = {Games and Culture}, 7499 volume = {2}, 7500 number = {2}, 7501 year = {2007}, 7502 pages = {95-113}, 7503 abstract = {Games have intruded into popular, academic, and policy-maker awareness to an unprecedented level, and this creates new opportunities for advancing our understanding of the relationship of games to society. The author offers a new approach to games that stresses them as characterized by process. Games, the author argues, are domains of contrived contingency, capable of generating emergent practices and interpretations, and are intimately connected with everyday life to a degree heretofore poorly understood. This approach is both consistent with a range of existing social theory and avoids many of the limitations that have characterized much games scholarship to date, in particular its tendency toward unsustainable formalism and exceptionalism. Rather than seeing gaming as a subset of play, and therefore as an activity that is inherently separable, safe, and pleasurable, the author offers a pragmatic rethinking of games as social artifacts in their own right that are always in the process of becoming. This view both better accords with the experience of games by participants cross-culturally and bears the weight of the new questions being asked about games and about society.}, 7504 url = {http://gac.sagepub.com/cgi/content/abstract/2/2/95}, 7505 author = {Malaby, Thomas M.} 7506 } 7507 @article {, 7508 title = {Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play}, 7509 journal = {Cyberpsychology and Behavior}, 7510 volume = {10}, 7511 number = {5}, 7512 year = {2007}, 7513 pages = {717-721}, 7514 abstract = {There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73\% male; 68\% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.}, 7515 author = {Smyth, J. M.} 7516 } 7517 @article {, 7518 title = {Beyond Virtual Carnival and Masquerade: In-Game Marriage on the Chinese Internet}, 7519 journal = {Games and Culture}, 7520 volume = {2}, 7521 number = {1}, 7522 year = {2007}, 7523 pages = {59-89}, 7524 abstract = {This article documents the brief history of cyber marriage on the Chinese Internet and shows how in-game marriage, with its game codes and marriage regulations, turns out to be the most visualized, institutionalized, and heteronormative form of cyber marriage, by exploring the game players{\textquoteright} gender performativity, especially the gender swapping of male gamers. This study sheds light on Chinese youth subculture under the influence of new media and the consumer digital network in postsocialist China.}, 7525 url = {http://gac.sagepub.com/cgi/content/abstract/2/1/59}, 7526 author = {Wu, Weihua and Fore, Steve and Wang, Xiying and Ho, Petula Sik Ying} 7527 } 7528 @article {, 7529 title = {Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context}, 7530 journal = {British Journal of Educational Technology}, 7531 volume = {38}, 7532 number = {3}, 7533 year = {2007}, 7534 pages = {465-477}, 7535 abstract = {The research design for this study focuses on examining the core issues and challenges when video games are used in the classroom. For this purpose three naturalistic contexts in Turkey were examined in which educational video games were used as the basis for teaching units on world continents and countries, first aid, and basic computer hardware and peripherals, in primary, secondary and higher education contexts respectively. Methods employed in the data collection include observing lessons, taking field notes, interviewing students and teachers, saving online discourse data, and collecting student artifacts and reflections. Findings identified issues related to (1) the design of the video game environment, (2) school infrastructure, (3) the nature of learning, the role of the teacher and classroom culture, and (4) engagement.}, 7536 keywords = {design, ICT}, 7537 isbn = {0007-1013}, 7538 author = {T{\"u}z{\"u}n, Hakan} 7539 } 7540 @article {, 7541 title = {Boosting human-level AI with videogames: Mad University}, 7542 journal = {Kybernetes}, 7543 volume = {36}, 7544 number = {3-4}, 7545 year = {2007}, 7546 pages = {517-530}, 7547 abstract = {Purpose - The main intention of this paper is to state the benefits of using online videogames as a research environment, where AI algorithms are improved by means of learning from real-human-behaviour examples. Design/methodology/approach - The manner of taking advantage from the flux of real-human-behaviour examples inside an online videogame is stated. Then Mad University, a prototype online videogame specifically conceived and developed for this purpose, is explained. Findings - Human-like AI in artificial algorithms can be boosted by means of a specific kind of online videogame called MMORPGs, used as a research environment. Research limitations/implications - Mad University is a prototype videogame which has been developed to experiment with AI algorithms that aim to learn strategies in a generalized fashion. The next research step will be to improve Mad University and to put it to work with hundreds of players and then research and test the effectiveness of the AI algorithms. Originality/value - This paper proposes a new way of testing and experimenting with AI algorithms in order to obtain more human-like results, and claims to have attempted to develop a generalized learning method.}, 7548 keywords = {artificial intelligence, cybernetics, Intelligent agents, Online operations, Social behaviour, Video Games}, 7549 author = {Gallego, F. and Llorens, F. and Pujol, M. and Rizo, R.} 7550 } 7551 @article {, 7552 title = {A bridge over troubled waters: Bridging organisations and entrepreneurial opportunities in emerging sectors}, 7553 journal = {Research Policy}, 7554 volume = {36}, 7555 number = {9}, 7556 year = {2007}, 7557 pages = {1314-1334}, 7558 abstract = {Bridging organisations are understood to play an important role in National and Sectoral Systems of Innovation (Freeman, 1987; Lundvall, 1993; Malerba, 2002) and Technological Systems (Carlsson and Stankiewitz, 1995) particularly in compensating for weaknesses in these systems, such as access to suppliers of technology, information, finance etc. However, to ensure their role is fulfilled we need to know more than we do currently about the organisational practices which make them effective. Furthermore, we need to develop theory on why and where they are needed. This paper will show how a public bridging organisation designs and manages an effective intervention through analysis of a complete sample of entrepreneurs participating in a series of {\textquoteleft}business clinics{\textquoteright}, co-ordinated by the bridging organisation on behalf of the electronic games industry in the UK. It will show that this globally regarded creative industry has some weaknesses and conservative tendencies, which threaten its capacity for radical or disruptive innovation. It will show how bridging organisations can compensate for these weaknesses. 7559 7560 The UK electronic games sector is renowned for the creativity of its content. However, the games Sectoral System of Innovation (SSI) has a number of weaknesses. Firstly, the UK no longer has domestically owned global publishers. Publishers play the important roles of financing games development, as well as co-ordinating their marketing and distribution. To most of the UK industry{\textquoteright}s independent developers they are distant and elusive (Spectrum-Strategy-Consultants, 2002; TerKeurst, 2003; Grantham and Kaplinsky, 2005). 7561 7562 Secondly, within a SSI certain types of innovation trajectory may be favoured at the expense of others. The dominant games trajectory is essentially greater processing power and photo-realistic graphics, with proven content in terms of franchises and movie tie-ins. The more radical propositions are unlikely to get a serious hearing from publishers. This creates a sector-wide {\textquotedblleft} Innovator{\textquoteright}s Dilemma{\textquotedblright} (Christensen, 1997) where sustaining innovation trajectories of technical advance with rising costs are favoured at the expense of disruptive innovation- newer, cheaper technologies and ideas aimed at new markets. 7563 7564 The more creative and potentially disruptive ideas in the games industry are those that tend to overlap with other SSI. For example mobile phone games are emerging at the boundary of the games and mobile telecommunications SSI. In the SSI literature boundaries are thought to be dynamic, rather than fixed, and involve interdependencies between related sectors (Malerba, 2004:14; Edquist, 2004). Convergence may result in new sectors emerging from older established ones (Mowery and Nelson, 1999). But during the emergence there are institutional weaknesses in the areas of overlap. 7565 7566 Bridging organisations can mitigate the problems caused by these areas of weakness. Our study reports on a regional bridging organisation{\textquoteright}s intervention. The process involved entrepreneurs presenting their business propositions to a panel of industry experts for validation, refinement or rejection. We analyse the nature of the propositions and the impact of the intervention on them, identifying key design and process choices. We show how bridging capabilities can respond to and compensate for weaknesses in SSI in emerging industries, drawing on the entrepreneurship and disruptive innovation literatures.}, 7567 keywords = {Brokerage, Disruptive innovation, Entrepreneurship, games industry, Sectoral systems of innovation}, 7568 url = {http://www.sussex.ac.uk/Units/spru/events/ocs/viewpaper.php?id=237}, 7569 author = {Sapsed, J. and Grantham, A. and DeFillippi, R.} 7570 } 7571 @conference {, 7572 title = {Building a table tennis game for three players}, 7573 booktitle = {ACM International Conference Proceeding Series}, 7574 volume = {203}, 7575 year = {2007}, 7576 pages = {179-182}, 7577 abstract = {Physical leisure activities such as table tennis provide healthy exercise and can offer a means to connect with others socially; however, players have to be in the same physical location to play. Networked computer games support players in geographically distant locations, but their communication channel is often limited to text or audio only. Furthermore, recent input devices that encourage exertion often do not support adequate force-feedback. We have developed a networked table tennis-like game that is played with a real paddle and ball, augmented with a large-scale videoconference. Similar to networked computer games, this concept can support more than two locations, while simultaneously aiming to provide similar benefits known from traditional physical leisure activity such as exercise, enjoyment and bringing people together to socialize. 7578 }, 7579 keywords = {Active, Exertion interface, Exhausting, Physical, Ping pong, social interaction, sports, Sweat, Table-tennis, Tangible, Team spirit, Videoconferencing}, 7580 url = {http://portal.acm.org/ft_gateway.cfm?id=1228234\&type=pdf}, 7581 author = {Mueller, F. and Gibbs, M. R.} 7582 } 7583 @conference {, 7584 title = {Building Virtual Spaces: Games as Gatekeepers for the IT Workforce}, 7585 booktitle = {International Federation for Information Processing (IFIP) Working Group 8.2/9.5}, 7586 year = {2007}, 7587 address = {Portland, Oregon}, 7588 abstract = {The percentage of young women choosing educational paths leading to science and technology-based employment has been dropping for several years [1, 2]. In our view, the core cause for this phenomenon is a lack of interest and social support on the part of the girls and their families and not a lack of ability. The specific aim of this paper is to evaluate the utility of building virtual environments in influencing girls{\textquoteright} interest in computer-related educational paths and careers. This is evaluated through an intervention, or action-research, in the form of a class named {\textquotedblleft}Gaming for Girls.{\textquotedblright} This class was offered to middle and high school girls three times over the years 2005-2006. We assert playing and developing computer games can lead to the acquisition of tangible IT skills and a higher sense of self-efficacy in terms of computer use. In particular, we discuss intervention methods that aim at changing socialization patterns by bringing girls into an all-girl classroom, reducing game violence by altering the forms of game action, and removing potentially negative character designs by allowing girls to design characters and game interaction themselves. We assert that within the information economy, playing video games is an advantage. 7589 }, 7590 author = {Tapia, Andrea and Magy Seif El-Nasr and Ibrahim Yucel and Joseph Zupko and Maldonado, E.} 7591 } 7592 @article {, 7593 title = {Business models and operational issues in the Chinese online game industry}, 7594 journal = {Telematics and Informatics}, 7595 volume = {24}, 7596 number = {2}, 7597 year = {2007}, 7598 pages = {130-144}, 7599 abstract = {The rapid growth of Internet usage has enabled many new online communities to develop. A particularly interesting phenomenon that has arisen through Internet communities is the virtual world (VW) style of online game. This paper identifies the challenges that developers of VWs will face in their efforts to find viable business models. This is a single case study of China as an exploratory project to determine the issues surrounding business models for virtual world developers and users. The paper discusses the feedback effects between broadband adoption and online games as well as issues such as culture, history, Waigua, private servers, virtual property trade, developer control, governance, and regulation. In spite of the profitability of major Chinese VW operators, close observation of the Chinese case suggests that even the most successful VW operators are still in the early stages of their business model development.}, 7600 keywords = {Business model, China, Online game, Virtual world}, 7601 author = {MacInnes, I. and Hu, L.} 7602 } 7603 @conference {, 7604 title = {Camera-projector-based interactive game development}, 7605 booktitle = {Proceedings of the Annual Southeast Conference}, 7606 volume = {2007}, 7607 year = {2007}, 7608 pages = {310-315}, 7609 abstract = {Undergraduate computing education is facing systematic changes. Topics and courses on gaming, robotics, and media computation have been developed in many computing related curricula. It turns out that these changes help transform and revitalize computing education. This paper reports a new special topic course developed and offered at Southern Polytechnic State University in the spring semester of 2006: IT 4903/6903 Entertainment Computing and Technology. We describe the course objective, learning outcomes, and how we offered it in our curriculum. Ideas of the rationale and expansion of this course is also presented. A camera-projector system requires a digital camera, a projector, and a computer. The projector and camera could be installed in various locations depending on the application. Our system used a rear-installed projector and camera, with players standing in between the projector-camera pair and the projected surface - a screen or a wall. We discuss in this paper a simple testing game engine using OpenCV and DirectX, with a few example games developed by the student teams.}, 7610 keywords = {Computer games, Computing and programming, Computing education, Entertainment computing}, 7611 author = {Wang, A. J. A.} 7612 } 7613 @article {, 7614 title = {Challenge Everything?: Construction Play in Will Wright{\textquoteright}s SIMCITY}, 7615 journal = {Games and Culture}, 7616 volume = {2}, 7617 number = {3}, 7618 year = {2007}, 7619 pages = {194-212}, 7620 abstract = {This article deals with the popular simulation game SIMCITY by Will Wright. The main question of this article is whether or not the popular notion of SIMCITY as an endless and borderless playground is more than a contaminating marketing strategy. To analyze this question about SIMCITY as a borderless playground, the article will draw historical parallels with construction toys from yesteryear and differentiate between internal and external levels of playing and intended and unintended practices of play. The article claims that unintended practices of play, player "anarchy" through appropriation of the game, are difficult in a game like SIMCITY, thus frustrating the claims and the idea of SIMCITY as a borderless playground.}, 7621 keywords = {Computer games, participation culture, player anarchy, SimCity, toys}, 7622 url = {http://gac.sagepub.com/cgi/content/abstract/2/3/194}, 7623 author = {Lauwaert, Maaike} 7624 } 7625 @article {, 7626 title = {Challenges in peer-to-peer gaming}, 7627 journal = {Computer Communication Review}, 7628 volume = {37}, 7629 number = {1}, 7630 year = {2007}, 7631 pages = {79-82}, 7632 abstract = {While multi-player online games are very successful, their fast deployment suffers from their server-based architecture. Indeed, servers both limit the scalability of the games and increase deployment costs. However, they make it easier to control the game (e.g. by preventing cheating and providing support for billing). Peer-to-peer, i.e. transfer of the game functions on each each player{\textquoteright}s machine, is an attractive communication model for online gaming. We investigate here the challenges of peer-to-peer gaming, hoping that this discussion will generate a broader interest in the research community.}, 7633 keywords = {design, overlay online-gaming, peer-to-peer, Performance, security}, 7634 isbn = {0146-4833}, 7635 author = {Neumann, C. and Prigent, N. and Varvello, M. and Suh, K.} 7636 } 7637 @article {, 7638 title = {Changes in sedentary behavior among adolescent girls: A 2.5-year prospective cohort study}, 7639 journal = {Journal of Adolescent Health}, 7640 volume = {40}, 7641 number = {2}, 7642 year = {2007}, 7643 pages = {158-165}, 7644 publisher = {ELSEVIER SCIENCE INC}, 7645 address = {NEW YORK}, 7646 abstract = {Purpose: To describe longitudinal changes in leisure-time sedentary behavior among girls, during early to mid-adolescence. Methods: A 2.5-year prospective cohort study, comprising 5 data collections, 6 months apart, between 2000 and 2002. Girls aged 12-15 years (n = 200) from 8 high schools located in Sydney, Australia, self-reported the usual time spent each week in a comprehensive range of sedentary behaviors. Results: Retention rate for the study was 82\%. Girls aged 12.8 years spent approximately 45\% of their discretionary time in sedentary behavior, which increased to 63\% at age 14.9 years. Watching TV, videos, and playing video games (small screen recreation; SSR) was the most popular sedentary pastime, accounting for 33\% of time spent in sedentariness, followed by homework and reading (25\%). Sedentary behavior increased 1.4 and 3.3 hours on week and weekend days, respectively. On weekdays, increased time was spent on hobbies (27 min/day) and on weekend days, increased time was spent sitting around talking with friends (60 min/day), computer use (37 min/day), and television viewing (34 min/day). Conclusions: Among girls, the transition between early and mid-adolescence was accompanied by a significant increase in leisure-time sedentary behavior. Interventions to reduce sedentariness among adolescent girls are best to focus on weekend behaviors. Studies seeking to examine the association between inactivity and the development of chronic health problems need to examine a diverse range of activities that comprehensively measure sedentariness. This information will provide a better understanding of inactivity patterns among adolescent girls. }, 7647 keywords = {Cardiovascular risk, children, Life-Styles, Obesity, Physical-Activity, School children, Television, Time, Video Game, Youth}, 7648 isbn = {1054-139X}, 7649 author = {Hardy, L. L. and Bass, S. L. and Booth, M. L.} 7650 } 7651 @article {, 7652 title = {Changes in the P300 amplitude under the influence of "aggressive" computer game in adolescents with different levels of initial aggression and conflicting behavior}, 7653 journal = {Zhurnal Vysshei Nervnoi Deyatelnosti Imeni I.P. Pavlova}, 7654 volume = {57}, 7655 number = {4}, 7656 year = {2007}, 7657 pages = {419-425}, 7658 abstract = {Dynamic changes in the amplitude of component P300 of the evoked potentials in different cortical areas were studied as an index of activity of cortical structures responsible for actualization of a computer game with aggressive content with regard for the level of initial aggression and conflict in behavior of adolescent subjects. Dynamic changes in anxiety and aggression evoked by playing an "aggressive" computer game were shown to be dependent on the initial level of aggression and conflict. An increase in P300 in the frontal and orbitofrontal areas of both hemispheres was observed in adolescents with initially high level of aggression and conflict. In adolescents with initially low aggression and conflict, P300 decreased bilaterally in the frontal areas and did not change significantly in the orbitofrontal areas. These findings testify to the bilateral frontal top-down control over negative emotions.}, 7659 keywords = {Adolescents, Aggression, Anxiety, Computer games, conflict, cortex, Event-related potentials, Frontal area, Orbitofrontal area, Teenagers}, 7660 author = {Grigoryan, V. G. and Stepanyan, L. S. and Stepanyan, A. Yu and Agababyan, A. R.} 7661 } 7662 @conference {, 7663 title = {On the characterization of peer-to-peer distributed virtual environments}, 7664 booktitle = {Proceedings - IEEE Virtual Reality}, 7665 year = {2007}, 7666 pages = {107-114}, 7667 abstract = {Large scale distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multi-player online games in the entertainment industry. Since architectures based on networked servers seem to be not scalable enough to support massively multi-player applications, peer-to-peer (P2P) architectures have been proposed as an efficient and truly scalable solution for this kind of systems. However, in order to design efficient DVEs based on peer-to-peer architectures these systems must be characterized, measuring the impact of different client behaviors on system performance. This paper presents the experimental characterization of peer-to-peer distributed virtual environments in regard to well-known performance metrics in distributed systems. Characterization results show that system saturation is inherently avoided due to the peerto-peer scheme, as it could be expected. Also, these results show that the saturation of a given client exclusively has an effect on the surrounding clients in the virtual world, having no noticeable effect at all on the rest of avatars. Finally, the characterization results show that the response time offered to client computers greatly depends on the number of new connections that these clients have to make when new neighbors appear in the virtual world. These results can be used as the basis for an efficient design of peer-to-peer DVE systems. 7668 }, 7669 keywords = {Distributed virtual environments, Multiplayer Online Games, peer-to-peer}, 7670 url = {http://web.cs.wpi.edu/~gogo/hive/papers/Rueda_VR2007.pdf}, 7671 author = {Rueda, S. and Morillo, P. and Ordunda, J. M. and Duato, J.} 7672 } 7673 @book {, 7674 title = {Cheating: Gaining Advantage in Videogames}, 7675 year = {2007}, 7676 pages = {232}, 7677 publisher = {MIT Press}, 7678 organization = {MIT Press}, 7679 abstract = {The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games and what happens when they can{\textquoteright}t always play the way they{\textquoteright}d like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals{\textquoteright} interaction with games, information about games, the game industry, and other players. 7680 7681 Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere. 7682 7683 Mia Consalvo is Associate Professor of Telecommunications at Ohio University. }, 7684 isbn = {0262033658}, 7685 url = {http://mitpress.mit.edu/catalog/item/default.asp?ttype=2\&tid=11153}, 7686 author = {Consalvo,Mia} 7687 } 7688 @book {, 7689 title = {Children, Gender, Video Games: Towards a Relational Approach to Multimedia}, 7690 year = {2007}, 7691 note = {The book explores a number of debates about young children and multimedia, with particular reference to video games. It places issues of gender centrally in relation to game play and develops a relational approach to game play using an account of affect. The book places games in a global context and argues that we should not think of the economic relations as somehow remote from what happens in the micro relations of playing. It moves towards a relational approach to subjectivity and explores central issues of violence and parental regulation.}, 7692 publisher = {Palgrave Macmillan}, 7693 organization = {Palgrave Macmillan}, 7694 address = {Basingstoke}, 7695 author = {Walkerdine, Valerie} 7696 } 7697 @article {, 7698 title = {Claiming ownership, but getting owned: Contractual limitations on asserting property interests in virtual goods}, 7699 journal = {UCLA Law Review}, 7700 volume = {54}, 7701 number = {3}, 7702 year = {2007}, 7703 pages = {751-787}, 7704 abstract = {Virtual worlds, and the subset known as massively multiplayer online games, have grown in popularity, to encompass tem of millions of participants and billions of dollars in revenues per year. Participants make sizable investments Of social I human, and economic capital in these virtual worlds, often with the questionable expectation that the items they have collected and creations they have developed are their property. This Comment builds on previous scholarship by looking past abstract theoretical possibilities of whether property can exist in a virtual world to perform a systematic analysis of how end user license agreements actually allocate the property rights of use, exclusion, and transfer among virtual-world providers and participants. While there are some small differences from agreement to agreement in the commensurability of virtual goods and in the ability of Participants to recognize profit from their virtual creations, the agreements consistently give providers the plenary ability to impose sanctions on participants and to change the terms of the agreements. This uncertainty severely curtails the ability of Participants to enjoy the fruits of their investments. This Comment proceeds from this analysis to explore assertions of a reasonable right of access, contract claims, consumer protection claims, and possible legislative action that might help participants to protect these investments and encourage continued growth on this innovative frontier.}, 7705 isbn = {0041-5650}, 7706 author = {Sheldon, D. P.} 7707 } 7708 @conference {, 7709 title = {Clarifications and extensions to tactical waypoint graph algorithms for video games}, 7710 booktitle = {Proceedings of the Annual Southeast Conference}, 7711 volume = {2007}, 7712 year = {2007}, 7713 pages = {316-320}, 7714 abstract = {This paper explores pathfinding in a video game environment using a waypoint graph, a common way of representing locations in the environment. I take algorithms created by Lars Liden on finding strategic positions for agents within a waypoint graph and extend these algorithms. I demonstrate how the extended algorithms are able to effectively calculate tactical ambush positions and pinch points for any number of agents. The extended algorithms are also able to work in an environment where the agent does not have complete knowledge of the waypoint graph.}, 7715 keywords = {Ambush points, Group tactics, Incomplete graph, Pathfinding, Pinch points, Video Game, Waypoint graph}, 7716 author = {White, D.} 7717 } 7718 @article {, 7719 title = {Client assignment problem in distributed virtual environments}, 7720 journal = {International Journal of Computers and Applications}, 7721 volume = {29}, 7722 number = {1}, 7723 year = {2007}, 7724 pages = {89-94}, 7725 abstract = {Distributed virtual environments (DVEs) are distributed systems that allow multiple geographically distributed clients to interact concurrently in a shared virtual world. DVEs, such as online games, military simulations, and collaborative design, etc., are very popular nowadays. To support scalable DVEs, a multi-server architecture is usually employed, and the virtual world is partitioned into several zones to distribute the load among servers. The client assignment problem arises when assigning the participating clients in the zones to servers. Current approaches usually assign clients to servers according to the locations of clients in the virtual world; i.e., clients interacting in a zone of the virtual world will be assigned to the same server. This approach may degrade the interactivity of DVEs if the network delay from a client to its assigned server is large. In this paper, we formulate the client assignment problem and propose two algorithms to assign clients to servers in a more efficient way. The proposed algorithms are based on the heuristics developed for the well-known terminal assignment problem. Simulation results with the BRITE Internet Topology Generator show that our algorithms are effective in enhancing the interactivity of DVEs.}, 7726 keywords = {Client assignment, Distributed virtual environments, Multi-server architecture}, 7727 author = {Ta, D. N. B. and Zhou, S.} 7728 } 7729 @conference {, 7730 title = {Cognitive Assessment Of Movement Based Computer Games}, 7731 booktitle = {Modsim 2007}, 7732 year = {2007}, 7733 address = {Virginia Beach, Va, USA}, 7734 abstract = {This paper examines the possibility that dance games such as Dance Dance Revolution or 7735 StepMania enhance the cognitive abilities that are critical to academic achievement. These games 7736 appear to place a high cognitive load on working memory requiring the player to convert a visual signal 7737 to a physical movement up to 7 times per second. Players see a pattern of directions displayed on the 7738 screen and they memorise these as a dance sequence. Other researchers have found that attention 7739 span and memory ability, both cognitive abilities required for academic achievement, are improved 7740 through the use of physical movement and exercise. This paper reviews these claims and documents 7741 tool development for on-going research by the author.}, 7742 keywords = {Cognitive Load, Dance Dance Revolution, working memory}, 7743 url = {http://pkearney.radical.ac.nz/page2/page2.html}, 7744 author = {Paul R. Kearney} 7745 } 7746 @conference {, 7747 title = {Cognitive emotion in speech interactive games}, 7748 booktitle = {IEEE Region 10 Annual International Conference, Proceedings/TENCON}, 7749 volume = {2007}, 7750 year = {2007}, 7751 abstract = {This paper falls into the category of Human Computer Interaction. Here the focus lies in injecting emotions into the non-player characters (NPC) in reaction to the emotion of the player in computer games. The idea of injecting emotion into games has been a popular topic for discussion in the Games industry today. The paper reviews the emotional side of games from both the game side and the human player side, considering speech style and content, facial expressions and gestures. The emotional content is encapsulated within an XML and an associated finite state automaton.}, 7752 keywords = {Cognition, Emotioneering?, Prosody, XML}, 7753 author = {Rudra, T. and Bossomaier, T.} 7754 } 7755 @article {, 7756 title = {Collaborate and share: An experimental study of the effects of task and reward interdependencies in online games}, 7757 journal = {Cyberpsychology and Behavior}, 7758 volume = {10}, 7759 number = {4}, 7760 year = {2007}, 7761 pages = {591-595}, 7762 abstract = {Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained. 7763 }, 7764 url = {http://hci.yonsei.ac.kr/paper/eng_journal/2007-CPB-Collaborate\%20and\%20Share.pdf}, 7765 author = {Choi, B. and Lee, I. and Choi, D. and Kim, J.} 7766 } 7767 @article {2532, 7768 title = {College students{\textquoteright} video game participation and perceptions: Gender differences and implications}, 7769 journal = {Sex Roles}, 7770 volume = {56}, 7771 number = {7-8}, 7772 year = {2007}, 7773 pages = {537-542}, 7774 abstract = {As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways. 7775 }, 7776 keywords = {academic and relational implications of gaming, Adolescents, Aggressive-Behavior, children, Computer, Electronic Media, gender and gaming, gender and video game content, Leisure Activities, Patterns, School Performance, Television, Violence}, 7777 isbn = {0360-0025}, 7778 author = {Ogletree, S. M. and Drake, R.} 7779 } 7780 @conference {, 7781 title = {Computer games as motivation for design patterns}, 7782 booktitle = {SIGCSE 2007: 38th SIGCSE Technical Symposium on Computer Science Education}, 7783 year = {2007}, 7784 pages = {233-237}, 7785 abstract = {We present a computer game case study that can be used to motivate the need for design patterns. Design patterns are often misunderstood, but good examples can motivate students to work at understanding patterns. Computer games are used in many books and online resources to teach programming concepts, but these examples are usually simplified or non-object-oriented. We present a simple game that exhibits functionality found in commercial games (animation, collision detection, etc.) and show how it can be used as a case study for design patterns. Specifically, we illustrate how the state, facade, observer, strategy, and visitor patterns can replace procedural approaches for implenting the logic and animation of game written in Java. 7786 }, 7787 keywords = {Design patterns, Games, Java, pedagogy}, 7788 author = {Gestwicki, P. V.} 7789 } 7790 @book {, 7791 title = {Computerspiele und Politik: Zur Konstruktion von Politik und Gesellschaft in Computerspielen}, 7792 year = {2007}, 7793 note = {Abstracts of the chapters are available on the workshop website http://www.spiele-politik.de/workshop.htm}, 7794 publisher = {LIT Verlag}, 7795 organization = {LIT Verlag}, 7796 address = {M{\"u}nster}, 7797 isbn = {978-3-8258-0332-2}, 7798 url = {http://www.lit-verlag.de/isbn/3-8258-0332-2}, 7799 author = {Tobias Bevc} 7800 } 7801 @article {, 7802 title = {Consumer behavior in online game communities: A motivational factor perspective}, 7803 journal = {Computers in Human Behavior}, 7804 volume = {23}, 7805 number = {3}, 7806 year = {2007}, 7807 pages = {1642-1659}, 7808 abstract = {The concept of online communities has been used to improve customers{\textquoteright} loyalty in recent years. While studies on transaction community such as online auction have received more attention in the literature, entertainment community such as online game has seldom been addressed. This study applies the theory of reasoned action (TRA) and modifies the technology acceptance model (TAM) to propose a research model. An empirical study involving 356 subjects was conducted to test this model. The results indicate that customer loyalty is influenced by perceived enjoyment, social norms and preference. Perceived cohesion has an indirect impact on loyalty. In addition, the finding{\textquoteright}s practical implication suggests that community managers must overcome the problems users encounter, including suffering from an unstable system, malicious players and grief players.}, 7809 keywords = {community, loyalty, online games, TAM, TRA}, 7810 isbn = {0747-5632}, 7811 author = {Hsu, C. L. and Lu, H. P.} 7812 } 7813 @article {, 7814 title = {Coordinating joint activity in avatar-mediated interaction}, 7815 journal = {Conference on Human Factors in Computing Systems - Proceedings}, 7816 year = {2007}, 7817 pages = {21-30}, 7818 abstract = {Massively multiplayer online games (MMOGs) currently represent the most widely used type of social 3D virtual worlds with millions of users worldwide. Although MMOGs take face-to-face conversation as their metaphor for user-to-user interaction, avatars currently give off much less information about what users are doing than real human bodies. Consequently, users routinely encounter slippages in coordination when engaging in joint courses of action. In this study, we analyze screen-capture video of user-to-user interaction in the game, City of Heroes, under two conditions: one with the game{\textquoteright}s standard awareness cues and the other with enhanced cues. We use conversation analysis to demonstrate interactional slippages caused by the absence of awareness cues, user practices that circumvent such limitations and ways in which enhanced cues can enable tighter coordination.}, 7819 keywords = {Avatar-mediated interaction, Conversation analysis, massive multiplayer online games}, 7820 url = {http://www2.parc.com/spl/members/bobmoore/bio/CHI2007-706-Moore-etal-FINAL.pdf}, 7821 author = {Moore, R. J. and Gathman, E. C. H. and Ducheneaut, N. and Nickell, E.} 7822 } 7823 @article {, 7824 title = {Creative uses of software errors - Glitches and cheats}, 7825 journal = {Social Science Computer Review}, 7826 volume = {25}, 7827 number = {1}, 7828 year = {2007}, 7829 pages = {61-77}, 7830 publisher = {SAGE PUBLICATIONS INC}, 7831 address = {THOUSAND OAKS}, 7832 abstract = {Video games constitute a major sector of computing with distinctive social implications. Analysis of video game programming errors, design limitations, and rule ambiguities suggests a range of positive functions that glitches and cheats may perform. Glitches are software errors, either programming bugs or design flaws. Cheats are tricks for mastering games by circumventing the official rules for play. This article is based on the study of 751 glitches in 155 popular video games plus examination of web sites that disseminate cheats. It compares the standard computer science response to errors, which is to eliminate them, with a common video gamer response, which is to exploit them. The theoretical analysis contrasts games (in which victory is achieving set goals by following given rules) with metagames (in which victory is having the power to define the nature and rules of the game). Several related theoretical concepts are used to describe the complex subculture of video game players, for whom glitches and cheats are socially significant.}, 7833 isbn = {0894-4393}, 7834 author = {Bainbridge, W. A. and Bainbridge, W. S.} 7835 } 7836 @book {, 7837 title = {Designing Your Second Life}, 7838 year = {2007}, 7839 pages = {216}, 7840 publisher = {New Riders}, 7841 organization = {New Riders}, 7842 abstract = {Whether your second, virtual life has just begun, or you\&$\#$39;ve been 7843 \"in-world\" for a long time, a successful and rewarding experience 7844 depends on your mastery of design. Everything from your avatar to your 7845 home, your clothes to your behavior says something about who you are 7846 and the way others see you. In this book Rebecca Tapley-\"Mera Luan\" in 7847 SL-shows you how to design everything from bodies to earrings, cars to 7848 castles, for improved appearance, function, and usability. Real-world 7849 topics such as urban planning, color theory, user experience, interior 7850 design, and landscaping are mapped to SL conditions. Learn how to spot 7851 the best skin and hair, clothing, architecture and construction, 7852 property for sale, and more. In addition, Rebecca\&$\#$39;s insights and 7853 observations on Second Life etiquette, manners, customs, and other 7854 subtle socio-cultural realities will help you make your way through 7855 this new and sometimes baffling world. Have a more rewarding second 7856 life by learning how to: *Create a realistic or fantastical avatar 7857 *Make gorgeous clothes and other luxury goods *Build impressive homes 7858 and planned communities *Develop whole islands *Establish a social 7859 community and career Life. 7860 }, 7861 isbn = {0321503015}, 7862 author = {Tapley, Rebecca} 7863 } 7864 @article {, 7865 title = {Determinants of adoption of mobile games under mobile broadband wireless access environment}, 7866 journal = {Information and Management}, 7867 volume = {44}, 7868 number = {3}, 7869 year = {2007}, 7870 pages = {276-286}, 7871 abstract = {Rapid advancements in technology and changes in cost have made the game industry a profitable area. Recently, Mobile Broadband Wireless Access technology-based (MBWA) games have been introduced into the marketplace. They are superior to current mobile games in terms of transmission speed and price and to older online games that have limited mobility. Since MBWA technologies, such as High Speed Downlink Packet Access (HSDPA), Wireless Broadband (WiBro), and Worldwide Interoperability for Microwave Access (WiMAX) have been developed, customers can enjoy games whenever and wherever they like. We decided to analyze the factors that influence potential users{\textquoteright} adoption of MBWA games using an extension of TAM. Most previous game-related studies lack a comprehensive approach to both technological and psychological aspects of game adoption and do not reflect a variety of consumer preferences. We therefore extended TAM to include an emotion variable and measured the moderating effects of gender, age, and prior experience on game adoption. Overall, the results revealed that the effect of perceived enjoyment was very important but that usefulness did not influence an individual{\textquoteright}s attitude. In addition, we also find that age can be key moderator of game acceptance.}, 7872 keywords = {flow experience, Mobile broadband wireless access (MBWA), Mobile game, Moderator effects, Perceived attractiveness, Perceived enjoyment, Perceived lower sacrifices, Technology acceptance model (TAM)}, 7873 author = {Ha, I. and Yoon, Y. and Choi, M.} 7874 } 7875 @article {, 7876 title = {Developing inclusive e-learning and e-entertainment to effectively accommodate learning difficulties}, 7877 journal = {Universal Access in the Information Society}, 7878 volume = {5}, 7879 number = {4}, 7880 year = {2007}, 7881 pages = {401-419}, 7882 abstract = {The real-life training of people with learning difficulties is a highly challenging and demanding process that can be effectively improved with the deployment of special-purpose software instruments. This paper discusses the development and evaluation of two inclusive training applications and two games for people with learning difficulties. Namely, the four developed systems are: (a) a cashier training applications; (b) a sewing training applications; (c) an accessible pong game; and (d) an accessible action game. The main objective of the work was to investigate the hypothesis that computer games, as pleasant, motivating and highly engaging interactive experiences, can have a significant role on improving the training of people with learning difficulties, such as attention deficit disorder or Asperger syndrome. The obtained results are very positive and encouraging, and have led to the identification of new research directions, blending training and playing, via novel training techniques and purpose-specific game genres. 7883 }, 7884 keywords = {e-Entertainment, e-learning, game development, Learning difficulties, Universal access}, 7885 author = {Savidis, Anthony and Grammenos, Dimitris and Stephanidis, Constantine} 7886 } 7887 @article {, 7888 title = {Developing strategic and reasoning abilities with computer games at primary school level}, 7889 journal = {Computers and Education}, 7890 volume = {49}, 7891 number = {4}, 7892 year = {2007}, 7893 pages = {1272-1286}, 7894 abstract = {The paper reports a small-scale, long-term pilot project designed to foster strategic and reasoning abilities in young primary school pupils by engaging them in a number of computer games, mainly those usually called mind games (brainteasers, puzzlers, etc.). In this paper, the objectives, work methodology, experimental setting, and tools used in the project are outlined, together with an analysis of some findings. In particular, we perform a brief analysis of some of the cognitive processes involved in playing with the computer games considered; we then discuss software features that, in our experience, help children tackle different cognitive tasks. The quantitative data collected during the pilot allow us, also, to take account of children\&$\#$39;s performance according to a number of different parameters, such as their level of achievement, the game\&$\#$39;s degree of difficulty and the type of data handled. Moreover, we reflect on the general impact of the project on children\&$\#$39;s reasoning abilities. The extent and duration of the study mean that, whilst the findings are not generalizable, they do offer insights into mechanisms underpinning basic strategic and reasoning skills as well as the educational potentialities offered by some of the existing computer games; they also point to some areas for further research. 7895 }, 7896 keywords = {Elementary education, interactive learning environments, Pedagogical issues}, 7897 author = {Bottino, R. M. and Ferlino, L. and Ott, M. and Tavella, M.} 7898 } 7899 @article {, 7900 title = {Digital Game Involvement: A Conceptual Model}, 7901 journal = {Games and Culture}, 7902 volume = {2}, 7903 number = {3}, 7904 year = {2007}, 7905 pages = {236-260}, 7906 abstract = {This article proposes a conceptual model for understanding game involvement and immersion on a variety of experiential dimensions corresponding to six broad categories of game features. The article ends with a proposal to replace the metaphor of immersion with one of incorporation. This reconceptualization seeks to replace the unidirectional plunge of player into game space implied by the term immersion with one of simultaneous assimilation of the digital environment and presence to others within it.}, 7907 keywords = {immersion, incorporation, Involvement, MMOGs, Video Games}, 7908 url = {http://gac.sagepub.com/cgi/content/abstract/2/3/236}, 7909 author = {Calleja, Gordon} 7910 } 7911 @article {2531, 7912 title = {Digital game playing and direct and indirect aggression in early adolescence: The roles of age, social intelligence, and parent-child communication}, 7913 journal = {Journal of Youth and Adolescence}, 7914 volume = {36}, 7915 number = {3}, 7916 year = {2007}, 7917 pages = {325-336}, 7918 abstract = {The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression, especially at age 10, but only among boys. The moderating role of social intelligence was substantiated among older boys: game violence was associated with indirect aggression among those with high level of social intelligence. Further, as hypothesized, digital game playing was associated with direct aggression especially when parent-child communication was poor, but only among boys. Our findings emphasize the importance of individual and situational factors as moderators of the link between game violence and aggression. 7919 }, 7920 keywords = {children and adolescents, digital game violence, direct and indirect aggression, gender-differences, media use, parent-child communication, physical aggression, Real-life, social intelligence, socioeconomic-status, Television, Violent Video Games}, 7921 isbn = {0047-2891}, 7922 author = {Wallenius, M. and Punamaki, R. L. and Rimpela, A.} 7923 } 7924 @article {, 7925 title = {Digital Islam}, 7926 year = {2007}, 7927 abstract = {Digital Islam is a research project that focuses on the Middle East, Islam, and digital media. It aims to analyze the various ways in which Islam and Muslim identities are articulated through information and communication technologies and the Internet. Its research materials include websites, digital videoclips, and videogames. The webpage digitalislam.eu provides free access to full texts and bibliographical database of research resources.}, 7928 keywords = {Arabs, Computer games, Internet, Islam, Middle East, Muslims, New media, videogames}, 7929 url = {http://www.digitalislam.eu/}, 7930 author = {Sisler, Vit} 7931 } 7932 @article {, 7933 title = {Digital Play and the Actualization of the Consumer Imagination}, 7934 journal = {Games and Culture}, 7935 volume = {2}, 7936 number = {2}, 7937 year = {2007}, 7938 pages = {114-133}, 7939 abstract = {In this article, the authors consider emerging consumer practices in digital virtual spaces. Building on constructions of consumer behavior as both a sense-making activity and a resource for the construction of daydreams, as well as anthropological readings of performance, the authors speculate that many performances during digital play are products of consumer fantasy. The authors develop an interpretation of the relationship between the real and the virtual that is better equipped to understand the movement between consumer daydreams and those practices actualized in the material and now also in digital virtual reality. The authors argue that digital virtual performances present opportunities for liminoid transformations through inversions, speculations, and playfulness acted out in aesthetic dramas. To illustrate, the authors consider specific examples of the theatrical productions available to consumers in digital spaces, highlighting the consumer imagination that feeds them, the performances they produce, and the potential for transformation in consumer-players.}, 7940 url = {http://gac.sagepub.com/cgi/content/abstract/2/2/114}, 7941 author = {Molesworth,Mike and Denegri-Knott, Janice} 7942 } 7943 @article {, 7944 title = {Digitized virtuosity: Video war games and post-9/11 cyber-deterrence}, 7945 journal = {Security Dialogue}, 7946 volume = {38}, 7947 number = {2}, 7948 year = {2007}, 7949 pages = {271-288}, 7950 abstract = {In post-9/11 America, digital war games have increasingly come to provide a space of cyber-deterrence where Americans are able to {\textquoteright}play through{\textquoteright} the anxieties that attend uncertain times and new configurations of power. This article seeks to examine the increasingly close relationship between the US military and the digital-game industry, along with the geographies of militarism that this has produced. Focusing on the contribution that digital war games make to a culture of perpetual war and in the manufacture of consent for US domestic and foreign policy, the Pentagon{\textquoteright}s mobilization and deployment of digital games as an attempt to create a modern version of the noble war fantasy is critically examined. With particular reference to America{\textquoteright}s Army, the official US Army game, the article seeks to examine the influence of digital war games in the militarization of popular culture and in shaping popular understandings of geopolitics.}, 7951 keywords = {Digital war games, Geopolitics, simulation}, 7952 author = {Marcus Power} 7953 } 7954 @article {, 7955 title = {Disco dance video game-based interventional study on childhood obesity}, 7956 journal = {Journal of Adolescent Health}, 7957 volume = {40}, 7958 number = {2}, 7959 year = {2007}, 7960 pages = {S32-S32}, 7961 publisher = {ELSEVIER SCIENCE INC}, 7962 address = {NEW YORK}, 7963 isbn = {1054-139X}, 7964 author = {White, M. and Lehmann, H. and Trent, M.} 7965 } 7966 @article {, 7967 title = {Distinguishing addiction and high engagement in the context of online game playing}, 7968 journal = {Computers in Human Behavior}, 7969 volume = {23}, 7970 number = {3}, 7971 year = {2007}, 7972 pages = {1531-1548}, 7973 publisher = {PERGAMON-ELSEVIER SCIENCE LTD}, 7974 address = {OXFORD}, 7975 abstract = {This study considered whether the distinction between core and peripheral criteria for behavioral addiction, previously drawn with respect to computing activities in general, applies in the specific area of Massively Multiplayer Online Game playing. Questionnaire items were administered over the Internet to 442 game players. Factor-analysis of the data supported the previous findings for computing in general. An addiction factor loaded on items tapping previously identified core criteria (conflict, withdrawal symptoms, relapse and reinstatement and behavioral salience) and a (non-pathological) engagement factor loaded on items tapping previously identified peripheral criteria (cognitive salience, tolerance and euphoria). Analysis of response frequencies supported the existence of a developmental process whereby peripheral criteria are met before core criteria. Players who might be considered addicted using a monothetic classification system involving only the core criteria were shown to spend a significantly greater amount of time playing per week than those endorsing only the peripheral criteria. It is concluded that the study supports the idea that it is inappropriate to use some of the previously used criteria for addiction when researching or diagnosing computer-related addictions. Implications of the present findings for Internet-mediated data collection methodologies are also discussed.}, 7976 keywords = {Diagnostic-Criteria, model, Problematic Internet Use, Scale, Validation}, 7977 isbn = {0747-5632}, 7978 author = {Charlton, J. P. and Danforth, I. D. W.} 7979 } 7980 @article {, 7981 title = {Does playing video games improve laparoscopic performance?}, 7982 journal = {Obstetrics and Gynecology}, 7983 volume = {109}, 7984 number = {4}, 7985 year = {2007}, 7986 pages = {18S-19S}, 7987 isbn = {0029-7844}, 7988 author = {Sadandanan, S. and Sosnowski, J. P. and Dryfhout, V. L.} 7989 } 7990 @article {, 7991 title = {Doing virtually nothing: Awareness and accountability in massively multiplayer online worlds}, 7992 journal = {Computer Supported Cooperative Work: CSCW: An International Journal}, 7993 volume = {16}, 7994 number = {3}, 7995 year = {2007}, 7996 pages = {265-305}, 7997 abstract = {To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Games (MMORPG). Game developers have made great strides in achieving game worlds that look and feel increasingly realistic. However, despite these achievements in the visual realism of virtual game worlds, they are much less sophisticated when it comes to modeling face-to-face interaction. In face-to-face, ordinary social activities are "accountable," that is, people use a variety of kinds of observational information about what others are doing in order to make sense of others{\textquoteright} actions and to tightly coordinate their own actions with others. Such information includes: (1) the real-time unfolding of turns-at-talk; (2) the observability of embodied activities; and (3) the direction of eye gaze for the purpose of gesturing. But despite the fact that today{\textquoteright}s games provide virtual bodies, or "avatars," for players to control, these avatars display much less information about players{\textquoteright} current state than real bodies do. In this paper, we discuss the impact of the lack of each type of information on players{\textquoteright} ability to tightly coordinate their activities and offer guidelines for improving coordination and, ultimately, the players{\textquoteright} social experience.}, 7998 keywords = {collaborative virtual environments, Conversation analysis, Ethnomethodology, game design, massive multiplayer online games, virtual worlds}, 7999 url = {http://www2.parc.com/spl/members/bobmoore/research/DoingVirtuallyNothing.pdf}, 8000 author = {Moore, R. J. and Ducheneaut, N. and Nickell, E.} 8001 } 8002 @article {, 8003 title = {Educating the next generation of mobile game developers}, 8004 journal = {IEEE Computer Graphics and Applications}, 8005 volume = {27}, 8006 number = {2}, 8007 year = {2007}, 8008 abstract = {Almost every major publisher and developer in the game industry is dedicating a major part of their effort on mobile games. Realizing that there is a huge foreseeable demand for mobile game developers, Motorola has formed a partnership with GamePipe Labs at the University of Southern California. The purpose of this partnership is to provide a platform to train the next generation of mobile game developers using design principles unique to mobile games. The authors describe the process, challenges, and results of this effort from both the technical and design aspects.}, 8009 keywords = {computer language, computer program, Computer User Training, Computers, game development, GamePipe Labs, Handheld, human computer interaction, microcomputer, Mobile Gaming, Motorola, Programming Languages, recreation, software, Software Design, Video Game}, 8010 author = {Zyda, M. and Thukral, D. and Jakatdar, S. and Engelsma, J. and Ferrans, J. and Hans, M. and Shi, L. and Kitson, F. and Vasudevan, V.} 8011 } 8012 @article {, 8013 title = {The effect of playing violent video games on adolescents: Should parents be quaking in their boots?}, 8014 journal = {Psychology, Crime and Law}, 8015 volume = {13}, 8016 number = {4}, 8017 year = {2007}, 8018 pages = {383-394}, 8019 abstract = {Debate regarding the psychological and behavioural effects of playing violent video games has recently led to claims that violent video games increase aggression effects in adolescents, and that this issue has now been settled. However, other researchers have found either no detrimental effects from game playing or even positive (cathartic) effects. In this research we demonstrate that these different conclusions are not mutually exclusive and can be explained by the method of assessment and analytic techniques utilised. We had adolescents play a violent video game (Quake II) and took measurements of anger both before, during and after game play. The results demonstrated that some people increase, some decrease and the majority show no change in anger ratings. Unlike past research, we also demonstrate that these changes are mediated by the player\&$\#$39;s feelings immediately prior to game play and a labile temperament - one predisposed to aggression - and that these variables predict people\&$\#$39;s reactions with an average 73\% concordance rate. 8020 }, 8021 keywords = {Adolescents, anger, Video Games, Violence}, 8022 author = {Unsworth,G and Devilly, G. J. and Ward,T} 8023 } 8024 @article {, 8025 title = {The effect of video game violence on physiological desensitization to real-life violence}, 8026 journal = {Journal of Experimental Social Psychology}, 8027 volume = {43}, 8028 number = {3}, 8029 year = {2007}, 8030 pages = {489-496}, 8031 abstract = {Past research shows that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. However, no research has experimentally examined violent video game effects on physiological desensitization, defined as showing less physiological arousal to violence in the real world after exposure to video game violence in the virtual world. This experiment attempts to fill this gap. Participants reported their media habits and then played one of eight violent or nonviolent video games for 20 min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. Participants who previously played a violent video game had lower HR and GSR while viewing filmed real violence, demonstrating a physiological desensitization to violence. Results are interpreted using an expanded version of the General Aggression Model. Links between desensitization, antisocial, and prosocial behavior are discussed.}, 8032 keywords = {Desensitization, Helping, Prosocial, Violent media, Violent Video Games}, 8033 author = {Carnagey,N L and Anderson,C A and Bushman,B J} 8034 } 8035 @conference {, 8036 title = {The effects of resolution on users playing first person shooter games}, 8037 booktitle = {Proceedings of SPIE - The International Society for Optical Engineering}, 8038 volume = {6504}, 8039 year = {2007}, 8040 abstract = {Computer games are often played on devices with varying display resolutions. While higher resolutions generally provide more immersive game play they can yield reduced frame rates and/or increased costs, making choosing the optimal resolution important. Despite this importance, to the best of our knowledge, there has been no extensive study of the effects of resolution on users playing computer games. This paper presents results from extensive user studies measuring the impact of resolution on users playing First Person Shooter games. The studies focus on the effects of resolution in conjunction with low and high contrast virtual environments, full screen and windowed modes and identification of long-range objects. Analysis indicates resolution has little impact on performance over the range of conditions tested and only matters when the objects being identified are far away or small and are reduced to too few pixels to be distinguishable. 8041 }, 8042 url = {http://www.cs.wpi.edu/~claypool/papers/rez/paper.pdf}, 8043 author = {Claypool, K. and Claypool, M.} 8044 } 8045 @article {, 8046 title = {The effects of technological advancement and violent content in video games on players{\textquoteright} feelings of presence, involvement, physiological arousal, and aggression}, 8047 journal = {Journal of Communication}, 8048 volume = {57}, 8049 number = {3}, 8050 year = {2007}, 8051 pages = {532-555}, 8052 abstract = {The possible impact of technological advancement on video games\&$\#$39; effects - particularly in the case of violent games - has often been discussed but has not been thoroughly explored by empirical research. The present investigation employed a 2 {\texttimes} 2 between-subjects factorial experiment to examine the interplay of technological advancement and violence by exposing participants (N = 120) to either a newer or older version of a violent or nonviolent game and measuring these factors\&$\#$39; effects on players\&$\#$39; sense of presence, involvement, physiological arousal (measured by skin conductance), self-reported arousal, and affective and cognitive aggression. The results indicate that technological advancement increased participants\&$\#$39; sense of presence, involvement, and physiological and self-reported arousal. Neither advancement nor violence had statistically significant effects on accessibility of players\&$\#$39; aggressive thoughts, but there is some tentative evidence that violent game content increased players\&$\#$39; state hostility. Theoretical and practical implications of findings are discussed, and recommendations are made for future research. 8053 }, 8054 author = {Ivory, J. D. and Kalyanaraman, S.} 8055 } 8056 @article {Yannakakis:2007f, 8057 title = {Emerging cooperation with minimal effort: Rewarding over mimicking}, 8058 journal = {IEEE Transactions on Evolutionary Computation}, 8059 volume = {11}, 8060 number = {3}, 8061 year = {2007}, 8062 pages = {382-396}, 8063 type = {article}, 8064 address = {M{\ae}rsk Mc-Kinney M{\o}ller Institute for Production Technology, University of Southern Denmark, DK-5230 Odense, Denmark}, 8065 abstract = {This paper compares supervised and unsupervised learning mechanisms for the emergence of cooperative multiagent spatial coordination using a top-down approach. By observing the global performance of a group of homogeneous agents-supported by a nonglobal knowledge of their environment-we attempt to extract information about the minimum size of the agent neurocontroller and the type of learning mechanism that collectively generate high-performing and robust behaviors with minimal computational effort. Consequently, a methodology for obtaining controllers of minimal size is introduced and a comparative study between supervised and unsupervised learning mechanisms for the generation of successful collective behaviors is presented. We have developed a prototype simulated world for our studies. This case study is primarily a computer games inspired world but its main features are also biologically plausible. The two specific tasks that the agents are tested in are the competing strategies of obstacle-avoidance and target-achievement. We demonstrate that cooperative behavior among agents, which is supported only by limited communication, appears to be necessary for the problem\&$\#$39;s efficient solution and that learning by rewarding the behavior of agent groups constitutes a more efficient and computationally preferred generic approach than supervised learning approaches in such complex multiagent worlds. 8066 }, 8067 keywords = {Artificial world, Genetic algorithms (GAs), machine learning, Multiagent, Spatial coordination}, 8068 author = {Yannakakis, G. N. and Levine,J and Hallam, J.} 8069 } 8070 @conference {, 8071 title = {Engaging Passion for Computing: Using Virtual Gaming Environments to Motivate Girls to Follow IT Career Paths}, 8072 booktitle = {Richard Tapia Celebration of Diversity in Computing Conference}, 8073 year = {2007}, 8074 author = {Tapia, Andrea and Magy Seif El-Nasr and Ibrahim Yucel and Joseph Zupko and Maldonado, E.} 8075 } 8076 @article {, 8077 title = {The enhanced quality function deployment for developing virtual items in massive multiplayer online role playing games}, 8078 journal = {Computers and Industrial Engineering}, 8079 volume = {53}, 8080 number = {4}, 8081 year = {2007}, 8082 pages = {628-641}, 8083 abstract = {Because of the huge potential profit, the development of virtual items in massive multiplayer online role playing games (MMORPGs) has lately begun receiving attention. As a successful means for developing new products, the quality function deployment (QFD) has been widely used in devising virtual items. In traditional QFD, information about the customers{\textquoteright} needs and their priorities can be gained through some marketing methods. However, these approaches heavily rely on the subjective results and cannot identify the demands of each customer because of bewildering amount of information. Thus, we adopt the genetic chaotic neural network (GCNN) technique to identify each customer{\textquoteright}s needs and their priorities and propose the enhanced qualify function deployment (EQFD). However, in most of the existing literature, the equations to describe chaos dynamics are fixed and rigid corresponding to different nonlinear dynamic systems. In fact, for many chaotic systems in applications, it is often difficult to obtain accurate and faithful mathematical models, regarding their physically complex structures and hidden parameters. Therefore, GCNN is proposed in this paper, where GA is embedded into the chaotic neural network to generate and refine the equations of chaotic systems. By experimenting our methods with several benchmark methods, the proposed GCNN is found to demonstrate a clear advantage over other identifying methods, and EQFD is proven to be a feasible technique for developing the virtual items in MMORPGs.}, 8084 keywords = {Chaotic neural network, Genetic algorithm, MMORPG, QFD, Virtual item}, 8085 author = {Li, S. G. and Kuo, X.} 8086 } 8087 @article {, 8088 title = {Enhancing self-management in children with sickle cell disease through playing a CD-ROM educational game: a pilot study}, 8089 journal = {Pediatric nursing}, 8090 volume = {33}, 8091 number = {1}, 8092 year = {2007}, 8093 abstract = {PURPOSE: To determine whether playing a simple CD-ROM educational game (developed specifically for children with sickle cell disease), improved children{\textquoteright}s knowledge and confidence in selected symptom management and practice. METHOD: Twenty-two eligible children completed a pretest to determine knowledge and confidence levels, played the Sickle Cell Slime-O-Rama Game, then completed an identical posttest. FINDINGS: Significant increases in knowledge (t = 2.828, p =.010) and confidence (t = 3.759, p =.001) levels between pre- and posttests were identified. CONCLUSIONS: It is promising that a simple, interacting CD-ROM game allowed children with sickle cell disease to quickly acquire knowledge about the disease and symptom management, and increased their confidence to apply this new knowledge. Results suggest the high utility of this tailored game to foster active self-management behaviors in this population.}, 8094 keywords = {Anemia, CD-ROM, compact disk, Computer-Assisted Instruction, patient education, recreation, self care, Sickle Cell, sickle cell anemia, teaching, Video Games}, 8095 author = {Yoon, S. L. and Godwin, A.} 8096 } 8097 @article {, 8098 title = {Evaluation of a computer-based game about the glycemic index among college-aged students}, 8099 journal = {Topics in Clinical Nutrition}, 8100 volume = {22}, 8101 number = {3}, 8102 year = {2007}, 8103 pages = {299-306}, 8104 abstract = {Computer games may be an effective tool for teaching health-related knowledge and skills. This study evaluates the effect of a novel computer game about the glycemic index (GI) on knowledge, self-efficacy, and behavioral intention for adopting a lower GI diet. A pretest-posttest, nonequivalent control group design was employed. Students aged 18-30 years (n = 65) either completed the GI computer game or reviewed US Department of Agriculture\&$\#$39;s MyPyramid Web site regarding healthy eating guidelines. Participants completed a GI knowledge test, a self-efficacy instrument, and a questionnaire that assessed intentions to choose lower GI food choices. The computer game group showed greater gains than the control group in knowledge (P \< .001) and self-efficacy scores (P \< .01). Scores regarding behavioral intention also were significantly higher (P \< .001) for the game group. A game-based approach may be effective in facilitating the adoption of lower GI food choices. 8105 }, 8106 keywords = {Behavioral intention, computer game, knowledge, Self-efficacy}, 8107 author = {Miller, C. K. and Lindberg, D. V.} 8108 } 8109 @conference {, 8110 title = {An evolutionary online adaptation method for modern computer games based on imitation}, 8111 booktitle = {Proceedings of GECCO 2007: Genetic and Evolutionary Computation Conference}, 8112 year = {2007}, 8113 pages = {344-345}, 8114 keywords = {Computer games, Distributed learning, Evolutionary computation, Imitation, Memetics}, 8115 author = {Priesterjahn, S. and Weimer, A.} 8116 } 8117 @conference {, 8118 title = {Evolving controllers for simulated car racing using object oriented genetic programming}, 8119 booktitle = {Proceedings of GECCO 2007: Genetic and Evolutionary Computation Conference}, 8120 year = {2007}, 8121 pages = {1543-1550}, 8122 abstract = {Several different controller representations are compared on anon-trivial problem in simulated car racing, with respect tolearning speed and final fitness. The controller representations arebased either on Neural Networks or Genetic Programming, and alsodiffer in regards to whether they allow for stateful controllers orjust reactive ones. Evolved GP trees are analysed, and attempts aremade at explaining the performance differences observed. 8123 }, 8124 keywords = {Evolutionary computer games, evolutionary robotics, Genetic programming, Homologous uniform crossover, neural networks, Object-oriented, Subtree macro-mutation}, 8125 url = {http://julian.togelius.com/Agapitos2007Evolving.pdf}, 8126 author = {Agapitos, A. and Togelius, J. and Lucas, S. M.} 8127 } 8128 @book {3070, 8129 title = {Exodus to the Virtual World: How Online Fun Is Changing Reality}, 8130 year = {2007}, 8131 pages = {256}, 8132 publisher = {Palgrave MacMillan}, 8133 organization = {Palgrave MacMillan}, 8134 address = {New York, NY}, 8135 isbn = {1403984123}, 8136 issn = {0230607853}, 8137 author = {Castronova, Edward} 8138 } 8139 @article {Olson:2007ys, 8140 title = {Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls}, 8141 journal = {Journal of Adolescent Health}, 8142 volume = {41}, 8143 number = {1}, 8144 year = {2007}, 8145 pages = {77-83}, 8146 type = {article}, 8147 address = {Harvard Medical School Center for Mental Health, Media in the Massachusetts General Hospital Department of Psychiatry, Boston, MA, United States}, 8148 abstract = {Purpose: To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games. Methods: Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey. Results: Of 1254 participants (53\% female, 47\% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8\%) played at least one violent (mature-rated) game regularly (67.9\% of boys and 29.2\% of girls). One third of boys and 10.7\% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated (p \< .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one\&$\#$39;s bedroom, and using games to manage anger. Conclusions: Most young adolescent boys and many girls routinely play M-rated games. Implications for identifying atypical and potentially harmful patterns of electronic game use are discussed, as well as the need for greater media literacy among parents. 8149 }, 8150 keywords = {adolescent, Media Violence, Survey, Video Games}, 8151 author = {Olson, C. K. and Kutner, L. A. and Warner, D. E. and Almerigi, J. B. and Baer, L. and Nicholi II, A. M. and Beresin, E. V.} 8152 } 8153 @inbook {3205, 8154 title = {Film Music vs. Video-Game Music: The Case of Silent Hill}, 8155 booktitle = {Music, Sound and Multimedia}, 8156 year = {2007}, 8157 pages = {68 - 84}, 8158 publisher = {Edinburgh University Press}, 8159 organization = {Edinburgh University Press}, 8160 address = {Edinburgh}, 8161 keywords = {music, silent hill}, 8162 issn = {9780748625338}, 8163 author = {Whalen, Zach}, 8164 editor = {Jamie Sexton} 8165 } 8166 @mastersthesis {, 8167 title = {Foreign Language Learning with New Media and Video Games}, 8168 year = {2007}, 8169 school = {Massachusetts Institute of Technology}, 8170 type = {Masters Thesis}, 8171 abstract = {In recent years, a sharp increase in the number of academic studies 8172 around the use of video games and new media for educational purposes 8173 has greatly expanded our understanding of their potential for enhancing 8174 learning. At the same time, the field of foreign language pedagogy has 8175 been racing to keep pace with the numerous opportunities afforded by 8176 the internet and interactive media forms. Surprisingly, however, there 8177 has been little cross-over between the two bodies of academic 8178 literature. This site seeks to present many of the latest theories in 8179 game studies and new media literacies alongside theories of language 8180 learning. Numerous examples are presented of how video games and web 8181 applications such as <em>The Sims 2</em>, <em>Grim Fandango</em>, Google Earth, Social Networking, DVD functionality and others could shift the way we approach language learning. 8182 }, 8183 keywords = {Computer games, culture, education, foreign, foreign lanuage learning, Games, Language, language learning, learning, narrative, New media, PLAY, SCHOOL, social networking, teaching, Video Games}, 8184 url = {http://www.lingualgamers.com/thesis/}, 8185 author = {Purushotma, Ravi} 8186 } 8187 @article {, 8188 title = {On frame rate and player performance in first person shooter games}, 8189 journal = {Multimedia Systems}, 8190 volume = {13}, 8191 number = {1}, 8192 year = {2007}, 8193 pages = {3-17}, 8194 abstract = {The rate at which frames are rendered in a computer game directly impacts player performance, influencing both the game playability and enjoyability. However, despite the importance of frame rate and the wide-spread popularity of computer games, to the best of our knowledge, there is little quantitative understanding of the effects of frame rate on player performance in computer games. This paper provides a unique classification of actions in First Person Shooter (FPS) games based on interaction requirements that allow qualitative assessment of the impact of frame rates on player performance. This qualitative assessment is supported by quantitative analysis from two large user studies that measure the effects of frame rate on the fundamental player actions in a FPS game. Nearly 100 users participated in the two user study experiments, providing performance and perception data over a range of frame rates commonly studied for video streaming and inclusive of frame rates found in many computer game platforms. In general, the analysis shows that actions that require precise, rapid response, such as shooting, are greatly impacted by degradations in frame rates, while actions with lower precision and response requirements, such as moving, are more tolerant of low frame rates. These insights into the effects of frame rates on player performance can guide players in their choice for game settings and new hardware purchases, and inform system designers in their development of new hardware. 8195 }, 8196 url = {http://web.cs.wpi.edu/~claypool/papers/fr/fulltext.pdf}, 8197 author = {Claypool, K. T. and Claypool, M.} 8198 } 8199 @article {, 8200 title = {Frustrating desire: On repens and repositio, or the attractions and distractions of digital games}, 8201 journal = {Theory Culture \& Society}, 8202 volume = {24}, 8203 number = {1}, 8204 year = {2007}, 8205 pages = {89-108}, 8206 publisher = {SAGE PUBLICATIONS LTD}, 8207 address = {LONDON}, 8208 abstract = {In the emerging academic field of game studies, Roger Caillois{\textquoteright} Les Jeux et les hommes has already received the status of an obligatory reference. It is honoured as one of the few classic texts in game theory, but some also argue that it is not useful for analysing digital games. Gaillois{\textquoteright} book is of particular interest for cultural theorists, though, because it presents a theory of games and play while also addressing the meaning of play. After analysing more closely why Caillois{\textquoteright} theory falls short when it is applied to digital games, we suggest a slight modification of its categories. Starting from the four game dimensions outlined by Caillois competition, chance, simulation and vertigo - and his two modes of playing, paidia and ludus, we build on his theory by distinguishing two additional game characteristics, called repens and repositio. Both deal with the internal, temporal organization of a game. Repens is a specific characteristic of games that appeals to the player{\textquoteright}s desire to discover, explore and get to know the surprises a game has in store and to make progress by learning from these surprises. Repositio denotes complementary experiences: having to retry, return, replay and repeat a certain action while getting better at it with every try. The balance, or unbalance, between repens and repositio, as characteristic elements of many digital games, determines to a large extent their attraction. Finally, repens and repositio are not only indicators of fun in the playing of digital games; they also hint at basic elements in learning theories and social theory. The study of the interplay between repens and repositio can help in clarifying the possibilities and limitations of digital games for learning purposes.}, 8209 keywords = {Caillois, commercial culture, cultural theory, new media technology, Video Games}, 8210 isbn = {0263-2764}, 8211 author = {Lauwaert, M. and Wachelder, J. and van de Walle, J.} 8212 } 8213 @article {, 8214 title = {A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies}, 8215 journal = {International Journal of Human Computer Studies}, 8216 volume = {65}, 8217 number = {4}, 8218 year = {2007}, 8219 pages = {329-347}, 8220 abstract = {The popularity of computer games has exploded in recent years, yet methods of evaluating user emotional state during play experiences lag far behind. There are few methods of assessing emotional state, and even fewer methods of quantifying emotion during play. This paper presents a novel method for continuously modeling emotion using physiological data. A fuzzy logic model transformed four physiological signals into arousal and valence. A second fuzzy logic model transformed arousal and valence into five emotional states relevant to computer game play: boredom, challenge, excitement, frustration, and fun. Modeled emotions compared favorably with a manual approach, and the means were also evaluated with subjective self-reports, exhibiting the same trends as reported emotions for fun, boredom, and excitement. This approach provides a method for quantifying emotional states continuously during a play experience.}, 8221 keywords = {Affective computing, Electromyography, emotion, Fun, Galvanic skin response, Games, heart rate, physiology}, 8222 author = {Mandryk, R. L. and Atkins, M. S.} 8223 } 8224 @article {, 8225 title = {Game Classification and Game Design: Construction Through Critical Analysis}, 8226 journal = {Games and Culture}, 8227 volume = {2}, 8228 number = {1}, 8229 year = {2007}, 8230 pages = {3-22}, 8231 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.}, 8232 url = {http://gac.sagepub.com/cgi/content/abstract/2/1/3}, 8233 author = {Elverdam,Christian and Aarseth,Espen} 8234 } 8235 @article {Dickey:2007yq, 8236 title = {Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation}, 8237 journal = {Educational Technology Research and Development}, 8238 volume = {55}, 8239 number = {3}, 8240 year = {2007}, 8241 pages = {253-273}, 8242 type = {article}, 8243 address = {Instructional Design and Technology, Miami University, Oxford, OH, United States}, 8244 abstract = {During the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and re-purposed for the design of educational materials. The purpose of this paper is to present an analysis of how the structure in massively multiple online role-playing games (MMORPGs) might inform the design of interactive learning and game-based learning environments by looking at the elements which support intrinsic motivation. Specifically, this analysis presents (a) an overview of the two primary elements in MMORPGs game design: character design and narrative environment, (b) a discussion of intrinsic motivation in character role-playing, (c) a discussion of intrinsic motivational supports and cognitive support of the narrative structure of small quests, and (d) a discussion of how the narrative structure of MMORPGs might foster learning in various types of knowledge. 8245 }, 8246 keywords = {Computer games, intrinsic motivation, learning environments, narrative}, 8247 author = {Dickey, M D} 8248 } 8249 @article {, 8250 title = {Game object model version II: A theoretical framework for educational game development}, 8251 journal = {Educational Technology Research and Development}, 8252 volume = {55}, 8253 number = {1}, 8254 year = {2007}, 8255 pages = {51-77}, 8256 publisher = {SPRINGER}, 8257 address = {NEW YORK}, 8258 abstract = {Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include complex challenges; support authentic learning activities that are designed as narrative social spaces where learners are transformed through exploration of multiple representation, and reflection; be gender-inclusive, include non-confrontational outcomes, and provide appropriate role models; develop democracy, and social capital through dialogue that is supported by means of computer mediated-communication tools; and include challenges, puzzles or quests, which form the core of the learning process, where access to explicit knowledge. conversations, and reflection results in the construction of tacit knowledge. It is argued that the GOM version 11 can be used not only to support the development of educational computer games but to provide a mechanism to evaluate the use of computer games in the classroom.}, 8259 keywords = {Adventure, Aggression, Cognition, Computer games, Gender, learning environments, Simulations}, 8260 isbn = {1042-1629}, 8261 author = {Amory,A} 8262 } 8263 @mastersthesis {, 8264 title = {Gameplay and the Aesthetics of Intimacy}, 8265 year = {2007}, 8266 pages = {380}, 8267 school = {Griffith University}, 8268 type = {PhD thesis}, 8269 address = {Brisbane}, 8270 abstract = {This thesis examines early videogames in relation to a number of current and emerging topics in videogame aesthetics. 8271 8272 The introduction outlines the approach to videogame history the thesis follows. It offers a periodisation of early games as those played during the period when arcades were the focus of videogame production and consumption. It puts the study in the context of Jenkins{\textquoteright} call for a {\textquoteleft}popular aesthetics{\textquoteright}. 8273 8274 The first chapter gives the theoretical underpinnings of the thesis{\textquoteright}s critical approach to videogames. The thesis compares games to other media as a result of criticisms of medium specificity in philosophical aesthetics and considerations of media convergence. It offers Manovich{\textquoteright}s concepts of information design and information behaviour as the basis of a comparative approach. The thesis generalises from particular experiences of play, and it draws on prior critical practice in justifying this approach. The thesis analyses audiovisual aspects of videogame play, and it synthesises a model of gamic mise-en-scene for this purpose. 8275 8276 The second chapter looks at the parallel origins of media art and early videogames in the context of videogame archaeology. It locates the emergence of artworks by Nam June Paik and the earliest videogames in relation to changing discourses and definitions of artistic practice and the technological utopianism of 1960s culture. It considers the quick adoption of home game technologies and the early success of arcade play which arise from prominent approaches to media history. 8277 8278 The third chapter approaches narrative and fiction in videogames. It tracks the history of narrative and fiction as concepts in videogame studies, pays extended attention to Juul{\textquoteright}s concept of fictional worlds, and develops this in the light of Jenkins{\textquoteright} and Manovich{\textquoteright}s {\textquoteleft}architectural{\textquoteright} approaches to videogames. It shows, through close textual analyses of two early games, that rather than being epiphenomena of rule structures, players{\textquoteright} imperatives are embedded and revealed as aspects of fictional worlds constructed through audiovisual design. 8279 8280 The fourth chapter stages an encounter between the space shooter and emerging conversations around genre in videogame studies. It shows that genre is a multidimensional phenomenon, and that videogames genres can be understood in relation to a broader cultural context. Specifically arguing that the space shooter is a brand of science fiction, it shows that these games refract the genre in a new way, and can be seen as a reflection on the emergence of videogames as an {\textquoteleft}uncanny{\textquoteright} technology of real-time interaction. 8281 }, 8282 author = {Jason Wilson} 8283 } 8284 @article {, 8285 title = {Gameplay, interactive drama and training: Authoring edutainment stories for online players (AESOP)}, 8286 journal = {Presence-Teleoperators and Virtual Environments}, 8287 volume = {16}, 8288 number = {1}, 8289 year = {2007}, 8290 pages = {65-83}, 8291 publisher = {M I T PRESS}, 8292 address = {CAMBRIDGE}, 8293 abstract = {This paper describes initial efforts at providing some of the technological advances of the videogame genres in a coherent, accessible format to teams of educators, By providing these capabilities inside an interactive drama generator, we believe that the full potential of educational games may eventually be realized. Sections I and 2 postulate three goals for reaching that objective: a toolset for interactive drama authoring, ways to insulate authors from game engines, and reusable digital casts to facilitate composability. Sections 3 and 4 present progress on those tools and an in-depth case study that made use of the resulting toolset to create a large interactive drama. We close with lessons learned to date and a look at the remaining challenges: the unpleasant reality that state-of-the-art tools are not yet able to boost the productivity of edutainment authors.}, 8294 isbn = {1054-7460}, 8295 author = {Silverman, B. G. and Johns, M. and Weaver, R. and Mosley, J.} 8296 } 8297 @book {2617, 8298 title = {Gamer Theory}, 8299 year = {2007}, 8300 publisher = {Harvard University Press}, 8301 organization = {Harvard University Press}, 8302 abstract = {Ever get the feeling that life{\textquoteright}s a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field - where we get ahead on our strengths or not at all. "Gamer Theory" uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, "Gamer Theory" seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one{\textquoteright}s score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.}, 8303 isbn = {0674025199}, 8304 url = {http://www.futureofthebook.org/mckenziewark/gamertheory2.0/}, 8305 author = {Wark,McKenzie} 8306 } 8307 @article {, 8308 title = {Gaming Nation? Piloting the International Study of Games Cultures in Finland}, 8309 year = {2007}, 8310 abstract = {This is a study looking into how digital games are played in Finland. The present report is based on a survey of 805 Finnish respondents, 15-75 years of age, and it serves to provide a first quantitative overview of how different forms of play (traditional as well as digital ones) are organised in contemporary Finnish society on a more general level. This work is based on various qualitative studies of games and players, and it will also be followed by qualitative and in-depth studies of various player groups. The need for such research is related on societal and media changes: digital media, particularly the Internet and games are often claimed to be among the key arenas of information society. At the same time, in popular discussion and in media, digital games and game players are often depicted in simplistic terms, and most often they remain just framed within the debates of harmful media effects and game violence. 8311 8312 }, 8313 isbn = {978-951-44-7141-4}, 8314 url = {http://tampub.uta.fi/index.php?tiedot=202}, 8315 author = {Kallio, Kirsi Pauliina and Kaipainen, Kirsikka and M{\"a}yr{\"a}, Frans} 8316 } 8317 @article {, 8318 title = {Geek Chic: Machine Aesthetics, Digital Gaming, and the Cultural Politics of the Case Mod}, 8319 journal = {Games and Culture}, 8320 volume = {2}, 8321 number = {3}, 8322 year = {2007}, 8323 pages = {175-193}, 8324 abstract = {This article explores the relationship between computer gamers and their machines in an effort to characterize cultural attitudes toward the materiality of information technology. Whereas dominant culture desires a world in which information technology performs seamlessly within the fabric of everyday life, case-modding gamers prefer to foreground both their computer machinery and their virtuosity in its manipulation. Instead of desiring the disappearance of machines into the background of a world that those machines produce, case modders revel in, and indeed identify with, the material guts of their computer systems. This machine aesthetic is explored further in the context of the LAN party, where the case modders{\textquoteright} machines become as much of a spectacle as the games on the screen.}, 8325 keywords = {aesthetics, case modding, hardware, LAN party, materiality}, 8326 url = {http://gac.sagepub.com/cgi/content/abstract/2/3/175}, 8327 author = {Simon,Bart} 8328 } 8329 @article {, 8330 title = {Gender differences in Taiwan high school students{\textquoteright} computer game playing}, 8331 journal = {Computers in Human Behavior}, 8332 volume = {23}, 8333 number = {1}, 8334 year = {2007}, 8335 pages = {812-824}, 8336 abstract = {The purpose of this study is to explore gender differences among adolescents who play computer games: key areas of study include hours played, motivation, enjoyment experienced, and the impacts on the students{\textquoteright} lives. The data were obtained from 535 Taiwan high school students. Results indicated that males spent more time playing computer games than did females and also enjoyed it more. Results also indicated that male students are more strongly motivated to play computer games. Gender differences exist in both the frequency and the types of games the subjects played. It is interesting to note that even with significant gender differences, both genders overwhelmingly concluded that playing computer games has helped the quality of their friendships. Finally, results also showed a slight gender difference regarding the predictors of Taiwan high school students{\textquoteright} game playing enjoyments. }, 8337 keywords = {adolescence, Players}, 8338 isbn = {0747-5632}, 8339 author = {Chou, C and Tsai, M J} 8340 } 8341 @article {, 8342 title = {Gender differences in video game characters{\textquoteright} roles, appearances, and attire as portrayed in video game magazines}, 8343 journal = {Sex Roles}, 8344 volume = {57}, 8345 number = {9-10}, 8346 year = {2007}, 8347 pages = {733-742}, 8348 abstract = {Video game characters have the potential to shape players{\textquoteright} perceptions of gender roles. Through social comparison processes, players learn societal expectations of appearances, behaviors and roles. Forty-nine articles were coded from current U.S. gaming magazines, resulting in 115 coded characters. This content analysis of video game magazine articles investigated how characters are portrayed, focusing on gender differences. Males were more likely to be heroes and main characters, use more weapons, have more abilities, and were more muscular and powerful. Females were more often supplemental characters, more attractive, sexy, and innocent, and also wore more revealing clothing. Understanding these video game messages is an important first step in understanding the effects games and magazines may have on behavior and attitudes.}, 8349 keywords = {Gender, Gender Differences, Media, Media effects, Video Games}, 8350 author = {Miller, M. K. and Summers, A.} 8351 } 8352 @article {, 8353 title = {Gendered Identities at Play: Case Studies of Two Women Playing Morrowind}, 8354 journal = {Games and Culture}, 8355 volume = {2}, 8356 number = {1}, 8357 year = {2007}, 8358 pages = {23-48}, 8359 abstract = {This article explores issues of gender and video gaming, typically perceived as a masculine practice, through case studies of two adult women gamers. Drawing on a conception of identities in practice, the analyses show that dominant assumptions about women{\textquoteright}s preferences and orientations toward video gaming do not reflect the diverse ways that women might make meaning of, respond to, and take pleasure in such games. To better understand women{\textquoteright}s and men{\textquoteright}s orientations toward gaming, the article argues for the need to take into account the complexity of people{\textquoteright}s identities, not just gender alone but its interplay with and enactment in combination with personal histories and cultural factors that play out differently in individuals{\textquoteright} lives. This understanding, in turn, leads to insights into how video games may serve as spaces for the enactment of new forms of gendered identities.}, 8360 url = {http://gac.sagepub.com/cgi/content/abstract/2/1/23}, 8361 author = {Hayes,Elisabeth} 8362 } 8363 @book {2823, 8364 title = {Get Rich Playing Games}, 8365 year = {2007}, 8366 note = {See also <a href="http://www.lulu.com/content/1091727" target="_blank">http://www.lulu.com/content/1091727</a> 8367 }, 8368 publisher = {P3: Power Play Publishing}, 8369 organization = {P3: Power Play Publishing}, 8370 abstract = {GET PAID TO PLAY! 30 years in the making, the first book to offer everything you need to go from rags to riches in the fabulous videogame industry is here {\textendash} are you ready to nail the ultimate high score? A must-have for anyone seeking a career in game art, design, audio, programming, marketing, journalism and sales! Learn how to break into the business and hit the jackpot from industry legends including Shigeru Miyamoto, Sid Meier, Trip Hawkins, Will Wright and more! Foreword by Atari founder Nolan Bushnell. 8371 8372 {\textquotedblleft}Finally, a book that shows you how to make all your dreams come true {\textendash} and make serious money doing it!{\textquotedblright} -Brian Fargo, Founder, Interplay/InXile Ent. 8373 }, 8374 issn = {1430320281}, 8375 url = {http://www.getrichgaming.com/}, 8376 author = {Scott Steinberg} 8377 } 8378 @article {, 8379 title = {Getting it Wrong: Slaying Myths about Video Games}, 8380 year = {2007}, 8381 note = {<p> 8382 From September 2007 of Technology and Learning Magazine 8383 </p> 8384 <p> 8385 Vol 28, No 2. 8386 </p> 8387 }, 8388 abstract = {Many perceived barriers to intergrating games into learning are ill-founded. 8389 }, 8390 keywords = {education, Video Games}, 8391 url = {http://www.techlearning.com/story/showArticle.php?articleID=196604665}, 8392 author = {Wilson, L.} 8393 } 8394 @article {, 8395 title = {Globalization, promotional culture and the production/consumption of online games: Engaging Adidas{\textquoteright}s {\textquoteright}Beat Rugby{\textquoteright} Campaign}, 8396 journal = {New Media and Society}, 8397 volume = {9}, 8398 number = {3}, 8399 year = {2007}, 8400 pages = {475-496}, 8401 abstract = {Issues pertaining to the production and consumption of corporate websites and online games remain relatively unexplored. This study examines the cultural production of a free, downloadable rugby game and parallel website for Adidas{\textquoteright}s sponsorship of the New Zealand All Blacks entitled {\textquoteright}Beat Rugby{\textquoteright}. Produced by Saatchi Saatchi Wellington to articulate the Adidas brand as globally cool, the promotional apparatus targeted a specific niche of Adidas{\textquoteright}s company-wide target market known as the {\textquoteright}jeeks{\textquoteright}: male, sports-loving and computer literate 1220-year-olds. More than 43,000 participants downloaded and played in the three-month tournament with the winners, the virtual 15 All Blacks, flown to New Zealand to meet their {\textquoteright}real{\textquoteright} counterparts. The game and electronic community facilitated a range of consumption and communication experiences for a transnational audience of post-fans in a branded environment which was monitored by the cultural intermediaries at Saatchi Saatchi on behalf of their client.}, 8402 keywords = {Cultural production/consumption, Globalization, Online sport games}, 8403 author = {Scherer, J.} 8404 } 8405 @book {, 8406 title = {Good Video Games + Good Learning: Collected Essays on Video Games, Learning and Literacy}, 8407 year = {2007}, 8408 pages = {208}, 8409 publisher = {Peter Lang Pub Inc}, 8410 organization = {Peter Lang Pub Inc}, 8411 isbn = {0820497037}, 8412 author = {Gee,James Paul} 8413 } 8414 @article {, 8415 title = {GPU friendly terrain rendering algorithm}, 8416 journal = {Xitong Fangzhen Xuebao / Journal of System Simulation}, 8417 volume = {19}, 8418 number = {14}, 8419 year = {2007}, 8420 abstract = {Terrain rendering is more and more used in many fields such as computer games, fly simulators and scene emulator applications. With the increasing of complexity of the scene, the amount of data to be rendered becomes larger. At the same time, the modern graphics card has a more powerful rendering ability, so many traditional terrain rendering algorithms can not fulfill the requirements. A new algorithm was proposed that was friendly for modern graphics card. The algorithm also used the regular height map grid as terrain data. Terrain data was tiled and organized by quad tree. Each tile covered a part of terrain with different detail. The method used which Mipmap used to refine the mesh, and there was no remising in real time rendering. To balance the load between CPU and GPU, many tiles used at a high frequency were cached in GPU, which could reduce the bandwidth requirements significantly. The results show the algorithm which is well-suited for recent GPU can not only meet the requirements of detail but also reach a higher frame rate. 8421 }, 8422 keywords = {Cached Geometry, GPU, LOD, Terrain Visualization, VBO}, 8423 author = {Pan, H. W. and Li, H. and Liao, C. C. and Zeng, A. X.} 8424 } 8425 @article {, 8426 title = {Gradient domain editing of deforming mesh sequences}, 8427 journal = {ACM Transactions on Graphics}, 8428 volume = {26}, 8429 number = {3}, 8430 year = {2007}, 8431 abstract = {Many graphics applications, including computer games and 3D animated films, make heavy use of deforming mesh sequences. In this paper, we generalize gradient domain editing to deforming mesh sequences. Our framework is keyframe based. Given sparse and irregularly distributed constraints at unevenly spaced keyframes, our solution first adjusts the meshes at the keyframes to satisfy these constraints, and then smoothly propagate the constraints and deformations at keyframes to the whole sequence to generate new deforming mesh sequence. To achieve convenient keyframe editing, we have developed an efficient alternating least-squares method. It harnesses the power of subspace deformation and two-pass linear methods to achieve high-quality deformations. We have also developed an effective algorithm to define boundary conditions for all frames using handle trajectory editing. Our deforming mesh editing framework has been successfully applied to a number of editing scenarios with increasing complexity, including footprint editing, path editing, temporal filtering, handle-based deformation mixing, and spacetime morphing. 8432 }, 8433 keywords = {Control meshes, Handle trajectory, Keyframes, Local frames, Mesh deformation, Rotation interpolation}, 8434 url = {http://research.microsoft.com/users/kunzhou/publications/mesh-animation.pdf}, 8435 author = {Xu, W. and Zhou, K. and Yu, Y. and Tan, Q. and Peng, Q. and Guo, B.} 8436 } 8437 @article {, 8438 title = {The Hard Science of Making Videogames}, 8439 year = {2007}, 8440 abstract = {<p> 8441 <font color="$\#$333333">Put the stereotypes out of your mind. Forget the zits, the Cheetos, the smell of too much time on a couch with the curtains drawn. Today{\textquoteright}s videogames draw on sophisticated science like biomechanics, fluid dynamics and computational geometry to be lifelike and exciting. Here are the 10 greatest challenges of making them.</font> 8442 </p> 8443 <p> 8444 \&$\#$160; 8445 </p> 8446 <p> 8447 From Sept 2007 Popular Science 8448 </p> 8449 }, 8450 keywords = {biomechanics, computational geometry, fluid dynamics, Science, Video Games}, 8451 url = {http://www.popsci.com/popsci/technology/d997f0209dd15110vgnvcm1000004eecbccdrcrd.html}, 8452 author = {Ward, Jacob and Cantor, Doug and Carey, Bjorn} 8453 } 8454 @article {, 8455 title = {The health benefits of interactive video game exercise}, 8456 journal = {Applied Physiology, Nutrition and Metabolism}, 8457 volume = {32}, 8458 number = {4}, 8459 year = {2007}, 8460 pages = {655-663}, 8461 abstract = {<p> 8462 The purpose of this study was to evaluate the effectiveness of interactive video games (combined with stationary cycling) on health-related physical fitness and exercise adherence in comparison with traditional aerobic training (stationary cycling alone). College-aged males were stratified (aerobic fitness and body mass) and then assigned randomly to experimental (n = 7) or control (n = 7) conditions. Program attendance, health-related physical fitness (including maximal aerobic power (VO2 max), body composition, muscular strength, muscular power, and flexibility), and resting blood pressure were measured before and after training (60\%-75\% heart rate reserve, 3 d/week for 30 min/d for 6 weeks). There was a significant difference in the attendance of the interactive video game and traditional training groups (78\% {\textpm} 18\% vs. 48\% {\textpm} 29\%, respectively). VO2 max was significantly increased after interactive video game (11\% {\textpm} 5\%) but not traditional (3\% {\textpm} 6\%) training. There was a significantly greater reduction in resting systolic blood pressure after interactive video game (132 {\textpm} 6 vs. 123 {\textpm} 6 mmHg) than traditional (131 {\textpm} 7 vs. 128 {\textpm} 8 mmHg) training. There were no significant changes in body composition after either training program. Attendance mediated the relationships between condition and changes in health outcomes (including VO2 max, vertical jump, and systolic blood pressure). The present investigation indicates that a training program that links interactive video games to cycle exercise results in greater improvements in health-related physical fitness than that seen after traditional cycle exercise training. It appears that greater attendance, and thus a higher volume of physical activity, is the mechanism for the differences in health-related physical fitness. 8463 </p> 8464 <p> 8465 Analyser l\&$\#$39;influence des jeux vid{\'e}o interactifs combin{\'e}s {\`a} une s{\'e}ance 8466 d\&$\#$39;exercice sur un v{\'e}lo stationnaire sur la condition physique sant{\'e} et 8467 sur la pers{\'e}v{\'e}rance en mati{\`e}re de pratique d\&$\#$39;activit{\'e} physique 8468 comparativement {\`a} une simple s{\'e}ance d\&$\#$39;effort sur un v{\'e}lo stationnaire 8469 dans un contexte classique d\&$\#$39;entra{\^\i}nement a{\'e}robie. Nous r{\'e}partissons 8470 al{\'e}atoirement de jeunes hommes selon leur capacit{\'e} a{\'e}robie et leur 8471 masse corporelle dans deux groupes, l\&$\#$39;un exp{\'e}rimental (<em>n</em> = 7) et l\&$\#$39;autre, t{\'e}moin (<em>n</em> 8472 = 7). Au d{\'e}but et {\`a} la fin du programme d\&$\#$39;entra{\^\i}nement (60\%-75\% de la 8473 fr{\'e}quence cardiaque de r{\'e}serve, 3jours par semaine {\`a} raison de 30 min 8474 par jour durant 6 semaines), nous {\'e}valuons le taux de participation, la 8475 pression sanguine au repos et la condition physique sant{\'e} incluant les 8476 tests suivants: la puissance a{\'e}robie maximale ou <em>V</em>O<sub>2max</sub>, 8477 la composition corporelle, la force musculaire, la puissance musculaire 8478 et la flexibilit{\'e}. On observe une diff{\'e}rence significative du taux de 8479 participation dans les s{\'e}ances d\&$\#$39;entra{\^\i}nement sur v{\'e}lo stationnaire 8480 agr{\'e}ment{\'e}es de jeux vid{\'e}o interactifs comparativement aux s{\'e}ances 8481 classiques d\&$\#$39;entra{\^\i}nement sur v{\'e}lo stationnaire (78 \% {\textpm} 18 \% et 48 \% {\textpm} 8482 29\%, respectivement). On observe aussi une augmentation significative 8483 du <em>V</em>O<sub>2 max</sub> dans le groupe exp{\'e}rimental (11 \% {\textpm} 5 \%) 8484 mais pas dans le groupe t{\'e}moin (3 \% {\textpm} 6 \%). De plus, on observe une 8485 plus grande diminution de la pression sanguine au repos dans le groupe 8486 exp{\'e}rimental (de 132 {\textpm} 6 {\`a} 123 {\textpm} 6 mmHg) que dans le groupe t{\'e}moin (de 8487 131 {\textpm} 7 {\`a} 128 {\textpm} 8 mmHg). On n\&$\#$39;observe pas de diff{\'e}rence de composition 8488 corporelle entre les deux groupes. Le taux de participation est associ{\'e} 8489 {\`a} la condition exp{\'e}rimentale et aux variations des valeurs des 8490 indicateurs de sant{\'e}: <em>V</em>O<sub>2 max</sub>, hauteur de saut 8491 vertical et pression sanguine. D\&$\#$39;apr{\`e}s nos observations, un programme 8492 d\&$\#$39;entra{\^\i}nement combinant des exercices physiques et des jeux vid{\'e}o 8493 interactifs suscite de plus grandes am{\'e}liorations de la condition 8494 physique sant{\'e} que ne le fait un programme d\&$\#$39;entra{\^\i}nement classique sur 8495 v{\'e}lo stationnaire. Il semble que le taux de participation soit 8496 l\&$\#$39;{\'e}l{\'e}ment-cl{\'e} pour accro{\^\i}tre la pratique de l\&$\#$39;activit{\'e} physique et 8497 am{\'e}liorer la condition physique sant{\'e}. 8498 </p> 8499 }, 8500 keywords = {Aerobic training, Chronic disease, virtual reality}, 8501 author = {Warburton, D. E. R. and Bredin, S. S. D. and Horita, L. T. L. and Zbogar, D. and Scott, J. M. and Esch, B. T. A. and Rhodes, R. E.} 8502 } 8503 @article {, 8504 title = {High quality navigation in computer games}, 8505 journal = {Science of Computer Programming}, 8506 volume = {67}, 8507 number = {1}, 8508 year = {2007}, 8509 pages = {91-104}, 8510 abstract = {Navigation plays an important role in many modern computer games. Currently the motion of entities is often planned using a combination of scripting, grid-search methods, local reactive methods and flocking. In this paper we describe a novel approach, based on a technique originating from robotics, that computes a roadmap of smooth, collision-free navigation paths. Because the vast amount of computation time is spent in the pre-processing phase, navigation during the execution of an application is almost instantaneous. The created roadmap can be queried to obtain high quality paths. Furthermore, the applications of the roadmap are not limited to navigating an entity. Therefore, besides navigation for an entity, two other applications are presented; one for planning the motion of groups of entities and one for creating smooth camera movements through an environment. All applications are based on the same underlying techniques.}, 8511 keywords = {Camera movement, Computer games, Groups, Navigation, Roadmap}, 8512 author = {Nieuwenhuisen, D. and Kamphuis, A. and Overmars, M. H.} 8513 } 8514 @article {, 8515 title = {High-resolution gaming: Interfaces, notifications, and the user experience}, 8516 journal = {Interacting with Computers}, 8517 volume = {19}, 8518 number = {2}, 8519 year = {2007}, 8520 pages = {151-166}, 8521 publisher = {ELSEVIER SCIENCE BV}, 8522 address = {AMSTERDAM}, 8523 abstract = {Advances in technology and display hardware have allowed the resolution of monitors - and video games - to incrementally improve over the past three decades. However, little research has been done in preparation for the resolutions that will be available in the future if this trend continues. We developed a number of display prototypes to explore the different aspects of gaming oil large, high-resolution displays. By running a series of experiments, we were not only able to evaluate the benefits of these displays for gaming, but also identify potential user interface and hardware issues that call arise. Building oil these results, various interface designs were developed to better notify the user of passive and critical game information as well as to overcome difficulties with mouse-based interaction oil these displays. Different display form factors and user input devices are also explored in order to determine how they can further enhance the gaming experience. In many cases, the new techniques call be applied to single-monitor games and solve the same problems in real-world, high-resolution applications.}, 8524 isbn = {0953-5438}, 8525 author = {Sabri, A. J. and Ball, R. G. and Fabian, A. and Bhatia, S. and North, C.} 8526 } 8527 @book {, 8528 title = {How Computer Games Help Children Learn}, 8529 year = {2007}, 8530 note = {From the publisher{\textquoteright}s web site: 8531 8532 How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning. 8533 }, 8534 publisher = {Palgrave}, 8535 organization = {Palgrave}, 8536 address = {Basingstoke}, 8537 isbn = {1403975051}, 8538 author = {Shaffer, David Williamson} 8539 } 8540 @conference {, 8541 title = {How to build a hard-to-use mouse}, 8542 booktitle = {ACM International Conference Proceeding Series}, 8543 volume = {203}, 8544 year = {2007}, 8545 pages = {244-245}, 8546 abstract = {Computer games do not afford much physical activity and hence do not require significant energy expenditure, which can contribute to the prevalence of a sedentary lifestyle. A \"hand exerciser\" handgrip can help strengthen hand and forearm muscles through a simple spring mechanism. We are presenting the mousegrip, an exertion interface to control computer games while simultaneously exercising hand and arm muscles based on a handgrip device. Unlike conventional vision or accelerometer-based exertion interface devices, the mousegrip is very low-cost and supports cheap force-feedback through a simple spring mechanism. Due to its low cost, its mobile form factor and compatibility to existing mouse drivers, the mousegrip can augment traditional mouse interactions with an exertion activity to make exercising more enjoyable, and gameplay healthier. It provides a familiar affordance of interaction and supports increased calorie expenditure, hence contributing to people\&$\#$39;s fitness. We hope to encourage other researchers to incorporate exertion activity into their interfaces in order to support a healthy lifestyle. 8547 }, 8548 keywords = {Active, Exercise, Exertion interface, Exhausting, Handgrip, Physical, RSI, sports, Sweat, Tangible}, 8549 url = {http://portal.acm.org/ft_gateway.cfm?id=1255106\&type=pdf\&coll=GUIDE\&dl=\&CFID=15151515\&CFTOKEN=6184618}, 8550 author = {Mueller, F.} 8551 } 8552 @article {, 8553 title = {The impact of external, socially synthetic forces, such as mass media, video games, and the internet on human behavior}, 8554 journal = {Essays in Education}, 8555 volume = {19}, 8556 year = {2007}, 8557 pages = {48-66}, 8558 abstract = {This essay explores the controversial hypothesis of reciprocal determinism, a subset of the Social Cognitive Theory developed by Albert Bandura, Ph.D. The hypothesis suggests that external forces likely influence the behavior of an individual, and in turn, the individual reshapes (reciprocally) society in an escalading cycle of manipulation and modification. Diverse perspectives are gathered from seminal books and peer-reviewed journals in an attempt to substantiate or conceivably refute the notion that mass media, the Internet, video games, and other forms of one-way and interactive technology may be stirring aggressive behavior (by way of modeling), as well as desensitizing children and adolescents to real violence that occurs in everyday life. While some developmental theorists claimed that measurable modifications in human behavior are brought about by internal (biological) or external (societal) forces that are equally perpetual and inescapable, others argued that recipes of both cognitive and innate factors comprise the essential ingredients that shape the ego, define the personality, or influence reflective choices individuals will make throughout their lifetime. Because theories are devised to seek explanations for the seemingly inexplicable, theorists continue to proffer formidable arguments in support of their unique research. While this essay threads together selected past and ongoing literature about a disquieting social phenomenon, the intent was not to produce new evidence on the matter, except that predicting outcomes of human behavior continues to evade scientific certainty.}, 8559 author = {Reeley Jr, G. S.} 8560 } 8561 @article {, 8562 title = {The impact of video games on training surgeons in the 21st century}, 8563 journal = {Archives of Surgery}, 8564 volume = {142}, 8565 number = {2}, 8566 year = {2007}, 8567 pages = {181-186}, 8568 publisher = {AMER MEDICAL ASSOC}, 8569 address = {CHICAGO}, 8570 abstract = {Background: Video games have become extensively integrated into popular culture. Anecdotal observations of young surgeons suggest that video game play contributes to performance excellence in laparoscopic surgery. Training benefits for surgeons who play video games should be quantifiable. Hypothesis: There is a potential link between video game play and laparoscopic surgical skill and suturing. Design: Cross-sectional analysis of the performance of surgical residents and attending physicians participating in the Rosser Top Gun Laparoscopic Skills and Suturing Program (Top Gun). Three different video game exercises were performed, and surveys were completed to assess past experience with video games and current level of play, and each subject{\textquoteright}s level of surgical training, number of laparoscopic cases performed, and number of years in medical practice. Setting: Academic medical center and surgical training program. Participants: Thirty-three residents and attending physicians participating in Top Gun from May 10 to August 24, 2002. Main Outcome Measures: The primary outcome measures were compared between participants{\textquoteright} laparoscopic skills and suturing capability, video game scores, and video game experience. Results: Past video game play in excess of 3 h/wk correlated with 37\% fewer errors (P < .02) and 27\% faster completion (P < .03). Overall Top Gun score (time and errors) was 33\% better (P < .005) for video game players and 42\% better (P <. 0 1) if they played more than 3 h/wk. Current video game players made 32\% fewer errors (P = .04), performed 24\% faster (P < .04), and scored 26\% better overall (time and errors) (P < .005) than their non-playing colleagues. When comparing demonstrated video gaming skills, those in the top tertile made 47\% fewer errors, performed 39\% faster, and scored 41\% better (P < .001 for all) on the overall Top Gun score. Regression analysis also indicated that video game skill and past video game experience are significant predictors of demonstrated laparoscopic skills. Conclusions: Video game skill correlates with laparoscopic surgical skills. Training curricula that include video games may help thin the technical interface between surgeons and screen-mediated applications, such as laparoscopic surgery. Video games may be a practical teaching tool to help train surgeons.}, 8571 keywords = {A-Behavior, Acquisition, Aggressive-Behavior, children, Computer games, Hostility, School Performance, simulator, Skills, Virtual-Reality}, 8572 isbn = {0004-0010}, 8573 url = {http://www.psychology.iastate.edu/FACULTY/dgentile/pdfs/Rosser\%20et\%20al\%20(2007).pdf}, 8574 author = {Rosser, J. C. and Lynch,P J and Cuddihy, L. and Gentile,D A and Klonsky, J. and Merrell, R.} 8575 } 8576 @article {, 8577 title = {An implementation of real-time 3D interactive drama}, 8578 journal = {Computers in Entertainment}, 8579 volume = {5}, 8580 number = {1}, 8581 year = {2007}, 8582 abstract = {Interactive fiction and adventure video games are narrative genres which provide the player with the option of acting as the main character of the story. However these genres do not fully match the expectations of their authors and readers because the player cannot deeply affect the storyline. This article describes a system integrating highly interactive narrative structures in a real-time 3D environment. Based on a theoretical foundation of narrative and drama, an interactive drama engine (IDE) has been implemented. It comprises an action calculus system, a text-generation system, a behavior engine, an animation engine as well as an innovative adaptive user interface. The IDE is demonstrated with two scenarios.}, 8583 keywords = {agents, Behavior engine, human computer interaction, Interactive drama, interactive narrative, Narrative intelligence, Narrative structures, Template-based natural language generation, Virtual characters}, 8584 author = {Szilas, N. and Barles, J. and Kavakli, M.} 8585 } 8586 @conference {, 8587 title = {Inclusive computer science education using a ready-made computer game framework}, 8588 booktitle = {ITiCSE 2007: 12th Annual Conference on Innovation and Technology in Computer Science Education - Inclusive Education in Computer Science}, 8589 year = {2007}, 8590 pages = {116-120}, 8591 abstract = {Leveraging the prevailing interest in computer games among college students, both for entertainment and as a possible career path, is a major reason for the increasing prevalence of computer game design courses in computer science curricula. Because implementing a computer game requires strong programming skills, game design courses are most often restricted to more advanced computer science students, yet real game design involves a diverse and creative team. This paper reports on a ready-made game design and experimentation framework, implemented in Java, which makes game programming more widely accessible. This framework, called Labyrinth, enables students at all programming skill levels to participate in computer game design. We describe the architecture of the framework, and discuss programming projects suitable for a wide variety of computer science courses, from capstone to non-major. 8592 }, 8593 keywords = {artificial intelligence, computer graphics, computer science education, game programming, User interface design}, 8594 author = {Distasio, J. and Way, T.} 8595 } 8596 @article {, 8597 title = {Issues impacting games based learning in formal secondary education}, 8598 journal = {International Journal on Advanced Technology for Learning (IJATL)}, 8599 year = {2007}, 8600 note = {Draft paper accepted by IJATL 8601 by Mary Ulicsak, Keri Facer, Richard Sandford 8602 January 2007}, 8603 pages = {9}, 8604 abstract = {This paper proposes a model for analysing the ways in which teachers negotiate the tensions 8605 between games narratives and curriculum objectives in incorporating commercial offtheshelf 8606 computer games into formal educational practice. The paper is based on the year long 8607 Teaching with Games project which comprised surveys of over 1,000 teachers and students, 8608 and 10 exploratory case studies of teachers use of COTS games in four schools with over 300 8609 children. The games used in the study were The Sims 2, RollerCoaster Tycoon 3 and Knights of 8610 Honor. These were used in {\textquoteleft}traditional{\textquoteright} lessons and in diverse competency and contentbased 8611 curricular environments. A key finding was that teachers focusing on encouraging competency 8612 skills such as teamwork and problemsolving 8613 were more likely to maintain the overarching 8614 narrative of the game in lesson activities than teachers who were focusing on students{\textquoteright} 8615 acquisition of content knowledge.}, 8616 keywords = {education, serious games}, 8617 url = {http://www.futurelab.org.uk/resources/documents/external_publications/Teaching_with_Games_IJATL.pdf}, 8618 author = {Ulicsak, M. and Facer,K and Sandford, R.} 8619 } 8620 @article {3213, 8621 title = {Jacking the Dial: Radio, Race, and Place in Grand Theft Auto}, 8622 journal = {Ethnomusicology}, 8623 volume = {51}, 8624 year = {2007}, 8625 pages = {402-438}, 8626 keywords = {ethnography, Grand Theft Auto, GTA, hip-hop, music, Race, radio, San Andreas}, 8627 author = {Miller, Kiri} 8628 } 8629 @booklet {lpfinal, 8630 title = {Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report}, 8631 year = {2007}, 8632 abstract = {The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org/}, 8633 keywords = {design designpatterns games}, 8634 url = {http://telearn.noe-kaleidoscope.org/open-archive/browse?resource=530}, 8635 author = {Dave Pratt and Niall Winters and Efi Alexopoulou and James Bligh and Bj{\"o}rk,Staffan and Michele Cerulli and Mark Childs and Augusto Chioccariello and Vincent Jonker and Chronis Kynigos and Berner Lindstr{\"o}m and Yishay Mor and Fionnuala O{\textquoteright}Donnell and Brendan Tangney and Monica Wijers} 8636 } 8637 @article {, 8638 title = {Key factors of heuristic evaluation for game design: Towards massively multi-player online role-playing game}, 8639 journal = {International Journal of Human Computer Studies}, 8640 volume = {65}, 8641 number = {8}, 8642 year = {2007}, 8643 pages = {709-723}, 8644 abstract = {The computer game industry has become the fastest growing field of the entertainment industry. However, only a very small number of computer game products overcome the costs of production and generate earnings. According to traditional marketing wisdom, customers{\textquoteright} preferences must be analyzed correctly to create successful products, and in the gaming industry, such information must be considered during the design process. This research aims to explore key factors of heuristic evaluation for game design. A review of literature pertaining to computer games and HCI was conducted along with an empirical research of a Massively Multi-player Online Role-playing Game (MMORPG). We identified 18 usability issues in MMORPG and presented a recommendation relevant to the issues. Empirical data were applied to a new heuristic evaluation framework. We determined the relationship between key factors and four game categories, such as game interface, game play, game narrative, and game mechanics. Moreover, the results presented 54 key factors for a new heuristic evaluation framework for game design. The conclusion presents key implications of our research in a game design context, particularly related to early design processes.}, 8645 keywords = {Design process, Heuristics evaluation, MMORPG game design, usability}, 8646 author = {Seungkeun Song and Joohyeon Lee} 8647 } 8648 @article {, 8649 title = {Knowledge acquisition for adaptive game AI}, 8650 journal = {Science of Computer Programming}, 8651 volume = {67}, 8652 number = {1}, 8653 year = {2007}, 8654 pages = {59-75}, 8655 abstract = {Game artificial intelligence (AI) controls the decision-making process of computer-controlled opponents in computer games. Adaptive game AI (i.e., game AI that can automatically adapt the behaviour of the computer players to changes in the environment) can increase the entertainment value of computer games. Successful adaptive game AI is invariably based on the game{\textquoteright}s domain knowledge. We show that an offline evolutionary algorithm can learn important domain knowledge in the form of game tactics (i.e., a sequence of game actions) for dynamic scripting, an offline algorithm inspired by reinforcement learning approaches that we use to create adaptive game AI. We compare the performance of dynamic scripting under three conditions for defeating non-adaptive opponents in a real-time strategy game. In the first condition, we manually encode its tactics. In the second condition, we manually translate the tactics learned by the evolutionary algorithm, and use them for dynamic scripting. In the third condition, this translation is automated. We found that dynamic scripting performs best under the third condition, and both of the latter conditions outperform manual tactic encoding. We discuss the implications of these results, and the performance of dynamic scripting for adaptive game AI from the perspective of machine learning research and commercial game development.}, 8656 keywords = {artificial intelligence, Computer games, dynamic scripting, Evolutionary algorithm, Knowledge acquisition, real-time strategy, reinforcement learning}, 8657 author = {Ponsen, Marc and H{\'e}ctor Mu{\~n}oz-Avila and Spronck, Pieter and Aha, David W.} 8658 } 8659 @article {, 8660 title = {Lack of association between video game exposure and school performance}, 8661 journal = {Pediatrics}, 8662 volume = {119}, 8663 number = {2}, 8664 year = {2007}, 8665 pages = {413-413}, 8666 publisher = {AMER ACAD PEDIATRICS}, 8667 address = {ELK GROVE VILLAGE}, 8668 isbn = {0031-4005}, 8669 author = {Block, J. J.} 8670 } 8671 @article {, 8672 title = {Lack of association between video game exposure and school performance - In reply.}, 8673 journal = {Pediatrics}, 8674 volume = {119}, 8675 number = {2}, 8676 year = {2007}, 8677 pages = {413-414}, 8678 publisher = {AMER ACAD PEDIATRICS}, 8679 address = {ELK GROVE VILLAGE}, 8680 isbn = {0031-4005}, 8681 author = {Sharif, I. and Sargent, J. D.} 8682 } 8683 @article {, 8684 title = {The Lara phenomenon: Powerful female characters in video games}, 8685 journal = {Sex Roles}, 8686 volume = {56}, 8687 number = {3-4}, 8688 year = {2007}, 8689 pages = {141-148}, 8690 publisher = {SPRINGER/PLENUM PUBLISHERS}, 8691 address = {NEW YORK}, 8692 abstract = {The content of games is an understudied area in social scientific research about video games. The purpose of the present study is to contribute to the understanding of the portrayal of gender and race in games. Previous research on game content has revealed that stereotypical masculine characters dominate video games and that those characters are generally White. Nowadays, quite a few video games have women in leading parts; Tomb Raider{\textquoteright}s Lara Croft is the prototypical example. In our study we investigated the so-called {\textquoteright}Lara phenomenon,{\textquoteright} that is, the appearance of a competent female character in a dominant position. We also studied the portrayal of men and the race of both male and female characters. We did a content analysis on the introductory films of 12 contemporary video games. Our results show that female characters appeared as often in leading parts as male characters did. They were portrayed with a sexualized emphasis on female features. Most game characters belonged to the dominant White race, the heroes exclusively so.}, 8693 keywords = {Aggressive-Behavior, Gender, Media, Violence}, 8694 isbn = {0360-0025}, 8695 author = {Jansz, J. and Martis, R. G.} 8696 } 8697 @inbook {3230, 8698 title = {Learning can{\textquoteright}t be fun, can it.}, 8699 booktitle = {Gender in E-learning and Educational Games}, 8700 year = {2007}, 8701 pages = {239-260}, 8702 publisher = {Studienverlag}, 8703 organization = {Studienverlag}, 8704 address = {Innsbruck, Wien, Bosen}, 8705 abstract = {Inspired by research by Carrie Heeter et al. and the MIT Games-to-Teach project we set up a small scale empirical study on two educational games on Art aimed at primary school children. We found that both boys and girls liked to play these games; that one game scored better on our {\textquoteleft}fun-index{\textquoteright} and that girls had less mouse skills and lacked certain game skills. This did not, however, affect their test-score, on the contrary, the girls improved more than the boys. To our amazement, we also found that the girls especially anticipated to have learned less from the more entertaining game, which might suggest that even at this early age they think that learning can not be fun.}, 8706 keywords = {educational games}, 8707 author = {Connie Veugen and Lange de, Maria}, 8708 editor = {K. Siebenhandl, M. Wagner and S. Zauchner} 8709 } 8710 @article {, 8711 title = {Learning, change, and the utopia of play}, 8712 journal = {Learning Inquiry}, 8713 volume = {1}, 8714 number = {1}, 8715 year = {2007}, 8716 pages = {51-57}, 8717 abstract = {This article looks at some of the rhetoric surrounding video games and other forms of interactive software as additions or alternatives to school curricula. It focuses particularly on the need to articulate ways to "read" videogames in order to achieve significant cultural impact. Noting that reading, even as metaphor, tends to invoke inappropriate assumptions about writing and authorship, the article argues for a less backward-looking approach to newer forms.}, 8718 keywords = {literacy, New media, pedagogy, Video Games}, 8719 author = {Moulthrop, S.} 8720 } 8721 @conference {, 8722 title = {Learning shape writing by game playing}, 8723 booktitle = {Conference on Human Factors in Computing Systems - Proceedings}, 8724 year = {2007}, 8725 pages = {1971-1976}, 8726 abstract = {We present a computer game designed to efficiently and playfully teach users shape writing - a new text entry method for pen-based devices.}, 8727 keywords = {Computer games, Gesture, Mobile devices, Shorthand, Text entry}, 8728 author = {Kristensson, P. O. and Zhai, S.} 8729 } 8730 @article {, 8731 title = {Let{\textquoteright}s get physical! in, out and around the gaming circle of physical gaming at home}, 8732 journal = {Computer Supported Cooperative Work: CSCW: An International Journal}, 8733 volume = {16}, 8734 number = {1-2}, 8735 year = {2007}, 8736 pages = {199-229}, 8737 abstract = {Physical gaming is a genre of computer games that has recently been made available for the home. But what does it mean to bring games home that were originally designed for play in the arcade? This paper describes an empirical study that looks at physical gaming and how it finds its place in the home. We discuss the findings from this study by organizing them around four topics: the adoption of the game, its unique spatial needs, the tension between visibility and availability of the game, and what it means to play among what we describe as the gaming circle, or players and non-players alike. Finally, we discuss how physical gaming in the home surfaces questions and issues for householders and researchers around adoption, gender and both space and place. 8738 }, 8739 keywords = {Collaborative play, Exergaming, Physical games, spatiality}, 8740 author = {Sall, Allison and Grinter, Rebecca E.} 8741 } 8742 @article {, 8743 title = {On the Liberation of Space in Computer Games}, 8744 journal = {Eludamos. Journal for Computer Game Culture}, 8745 volume = {1}, 8746 number = {1}, 8747 year = {2007}, 8748 abstract = {This article describes the evolution of space in computer games from self-contained spaces to more processual concepts. While in the early age of computer games the design of space primarily caused specific interpretations and acts (invasion or defence of space {\textendash} as a matter of opinion), the latter concepts become more and more indefinite: Former hard-fought dungeons and space stations resolve into landscapes open for relational perspectives. Insofar as the design of space loses its impact on the perceptions and actions of the players, acts of social communication and not warfare reduce uncertainty. The thesis is that this process gives rise to the formation of communities and the unpredictable configuration of space. 8749 }, 8750 url = {http://www.eludamos.org/index.php/eludamos/article/view/4}, 8751 author = {Edvin Babic} 8752 } 8753 @article {, 8754 title = {Limited memory solution of bound constrained convex quadratic problems arising in video games}, 8755 journal = {Rairo-Operations Research}, 8756 volume = {41}, 8757 number = {1}, 8758 year = {2007}, 8759 pages = {19-34}, 8760 abstract = {We describe the solution of a bound constrained convex quadratic problem with limited memory resources. The problem arises from physical simulations occurring within video games. The motivating problem is outlined, along with a simple interior point approach for its solution. Various linear algebra issues arising in the implementation are explored, including preconditioning, ordering and a number of ways of solving an equivalent augmented system. Alternative approaches are briefly surveyed, and some recommendations for solving these types of problems are given.}, 8761 keywords = {bound constrained problem, interior point method, limited memory method, nonlinear complementarity problem}, 8762 isbn = {0399-0559}, 8763 author = {Ferris, M. C. and Wathen, A. J. and Armand, P.} 8764 } 8765 @article {, 8766 title = {Locating the wrongness in ultra-violent video games}, 8767 journal = {Ethics and Information Technology}, 8768 volume = {9}, 8769 number = {2}, 8770 year = {2007}, 8771 pages = {121-128}, 8772 abstract = {The extremely high level of simulated violence in certain recent video games has made some people uneasy. There is a concern that something is wrong with these violent games, but, since the violence is virtual rather than real, it is difficult to specify the nature of the wrongness. Since there is no proven causal connection between video-game violence and real violence, philosophical analysis can be particularly helpful in locating potential sources of wrongness in ultra-violent video games. To this end, this paper analyzes video game violence through the lens of utilitarian, Kantian, and post-modern perspectives. Through these analyses, several explanations of the wrongness in violent video games emerge. 8773 }, 8774 keywords = {Baudrillard, children, Computer games, ethics, Kant, Utilitarianism, Video Games, Violence, Wrong}, 8775 author = {Waddington, D. I.} 8776 } 8777 @article {, 8778 title = {Machinima and Education}, 8779 year = {2007}, 8780 note = {Futurelab 8781 }, 8782 abstract = {During machinima production a computer game{\textquoteright}s protagonists become actors, its dungeons or domestic interiors become virtual sets, and the player takes the role of director. Creating machinima can be as simple as logging into a game and recording the action as it unfolds in real time. 8783 }, 8784 keywords = {education, Machinima}, 8785 url = {http://www.futurelab.org.uk/resources/publications_reports_articles/web_articles/Web_Article794}, 8786 author = {Carr, D.} 8787 } 8788 @article {, 8789 title = {Machinima, Microsoft, and Money - Will game companies kill the goose that laid the golden virus?}, 8790 year = {2007}, 8791 abstract = {Given that machinima shorts are free publicity for the games they\&$\#$39;re made from, you\&$\#$39;d think that game companies and machinimist would be trading high-fives. You\&$\#$39;d be wrong. Relations between the game industry and the machinima community took a big hit in August when Microsoft ... published explicit rules for what machinimists can and can\&$\#$39;t do with most of Microsoft\&$\#$39;s stable of games. 8792 }, 8793 keywords = {EULA{\textquoteright}s, Machinima, rules for use, Video Games, viral marketing}, 8794 url = {http://www.1up.com/do/feature?cId=3163635}, 8795 author = {James, Geoffrey} 8796 } 8797 @conference {, 8798 title = {Making sense of a game: A preliminary sketch for a semantic approach to games}, 8799 booktitle = {ACM International Conference Proceeding Series}, 8800 volume = {203}, 8801 year = {2007}, 8802 pages = {226-227}, 8803 abstract = {In this paper a semiotic approach to video games will be presented. Structuralist semiotic notion of text will be crit-icized for being unable to account for the nonlinear and un-stable nature of interactive ludic objects, and Rastier\&$\#$39;s [9] paradigm will be adopted. Integrating it with recent pro-posals in semantic of perception [4], a sketch for a semantic and semiotic analytic methodology for computer games will be outlined. Such methodology will be field-tested on the computer game flOw [1]. 8804 }, 8805 keywords = {Game, Isotopy, perception, Semantics, Semic analysis, semiotics, Structuralism}, 8806 url = {http://portal.acm.org/ft_gateway.cfm?id=1255097\&type=pdf\&coll=GUIDE\&dl=\&CFID=15151515\&CFTOKEN=6184618}, 8807 author = {Ferri, G.} 8808 } 8809 @conference {, 8810 title = {Measuring user experience in digital gaming: Theoretical and methodological issues}, 8811 booktitle = {Proceedings of SPIE - The International Society for Optical Engineering}, 8812 volume = {6494}, 8813 year = {2007}, 8814 abstract = {There are innumerable concepts, terms and definitions for user experience. Few of them have a solid empirical foundation. In trying to understand user experience in interactive technologies such as computer games and virtual environments, reliable and valid concepts are needed for measuring relevant user reactions and experiences. Here we present our approach to create both theoretically and methodologically sound methods for quantification of the rich user experience in different digital environments. Our approach is based on the idea that the experience received from a content presented with a specific technology is always a result of a complex psychological interpretation process, which components should be understood. The main aim of our approach is to grasp the complex and multivariate nature of the experience and make it measurable. We will present our two basic measurement frameworks, which have been developed and tested in large data set (n=2182). The 15 measurement scales extracted from these models are applied to digital gaming with a head-mounted display and a table-top display. The results show how it is possible to map between experience, technology variables and the background of the user (e.g., gender). This approach can help to optimize, for example, the contents for specific viewing devices or viewing situations.}, 8815 keywords = {Display, Games, Measurement, Theory, User experience}, 8816 author = {Takatalo,Jari and Jukka H{\"a}kkinen and Jyrki Kaistinen and G{\"o}te Nyman}, 8817 editor = {Luke C. Cui, Yoichi Miyake} 8818 } 8819 @article {, 8820 title = {Media violence and social neuroscience: New questions and new opportunities}, 8821 journal = {Current Directions in Psychological Science}, 8822 volume = {16}, 8823 number = {4}, 8824 year = {2007}, 8825 pages = {178-182}, 8826 abstract = {Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology. 8827 }, 8828 keywords = {Aggression, Brain imaging, fmri, Media Violence, Violent Video Games}, 8829 author = {Carnagey,N L and Anderson,C A and B D Bartholow} 8830 } 8831 @proceedings {, 8832 title = {Middle-to-High School Girls as Game Designers {\textendash} What are the Implications?}, 8833 journal = {Microsoft Academic Days on Game Development}, 8834 year = {2007}, 8835 abstract = {The percentage of young women choosing educational paths leading to science and technology-based employment has been dropping for several years. In our view, the core cause for this phenomenon is not a lack of ability, but rather a combination of low self efficacy, misconception of the IT field, and lack of interest and social support from families and peers. The specific aim of this paper is to discuss a case study {\textendash} a class named Gaming for Girls. This class was offered to middle and high school girls three times from Fall 05 to Summer 06. In these classes, female students assumed the role of designers and developers engaged in developing their own games using commercial game engines. Based on this experience, we assert that through the activity of designing games using game engines, girls can (a) gain an understanding of the game development process, (b) acquire computer science skills, and (c) increase their confidence level with regards to computing. 8836 }, 8837 keywords = {games and learning, gender and games}, 8838 author = {Magy Seif El-Nasr and Ibrahim Yucel and Joseph Zupko and Tapia, Andrea and Brian Smith} 8839 } 8840 @article {, 8841 title = {A model of cognitive loads in massively multiplayer online role playing games}, 8842 journal = {Interacting with Computers}, 8843 volume = {19}, 8844 number = {2}, 8845 year = {2007}, 8846 pages = {167-179}, 8847 publisher = {ELSEVIER SCIENCE BV}, 8848 address = {AMSTERDAM}, 8849 abstract = {Being one of the most commercially successful entertainment software applications, massively multiplayer online role playing games (MMORPGs) continue to expand in term of the revenue they generate as well as the involvement of users who congregate in their virtual space and form communities around them to support each other. Unlike conventional offline computer games, or networked games with limited numbers of players, MMORPGs are not merely software applications as they are usually seen as a space with complicated dynamics of social interactions. Hence, it is believed that playing these games might cause cognitive overload problems among the players as they have to constantly interact with the game world as well as with other users. We conducted an exploratory study using qualitative methods to explore cognitive overloads in Maple Story, a typical MMORPG. Our results reveal that several types of cognitive overloads emerge during the game playing. While some of these overloads pose serious problems even to expert players, players seem to develop strategies to overcome them. It is found that some forms of cognitive load are actually desirable in order to make the game challenging. We have also created a set of recommendations that can help game developers handle cognitive load problems in MMORPGs.}, 8850 isbn = {0953-5438}, 8851 author = {Ang, C. S. and Zaphiris, P. and Mahmood, S.} 8852 } 8853 @article {, 8854 title = {Model reference approach to a force feedback joystick in PC video games}, 8855 journal = {International Journal of Computer Applications in Technology}, 8856 volume = {28}, 8857 number = {4}, 8858 year = {2007}, 8859 pages = {304-309}, 8860 abstract = {This paper aims to develop a viable impedance control based on a model reference scheme for power-aided joysticks in recreational video game applications. The impedance control approach can endow the joystick with interactive force feedback to enrich the amusement in PC video games, through which the game designer can easily specify the desired torque responses of the controlled joystick. The focus of this research is to establish haptic sensing of a virtual object with an observer to estimate the load torque information without using any torque sensors. The controller design and constraints are discussed thoroughly and experimental results are given to evaluate the performance of the proposed control scheme. 8861 }, 8862 keywords = {Force feedback control, Impedance control, Load torque observer, Model reference}, 8863 author = {Hu, J.-S. and Tsai, M.-C.} 8864 } 8865 @article {, 8866 title = {Motion sickness, console video games, and head-mounted displays}, 8867 journal = {Human Factors}, 8868 volume = {49}, 8869 year = {2007}, 8870 note = {Objective: We evaluated the nauseogenic properties of commercial console video games (i.e., games that are sold to the public) when presented through a head-mounted display. Background: Anecdotal reports suggest that motion sickness may occur among players of contemporary commercial console video games. Methods: Participants played standard console video games using an Xbox game system. We varied the participants\&$\#$39; posture (standing vs. sitting) and the game (two Xbox games). Participants played for up to 50 min and were asked to discontinue if they experienced any symptoms of motion sickness. Results: Sickness occurred in all conditions, but it was more common during standing. During seated play there were significant differences in head motion between sick and well participants before the onset of motion sickness. Conclusion: The results indicate that commercial console video game systems can induce motion sickness when presented via a head-mounted display and support the hypothesis that motion sickness is preceded by instability in the control of seated posture. Application: Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used. 8871 }, 8872 pages = {920-934}, 8873 author = {Merhi, O. and Faugloire, E. and Flanagan,M and Stoffregen, T. A.} 8874 } 8875 @conference {, 8876 title = {Motivated reinforcement learning for adaptive characters in open-ended simulation games}, 8877 booktitle = {ACM International Conference Proceeding Series}, 8878 volume = {203}, 8879 year = {2007}, 8880 pages = {127-134}, 8881 abstract = {Recently a new generation of virtual worlds has emerged in which users are provided with open-ended modelling tools with which they can create and modify world content. The result is evolving virtual spaces for commerce, education and social interaction. In general, these virtual worlds are not games and have no concept of winning, however the open-ended modelling capacity is nonetheless compelling. The rising popularity of open-ended virtual worlds suggests that there may also be potential for a new generation of computer games situated in open-ended environments. A key issue with the development of such games, however, is the design of non-player characters which can respond autonomously to unpredictable, open-ended changes to their environment. This paper considers the impact of open-ended modelling on character development in simulation games. Motivated reinforcement learning using context-free grammars is proposed as a means of representing unpredictable, evolving worlds for character reasoning. This technique is used to design adaptive characters for the Second Life virtual world to create a new kind of open-ended simulation game. 8882 }, 8883 keywords = {Adaptive characters, Computer games, Context-free grammar, Motivated reinforcement learning}, 8884 url = {http://portal.acm.org/ft_gateway.cfm?id=1255073\&type=pdf\&coll=GUIDE\&dl=\&CFID=15151515\&CFTOKEN=6184618}, 8885 author = {Merrick, K. E. and Maher, M. L.} 8886 } 8887 @article {, 8888 title = {The motivations of adolescents who are addicted to online games: A cognitive perspective}, 8889 journal = {Adolescence}, 8890 volume = {42}, 8891 number = {165}, 8892 year = {2007}, 8893 pages = {179-197}, 8894 abstract = {This research explored, from the perspective of cognitive theory, the psychological motivations of Taiwanese adolescents who are addicted to online games. Study 1 focused on the differential motivations between the addicts and nonaddicts. The findings revealed that the addicts exhibited higher intrinsic than extrinsic motivation, whereas the nonaddicts showed an opposite relationship. The intrinsic motivation of the addicts was also higher than the nonaddicts. The results imply that intrinsic motivation plays a crucial role in gaming addiction. Study 2 was conducted to examine whether four factors that moderate the detrimental effect of extrinsic motivators on intrinsic motivation would function as predicted. Results indicated that extrinsic rewards would undermine intrinsic motivation when they were high expectancy, high relevance, tangible, and noncontingent. Thus, players{\textquoteright} intrinsic motivation would be higher when extrinsic rewards were low expectancy, low relevance, intangible, and contingent. This article provides insights into the differential motivations of the addicted players and how to employ intrinsic motivators to affect their intrinsic motivation.}, 8895 author = {Wan, C. S. and Chiou, W. B.} 8896 } 8897 @article {, 8898 title = {Multimodal multiplayer tabletop gaming}, 8899 journal = {Computers in Entertainment}, 8900 volume = {5}, 8901 number = {2}, 8902 year = {2007}, 8903 abstract = {There is a large disparity between the rich physical interfaces of co-located arcade games and the generic input devices seen in most home console systems. In this article we argue that a digital table is a conducive form factor for general co-located home gaming as it affords: (a) seating in collaboratively relevant positions that give all equal opportunity to reach into the surface and share a common view; (b) rich whole-handed gesture input usually seen only when handling physical objects; (c) the ability to monitor how others use space and access objects on the surface; and (d) the ability to communicate with each other and interact on top of the surface via gestures and verbal utterance. Our thesis is that multimodal gesture and speech input benefits collaborative interaction over such a digital table. To investigate this thesis, we designed a multimodal, multiplayer gaming environment that allows players to interact directly atop a digital table via speech and rich whole-hand gestures. We transform two commercial single-player computer games, representing a strategy and simulation game genre, to work within this setting. 8904 }, 8905 keywords = {Computer supported cooperative work, Multimodal speech and gesture interfaces, Tabletop interaction, Visual-spatial displays}, 8906 url = {http://www.merl.com/papers/docs/TR2006-009.pdf}, 8907 author = {Tse, E. and Greenberg, S. and Shen, C. and Forlines, C.} 8908 } 8909 @conference {, 8910 title = {My-pet-and-her-friends: Identifying educational roles of animal companions in game-based learning environment}, 8911 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 8912 year = {2007}, 8913 pages = {104-108}, 8914 abstract = {Virtual characters simulated by computers have been a subject for research and development in both Artificial Intelligence in Education (AIED) and video game design. Between AIED and video games there is an emerging enterprise, that is, virtual characters in video learning game design. This paper proposes a Profile-Driven-Interaction (PDI) framework which borrows the design experience of virtual characters from AIED research to that for video learning games. The PDI framework enables virtual characters to take roles for various educational purposes based on the learner model of that learner and learner models of other learners. These virtual characters are designed in such a way that when they interact with a learner, the learner is actually improving her learning status. Based on this framework, a video learning game, called My-Pet-and-Her-Friends, is developed to address some relevant issues in the learning process, in particular, the issues of engagement and reflection of the learner. 8915 }, 8916 keywords = {Digital game-based learning, Educational role, NPC, Virtual character}, 8917 author = {Chen, Z. H. and Liao, C. C. Y. and Chan, T. W.} 8918 } 8919 @article {, 8920 title = {Needs met through computer game play among adolescents}, 8921 journal = {Personality and Individual Differences}, 8922 volume = {43}, 8923 year = {2007}, 8924 pages = {2072-2082}, 8925 abstract = {Despite much research on video/computer game play, especially the relationship between such play and aggression, little attention has been directed at needs met through play. The aim of the present study was to extend Selnow\&$\#$39;s (1984) needs\&$\#$39; scale, and to identify individual differences in needs among adolescents. Focus groups were conducted, followed by a content analysis, and items corresponding to emerging themes were added to reasons identified in previous research for use in a quantitative survey. Four factors emerged from a factor analysis of the results; \&$\#$39;companionship\&$\#$39;, \&$\#$39;prefer to friends\&$\#$39;, \&$\#$39;fun challenge\&$\#$39;, and \&$\#$39;stress relief\&$\#$39;, and these, with the exception of \&$\#$39;companionship\&$\#$39;, were found to be significant predictors of play. 8926 }, 8927 keywords = {Computer games, Electronic friendship, Mood regulation}, 8928 author = {Colwell,J} 8929 } 8930 @inbook {, 8931 title = {Of Sins, Vices and Pecados: The Cultural Context of Videogame Play}, 8932 booktitle = {Uses and Gratifications of New Media}, 8933 year = {2007}, 8934 publisher = {Hubert Burda Center for Innovative Communications}, 8935 organization = {Hubert Burda Center for Innovative Communications}, 8936 address = {Negev}, 8937 abstract = {Using a case study of Grand Theft Auto 3: Vice City, this chapter examines the cultural context of videogame consumption in Caracas, Venezuela in Summer 2005. Using data gathered through ethnographic fieldwork, participant observation and interviews over that period, it analyzes the features of Vice City that made it the most frequently played single player game in Internet caf{\'e}s. We argue that it is not so much the game{\textquoteright}s graphic or narrative elements, but its flexibility in terms of styles and approaches to play that led to it becoming a standard feature of Venezuelan gaming life. The game caters to the requirements of the intense social space of offline interactions within the Internet caf{\'e} and supersedes the limitations and difficulties imposed by various social, economic and technological factors affecting the game playing audience in Venezuela.}, 8938 keywords = {Computer games, creative industries, cybercaf{\'e}s, digital games, ethnography, Grand Theft Auto III: Vice City, mediascape, piracy, PLAY, Venezuela, videogames}, 8939 url = {http://cmsprod.bgu.ac.il/NR/rdonlyres/34396BDB-6C0E-4931-A077-697451885123/38246/MicrosoftWordtom.pdf}, 8940 author = {Apperley,Thomas Hugh}, 8941 editor = {Caspi, Dan and Azran, Tal} 8942 } 8943 @article {, 8944 title = {Online games and security}, 8945 journal = {IEEE Security and Privacy}, 8946 volume = {5}, 8947 year = {2007}, 8948 pages = {76-79}, 8949 abstract = {Online games, such as massively multi-player online role-playing games (MMORPG) face some security problems, and it is required to focus on bugs involving time and state. Modern software of all kinds, such as game software, is evolving to be massively distributed, with servers interacting with thousands of users at once. The move to Web services and service-oriented architecture (SOA) built with technologies like Ajax and Ruby follows hard on the heels of online games. Bugs and flaws in software, which involve time and state problems tangled in complex trust models, account for a majority of computer security risks. Telehacking uses the direct player character location, and plenty of software-related state boundaries are frequent with timing problems. Switching from one virtual environment to another is a normal event in a game, and game company quality assurance (QA) has certainly tested it with a defined test plan. 8950 }, 8951 url = {http://www.cigital.com/papers/download/attack-trends-EOG.pdf}, 8952 author = {McGraw, G. and Hoglund, G.} 8953 } 8954 @article {, 8955 title = {An optimistic obsolescence-based approach to event synchronization for massively multiplayer online games}, 8956 journal = {International Journal of Computers and Applications}, 8957 volume = {29}, 8958 number = {1}, 8959 year = {2007}, 8960 pages = {33-43}, 8961 abstract = {Massively multiplayer online games (MMOGs) are no longer a chimera. Everyday, new exemple of this application are released, available for free on the Web or on sale. Yet, high lags frequently affect MMOGs, annoying customers. This frustrating phenomenon is mainly due to the best-effort service provided by the Internet that is often responsible for congestion and loss of responsiveness. To address this challenging issue, we consider a mirrored game server architecture and present a mechanism aimed at accelerating the delivery of game events generated during game sessions. Our approach rests upon the use of an optimistic synchronization mechanism that exploits the semantics of the game to diminish the delivery time of game events, whilst maintaining the full consistency of the game state. Experimental results are reported confirming the adequacy of our approach.}, 8962 keywords = {Interactivity, massive multiplayer online games, Mirrored game server architecture, Online entertainment}, 8963 url = {http://www.cs.unibo.it/~cpalazzi/papers/Palazzi-OOS.pdf}, 8964 author = {Ferretti, S and Roccetti, M and Palazzi, C. E.} 8965 } 8966 @article {, 8967 title = {The PediSedate (R) device, a novel approach to pediatric sedation that provides distraction and inhaled nitrous oxide: clinical evaluation in a large case series}, 8968 journal = {Pediatric Anesthesia}, 8969 volume = {17}, 8970 number = {2}, 8971 year = {2007}, 8972 pages = {162-166}, 8973 publisher = {BLACKWELL PUBLISHING}, 8974 address = {OXFORD}, 8975 abstract = {Background: Pediatric sedation is of paramount importance but can be challenging. Fear and anticipatory anxiety before invasive procedures often lead to uncooperativeness. A novel device (PediSedate (R)) provides sedation through a combination of inhaled nitrous oxide and distraction (video game). We evaluated the acceptability and safety of the PediSedate (R) device in children. Methods: We enrolled children between 3 and 9 years old who were scheduled to undergo surgical procedures that required general inhalational anesthesia. After the device was applied, he/she played a video game while listening to the audio portion of the game through the earphones. Nitrous oxide in oxygen was administered via the nasal piece of the headset starting at 50\% and increasing to 70\%, in 10\% increments every 8 min. Treatment failures, vital signs, arterial oxygen saturation, depth of sedation, airway patency, side effects, acceptance of the device and parental satisfaction were all evaluated. Results: Of 100 children included, treatment failure occurred in 18\% mainly because of poor tolerance of the device. At least 96\% of the children who completed the study exhibited an excellent degree of sedation, 22\% had side effects, and none experienced serious airway obstruction. Nausea and vomiting were the most common side effects and no patients had hemodynamic instability. Conclusions: The PediSedate (R) device combines nonpharmacologic with pharmacologic methods of sedation. Most of the children we evaluated were able to tolerate the PediSedate (R) device and achieved an adequate degree of sedation.}, 8976 keywords = {metaanalysis}, 8977 isbn = {1155-5645}, 8978 author = {Denman, W. T. and Tuason, P. M. and Ahmed, M. I. and Brennen, L. M. and Cepeda, M. S. and Carr, D. B.} 8979 } 8980 @conference {, 8981 title = {Personal behavior and virtual fragmentation}, 8982 booktitle = {ACM International Conference Proceeding Series}, 8983 volume = {203}, 8984 year = {2007}, 8985 pages = {60-63}, 8986 abstract = {In the last few years the importance of multiplayer games has seen an immense growth. On par with that, the virtual environments (VEs) increased in their size. Today there exist more than 120 MMOGs (Massive Multiplayer Online Games) ranging from FPS (first person shooter) to classic RPG (role playing game) settings. Such an evolution leads to the fact that players start to \"live\" in a virtual world. Thus each player at least partially merges with his character (playing figure) and acts in the virtual world. Nevertheless there can be huge gaps between ones real and virtual behavior. This paper uses a well balanced set of questions based on the psychological big5 model to show the mentioned gaps between real world and virtual world attitude. The underlying online survey models 30 selected questions about online and real world behavior. The results are stored in a database in order to statistically interpret them afterwards. The analysis includes correlations between deterministic values (such as age, nationality and gender) and traits of the big5 model (like surgery, emotional stability and conscientiousness). Furthermore it contains other surprising conclusions about the difference in behavior. 8987 }, 8988 keywords = {Characterization, Modeling, Usage studies, User surveys and analysis}, 8989 url = {http://portal.acm.org/ft_gateway.cfm?id=1255059\&type=pdf\&coll=GUIDE\&dl=\&CFID=15151515\&CFTOKEN=6184618}, 8990 author = {Fritsch, T. and Schiller, J. and Voigt, B.} 8991 } 8992 @book {2581, 8993 title = {Persuasive Games: The Expressive Power of Videogames}, 8994 year = {2007}, 8995 note = {Foreword by Will Wright<br> 8996 Preface available online at http://mitpress.mit.edu/books/chapters/0262026147pref1.pdf<br> 8997 Sample chapter, {\textquoteright}Procedural Rhetoric{\textquoteright} available at http://mitpress.mit.edu/books/chapters/0262026147chap1.pdf}, 8998 pages = {432}, 8999 publisher = {MIT Press}, 9000 organization = {MIT Press}, 9001 issn = {0262026147}, 9002 url = {http://mitpress.mit.edu/catalog/item/default.asp?ttype=2\&tid=11152}, 9003 author = {Bogost,Ian} 9004 } 9005 @article {, 9006 title = {PickPocket: A computer billiards shark}, 9007 journal = {Artificial Intelligence}, 9008 volume = {171}, 9009 number = {16-17}, 9010 year = {2007}, 9011 pages = {1069-1091}, 9012 abstract = {Billiards is a game of both strategy and physical skill. To succeed, a player must be able to select strong shots, and then execute them accurately and consistently on the table. Several robotic billiards players have recently been developed. These systems address the task of executing shots on a physical table, but so far have incorporated little strategic reasoning. They require artificial intelligence to select the {\textquoteright}best{\textquoteright} shot taking into account the accuracy of the robot, the noise inherent in the domain, the continuous nature of the search space, the difficulty of the shot, and the goal of maximizing the chances of winning. This article describes the program PickPocket, the winner of the simulated 8-ball tournaments at the 10th and 11th Computer Olympiad competitions. PickPocket is based on the traditional search framework, familiar from games such as chess, adapted to the continuous stochastic domain of billiards. Experimental results are presented exploring the properties of two search algorithms, Monte-Carlo search and Probabilistic search.}, 9013 keywords = {Billiards, Computer games, Game-tree search, Monte-Carlo methods, Uncertainty}, 9014 author = {Smith, M.} 9015 } 9016 @conference {, 9017 title = {Piracy in the Caribbean: The Political Stakes of Videogame Piracy in Chavez{\textquoteright}s Venezuela}, 9018 booktitle = {Situated Play: DiGRA 2007}, 9019 year = {2007}, 9020 pages = {286-291}, 9021 publisher = {University of Tokyo}, 9022 organization = {University of Tokyo}, 9023 address = {Tokyo}, 9024 abstract = {This paper will examine the role of videogames in global participatory culture. In particular it will explore the role of 9025 software piracy in enabling participation from groups that would otherwise be excluded from accessing videogames due to economic factors. This suggests that piracy in the context of videogames {\textendash} especially vis-{\`a}-vis their role as proselytizers of participatory culture {\textendash} can be shifted outside of a criminal regime and into one which is concerned with the ability to participate in a global economy as both a consumer and citizen. This issue will be explored through a case study of the gaming situation in Caracas, Venezuela.}, 9026 keywords = {Global Media, Hugo Ch{\'a}vez, participatory culture, Software Piracy, Venezuela, Videogames Industry}, 9027 url = {http://www.digra.org/dl/db/07312.21221.pdf}, 9028 author = {Apperley, Thomas H.} 9029 } 9030 @article {, 9031 title = {The Play of Imagination: Extending the Literary Mind}, 9032 journal = {Games and Culture}, 9033 volume = {2}, 9034 number = {2}, 9035 year = {2007}, 9036 pages = {149-172}, 9037 abstract = {As games, particularly virtual worlds, become increasingly popular and as they begin to approximate large scale social systems in size and nature, they have also become spaces where play and learning have merged in fundamental ways. More important is the idea that the kind of learning that happens in the spaces of these massively multiplayer online games is fundamentally different than what we have come to consider as standard pedagogical practice. The distinction the authors make is that traditional paradigms of instruction have addressed learning as "learning about," while these new forms of learning deal with knowledge through the dynamic of "learning to be."It is the authors{\textquoteright} contention that the experiences offered within virtual worlds provide a fundamentally different way of thinking about learning that may provide some keys to the development of future pedagogical practice.}, 9038 url = {http://gac.sagepub.com/cgi/content/abstract/2/2/149}, 9039 author = {Thomas, Douglas and Brown, John Seely} 9040 } 9041 @book {, 9042 title = {Players{\textquoteright} Realm: Studies on the Culture of Videogames and Gaming}, 9043 year = {2007}, 9044 note = {From the publisher{\textquoteright}s web site: 9045 9046 Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. 9047 9048 This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players{\textquoteright} personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players{\textquoteright} self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and{\textemdash}to a degree{\textemdash}popular culture. 9049 }, 9050 publisher = {McFarland}, 9051 organization = {McFarland}, 9052 address = {Jefferson NC}, 9053 isbn = {0786428325}, 9054 url = {http://jonassmith.dk/weblog/players-realm/}, 9055 author = {Williams, Patrick and Smith, Jonas Heide} 9056 } 9057 @inbook {, 9058 title = {Playing the Game: performance in digital game audiences}, 9059 booktitle = {Fandom: Identities and Communities in a Mediated World}, 9060 year = {2007}, 9061 pages = {271-281}, 9062 publisher = {New York University Press}, 9063 organization = {New York University Press}, 9064 address = {New York}, 9065 isbn = {0814731821}, 9066 author = {Crawford, Garry and Rutter, Jason}, 9067 editor = {Gray,J, and Sandvoss,C and Harrington,C L} 9068 } 9069 @conference {, 9070 title = {Playing with your brain: Brain-computer interfaces and games}, 9071 booktitle = {ACM International Conference Proceeding Series}, 9072 volume = {203}, 9073 year = {2007}, 9074 pages = {305-306}, 9075 abstract = {In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to obtain information about the user\&$\#$39;s affective state, should be modeled in order to provide appropriate feedback and a context where brain activity information is one of the multi-modal interaction modalities that is provided to the user. 9076 }, 9077 keywords = {Affect, Brain-computer interfacing, Games, multimodal interaction}, 9078 url = {http://portal.acm.org/ft_gateway.cfm?id=1255140\&type=pdf\&coll=GUIDE\&dl=\&CFID=15151515\&CFTOKEN=6184618}, 9079 author = {Nijholt, A. and Tan,D} 9080 } 9081 @conference {, 9082 title = {Plot monitoring for interactive narrative games}, 9083 booktitle = {ACM International Conference Proceeding Series}, 9084 volume = {203}, 9085 year = {2007}, 9086 pages = {17-20}, 9087 abstract = {Interactive narrative and video games are two fields divided between the will to follow a scenario and that to offer a maximum of freedom and interaction. We propose a method combining emergent narrative theory and game monitoring to create a new system of dynamic generation of narrative. This method is based on a multi-agent architecture, which supervises and monitors the game execution.allIt uses of narrative structures descriptors as a reference to lead the evolution of an emergent narrative world. A first application has been developed to test the validity of the system in term of effectiveness and computational cost.<br /> 9088 }, 9089 keywords = {Adaptative execution, Game architecture, interactive narrative}, 9090 url = {http://portal.acm.org/ft_gateway.cfm?id=1255051\&type=pdf\&coll=GUIDE\&dl=\&CFID=15151515\&CFTOKEN=6184618}, 9091 author = {Delmas, G. and Champagnat, R. and Augeraud, M.} 9092 } 9093 @article {, 9094 title = {Poca diversi{\'o}n: las barreras de las aficionados a los videojuegos/Not Much Fun: The constraining of female video gamers}, 9095 journal = {ADOZ Journal of Leisure Studies}, 9096 volume = {31}, 9097 year = {2007}, 9098 pages = {97-108}, 9099 abstract = {The growth in video gaming as a leisure practice has not engaged female and males players equally. At school age, females play video games less often than their male contemporaries and the gender differences increases with age. This paper explores the social contexts which contribute to constraining female access gaming. It highlights a {\textquoteleft}career{\textquoteright} approach to video gaming in which females are excluded from an early age, marginalized through their gaming career and have a tendency to leave video gaming earlier than males because of other constraints including time. The paper briefly suggest that some innovations in video games have a particular appeal to female gamers but that this is not a solution to female exclusion from this leisure activity. 9100 }, 9101 author = {Bryce, J. and Rutter, J.} 9102 } 9103 @article {, 9104 title = {Point and Shoot: Remediating Photography in Gamespace}, 9105 journal = {Games and Culture}, 9106 volume = {2}, 9107 number = {1}, 9108 year = {2007}, 9109 pages = {49-58}, 9110 abstract = {From photoblogs to cell phone cameras, digital technology is rapidly and fundamentally changing the cultural practice of photographic representation. At the same time, the remediation of photography, in both technical and cultural modes, is occurring in the digital game. Although conventions surrounding "the camera" have commonly played a role in some game genres, with increased frequency a more literal transposition of the photograph is making its way into the game: from x-treme stunt photography to the shift of the role of photographer from narrative context to play dynamic. How and why is the practice of photography now being performed virtually in the digital game? What does this redundancy teach us about both the cultural role of photography and the evolving medium of the digital game?}, 9111 url = {http://gac.sagepub.com/cgi/content/abstract/2/1/49}, 9112 author = {Poremba, Cindy} 9113 } 9114 @unpublished {, 9115 title = {Productive Play: Participation and Learning in Digital Game Environments}, 9116 year = {2007}, 9117 note = {Submitted to International Journal of Advanced Technology for Learning 9118 accessed online version Nov 13, 2007}, 9119 abstract = {Although there is considerable interest in the idea of using games for learning, success in this area has proven elusive. Clearly it is challenging to take established curricula developed for other media types and attempt to fit them into open-ended game contexts where content is secondary to experience. Digital games are very effective for learning, but they represent a type of productive play that does not fit neatly within established educational paradigms. Furthermore, play and learning take on new dimensions within the context of an increasingly participatory culture that blurs traditional boundaries between producers and consumers, as well as teachers and learners. In participatory contexts, learning is a systemic activity where the contributions of the individual contribute to the larger collective intelligence, and learning is often a by-product of play or creativity. Attempts to use games for learning must take this broader context into account and acknowledge the shifting expectations and emerging literacies of learners steeped in a digital culture that introduces and reinforces new standards for play and participation.}, 9120 keywords = {digital games, education, learning, Participation, participatory culture, perceived playfulness}, 9121 url = {http://lisa.socialstudiesgames.com/productive_play.pdf}, 9122 author = {Galarneau,Lisa} 9123 } 9124 @conference {, 9125 title = {Project massive: Self-regulation and problematic use of online gaming}, 9126 booktitle = {Conference on Human Factors in Computing Systems - Proceedings}, 9127 year = {2007}, 9128 pages = {829-838}, 9129 abstract = {A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activity, motivations, personality, social and emotional environment, and the effect gaming has had on their lives. Prospective analysis was used to establish causal and temporal linkages among the repeatedly measured factors. While the data provide some indication that a player{\textquoteright}s reasons for playing do influence the development of problematic usage, these effects are overshadowed by the central importance of self-regulation in managing both the timing and amount of play. An individual{\textquoteright}s level of self-regulatory activity is shown to be very important in allowing them to avoid negative outcomes like problematic use. The role of depression is also discussed. With responsible use, online gaming appears to be a healthy recreational activity that provides millions of people with hours of social entertainment and adaptive diversion. However, failure to manage play behavior can lead to feelings of dependency.}, 9130 keywords = {Addiction, Depression, MMORPG, online games, Play motivation, Self-regulation, Social integration}, 9131 url = {http://www.cs.cmu.edu/~kraut/RKraut.site.files/articles/seay07-GamePlay\&PsychologicalWellbeing.pdf}, 9132 author = {Seay, A. F. and Kraut,R E} 9133 } 9134 @article {, 9135 title = {Protect virtual property in online gaming system}, 9136 journal = {International Journal of Software Engineering and Knowledge Engineering}, 9137 volume = {17}, 9138 number = {4}, 9139 year = {2007}, 9140 note = {Export Date: 11 October 2007Source: Scopus 9141 }, 9142 pages = {483-496}, 9143 abstract = {Massively multiplayer role-playing gaming (MMORPG) has become a very popular entertainment in Asia. Along with the success of the massively multiplayer role-playing gaming industry in Asia, online gaming-related crimes have grown at an amazing rate. Most of the criminal cases are related to virtual properties since markets have developed for the virtual properties giving them real world values. There has been little research and resulting technologies for MMORPG virtual property protection. In order to reduce the crimes and protect online gaming systems, one potential solution is protecting the virtual properties in online gaming systems. In this paper, we propose a virtual property management language to meter the use of virtual property. The language provides a framework for managing the use of virtual properties and recording the history of transactions to trace the life of virtual properties. 9144 }, 9145 keywords = {MMORPG, Online gaming, security, Virtual property, XML}, 9146 author = {Song,R and Korba,L and Yee,G and Chen,Y C} 9147 } 9148 @article {, 9149 title = {The Remembering and the Forgetting of Early Digital Games: From Novelty to Detritus and Back Again}, 9150 journal = {Journal of Visual Culture}, 9151 volume = {6}, 9152 year = {2007}, 9153 pages = {255-273}, 9154 abstract = {This article addresses the shifting, multiple and contradictory reception of early digital games technology. It reflects on the changing fortunes of early digital games in terms of the shifts in esteem they undergo: from novelty to detritus, to partial recuperation as nostalgia item, based on the author\&$\#$39;s research into the history of such games in New Zealand. Drawing inspiration from Tom Gunning\&$\#$39;s analyses of the interrelation between technological novelty and the existence of a discourse that makes it possible to express such novelty, the author argues that while the present collector-led valorizing of game artifacts is significant, and the mercantile marketing of games from back-catalogues useful, there is an urgent need for discourses reflecting on digital games in relation to broader shifts in visual culture. 9155 }, 9156 keywords = {collectors, digital history, discourse, early computers, nostalgia, preservation, videogames}, 9157 author = {Swalwell,Melanie} 9158 } 9159 @conference {, 9160 title = {Rendering models for immersive voice communications within distributed virtual environment}, 9161 booktitle = {IEEE Region 10 Annual International Conference, Proceedings/TENCON}, 9162 volume = {2007}, 9163 year = {2007}, 9164 abstract = {This paper compares three possible rendering models for the provision of Immersive Voice Communications (IVCs) in Distributed Virtual Environments (DVEs) such as multiplayer online games. The common aim of these three rendering models is to create a personalised auditory scene for each listening avatar, consisting of a mix of the surrounding avatars{\textquoteright} voices, positioned according to their positions in the virtual world. The first two rendering models are based on amplitude panning localisation and HRTF-based binaural localisation respectively. The computation cost of the latter is deemed too large to meet the identified processing power constraints. A computation reuse scheme was introduced in the third rendering model which, as shown in our simulation results, reduces significantly the computational cost of providing IVC using HRTF-based binaural localisation.}, 9165 url = {http://ro.uow.edu.au/cgi/viewcontent.cgi?article=1500\&context=infopapers}, 9166 author = {Que, Y. P. and Boustead, P. and Safaei, F.} 9167 } 9168 @article {, 9169 title = {A report on the crossmedia game epidemic menace}, 9170 journal = {Computers in Entertainment}, 9171 volume = {5}, 9172 number = {1}, 9173 year = {2007}, 9174 abstract = {Crossmedia games employ a wide variety of gaming interfaces based on stationary and mobile devices to facilitate different game experiences within a single game. This article presents the crossmedia game Epidemic Menace, introduces the game concept, and describes experiences from two Epidemic Menace game events. We also explain the technical realization of Epidemic Menace, the evaluation methodologies we used, and some evaluation results.}, 9175 keywords = {Augmented reality, Computer games, Crossmedia, Event-based games, game design, Game evaluation, pervasive gaming, user interfaces}, 9176 author = {Lindt, I. and Ohlenburg, J. and Pankoke-Babatz, U. and Ghellal, S.} 9177 } 9178 @article {, 9179 title = {Re-using digital narrative content in interactive games}, 9180 journal = {International Journal of Human-Computer Studies}, 9181 volume = {65}, 9182 number = {3}, 9183 year = {2007}, 9184 pages = {244-272}, 9185 publisher = {ACADEMIC PRESS LTD ELSEVIER SCIENCE LTD}, 9186 address = {LONDON}, 9187 abstract = {This paper presents a model, called Scene-Driver, for the re-use of film and television material. We begin by exploring general issues surrounding the ways in which content can be sub-divided into meaningful units for re-use and how criteria might then be applied to the selection and ordering of these units. We also identify and discuss the different means by which a user might interact with the content to create novel and engaging experiences. The Scene-Driver model has been instantiated using content from an animated children{\textquoteright}s television series called Tiny Planets, which is aimed at children of 5-7-year old. This type of material, being story-based itself,]ends itself particularly well to the application of narrative constraints to scene reordering, to provide coherence to the experience of interacting with the content. We propose an interactive narrative-driven game architecture, in which a user generates novel narratives from existing content by placing "domino" like tiles. These tiles act as "glue" between scenes and each the choice dictates certain properties of the next scene to be shown within a game. There are three different game-types, based on three different ways in which tiles can be matched to scenes. We introduce algorithms for generating legal tile-sets for each of these three game-types, which can be extended to include narrative constraints. This ensures that all novel orderings adhere to a minimum narrative plan, which has been identified based on analysis of the Tiny Planets series and on narrative theories. We also suggest ways in which basic narratives can be enhanced by the inclusion of directorial techniques and by the use of more complex plot structures. In our evaluation studies with children in the target age-range, our game compared favourably with other games that the children enjoyed playing.}, 9188 isbn = {1071-5819}, 9189 author = {Wolff, A. and Mulholland, P. and Zdrahal, Z. and Joiner, R.} 9190 } 9191 @conference {, 9192 title = {Scaling games to epic proportion}, 9193 booktitle = {Proceedings of the ACM SIGMOD International Conference on Management of Data}, 9194 year = {2007}, 9195 pages = {31-42}, 9196 abstract = {We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers or players have to create complex, dynamic behavior for a very small number of characters, but neither the game engines nor the style of AI programming enables intelligent behavior that scales to a very large number of non-player characters. In this paper we make a first step towards truly scalable AI in computer games by modeling game AI as a data management problem. We present a highly expressive scripting language SGL that provides game designers and players with a data-driven AI scheme for customizing behavior for individual non-player characters. We use sophisticated query processing and indexing techniques to efficiently execute large numbers of SGL scripts, thus providing a framework for games with a truly epic number of non-player characters. Experiments show the efficacy of our solutions.}, 9197 keywords = {Aggregates, Games, Indexing, scripting}, 9198 url = {http://www.cs.cornell.edu/johannes/papers/2007/2007-SIGMOD-Games.pdf}, 9199 author = {White,W and Demers, A. and Koch, C. and Gehrke, J. and Rajagopalan, R.} 9200 } 9201 @conference {, 9202 title = {Scaling multiplayer online games using proxy-server replication: A case study of Quake 2}, 9203 booktitle = {Proceedings of the 16th International Symposium on High Performance Distributed Computing 2007, HPDC{\textquoteright}07}, 9204 year = {2007}, 9205 pages = {219-220}, 9206 abstract = {Massively Multiplayer Online Games (MMOGs) are an increasingly popular class of real-time interactive distributed applications that require scalable architectures and parallelization approaches. While games of the role-playing genre already allow thousands of users to concurrently participate in a single game session, there are important genres, in particular action and strategy games, which have not been scaled to the massively multiplayer realm so far. These games have hard requirements in terms of scalability, in particular regarding density: many players tend to congregate in small locations. In this paper, we outline our novel approach of replication-based parallelisation for scaling the density of players. The practical impact of our work is demonstrated by porting the popular action game QFusion, based on the famous Quake 2, onto our proxy-server system architecture using the replication approach. The experiments with the ported QFusion demonstrate its high responsiveness and show that our approach allows to almost triple the maximum number of simultaneous players on four servers as compared with a single-server version. 9207 }, 9208 keywords = {Computer games, Proxy-server, Replication, Scalability}, 9209 url = {http://portal.acm.org/ft_gateway.cfm?id=1272399\&type=pdf\&coll=GUIDE\&dl=ACM\&CFID=15151515\&CFTOKEN=6184618}, 9210 author = {M{\"u}ller, J. and Gorlatch, S. and Schr{\"o}ter, T. and Fischer, S.} 9211 } 9212 @article {, 9213 title = {ScriptEase: A generative/adaptive programming paradigm for game scripting}, 9214 journal = {Science of Computer Programming}, 9215 volume = {67}, 9216 number = {1}, 9217 year = {2007}, 9218 pages = {32-58}, 9219 abstract = {The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer rather than by the author of the game story. This interruption in the game story authoring process has two distinct disadvantages: it increases the cost of game production and it introduces a disconnect between the author{\textquoteright}s intentions and the interactions produced from the programmer{\textquoteright}s written scripts. We introduce a mechanism to solve these problems. We show that game authors (non-programmers) can generate the necessary scripts for implementing meaningful interactions between the PC and game objects using a three-step process. In the first step, the author uses a generative pattern (concept) to create a high-level description of a commonly occurring game scenario. In the second step, the author uses a standard set of adaptation operations to customize the high-level description to the particular circumstances of the story that is being told. In the third step, the author presses a button that automatically generates scripting code from the adapted pattern. We describe the results of three studies in which a combined total of 56 game story authors used this three-step process to construct Neverwinter Nights game stories, using a tool called ScriptEase. We believe that this generative/adaptive process is the key to future game story scripting. More generally, this article advocates the development of adaptive programming as an alternative to current constructive programming techniques, as well as the application of adaptive programming in many domains.}, 9220 keywords = {Adaptive programming, computer game, Game agent, Game authoring, Game scripting, Generative pattern, Scripting language}, 9221 author = {Cutumisu, M. and Onuczko, C. and McNaughton, M. and Roy, T. and Schaeffer,J and Schumacher, A. and Siegel, J. and Szafron, D. and Waugh, K. and Carbonaro, M. and Duff, H. and Gillis, S.} 9222 } 9223 @book {, 9224 title = {Second Person: Role Playing and Story in Games and Playable Media}, 9225 year = {2007}, 9226 publisher = {MIT Press}, 9227 organization = {MIT Press}, 9228 author = {Harrigan, Pat and Wardrip-Fruin, Noah} 9229 } 9230 @conference {, 9231 title = {Serious video game effectiveness}, 9232 booktitle = {ACM International Conference Proceeding Series}, 9233 volume = {203}, 9234 year = {2007}, 9235 pages = {49-55}, 9236 abstract = {Given the interactive media characteristics and intrinsically motivating appeal, computer games are often praised for their potential and value in education.allHowever, comprehensive research testing these assumptions is still missing. Preliminary comparative studies on the learning effects of games versus traditional media have shown some promise. In this paper, we describe a comparative study that thoroughly investigates the effects of interactivity and media richness on science learning among college students. We also discuss important results and implications yielded from comparisons among four conditions in our experiment (game, replay, hypertext and text). 9237 }, 9238 keywords = {Computer games, Digital media, education, Entertainment-education, Hypertext, Interactivity, Learning effects, Media richness, motivation, Replay, serious games, Text}, 9239 url = {http://portal.acm.org/ft_gateway.cfm?id=1255057\&type=pdf\&coll=GUIDE\&dl=\&CFID=15151515\&CFTOKEN=6184618}, 9240 author = {Wong, W. L. and Shen, C. and Nocera, L. and Carriazo, E. and Tang, F. and Bugga, S. and Narayanan, H. and Wang, H. and Ritterfeld, U.} 9241 } 9242 @article {, 9243 title = {Sex, lies and video games}, 9244 journal = {British Journal of Educational Technology}, 9245 volume = {38}, 9246 number = {3}, 9247 year = {2007}, 9248 pages = {489-501}, 9249 abstract = {Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to ascertain their views on who is responsible for the guidelines on game content. Although the authors do not condone excessive sexual and violent video games, we advocate the value in games in general and the {\textquoteright}hidden value{\textquoteright} of this genre in many areas, including game-based learning. The aim of this paper is to show the multidimensionality and complexity of the topic that often exceeds the domain of video games.}, 9250 isbn = {0007-1013}, 9251 author = {Kearney, P. and Pivec, M.} 9252 } 9253 @article {, 9254 title = {Sex, lies, and video games: The portrayal of male and female characters on video game covers}, 9255 journal = {Sex Roles}, 9256 volume = {57}, 9257 number = {5-6}, 9258 year = {2007}, 9259 pages = {419-433}, 9260 abstract = {Two hundred twenty-five console video game covers obtained from online retail sites were examined for portrayals of men and women. We hypothesized that males would be portrayed more often, but that females would be portrayed in a more hyper-sexualized manner. Male characters were almost four times more frequently portrayed than female characters and were given significantly more game relevant action. However, in spite of their less frequent appearance, female characters were more likely to be portrayed with exaggerated, and often objectified, sexiness. Further, violence and sexiness was paired more frequently for female characters than violence and muscular physiques for the male characters. The potential influence these negative portrayals could have on gamers is discussed. 9261 }, 9262 keywords = {Sex roles, Stereotypes, Video Games}, 9263 author = {Burgess, M. C. R. and Stermer, S. P. and Burgess, S. R.} 9264 } 9265 @article {, 9266 title = {Skill acquisition through program-level imitation in a real-time domain}, 9267 journal = {IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics}, 9268 volume = {37}, 9269 number = {2}, 9270 year = {2007}, 9271 pages = {272-285}, 9272 abstract = {This paper presents an imitation learning system capable of learning tasks in a complex dynamic real-time environment. In this paper, we argue that social learning should be thought of as a special case of general skill learning, and that the biases it presents to the skill learning problem radically simplify learning for species with sufficient innate predisposition to harness this power. We decompose skill learning into four subproblems, then show how a modification of Roy{\textquoteright}s CELL system can address all these problems simultaneously. Our system is demonstrated working in the domain of a real-time virtual-reality game, Unreal Tournament.}, 9273 keywords = {Algorithm, Algorithms, artificial intelligence, biomimetics, Computer games, Imitation, Imitative Behavior, Program-level imitation, psychomotor performance, representation, robotics, Social learning}, 9274 url = {http://www.cs.bath.ac.uk/~cspmaw/ieeesmcb.pdf}, 9275 author = {Wood, M. A. and Bryson, J. J.} 9276 } 9277 @article {, 9278 title = {Sleep timing and quantity in ecological and family context: A nationally representative time-diary study}, 9279 journal = {Journal of Family Psychology}, 9280 volume = {21}, 9281 number = {1}, 9282 year = {2007}, 9283 pages = {4-19}, 9284 abstract = {Associations between demographic characteristics, school schedules, activity choices, family functioning, and sleep behaviors were estimated using, nationally representative time-diary data from 2,454 children (ages 5.5 to 11.9 years) and adolescents (ages 12.0 to 19.1 years). For weekdays, African American adolescents, Asian children, and those with earlier school start times and longer travel times to school reported fewer sleep hours. More time spent watching television (for children), doing homework (for adolescents), and engaging in religious activities predicted fewer hours, whereas a longer time spent on meals predicted greater hours of weekday sleep. For younger children, greater parental warmth predicted more hours of weekday sleep, whereas for adolescents, stricter household rules were protective. On weekends, African American adolescents and Hispanic children slept less, and there were strong effects of activity choices including time spent on television, computer and video-games, sports, religious activities, socializing, and employment. In accounting for age-related decreases in sleep hours from childhood to adolescence, earlier school start times, greater hours of homework, greater paid employment, less time spent on meals, and fewer household rules were all significant mediators. 9285 }, 9286 keywords = {adolescent sleep, behavior problems, Childhood, disparities, family functioning, Health, Obesity, Population, psychopathology, Risk-Factors, school start times, school-age-children, sleep, socioeconomic-status, time use}, 9287 isbn = {0893-3200}, 9288 author = {Adam, E. K. and Snell, E. K. and Pendry, P.} 9289 } 9290 @article {, 9291 title = {Social interactions in massively multiplayer online role-playing gamers}, 9292 journal = {Cyberpsychology and Behavior}, 9293 volume = {10}, 9294 number = {4}, 9295 year = {2007}, 9296 pages = {575-583}, 9297 abstract = {To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced. 9298 }, 9299 author = {Cole, H. and Griffiths,M D} 9300 } 9301 @article {, 9302 title = {Space Time Play. Computer Games, Architecture and Urbanism: The Next Level}, 9303 year = {2007}, 9304 note = {<p> 9305 Table of contents - <a href="http://www.spacetimeplay.org/stp_table.pdf" target="_blank">http://www.spacetimeplay.org/stp_table.pdf</a> 9306 </p> 9307 <p> 9308 Introduction - <a href="http://www.spacetimeplay.org/stp_introduction.pdf" target="_blank">http://www.spacetimeplay.org/stp_introduction.pdf</a> 9309 </p> 9310 <p> 9311 \ 9312 </p> 9313 }, 9314 pages = {496}, 9315 publisher = {Birkhauser Verlag AG}, 9316 abstract = {<p> 9317 Computer and video games are leaving the PC and conquering the arena 9318 of everyday life in the form of mobile applications (such as GPS cell 9319 phones, etc.) {\textendash} the result is new types of cities and architecture. How 9320 do these games alter our perception of real and virtual space? What can 9321 the designers of physical and digital worlds learn from one another? 9322 </p> 9323 <p> 9324 This book presents the following themes: the superimposition of 9325 computer games on real spaces and convergences of real and imaginary 9326 playspaces; computer and video games as practical planning instruments. 9327 </p> 9328 <p class="MsoPlainText"> 9329 With contributions by Espen Aarseth, Ernest Adams, 9330 Richard A. Bartle, Ian Bogost, Iain Borden, Gerhard M. Buurman, Edward 9331 Castranova, Kees Christiaanse, James Der Derian, Stephen Graham, Ludger 9332 Hovestadt, Henry Jenkins, Jesper Juul, Frank Lantz, Bart Lootsma, Winy Maas, 9333 Lev Manovich, Jane McGonigal, Kas Oosterhuis, William J. Mitchell, Howard 9334 Rheingold, Katie Salen, Hans-Peter Schwarz, McKenzie Wark, Mark Wigley and many 9335 more. 9336 </p> 9337 }, 9338 keywords = {Architectural design, Computer games, game design, Game research, Graphic design, Urbanism}, 9339 url = {http://www.spacetimeplay.org/}, 9340 author = {Borries, Friedrich von and Walz,Steffen P and B{\"o}ttger, Matthias} 9341 } 9342 @article {, 9343 title = {A steering model for on-line locomotion synthesis}, 9344 journal = {Computer Animation and Virtual Worlds}, 9345 volume = {18}, 9346 number = {4-5}, 9347 year = {2007}, 9348 pages = {463-472}, 9349 abstract = {For applications such as video games and virtual walk-throughs, on-line locomotion control is an important issue. In general, the user prescribes a sequence of motions one by one while providing an input trajectory. Since the input trajectory lacks in human characteristics, one may not synthesize quality motions by blindly following it. In this paper, we present a novel data-driven scheme for transforming a user-prescribed trajectory to a human trajectory in an on-line manner. As preprocessing, we analyze example motion data to extract human steering behavior. At run-time, the input trajectory is refined to reflect the steering behavior. Together with an existing on-line motion synthesis system, our scheme forms a feedback loop, in which the user effectively specifies an intended human trajectory.}, 9350 keywords = {Character animation, computer animation, Motion control}, 9351 author = {Kwon, T. and Shin, S. Y.} 9352 } 9353 @inbook {3216, 9354 title = {Story Manager in {\textquoteleft}Europe 2045{\textquoteleft} Uses Petri Nets}, 9355 booktitle = {Virtual Storytelling. Using Virtual Reality Technologies for Storytelling}, 9356 year = {2007}, 9357 pages = {38-50}, 9358 publisher = {Springer}, 9359 organization = {Springer}, 9360 address = {Berlin / Heidelberg}, 9361 abstract = {Europe 2045 is an on-line multi-player strategy game aimed at education of high-school students in economics, politics, and media studies. The essential feature of the game is that players face various simulated scenarios and crises addressing contemporary key issues of the unified Europe. These scenarios are branching and can evolve in a parallel manner. In this paper, we present a technique for specifying plots of these scenarios, which underpins the story manager of Europe 2045. The technique is based on a modification of Petri Nets. We also detail one particular scenario concerning the current crisis in Darfur. On a general level this paper discusses the strengths and weaknesses of implementation of Petri Nets in virtual storytelling.}, 9362 keywords = {educational games, game design, Petri Nets, serious games, virtual storytelling}, 9363 isbn = {978-3-540-77037-4}, 9364 issn = {0302-9743}, 9365 doi = {10.1007/978-3-540-77039-8}, 9366 url = {http://uisk.jinonice.cuni.cz/sisler/publications/Story_Manager_Europe2045_Petri_Nets.pdf}, 9367 author = {Brom, Cyril and Sisler, Vit and Holan, Tomas} 9368 } 9369 @article {, 9370 title = {Strategic Simulations and Our Past: The Bias of Computer Games in the Presentation of History}, 9371 journal = {Games and Culture}, 9372 volume = {2}, 9373 number = {3}, 9374 year = {2007}, 9375 pages = {213-235}, 9376 abstract = {Many popular digital games have historical themes or settings. Taking its cue from recent research emphasizing the educational value of computer and video games, this article investigates the bias of the medium in presenting history. Although sharing an appreciation for the cultural value of history simulations and games, the author argues that the digital game medium currently tends to result in stereotypically masculine, mechanical, and spatially oriented interactive presentations of history. This article does not take a technological determinist stance nor a simplistic view of interpretation. Nevertheless, the author believes that the weight and momentum of the historical development of the digital game medium, its technological structure, and its institutional character have encouraged certain patterns in digital games that should be critically examined.}, 9377 keywords = {Computer games, digital game medium, history, media bias, simulation}, 9378 url = {http://gac.sagepub.com/cgi/content/abstract/2/3/213}, 9379 author = {Schut, Kevin} 9380 } 9381 @article {, 9382 title = {Successful implementation of user-centered game based learning in higher education: An example from civil engineering}, 9383 journal = {Computers and Education}, 9384 volume = {49}, 9385 number = {3}, 9386 year = {2007}, 9387 pages = {873-890}, 9388 abstract = {Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education. Experimental setting: The online game was used for the first time during a lecture on Structural Concrete at Master{\textquoteright}s level, involving 121 seventh semester students. Methods: Pre-test/post-test experimental control group design with questionnaires and an independent online evaluation. Results: The minimum learning result of playing the game was equal to that achieved with traditional methods. A factor called "joy" was introduced, according to [Nielsen, J. (2002): User empowerment and the fun factor. In Jakob Nielsen{\textquoteright}s Alertbox, July 7, 2002. Available from http://www.useit.com/alertbox/20020707.html.], which was amazingly high. Conclusion: The experimental findings support the efficacy of game playing. Students enjoyed this kind of e-learning.}, 9389 keywords = {Civil engineering, e-learning, game-based learning, Human-computer interaction, Structural concrete, Theory of structures, usability}, 9390 author = {Ebner, M. and Holzinger, A.} 9391 } 9392 @article {, 9393 title = {Support for resilient Peer-to-Peer gaming}, 9394 journal = {Computer Networks}, 9395 volume = {51}, 9396 number = {14}, 9397 year = {2007}, 9398 pages = {4212-4233}, 9399 abstract = {In areas such as Massively-Multiplayer Online Games (MMOGs), the conventional centralized server model does not scale with the sheer number of simultaneous clients that need to be supported. P2P architectures are increasingly being considered as replacements for traditional client-server architectures in MMOGs. A distributed P2P architecture that uses \"Coordinator\" nodes for handling smaller groups of players has been shown to be especially effective in supporting MMOGs. However, the drawback of moving from centralized to distributed architectures is the loss of control, and more specifically the increase in the vulnerability of the system as a whole to compromises. There has been no prior work on handling the specific case when the Coordinator itself is compromised and cheats, a scenario akin to cheating conducted by the network. We address this problem by proposing an architecture that is resilient to Coordinator compromises and demonstrate the effectiveness of this architecture. We believe that this is an essential step towards enabling a widespread deployment of P2P-based MMOGs. 9400 }, 9401 keywords = {Cheating, multiplayer, Overlay networks, P2P games, P2P networks}, 9402 author = {Norden, S. and Guo, K.} 9403 } 9404 @article {, 9405 title = {Surface capture for performance-based animation}, 9406 journal = {IEEE Computer Graphics and Applications}, 9407 volume = {27}, 9408 number = {3}, 9409 year = {2007}, 9410 pages = {21-31}, 9411 abstract = {Digital content production traditionally requires highly skilled artists and animators to first manually craft shape and appearance models and then instill the models with a believable performance. Motion capture technology is now increasingly used to record the articulated motion of a real human performance to increase the visual realism in animation. Motion capture is limited to recording only the skeletal motion of the human body and requires the use of specialist suits and markers to track articulated motion. The authors present surface capture, a fully automated system to capture shape and appearance as well as motion from multiple video cameras as a basis to create highly realistic animated content from an actor{\textquoteright}s performance in full wardrobe. They address wide-baseline scene reconstruction to provide 360-degree appearance from only eight camera views and introduce an efficient scene representation for level of detail control in streaming and rendering. Finally, they demonstrate interactive animation control in a computer games scenario using a captured library of human animation, achieving a frame rate of 300 fps on consumer level graphics hardware.}, 9412 keywords = {Image-based modelling and rendering, Video-based character animation}, 9413 url = {http://www.ee.surrey.ac.uk/CVSSP/VMRG/Publications/starck07cga.pdf}, 9414 author = {Starck, Jonathan and Hilton, Adrian} 9415 } 9416 @article {, 9417 title = {Sustainable Play: Toward a New Games Movement for the Digital Age}, 9418 journal = {Games and Culture}, 9419 volume = {2}, 9420 number = {3}, 9421 year = {2007}, 9422 pages = {261-278}, 9423 abstract = {This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in the early 1970s in the United States as a response to the Vietnam War, against a backdrop of dramatic social and economic change fueled by a looming energy crisis, civil rights, feminism, and unhealthy widespread drug abuse. Like-minded contemporaries R. Buckminster Fuller (World Game), Robert Smithson (Spiral Jetty), and Christo and Jean-Claude (Valley Curtain) responded in kind to these environmental and sociopolitical quandaries with their "earthworks." As digital game designers and theorists embark on developing new methods to address the creative crisis in mainstream game production, against a similar backdrop of global climate change, a controversial war, political upheaval, and complex gender issues, the authors propose a reexamination of the New Games movement and its methods as a means of constructing shared contexts for meaningful play in virtual and real-world spaces.}, 9424 keywords = {activist games, alternate reality games (ARGs), digital cultures, game studies, Games, games for change, ludology, new games, PLAY}, 9425 url = {http://gac.sagepub.com/cgi/content/abstract/2/3/261}, 9426 author = {Pearce,Celia and Fullerton,Tracy and Fron,Janine and Morie, Jacquelyn Ford} 9427 } 9428 @conference {, 9429 title = {SwarmArchitect: A swarm framework for collaborative construction}, 9430 booktitle = {Proceedings of GECCO 2007: Genetic and Evolutionary Computation Conference}, 9431 year = {2007}, 9432 pages = {186}, 9433 abstract = {Computer game development has become increasingly popular in the field of autonomous systems. One of the main topics studies the building of various architectures in computer games. A realistic human-like architecture is expected in a thematic computer game, since it strongly motivates the game players in an intuitive way. However, the task of building a human-like architecture is non-trivial since the construction is a real time process without human supervision. In this paper, we present a collective building algorithm inspired by social insects for intelligent construction based on multiple agents. A swarm of virtual agents indirectly design edifications, which resemble basic features in human-like architecture by using a stigmergic mechanism along with branching rules. The main idea of the algorithm is to map sensory information to appropriate building actions. 9434 }, 9435 keywords = {Swarm intelligence}, 9436 author = {Zeng, Y. and Cordero, H. J. and Buus, D. P.} 9437 } 9438 @article {, 9439 title = {Talking the talk: Collaborative remembering and self-perceived expertise}, 9440 journal = {Discourse Processes}, 9441 volume = {43}, 9442 number = {1}, 9443 year = {2007}, 9444 pages = {55-77}, 9445 publisher = {LAWRENCE ERLBAUM ASSOC INC}, 9446 address = {MAHWAH}, 9447 abstract = {Discourse and self-perceptions are likely to be related in bidirectional ways. That is, people{\textquoteright}s self-perceptions are likely to shape their discourse behavior, but their (and their partners{\textquoteright}) discourse behavior in turn will shape their subsequent self-perceptions. To provide empirical evidence for this proposal, we conducted a study in which pairs of friends (n = 21 pairs) encountered a computer game. One friend played the game while the other observed; subsequently, both were asked to jointly tell a third party about their experience with the game. The resulting conversations were coded for narrative and other contributions, and discourse elements were examined in relation to pre- and postparticipation perceptions of expertise at the game. Players produced more narrative contributions than observers but only when observers had low self-perceived expertise prior to the game. Observers{\textquoteright} narrative contributions were linked to changes in the players{\textquoteright} self-perceptions of game expertise from prior to postconversation. These findings show that self-perceptions of expertise both shape, and are shaped by, discourse behavior.}, 9448 keywords = {Autobiographical Memories, Commitment, Construction, Events, identity, Personality, Preschool Years, Retellings, Stories, Verification}, 9449 isbn = {0163-853X}, 9450 author = {Pasupathi, M. and Alderman, K. and Shaw, D.} 9451 } 9452 @conference {, 9453 title = {Tangible interfaces for real-time 3D virtual environments}, 9454 booktitle = {ACM International Conference Proceeding Series}, 9455 volume = {203}, 9456 year = {2007}, 9457 pages = {155-162}, 9458 abstract = {Emergent game formats, such as machinima, that use game worlds as expressive 3D performance spaces have new expressive powers with an increase of the quality of their underlying graphic and animation systems. Nevertheless, they still lack intuitive control mechanisms. Set direction and acting are limited by tools that were designed to create and play video games rather than produce expressive performance pieces. These tools do a poor job of capturing the performative expression that characterizes more mature media such as film. Tangible interfaces can help open up the game systems for more intuitive character control needed for a greater level of expression in the digital real-time world. The TUI3D project (Tangible User Interfaces for Real-Time 3D) addresses production and performative challenges involved in creating machinima through the development of tangible interfaces for controlling 3D virtual actors and environments in real-time. In this paper, we present the design and implementation of a tangible puppet prototype for virtual character control in the Unreal game engine and discuss initial user feedback. 9459 }, 9460 keywords = {3D space, Game engine, Machinima, Puppetry, Tangible interface, Video Games, Virtual character}, 9461 url = {http://synlab.gatech.edu/papers/mazalek_ace2007_tui3d.pdf}, 9462 author = {Mazalek, A. and Nitsche,M} 9463 } 9464 @article {, 9465 title = {Teaching Media and Machinima in Second Life: Interview}, 9466 year = {2007}, 9467 abstract = {I first meet Britta Pollmuller in Second Life through my colleague Andrew. When I heard that Britta was teaching machinima classes in SL at the Open University{\textquoteright}s Schome Park, I asked her if we could talk about the work in SL, and how it differs from the experience of teaching in more conventional settings 9468 }, 9469 keywords = {education, Machinima, Second Life}, 9470 url = {http://learningfromsocialworlds.wordpress.com/interview-teaching-machinima-at-schome-park}, 9471 author = {Carr, D. and Pollmuller, B.} 9472 } 9473 @article {, 9474 title = {Teaching object-oriented programming laboratory with computer game programming}, 9475 journal = {IEEE Transactions on Education}, 9476 volume = {50}, 9477 number = {3}, 9478 year = {2007}, 9479 pages = {197-203}, 9480 abstract = {This paper reports the experiences in the design and execution of an object-oriented programming (OOP) laboratory course. In this course, the students are required to implement a small-to-medium scale interactive computer game in one semester, making use of a game framework. The students begin with a small number of the most tangible objects of an immediate concern. Then, as the semester unfolds and the game becomes increasingly sophisticated, OOP principles and design patterns are introduced as the means to cope with design complexity. The experience has indicated that framework-assisted, computer-game programming is a highly effective way to keep the learners engaged and facilitated in broadening and deepening their OOP skills. The ability to design nontrivial computer games that actually work has induced a consistently high level of sense of achievement among the students. 9481 }, 9482 keywords = {CC2001, Computer games, Design patterns, Laboratory course, Object-oriented programming (OOP)}, 9483 author = {Chen, W. K. and Cheng, Y. C.} 9484 } 9485 @book {, 9486 title = {Teaching Video Games}, 9487 year = {2007}, 9488 pages = {115}, 9489 publisher = {BFI Publishing}, 9490 organization = {BFI Publishing}, 9491 address = {London}, 9492 isbn = {1844570789}, 9493 author = {Oram, Barney and Newman, James and Clark, Vivienne} 9494 } 9495 @article {, 9496 title = {Technology, pedagogy and digital production: A case study of children learning new media skills}, 9497 journal = {Learning, Media and Technology}, 9498 volume = {32}, 9499 number = {2}, 9500 year = {2007}, 9501 pages = {167-181}, 9502 abstract = {This article focuses on data collected from a project called {\textquoteright}Shared Spaces: Informal Learning and Digital Cultures{\textquoteright}. The project aimed to build links between young peoples{\textquoteright} leisure and learning experiences, by engaging with the content and styles of learning connected with digital cultures in homes and community centres. The article focuses on issues around technology and pedagogy by analysing data collected from computer games making course for young people aged 9-13. The data from the games class is analysed in relation to three models of learning: constructionism, constructivism and situated learning. The article focuses on how these different models explain varying components of the learning environment, and specifically how models work in relation to digital media. The article raises questions about types of software used with this age range and also discusses implications in terms of pedagogy for the use of different software packages.}, 9503 author = {Willett, R.} 9504 } 9505 @article {, 9506 title = {Ten Myths About Serious Games}, 9507 year = {2007}, 9508 note = {The Escapist (online magazine)Issue 121, Oct 30, 2007 9509 http://www.escapistmagazine.com/ 9510 }, 9511 abstract = {The serious games field is rife with misconceptions because it encompasses so much. To help spread the truth about serious games, let{\textquoteright}s debunk 10 of the biggest myths about the genre.}, 9512 keywords = {myths, serious games, social studies}, 9513 url = {http://www.escapistmagazine.com/articles/view/issues/issue_121/2575-Ten-Myths-About-Serious-Games}, 9514 author = {Sawyer, B.} 9515 } 9516 @inbook {4468, 9517 title = {Terms of Service, Terms of Play in Children{\textquoteright}s Online Gaming}, 9518 booktitle = {The Player{\textquoteright}s Realm: Studies on the Culture of Video Games and Gaming}, 9519 year = {2007}, 9520 pages = {33-55}, 9521 publisher = {McFarland Press}, 9522 organization = {McFarland Press}, 9523 chapter = {2}, 9524 address = {Jefferson, NC}, 9525 abstract = {This study explores the hypothesis that children{\textquoteright}s participation in online gaming is being hindered by commercial interests, through the incorporation of advertising and marketing initiatives into digital cultural content, the appropriation of children{\textquoteright}s contributions and creativity, and the commercialization of children{\textquoteright}s online play practices. Emphasis is placed on the exchange of information and culture that occurs between children and corporate entities{\textemdash}namely, how children{\textquoteright}s in-game submissions and interactions are first appropriated by corporations via the intellectual property claims set forth in TOS contracts, and then re-packaged as market research data and ultimately used to inform new product development and marketing initiatives. This exchange raises a number of ethical and legal issues relating to children{\textquoteright}s communication and information rights{\textemdash}including the right to privacy and potential intellectual property rights (IPRs){\textemdash}as well as the ethical implications of researching children online, which I will attempt to address and further contextualize in the analysis.}, 9526 url = {http://www.mcfarlandpub.com/book-2.php?isbn=0-7864-2832-5}, 9527 author = {Grimes, Sara M}, 9528 editor = {J. Patrick Williams and Smith, Jonas Heide} 9529 } 9530 @article {, 9531 title = {Thoughtless Play: Using William Blake to Illuminate Authority and Agency Within Grand Theft Auto: San Andreas}, 9532 journal = {Games and Culture}, 9533 volume = {2}, 9534 number = {2}, 9535 year = {2007}, 9536 pages = {134-148}, 9537 abstract = {Authorial responsibility has been increasingly decentralized by the collective manipulation of media parameters. Whereas this encourages a sense of freedom for those exposed to such narratives, participation in narrative realization and a lack of interpretative dislocation can actually impair a reader. To demonstrate how excessive mediation can liberate or limit an audience, this article will compare how William Blake{\textquoteright}s "The Fly" and Grand Theft Auto: San Andreas differently enable and disable the authority and agency of storytellers and readers.}, 9538 url = {http://gac.sagepub.com/cgi/content/abstract/2/2/134}, 9539 author = {Saklofske, Jon} 9540 } 9541 @article {, 9542 title = {Time loss whilst playing video games: Is there a relationship to addictive behaviours?}, 9543 journal = {International Journal of Mental Health and Addiction}, 9544 volume = {5}, 9545 number = {2}, 9546 year = {2007}, 9547 pages = {141-149}, 9548 abstract = {At present, little is known about why subjective time loss occurs whilst playing video games other than that it may relate to features of escape, immersion and arousal-all of which have been implicated in the development of addictive behaviours. This study examined subjective time loss of 40 undergraduate students (26 males and 14 females with a mean age of 21.4 years) whilst playing one of two video games in an experimental setting. Mood state before and after game playing was also examined using the Profile of Mood States-Short Form (POMS-SF, Grove \& Prapavessis, 1992). Results found that, females significantly underestimated the time that they were playing compared to males. Total Mood Disturbance increased after playing one of the games, but only for participants who reported that they would liked to have continued playing for longer. There were no gender differences in relation to mood state. It is concluded that time loss is not (in itself) a precipitating or facilitating factor relating to addictive behaviour patterns.}, 9549 keywords = {Addiction, Arousal, Escape, Mood states, Time loss, Video games playing}, 9550 author = {Wood, R. T. A. and Griffiths,M D} 9551 } 9552 @article {, 9553 title = {Toward mobile entertainment: A paradigm for narrative-based audio only games}, 9554 journal = {Science of Computer Programming}, 9555 volume = {67}, 9556 number = {1}, 9557 year = {2007}, 9558 pages = {76-90}, 9559 abstract = {The widespread use of sophisticated mobile computing devices has set the stage for a renaissance in audio only entertainment. Traditional visual games are already used widely in cellular phones and similar devices. A significant limitation is the small display size. In contrast, audio only games on suitable mobile hardware need not degrade due to the smaller form factor. This makes audio only games an attractive alternative to visual games. We describe a framework for authoring interactive narrative-based audio only games set in 3D virtual environments. Despite the novelty in audio only gaming, our approach builds on a foundation of several years of research into audio only applications for sight impaired users, augmented reality systems and human-computer interaction studies. In comparison to attempts to provide a realistic user interface, we argue a simple interface enhances both immersion and entertainment value, serendipitously making audio only games practical for mobile computing. Novel features of our system include real-time gameplay and multi-player support. We also describe our software architecture, the current implementation of which uses low-cost existing PC-based hardware and software. In addition, we describe our first game, Dragon{\textquoteright}s Roar.}, 9560 keywords = {3D audio, Computer games, Entertainment computing, Interactive audio}, 9561 author = {Roden, T. E. and Parberry, I. and Ducrest, D.} 9562 } 9563 @conference {, 9564 title = {Transmedial interactions and digital games}, 9565 booktitle = {ACM International Conference Proceeding Series}, 9566 volume = {203}, 9567 year = {2007}, 9568 pages = {307-308}, 9569 abstract = {As virtual worlds and games grow in both personal and cultural importance, present limitations in access to them is increasingly limiting their ability to achieve their potential. Transmedial access, in which a given player\&$\#$39;s access to a game is made possible across different devices, offers a promising solution to this problem. It also inaugurates a new category of interaction design: transmedial interaction. This workshop explores the state of the art of transmedial interaction in games, which today unfortunately is often at most mere afterthought. It provides a participatory environment in which attendees can chart new paths forward, from developing viable business models and understanding the technical infrastructure to developing critical vocabularies and evaluative frameworks. 9570 }, 9571 keywords = {Cross-platform, Games, interaction, MMOG, mobile, Transmedia}, 9572 url = {http://ace2007.org/download/p307-bardzell.pdf}, 9573 author = {Bardzell, S. and Wu, V. and Bardzell, J. and Quagliara, N.} 9574 } 9575 @article {, 9576 title = {Trends in physical activity and sedentary behaviour in adolescence: ethnic and socioeconomic differences}, 9577 journal = {British Journal of Sports Medicine}, 9578 volume = {41}, 9579 number = {3}, 9580 year = {2007}, 9581 pages = {140-144}, 9582 abstract = {Objective: To assess developmental trends in physical activity and sedentary behaviour in British adolescents in relation to sex, ethnicity and socioeconomic status (SES).Design: A 5-year longitudinal study of a diverse cohort of students aged 11 - 12 years at baseline in 1999.Setting: 36 London schools sampled using a stratified random sampling procedure.Participants: A total of 5863 students categorised as white, black or Asian, and stratified for SES using the Townsend Index.Main outcome measures: Number of days per week of vigorous activity leading to sweating and breathing hard. Hours of sedentary behaviour, including watching television and playing video games. Data were analysed using multilevel, linear, mixed models.Results: Marked reductions in physical activity and increases in sedentary behaviour were noticed between ages 11 - 12 and 15 - 16 years. Boys were more active than girls, and the decline in physical activity was greater in girls (46\% reduction) than in boys (23\%). Asian students were less active than whites, and this was also true of black girls but not boys. Black students were more sedentary than white students. Levels of sedentary behaviour were greater in respondents from lower SES. Most differences between ethnic and SES groups were present at age 11 years, and did not evolve over the teenage years.Conclusions: Physical activity declines and sedentary behaviour becomes more common during adolescence. Ethnic and SES differences are observed in physical activity and sedentary behaviour in British youth that anticipate adult variations in adiposity and cardiovascular disease risk. These are largely established by age 11 - 12 years, so reversing these patterns requires earlier intervention. 9583 }, 9584 keywords = {adiposity, children, decline, Girls, Health, Obesity, Patterns, sociodemographic differences, young-people, Youth}, 9585 isbn = {0306-3674}, 9586 author = {Brodersen, N. H. and Steptoe, A. and Boniface, D. R. and Wardle, J.} 9587 } 9588 @article {, 9589 title = {A two-phase approach to interactivity enhancement for large-scale distributed virtual environments}, 9590 journal = {Computer Networks}, 9591 volume = {51}, 9592 number = {14}, 9593 year = {2007}, 9594 pages = {4131-4152}, 9595 abstract = {Distributed virtual environments (DVEs) are distributed systems that allow multiple geographically distributed clients (users) to interact simultaneously in a computer-generated, shared virtual world. Applications of DVEs can be seen in many areas nowadays, such as online games, military simulations, collaborative designs, etc. To support large-scale DVEs with real-time interactions among thousands or even more distributed clients, a geographically distributed server architecture (GDSA) is generally needed, and the virtual world can be partitioned into many distinct zones to distribute the load among the servers. Due to the geographic distributions of clients and servers in such architectures, it is essential to efficiently assign the participating clients to servers to enhance users\&$\#$39; experience in interacting within the DVE. This problem is termed the client assignment problem (CAP) in this paper. We propose a two-phase approach, consisting of an initial assignment phase and a refined assignment phase to address the CAP. Both phases are shown to be NP-hard. Several heuristic assignment algorithms are then devised and evaluated via extensive simulations with realistic settings. We find that, even under heterogeneous environments like the Internet where accurate input data for the assignment algorithms are usually impractical to obtain, the proposed algorithms are still beneficial to the performances of DVE. 9596 }, 9597 keywords = {Client assignment, Distributed virtual environments, Geographically distributed server architecture, Interactivity enhancement}, 9598 author = {Binh Ta, D. N. and Zhou, S.} 9599 } 9600 @article {, 9601 title = {The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments}, 9602 journal = {Cyberpsychology \& Behavior}, 9603 volume = {10}, 9604 number = {1}, 9605 year = {2007}, 9606 pages = {115-121}, 9607 abstract = {Every day, millions of users interact in real-time via avatars in online environments, such as massively-multiplayer online role-playing games (MMORPGs). These online environments could potentially be unique research platforms for the social sciences and clinical therapy, but it is crucial to first establish that social behavior and norms in virtual environments are comparable to those in the physical world. In an observational study of Second Life, a virtual community, we collected data from avatars in order to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs). Our results showed that established findings of IPD and eye gaze transfer into virtual environments: ( 1) male-male dyads have larger IPDs than female-female dyads, ( 2) male-male dyads maintain less eye contact than female-female dyads, and ( 3) decreases in IPD are compensated with gaze avoidance as predicted by the Equilibrium Theory. We discuss implications for users of online games as well as for social scientists who seek to conduct research in virtual environments.}, 9608 keywords = {gaze, Gender, interpersonal distance, personal-space, Psychology, Sex}, 9609 isbn = {1094-9313}, 9610 author = {Yee, N. and Bailenson, J. N. and Urbanek, M. and Chang, F. and Merget, D.} 9611 } 9612 @article {, 9613 title = {Uncontrolled or unbridled? An Aristotelian classification coupled with Fritz{\textquoteright}s thesis concerning the competence to control violence among extensive users of violence-oriented computer games}, 9614 journal = {Zeitschrift Fur Padagogik}, 9615 volume = {53}, 9616 number = {2}, 9617 year = {2007}, 9618 pages = {223-242}, 9619 type = {Article}, 9620 abstract = {Our analyses focussed on the question of the link between an extensive use of violence-oriented computer games and the actual use of violence among adolescents. The tools applied and examined were, on the one hand, the Aristotelian classification of the lack of self-control and, on the other hand, Fritzs thesis concerning the competence to regulate violence in dealing with computers. The results from this both theoretical and empirical analysis are quite clear. although the extensive use of violence-oriented computer games may in any case be described as uncontrolled, in the Aristotelian sense, it can, for the majority of the users, clearly not be defined as a lack of restraint with regard to violence because it is restricted to the virtual world. However, that minority of adolescents who make extensive use of violence-oriented computer games and whose thinking and acting shows great affinity to violence, may well be described as unbridled. The loss of control over violent actions among this group of the unbridled has-thus one of our central findings reached alarming proportions and a frightening quality.}, 9621 author = {Kassis, W.} 9622 } 9623 @article {, 9624 title = {Understanding movement for interaction design: Frameworks and approaches}, 9625 journal = {Personal and Ubiquitous Computing}, 9626 volume = {11}, 9627 number = {8}, 9628 year = {2007}, 9629 pages = {691-701}, 9630 abstract = {The results of a study of two computer games, that use human movement as direct input, were analysed using four existing frameworks and approaches, drawn from different disciplines that relate to interaction and movement. This enabled the exploration of the relationships between bodily actions and the corresponding responses from technology. Interaction analysis, two design frameworks and Laban movement analysis were chosen for their ability to provide different perspectives on human movement in interaction design. Each framework and approach provided a different, yet still useful, perspective to inform the design of movement-based interaction. Each allowed us to examine the interaction between the player and the game technology in quite distinctive ways. Each contributed insights that the others did not.}, 9631 keywords = {Body, embodied, Framework, interaction, movement}, 9632 author = {Loke, L. and Larssen, A. T. and Robertson,T and Edwards, J.} 9633 } 9634 @conference {, 9635 title = {Understanding social interaction in world of warcraft}, 9636 booktitle = {ACM International Conference Proceeding Series}, 9637 volume = {203}, 9638 year = {2007}, 9639 pages = {21-24}, 9640 abstract = {Research has argued that social interaction is a primary driving force for gamers to continue to play Massive Multiple Online Role Playing Games (MMORPGs). However, one recent study argues that gamers don\&$\#$39;t really socialize with other players but play alone. Part of the confusion over whether players socialize much and/or enjoy socializing while playing MMORPGs may be due to the lack of a conceptual framework that adequately articulates what is meant by \&$\#$39;social interaction in MMORPGs to understand how users experience interactions within the game. This study utilized ethnography to map out social interaction within the game World of Warcraft. It provides a broad framework of the factors affecting social interaction. The framework developed can be further verified and modified for future research.<br /> 9641 }, 9642 keywords = {MMORPG, social computing, social interaction}, 9643 url = {http://portal.acm.org/ft_gateway.cfm?id=1255052\&type=pdf\&coll=GUIDE\&dl=\&CFID=15151515\&CFTOKEN=6184618}, 9644 author = {Chen, V. H.-H. and Duh, H. B.-L.} 9645 } 9646 @article {, 9647 title = {Understanding the power of new literacies through video game play and design}, 9648 journal = {Canadian Journal of Education}, 9649 volume = {30}, 9650 number = {2}, 9651 year = {2007}, 9652 note = {Draft available at http://web.uvic.ca/~ksanford/videogameplay.html}, 9653 pages = {432-455}, 9654 abstract = {In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys{\textquoteright} time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that consumes a great deal of their out-of-school time. Our observations and conversations with adolescent boys suggest that significant, powerful learning is happening through video game play and creation, and calls into question claims that boys are not succeeding at literacy, instead suggesting the potential for critical engagement with new literacies.}, 9655 keywords = {Alternative texts, Composing, Multiliteracies, Technology, Video Games}, 9656 author = {Sanford, K. and Madill, L.} 9657 } 9658 @article {Lampert:2007vn, 9659 title = {Use of electronic media in adolescence: Results of the German Health Interview and Examination Survey for Children and Adolescents (KiGGS)}, 9660 journal = {Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz}, 9661 volume = {50}, 9662 number = {5-6}, 9663 year = {2007}, 9664 pages = {643652}, 9665 type = {article}, 9666 abstract = {The use of electronic media is playing an ever greater role in adolescents\&$\#$39; recreational behaviour. From the point of view of the health sciences, one question which arises is the extent to which intensive media use is detrimental to physical activity and adolescents\&$\#$39; health development. The data from the German Health Interview and Examination Survey for Children and Adolescents (KiGGS), which were evaluated with a focus on 11-17-year-olds, confirm this heavy use of electronic media. However, there are distinct group-specific differences. For example, boys spend more time than girls on computers, the internet and games consoles, whereas girls more often listen to music and use their mobile phones. Watching television and videos is equally popular among girls and boys. Adolescents of low social status or a low level of school education use electronic media far more frequently and for longer times, especially television and video, games consoles and mobile phones. The same is true of boys and girls from the former states of the GDR and for boys (but not girls) with a background of migration. A connection to physical activity has been established for adolescents who spend more than five hours a day using electronic media. Moreover, this group of heavy users is more often affected by adiposity. The results of the KiGGS study, which are in line with earlier research findings, thus demonstrate that the use of electronic media is also of relevance from the point of view of public health and should be included in investigations into the health of children and adolescents. 9667 }, 9668 keywords = {Adolescents, children, Computer, Electronic Media, Health survey, Internet, Television, Video Games}, 9669 author = {Lampert, T. and Sygusch, R. and Schlack, R.} 9670 } 9671 @article {, 9672 title = {The use of virtual environments based on a modification of the computer game Quake III Arena (R) in psychological experimenting}, 9673 journal = {Computers in Human Behavior}, 9674 volume = {23}, 9675 number = {4}, 9676 year = {2007}, 9677 pages = {2026-2039}, 9678 type = {Article}, 9679 abstract = {We investigated whether newly developed virtual 3D environments (VEs) based on a modification of the computer game Quake III Arenao are suitable for psychological experimenting. Internal validity of data collected in VEs may be threatened due to a priori individual differences in general performance in VE navigation and in susceptibility to cybersickness. The main question was whether individual differences in performance can be diminished by means of training. Additionally, the susceptibility of different subsamples to cybersickness when rnoving within VEs was examined. 85 participants took part in an experiment where they had to fulfill simple tasks in three VEs. Navigation performance was measured as the time participants needed to make their way through the VEs. Differences in navigation performance between different levels of experience were diminished by training, indicating that internal validity can be obtained. A classification tree reveals that game-inexperienced female participants aged over 31 years have the highest risk of experiencing cybersickness. VEs based on modifications of computer games seem to be an extremely promising and inexpensive possibility for the administration of psychological experiments.}, 9680 keywords = {Computer games, Experimental Psychology, Virtual Environment, virtual reality}, 9681 isbn = {0747-5632}, 9682 author = {Frey, A and Hartig, J. and Ketzel, A. and Zinkernagel, A. and Moosbrugger, H.} 9683 } 9684 @article {, 9685 title = {Using soft systems methodology for computer game design}, 9686 journal = {Systems Research and Behavioral Science}, 9687 volume = {24}, 9688 number = {3}, 9689 year = {2007}, 9690 pages = {359-368}, 9691 abstract = {In this paper we examine how soft systems methodology (SSM) can benefit the initial identification and communication of new computer game concepts between those involved in its development. Computer games are a multi-billion pound worldwide part of the entertainment industry. However, they are a relatively new type of software product and as such the manner in which they are designed and developed is still evolving. Computer games can be highly complex software systems that involve the expertise of a wide range of professionals ranging from programmers to animators, artists and musicians. When designing computer games, new game concepts can be difficult to communicate. In addition, the creative process could be benefited if game design ideas were capable of being shared widely and discussed. 9692 }, 9693 keywords = {Soft systems computer game design}, 9694 author = {Taylor, M. J. and Baskett, M. and Hughes, G. D. and Wade, S. J.} 9695 } 9696 @proceedings {, 9697 title = {Utilizing Text-Mining Tools to Enrich Traditional Literature Reviews. Case: Digital Games}, 9698 journal = {30th Information Systems Research Seminar in Scandinavia}, 9699 year = {2007}, 9700 pages = {1-24}, 9701 abstract = {In contrast to the many technological developments of the last ten years that have shaped also the researchers{\textquoteright} key tasks, the literature reviews have not diversified much from their traditional forms. This is somewhat surprising given that the manual scan of journals and copying of selected articles in the university library have transformed into an online discovery in various full-text and bibliographic databases. What is more, there are several insightful text mining and information visualization tools that have been developed to help the researcher in profiling, mapping and visualizing knowledge domains. The purpose of this paper is to demonstrate by way of an example the potential of a new approach called research profiling, and to raise discussion about the method{\textquoteright}s applicability in enriching traditional literature reviews. The specific topic of interest in this paper is digital games research as indexed in the ISI Web of Science. Altogether 2.136 articles were profiled. Almost half of the digital games research were classified either under computer science or psychology, or their subcategories. Only a small subset of the research was conducted from a business or management school perspective, which points to an obvious gap in the literature. 9702 }, 9703 keywords = {Computer, digital games, Literature reviews, research profiling, text mining}, 9704 url = {http://www.cs.uta.fi/~tarja/irisWG/cr1042165089399.pdf}, 9705 author = {Johanna Bragge and Jan Storg{\r a}rds} 9706 } 9707 @inbook {, 9708 title = {Variation over Time: The Transformation of Space in Single-Screen Action Games}, 9709 booktitle = {Space Time PLay}, 9710 year = {2007}, 9711 publisher = {Birkh{\"a}user}, 9712 organization = {Birkh{\"a}user}, 9713 address = {Basel}, 9714 author = {Juul,Jesper}, 9715 editor = {Friedrich von Borries, Steffen P. Walz, Ulrich Brinkmann, Matthias B{\"o}ttger} 9716 } 9717 @article {, 9718 title = {Video game demand in Japan: A household data analysis}, 9719 journal = {Applied Economics}, 9720 volume = {39}, 9721 number = {13}, 9722 year = {2007}, 9723 pages = {1705-1710}, 9724 abstract = {Various economic studies of the video game industry have focused on intra-industry details. This article complements the approach by highlighting broader budget allocation by households. Using the \&$\#$39;total households\&$\#$39; data of the Family Income and Expenditure Survey, this article estimates the demand model for video games. Estimation results show the effects of household income and demographic factors and prices of goods on the expenditure share of video games. These results indicate the importance of explicitly considering a households\&$\#$39; budget allocation, or at least, including information on households. 9725 }, 9726 url = {http://www.sk.tsukuba.ac.jp/SSM/libraries/pdf1051/1097.pdf}, 9727 author = {Harada, N.} 9728 } 9729 @article {, 9730 title = {Video game epilepsy in the twentieth century: A review}, 9731 journal = {Childs Nervous System}, 9732 volume = {23}, 9733 number = {3}, 9734 year = {2007}, 9735 pages = {265-267}, 9736 publisher = {SPRINGER}, 9737 address = {NEW YORK}, 9738 abstract = {Introduction Visually evoked seizures have been reported for almost 2,000 years. This source of seizure activity, however, seems to have increased recently with the advent of new technologies used for television and computer games. Methods The present paper reviews the literature regarding this interesting phenomenon. Results After our review, it does appear that visually evoked seizures have increased in frequency during the twentieth century. Conclusions We believe that knowledge of visually evoked seizures may aid neuroscientists in further exploration of the pathophysiology of seizure activity and its related preventive measures. Further studies are necessary to prove the etiology of such seizure activity.}, 9739 keywords = {America Working Group, Consensus, Foundation, Pattern-Induced Seizures, Photosensitive Epilepsy}, 9740 isbn = {0256-7040}, 9741 author = {Shoja, M. M. and Tubbs, R. S. and Malekian, A. and Rouhi, A. H. J. and Barzgar, M. and Oakes, W. J.} 9742 } 9743 @article {, 9744 title = {A video game for cyber security training and awareness}, 9745 journal = {Computers \& Security}, 9746 volume = {26}, 9747 number = {1}, 9748 year = {2007}, 9749 pages = {63-72}, 9750 publisher = {ELSEVIER ADVANCED TECHNOLOGY}, 9751 address = {OXFORD}, 9752 abstract = {Although many of the concepts included in cyber security awareness training are universal, such training often must be tailored to address the policies and requirements of a particular organization. In addition, many forms of training fail because they are rote and do not require users to think about and apply security concepts. A flexible, highly interactive video game, CyberCIEGE, is described as a security awareness tool that can support organizational security training objectives while engaging typical users in an engaging security adventure. The game is now being successfully utilized for information assurance education and training by a variety of organizations. Preliminary results indicate the game can also be an effective addition to basic information awareness training programs for general computer users (e.g., annual awareness training.)}, 9753 isbn = {0167-4048}, 9754 author = {Cone, B. D. and Irvine, C. E. and Thompson, M. F. and Nguyen, T. D.} 9755 } 9756 @article {, 9757 title = {Video game values: Human-computer interaction and games}, 9758 journal = {Interacting with Computers}, 9759 volume = {19}, 9760 number = {2}, 9761 year = {2007}, 9762 pages = {180-195}, 9763 publisher = {ELSEVIER SCIENCE BV}, 9764 address = {AMSTERDAM}, 9765 abstract = {Current human-computer interaction (HCI) research into video games rarely considers how they are different from other forms of software. This leads to research that, while useful concerning standard issues of interface design, does not address the nature of video games as games specifically. Unlike most software, video games are not made to support external, user-defined tasks, but instead define their own activities for players to engage in. We argue that video games contain systems of values which players perceive and adopt, and which shape the play of the game. A focus on video game values promotes a holistic view of video games as software, media, and as games specifically, which leads to a genuine video game HCI.}, 9766 keywords = {design}, 9767 isbn = {0953-5438}, 9768 author = {Barr, P. and Noble, J. and Biddle, R.} 9769 } 9770 @book {, 9771 title = {Videogame Marketing and PR: Vol. 1 - Playing to Win}, 9772 year = {2007}, 9773 note = {<p> 9774 From http://www.sellmorevideogames.com/: 9775 </p> 9776 <p> 9777 Scott Steinberg is managing director of Embassy Multimedia Consultants, 9778 which counsels game industry publishers, developers and investors 9779 worldwide. The biz{\textquoteright}s most prolific freelance author and radio/TV host, 9780 he{\textquoteright}s covered gaming/technology for 300+ outlets from CNN to the LA/NY 9781 Times, Playboy, Rolling Stone, USA Today and TV Guide. Other ventures 9782 include software publisher Overload Entertainment and Games Press, the 9783 ultimate resource for game journalists. 9784 </p> 9785 <p> 9786 See also <a href="http://www.iuniverse.com/bookstore/book_detail.asp?isbn=0-595-43371-5" target="_blank">http://www.iuniverse.com/bookstore/book_detail.asp?isbn=0-595-43371-5</a>. 9787 </p> 9788 }, 9789 publisher = {P3: Power Play Publishing}, 9790 organization = {P3: Power Play Publishing}, 9791 url = {http://www.sellmorevideogames.com/VideogameMarketingAndPR.pdf}, 9792 author = {Scott Steinberg} 9793 } 9794 @book {, 9795 title = {Videogame, Player, Text}, 9796 year = {2007}, 9797 publisher = {Manchester University Press}, 9798 organization = {Manchester University Press}, 9799 address = {Manchester}, 9800 isbn = {0719074010}, 9801 author = {Atkins, Barry and Krzywinska,Tanya} 9802 } 9803 @book {3093, 9804 title = {The Videogame Style Guide and Reference Manual}, 9805 year = {2007}, 9806 note = {The full text of this book is available online at: http://www.gamestyleguide.com/VideoGameStyleGuideeBook.pdf 9807 9808 Or as a Wiki at: 9809 9810 http://www.igja.org/guide}, 9811 pages = {100}, 9812 publisher = {Power Play Publishing}, 9813 organization = {Power Play Publishing}, 9814 abstract = {The Videogame Style Guide and Reference manual provides definitions and usage standards specific to writing about videogames in North America. }, 9815 keywords = {journalism, reference, terminology, vocabulary}, 9816 isbn = {1430313056}, 9817 issn = {1430313056}, 9818 url = {http://www.gamestyleguide.com/}, 9819 author = {Kyle Orland and Scott Steinberg and Thomas,David} 9820 } 9821 @book {2634, 9822 title = {The Videogame Style Guide and Reference Manual}, 9823 year = {2007}, 9824 note = {Electronic version also available via http://www.gamestyleguide.com/ 9825 }, 9826 publisher = {P3: Power Play Publishing}, 9827 organization = {P3: Power Play Publishing}, 9828 abstract = {From http://www.gamestyleguide.com/: 9829 <p> 9830 Journalists, stop playing guessing games! Inside the answers to your most pressing questions await: 9831 </p> 9832 <ul> 9833 <li>Videogame, one word or two? 9834 </li> 9835 <li>Console or system? 9836 </li> 9837 <li>Xbox, XBox or X-box? 9838 </li> 9839 <li>What defines a good game review? 9840 </li> 9841 </ul> 9842 <p> 9843 Fitting neatly between The AP Stylebook and Wired Style, and formally endorsed by Games Press, the ultimate resource for game journalists, The Videogame Style Guide and Reference Manual is the first volume to definitively catalogue the breathtaking multibillion-dollar game industry from A to Z. Includes official International Game Journalists Association (IGJA) rules for grammar, spelling, usage, capitalization and abbreviations, plus proven tips and guidelines for producing polished, professional prose about the world{\textquoteright}s most exciting entertainment biz. 9844 </p> 9845 <p> 9846 Exploring the field from yesterday{\textquoteright}s humble origins to tomorrow{\textquoteright}s hottest trends, biggest names and brightest stars, The Videogame Style Guide and Reference Manual contains all the tools you need to realize a distinguished career in game journalism, or go from enthusiast to editor today! 9847 </p> 9848 <p> 9849 Features: 9850 </p> 9851 <ul> 9852 <li>CLEAR RULES FOR USAGE AND STANDARDS 9853 </li> 9854 <li>HUNDREDS OF IN-DEPTH ENTRIES 9855 </li> 9856 <li>NOTABLE NAMES, GAMES AND COMPANIES 9857 </li> 9858 <li>COMPLETE GUIDE TO GAME CRITICISM 9859 </li> 9860 <li>HISTORICAL TIMELINES</li> 9861 </ul> 9862 See also <a href="http://www.lulu.com/content/922500" target="_blank">http://www.lulu.com/content/922500</a>. <br /> 9863 }, 9864 url = {http://www.gamestyleguide.com/}, 9865 author = {Thomas,David and Kyle Orland and Scott Steinberg} 9866 } 9867 @article {, 9868 title = {Videogames and Art}, 9869 year = {2007}, 9870 note = {<p> 9871 From the <a href="http://www.press.uchicago.edu/cgi-bin/hfs.cgi/00/226001.ctl" target="_blank">publisher\&$\#$39;s website</a>: 9872 </p> 9873 <p> 9874 From <em>Madden NFL 2007</em> to <em>Grand Theft Auto: Vice City</em>, 9875 videogames are firmly enmeshed in modern culture. Acknowledging the 9876 increasing cultural impact of this rapidly changing industry, <em>Videogames and Art</em> 9877 is one of the first books devoted to the study of videogame art, 9878 featuring in-depth essays that offer an unparalleled overview of the 9879 field. 9880 </p> 9881 <p> 9882 The distinguished contributors range broadly 9883 over this vast intellectual terrain, positioning videogame art as a 9884 crucial interdisciplinary mix of digital technologies and the 9885 traditions of pictorial art. They examine machinima and game console 9886 artwork, politically oriented videogame art, and the production of 9887 digital art; they also interview prominent videogame artists about 9888 their work. Rounding out <em>Videogames and Art</em> is a critique of 9889 the commercial videogame industry comprising several critical essays on 9890 the current quality and originality of videogames. 9891 </p> 9892 <p> 9893 An essential volume for our digital age, <em>Videogames and Art</em> will be a fascinating read for players, fans, skeptics, and scholars alike. 9894 </p> 9895 <p> 9896 <strong>TABLE OF CONTENTS</strong> 9897 </p> 9898 <ul> 9899 <li> 9900 Introduction - <em>Grethe Mitchell and Andy Clarke</em></li> 9901 </ul> 9902 <div> 9903 </div> 9904 <div> 9905 <strong>Section 1: Overviews</strong> 9906 </div> 9907 <ul> 9908 <li> 9909 From Appropriation to Approximation - <em>Axel Stockburger</em> 9910 </li> 9911 <li> 9912 Meltdown - <em>Rebecca Cannon</em> 9913 </li> 9914 <li> 9915 Videogames as Literary Devices - <em>Jim Andrews</em> 9916 </li> 9917 <li> 9918 High-Performance Play: The Making of Machinima - <em>Henry Lowood</em></li> 9919 <li>\"Cracking the Maze\" Curator\&$\#$39;s Note - <em>Anne-Marie Schleiner</em></li> 9920 </ul> 9921 <div> 9922 </div> 9923 <div> 9924 </div> 9925 <div> 9926 <strong>Section 2: Artists on Art</strong> 9927 </div> 9928 <ul> 9929 <li> 9930 An Interview with Brody Condon - <em>Andy Clarke</em> 9931 </li> 9932 <li> 9933 In Conversation Fall 2003: An Interview with Joseph DeLappe - <em>Jon Winet</em> 9934 </li> 9935 <li> 9936 The Idea of Doing Nothing: An Interview with Tobias Bernstrup - <em>Francis Hunger</em> 9937 </li> 9938 <li> 9939 The Isometric Museum: The <em>SimGallery</em> Online Project: An Interview with Curators Katherine Isbister and Rainey Straus - <em>Jane Pinckard</em> 9940 </li> 9941 <li> 9942 The Evolution of a GBA Artist - <em>Paul Catanese</em> 9943 </li> 9944 <li> 9945 From <em>Fictional Videogame Stills</em> to <em>Time Travelling with Rosalind Brodsky</em> 9946 </li> 9947 <li> 9948 1991-2005 - <em>Suzanne Treister</em> 9949 </li> 9950 <li> 9951 Virtual Retrofit (or What Makes Computer Gaming so Damn Racy?) - <em>M. A. Greenstein</em> 9952 </li> 9953 <li> 9954 Perspective Engines: An Interview with JODI - <em>Francis Hunger</em> 9955 </li> 9956 <li> 9957 Independent Game Development: Two Views from Australia - <em>Melanie Swalwell</em></li> 9958 <li>Medieval Unreality: Initiating an Artistic Discourse on Albania\&$\#$39;s Blood Feud by Editing a First-Person Shooter Game - <em>Nina Czegledy and Maia Engeli</em></li> 9959 </ul> 9960 <div> 9961 </div> 9962 <div> 9963 </div> 9964 <div> 9965 <strong>Section 3: Games and Other Art Forms</strong> 9966 </div> 9967 <ul> 9968 <li> 9969 Should Videogames be Viewed as Art? - <em>Brett Martin</em> 9970 </li> 9971 <li> 9972 Some Notes on Aesthetics in Japanese Videogames - <em>William Huber</em> 9973 </li> 9974 <li> 9975 The Computer as a Dollhouse (excerpts) - <em>Tobey Crockett</em> 9976 </li> 9977 <li> 9978 Networking Power: Videogame Structure from Concept Art - <em>Laurie Taylor</em> 9979 </li> 9980 <li> 9981 Fan-Art as a Function of Agency in Oddworld Fan-Culture - <em>Gareth Schott and Andrew Burn</em> 9982 Will Computer Games Ever be a Legitimate Art Form? - <em>Ernest W. Adams</em></li> 9983 </ul> 9984 <div> 9985 </div> 9986 <div> 9987 </div> 9988 <p> 9989 \ 9990 </p> 9991 }, 9992 publisher = {Intellect Books UK and Chicago University Press}, 9993 address = {Chicago, Ill}, 9994 isbn = {1841501425}, 9995 url = {http://www.press.uchicago.edu/cgi-bin/hfs.cgi/00/226001.ctl}, 9996 author = {Clarke, A and Mitchell, G.}, 9997 editor = {Clarke, A: Mitchell, G.} 9998 } 9999 @book {, 10000 title = {Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy}, 10001 year = {2007}, 10002 note = {From the publisher{\textquoteright}s web site: 10003 10004 Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America{\textquoteright}s Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? 10005 10006 Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behavior in both short- and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games{\textquoteright} explosive growth, and explores the public policy options for controlling their distribution. Anderson et al. describe the reaction of the games industry to scientific findings that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective. 10007 10008 As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.}, 10009 publisher = {Oxford University Press}, 10010 organization = {Oxford University Press}, 10011 address = {Oxford}, 10012 isbn = {0195309839}, 10013 author = {Anderson, Craig A and Gentile, Douglas A and Buckley, Katherine E.} 10014 } 10015 @article {, 10016 title = {Violent video game play impacts facial emotion recognition}, 10017 journal = {Aggressive Behavior}, 10018 volume = {33}, 10019 number = {4}, 10020 year = {2007}, 10021 pages = {353-358}, 10022 abstract = {This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior. 10023 }, 10024 keywords = {emotion, Media, Reaction time, RECOGNITION, Video Games, Violence}, 10025 author = {Kirsh,S J and Mounts, J. R. W.} 10026 } 10027 @article {, 10028 title = {Virtual driving and risk taking: Do racing games increase risk-taking cognitions, affect, and behaviors?}, 10029 journal = {Journal of Experimental Psychology-Applied}, 10030 volume = {13}, 10031 number = {1}, 10032 year = {2007}, 10033 pages = {22-31}, 10034 publisher = {AMER PSYCHOLOGICAL ASSOC/EDUCATIONAL PUBLISHING FOUNDATION}, 10035 address = {WASHINGTON}, 10036 abstract = {Research has consistently shown that aggressive video console and PC games elicit aggressive cognitions, affect, and behaviors. Despite the increasing popularity of racing (driving) games, nothing is known about the psychological impact of this genre. This study investigated whether playing racing games affects cognitions, affect, and behaviors that can promote risk taking in actual road traffic situations. In Study 1, the authors found that the frequency of playing racing games was positively associated with competitive driving, obtrusive driving, and car accidents; a negative association with cautious driving was observed. To determine cause and effect, in Study 2, the authors manipulated whether participants played I of 3 racing games or I of 3 neutral games. Participants who played a racing game subsequently reported a higher accessibility of cognitions and affect positively associated with risk taking than did participants who played a neutral game. Finally, on a more behavioral level, in Study 3, the authors found that men who played a racing game subsequently took higher risks in computer-simulated critical road traffic situations than did men who played a neutral game. Theoretical and practical implications are discussed.}, 10037 keywords = {Accidents, Aggressive-Behavior, children, Drivers, Feelings, Gender, Media, memory, Thoughts, Violent Video Games}, 10038 isbn = {1076-898X}, 10039 author = {Fischer, P. and Kubitzki, J. and Guter, S. and Frey, D.} 10040 } 10041 @article {, 10042 title = {Virtual outbreak}, 10043 journal = {New Scientist}, 10044 volume = {193}, 10045 number = {2592}, 10046 year = {2007}, 10047 pages = {39-41}, 10048 publisher = {REED BUSINESS INFORMATION LTD}, 10049 address = {SUTTON}, 10050 abstract = {Online games are the perfect laboratory for studying real human behavior, like the computer game called World of Warcraft, where a disease christened the Blood Plague, takes place inside a virtual world. The game was made by Blizzard programmers and it inspired scientists to look at virtual worlds as a new place to conduct serious research on people{\textquoteright}s behavior. In the future, subjects as diverse as government decisions on how to contain a disease and theories of social behaviour could be based on knowledge gained through experiments in the virtual world.}, 10051 isbn = {0262-4079}, 10052 author = {Coppola, K.} 10053 } 10054 @article {, 10055 title = {Virtual "third places": A case study of sociability in massively multiplayer games}, 10056 journal = {Computer Supported Cooperative Work: CSCW: An International Journal}, 10057 volume = {16}, 10058 number = {1-2}, 10059 year = {2007}, 10060 pages = {129-166}, 10061 abstract = {Georg Simmel [American Journal of Sociology 55:254-261 (1949)] is widely credited as the first scholar to have seriously examined sociability - "the sheer pleasure of the company of others" and the central ingredient in many social forms of recreation and play. Later Ray Oldenburg [The Great Good Place. New York: Marlowe \& Company (1989)] extended Simmel{\textquoteright}s work by focusing on a certain class of public settings, or "third places," in which sociability tends to occur, such as, bars, coffee shops, general stores, etc. But while Simmel and Oldenburg describe activities and public spaces in the physical world, their concepts may apply as well to virtual or online worlds. Today Massively Multiplayer Online Games (MMOGs) are extensive, persistent online 3D environments that are populated by hundreds of thousands of players at any given moment. The sociable nature of these online spaces is often used to explain their success: unlike previous video games, MMOGs require players to exchange information and collaborate in real-time to progress in the game. In order to shed light on this issue, we critically examine player-to-player interactions in a popular MMOG (Star Wars Galaxies). Based on several months of ethnographic observations and computerized data collection, we use Oldenburg{\textquoteright}s notion of "third places" to evaluate whether or not the social spaces of this virtual world fit existing definitions of sociable environments. We discuss the role online games can play in the formation and maintenance of social capital, what they can teach us about the evolution of sociability in an increasingly digitally connected social world, and what could be done to make such games better social spaces.}, 10062 keywords = {Automated data collection, online games, Sociability, Third places}, 10063 author = {Ducheneaut, N. and Moore, R. J. and Nickell, E.} 10064 } 10065 @conference {, 10066 title = {Weathergods: Tangible interaction in a digital tabletop game}, 10067 booktitle = {TEI{\textquoteright}07: First International Conference on Tangible and Embedded Interaction}, 10068 year = {2007}, 10069 pages = {151-152}, 10070 abstract = {In this paper we describe the game \&$\#$39;Weathergods\&$\#$39;, which is implemented on the Entertaible tabletop gaming platform [1]. The game uses either iconic or symbolic [2] tangible objects for interaction and marries both the advantages of traditional board games and computer games. 10071 }, 10072 keywords = {Digital tabletop gaming, interaction design, Pervasive games, Tangible interaction, Tangible user interfaces}, 10073 author = {Bakker, S. and Vorstenbosch, D. and Van Den Hoven, E. and Hollemans, G. and Bergman, T.} 10074 } 10075 @article {, 10076 title = {What Can (and Can{\textquoteright}t) Games Do?: The Potentials and Limits of Using Games for Learning}, 10077 year = {2007}, 10078 abstract = {<p> 10079 Video of IGDA \"International Game Developer Association\" event held in NYC Oct 11, 2007. 10080 </p> 10081 <p> 10082 \ 10083 </p> 10084 }, 10085 keywords = {IGDA event, presentations, YouTube event video}, 10086 url = {http://www.youtube.com/view_play_list?p=77B70E50BFC0A98C}, 10087 author = {Campbell,L and Fortungo, N and Perlin,K and Salen, K. and Thai, A.} 10088 } 10089 @article {, 10090 title = {What can video games teach us about teaching reading?}, 10091 journal = {Reading Teacher}, 10092 volume = {60}, 10093 number = {8}, 10094 year = {2007}, 10095 pages = {718-727}, 10096 author = {Compton-Lilly, C.} 10097 } 10098 @inbook {, 10099 title = {Without a Goal: On Open and Expressive Games}, 10100 booktitle = {Videogame/Player/Text}, 10101 year = {2007}, 10102 publisher = {Manchester University Press}, 10103 organization = {Manchester University Press}, 10104 address = {Manchester}, 10105 abstract = {According to a widespread theory, video games are goal-oriented, rule-based activities, where players find enjoyment in working towards the game goal. According to this theory, game goals provide a sense of direction and set up the challenges that the players face. 10106 10107 However, the last few decades have seen many things described as "games" that either do not have goals, or have goals that are optional for the player: Sims 2 (Maxis 2004) has no stated goals, but is nevertheless extremely popular ...}, 10108 isbn = {978-0719074011}, 10109 url = {http://www.jesperjuul.net/text/withoutagoal/}, 10110 author = {Juul,Jesper}, 10111 editor = {Krzywinska,Tanya and Atkins, Barry} 10112 } 10113 @article {, 10114 title = {Women and games: Technologies of the gendered self}, 10115 journal = {New Media and Society}, 10116 volume = {9}, 10117 number = {4}, 10118 year = {2007}, 10119 pages = {555-576}, 10120 abstract = {This study examines how individual differences in the consumption of computer games intersect with gender and how games and gender mutually constitute each other. The study focused on adult women with particular attention to differences in level of play, as well as genre preferences. Three levels of game consumption were identified. For power gamers, technology and gender are most highly integrated. These women enjoy multiple pleasures from the gaming experience, including mastery of game-based skills and competition. Moderate gamers play games in order to cope with their real lives. These women reported taking pleasure in controlling the gaming environment, or alternately that games provide a needed distraction from the pressures of their daily lives. Finally, the non-gamers who participated in the study expressed strong criticisms about game-playing and gaming culture. For these women, games are a waste of time, a limited commodity better spent on other activities. 10121 }, 10122 keywords = {digital games, Foucault, Gender, identity, PLAY, Technology, Video Games, Women}, 10123 author = {Royse, P. and Lee, J. and Undrahbuyan, B. and Hopson, M. and Consalvo, M} 10124 } 10125 @article {, 10126 title = {Would the {\textquoteright}real{\textquoteright} girl gamer please stand up? Gender, LAN cafes and the reformulation of the {\textquoteright}girl{\textquoteright} gamer}, 10127 journal = {Gender and Education}, 10128 volume = {19}, 10129 number = {6}, 10130 year = {2007}, 10131 pages = {691-705}, 10132 abstract = {In this paper we consider the significance of cyber {\textquoteright}LAN{\textquoteright} caf{\'e}s as sites where on and off-line practices meet in way that complicates binary notions of the gendered gamer. Existing research into computer games culture suggests a male dominated environment and points to girls{\textquoteright} lower levels of competence and participation in games. Building on recent studies interested in the constitution of gender through engagement with online technologies, we draw on Judith Butler{\textquoteright}s politics of performative resignification, and conceptualise digital culture as a resource through which {\textquoteright}girl{\textquoteright} gamers are mobilised and potentially reformulated, experiencing their gaming identities in contradictory ways, and fragmenting the category {\textquoteright}girl{\textquoteright} in the very act of articulating their place in a male dominated gaming culture. It is argued that through the meeting of on and off-line practices, LAN caf{\'e}s operate as a location that is particularly amenable to reformulative work in relation to gendered gaming identities.}, 10133 author = {Beavis, C. and Charles, C.} 10134 } 10135 @article {, 10136 title = {An application of games-based learning within software engineering}, 10137 journal = {British Journal of Educational Technology}, 10138 volume = {38}, 10139 number = {3}, 10140 year = {2007}, 10141 pages = {416-428}, 10142 type = {Article}, 10143 abstract = {For some time now, computer games have played an important role in both children and adults{\textquoteright} leisure activities. While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits. There is no doubt that computer games are highly engaging and incorporate features that are extremely compelling. It is these highly engaging features of computer games that have attracted the interests of educationalists. The use of games-based learning has been growing for many years now; however, within software engineering, there is still a dearth of empirical evidence to support this approach. In this paper, we examine the literature on the use of computer games to teach software engineering concepts and describe a computer game we have been developing to teach these concepts.}, 10144 isbn = {0007-1013}, 10145 author = {Connolly, T. M. and Stansfield, M. and Hainey, T.} 10146 } 10147 @conference {, 10148 title = {A brief review of digital games and learning}, 10149 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 10150 year = {2007}, 10151 pages = {124-129}, 10152 abstract = {Digital games have caught the attention of scholars across a variety of disciplines. Today, scholars from fields as diverse as media design, literature, computer science, education, and theatre studies have together contributed to the understanding of this emergent medium and its phenomenon as a learning tool. The unsatisfying experience of directly adopting game formats into educational contexts has motivated researchers to study successful (commercial) digital games, in particular to examine the play activities of digital games and the principles underlying the design of digital games in order to develop concepts and strategies for rich virtual learning contexts. In this review, I provide a brief account of academic arguments regarding digital games and learning.}, 10153 author = {Hsiao, H. C.} 10154 } 10155 @article {, 10156 title = {Capturing player enjoyment in computer games}, 10157 journal = {Studies in Computational Intelligence}, 10158 volume = {71}, 10159 year = {2007}, 10160 pages = {175-201}, 10161 abstract = {The current state-of-the-art in intelligent game design using Artificial Intelligence (AI) techniques is mainly focused on generating human-like and intelligent characters. Even though complex opponent behaviors emerge through various machine learning techniques, there is generally no further analysis of whether these behaviors contribute to the satisfaction of the player. The implicit hypothesis motivating this research is that intelligent opponent behaviors enable the player to gain more satisfaction from the game. This hypothesis may well be true; however, since no notion of entertainment or enjoyment is explicitly defined, there is therefore no evidence that a specific opponent behavior generates enjoyable games.}, 10162 author = {Yannakakis, G. N. and Hallam, J.} 10163 } 10164 @conference {, 10165 title = {Cell phone games for a CS2 data structures course}, 10166 booktitle = {Proceedings of the Annual Southeast Conference}, 10167 volume = {2007}, 10168 year = {2007}, 10169 pages = {300-303}, 10170 abstract = {Cell phones are an attractive platform for developing games and teaching a CS2 data structures course. Most students have one and carry them everywhere making it easy for the students to show their friends the "cool" game they developed in one of their first computing courses. The relatively weak processor (compared to a desktop PC) and small memory of a cell phone force the students to build efficient data structures and algorithms. This paper describes a summer project to test the feasibility of using this approach in a CS2 course by having students design and implement a computer game on a cell phone.}, 10171 keywords = {Cell phone, Computer games, CS2, Data structures, J2ME}, 10172 author = {Bowles, J. B.} 10173 } 10174 @article {, 10175 title = {Cheat-proof playout for centralized and peer-to-peer gaming}, 10176 journal = {IEEE-ACM Transactions on Networking}, 10177 volume = {15}, 10178 number = {1}, 10179 year = {2007}, 10180 pages = {1-13}, 10181 abstract = {We explore exploits possible for cheating in real-time, multiplayer games for both client-server and serverless architectures. We offer the first formalization of cheating in online games and propose an initial set of strong solutions. We propose a protocol that has provable anti-cheating guarantees, is provably safe and live, but suffers a performance penalty. We then develop an extended version of this protocol, called asynchronous synchronization, which avoids the penalty, is serverless, offers provable anti-cheating guarantees, is robust in the presence of packet loss, and provides for significantly increased communication performance. This technique is applicable to common game features as well as clustering and cell-based techniques for massively multiplayer games. Specifically, we provide a zero-knowledge proof protocol so that players are within a specific range of each other, and otherwise have no notion of their distance. Our performance claims are backed by analysis using a simulation based on real game traces.}, 10182 keywords = {gaming, multimedia communication, peer-to-peer networking, security}, 10183 isbn = {1063-6692}, 10184 author = {Baughman, N. E. and Liberatore, M. and Levine, B. N.} 10185 } 10186 @article {, 10187 title = {Choice of interactive dance and bicycle games in overweight and nonoverweight youth}, 10188 journal = {Annals of Behavioral Medicine}, 10189 volume = {33}, 10190 number = {2}, 10191 year = {2007}, 10192 pages = {124-131}, 10193 abstract = {Background: Interactive video games are a popular alternative to physical activity in youth. One advancement in computer games are interactive games that use physical activity as a game playing controller, combining exercise and entertainment, or exertainment. Purpose: This study tested the reinforcing value and activity levels of interactive dance and bicycle race games in 18 overweight and 17 non-overweight 8- to 12-year-old youth. Methods: Reinforcing value was studied using a behavioral choice paradigm that provided children the opportunity to respond on progressive ratio schedules of reinforcement for a choice of either playing the video dance or bicycle game using a handheld video game controller or one of three options: dancing or bicycling alone, dancing or bicycling while watching a video, or playing the interactive dance or bicycle game. Reinforcing value was defined in relationship to the amount of responding children engaged in for either choice. Results: Results showed the interactive dance game was more reinforcing than dancing alone or dancing while watching the video (p = .003), but there was no difference across bicycling conditions. Nonoverweight youth were more active when given the opportunity to play the interactive dance game than overweight children (p = .05). Conclusions: These results suggest that children may be motivated to be active when given the opportunity to play an interactive dance game.}, 10194 author = {Epstein,L H and Beecher, M. D. and Graf, J. L. and Roemmich, J. N.} 10195 } 10196 @article {, 10197 title = {Collaboration in a multi-user game: impacts of an awareness tool on mutual modeling}, 10198 journal = {Multimedia Tools and Applications}, 10199 volume = {32}, 10200 number = {2}, 10201 year = {2007}, 10202 pages = {161--183}, 10203 publisher = {SPRINGER}, 10204 address = {DORDRECHT}, 10205 abstract = {This paper presents an experimental research that focuses on collaboration in a multi-player game. The aim of the project is to study the cognitive impacts of awareness tools, i.e., artifacts that allow users of a collaborative system to be aware of what is going on in the joint virtual environment. The focus is on finding an effect on performance as well as on the representation an individual builds of what his partner knows, plans and intends to do (i.e., mutual modeling). We find that using awareness tools has a significant effect by improving task performance. However, the players who were provided with this tool did not show any improvement of their mutual modeling. Further analysis on contrasted groups revealed that there was an effect of the awareness tool on mutual modeling for players who spent a large amount of time using the tool.}, 10206 keywords = {communication, Groupware, knowledge, Support}, 10207 isbn = {1380-7501}, 10208 author = {Nova, N. and Wehrle, T. and Goslin, J. and Bourquin, Y. and Dillenbourg, P.} 10209 } 10210 @conference {, 10211 title = {A component-based framework to rapidly prototype online chess games for home entertainment}, 10212 booktitle = {Conference Proceedings - IEEE International Conference on Systems, Man and Cybernetics}, 10213 volume = {5}, 10214 year = {2007}, 10215 pages = {4011-4016}, 10216 abstract = {To reduce the cost and risk of developing computer games, game developers are increasingly adopting software engineering methods to produce game engines or middleware. In this paper, we take such an approach to develop a software framework for rapidly prototyping online chess games. A set of application programming interfaces (APIs) is pre-defined to deal with the technical details. Following the provided guidelines, any game programmer can use APIs to develop his own games in a time-efficient manner, and can connect the game to the platform as an application for all online players. To demonstrate how our framework can be used to develop a game conveniently and efficiently, we have used it to design a well-known Chinese chess game as an example.}, 10217 author = {Lee, W. P. and Liu, L. J. and Chiou, J. A.} 10218 } 10219 @article {, 10220 title = {Computer games in classrooms and the question of {\textquoteright}cultural baggage{\textquoteright}}, 10221 journal = {British Journal of Educational Technology}, 10222 volume = {38}, 10223 number = {3}, 10224 year = {2007}, 10225 pages = {526-528}, 10226 type = {Editorial Material}, 10227 isbn = {0007-1013}, 10228 author = {Carr, D.} 10229 } 10230 @conference {, 10231 title = {A consistency model for highly interactive multi-player online games}, 10232 booktitle = {Simulation Symposium}, 10233 year = {2007}, 10234 pages = {318-323}, 10235 abstract = {In this paper, we investigate the consistency issue in multi-player online games (MPOGs). Though consistency has been well-studied in parallel and distributed systems, database systems, and groupware systems, it is still a new and challenging issue for MPOGs. Most existing consistency models and consistency maintenance mechanisms adopt a data-centric approach, which is not adequate for MPOGs. We advocate a human-centric approach, and propose a consistency model based on the similarity of the perceptions of different players. The implications of the proposed consistency model in game design are also discussed. In particular, a generic consistency maintenance mechanism for MPOGs is proposed.}, 10236 author = {Zhou, S. and Shen, H.} 10237 } 10238 @article {, 10239 title = {A day in the life}, 10240 journal = {Computers in Entertainment}, 10241 volume = {5}, 10242 number = {2}, 10243 year = {2007}, 10244 abstract = {The 2007 International Computer Electronics Show (CES) will focus on several new technologies that have been developed in the field of computers and entertainment. The event will be attended by 140,000 visitors from 130 different, who will interact with 2700 exhibitors. The annual CES event will be organized by the Consumer Electronics Association (CEA), representing an industry that accounted for $140 billion in sales in 2006. The new 57-inch liquid crystal display (LCD) television, a flatscreen model developed by LG is one one of the significant technological innovations that will provide better quality entertainment for viewers. The iWear VR920 headset developed by Icuiti, will be another new technology, which will be displayed at the event. This device will enable viewers to look and move in their virtual worlds, when it is plugged into the Massively Multiplayer Online Games (MMOGs).}, 10245 author = {Davison, C.} 10246 } 10247 @conference {, 10248 title = {The design of learning environments using videogames in formal education}, 10249 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 10250 year = {2007}, 10251 pages = {19-24}, 10252 abstract = {The fundamental aim of this contribution is to analyze the design of learning environments using videogames in schools. This analysis is the result of work done by our research team in primary and secondary education in Spain. Our interest is to analyze how content and strategies in education should be learnt via the use of digital games. During the last decade, the amount of research on this field has increased considerably. The problem of integrating videogames into education will lessen over time and, in particular, as a consequence of pedagogical proposals that allow the integration of the experience of play with the learning experience. In this contribution, we describe the pedagogical model for the integration of the videogames used. We analyze the results obtained in relation to those obtained in similar studies. Finally, we consider the most important advantages and disadvantages of the use of videogames in schools.}, 10253 author = {Gros, B.} 10254 } 10255 @conference {, 10256 title = {Designing constructivist learning environment in online game}, 10257 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 10258 year = {2007}, 10259 pages = {212-214}, 10260 abstract = {To date, online games have increasingly become the dominant form of computer games particularly for children and adolescents. From the educational point of view, online games almost possess the key features of a constructivist learning environment. In this paper we present an online game-based learning model for designing constructivist learning environment and propose an instance to illustrate how to implement it.}, 10261 author = {Tsai, F. H. and Yu, K. C. and Hsiao, H. S.} 10262 } 10263 @article {, 10264 title = {Digital game-based learning once removed: Teaching teachers}, 10265 journal = {British Journal of Educational Technology}, 10266 volume = {38}, 10267 number = {3}, 10268 year = {2007}, 10269 pages = {478-488}, 10270 abstract = {In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers. Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games effectively to enhance learning. The course was designed as an introduction to digital games and gaming for instruction and learning. In it, students explored the theories, the possibilities, considerations and constraints related to the design of instructional games, and the use of learning and commercial entertainment games in classroom and out-of-class settings. The design of the course, along with the rationales, will be outlined and participant reaction will be profiled. Suggestions for future course designs are described, as well as key elements crucial for teacher preparation. Ultimately, the success of digital games as a medium for learning depends to a large extent on the abilities of new and practicing teachers to take full advantage of this medium.}, 10271 isbn = {0007-1013}, 10272 author = {Becker, K.} 10273 } 10274 @conference {, 10275 title = {Digital games: Developing the issues of socio-cognitive learning theory in an attempt to shift an entertainment gadget to an educational tool}, 10276 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 10277 year = {2007}, 10278 pages = {147-151}, 10279 abstract = {Over the years, digital games have become one of adolescents{\textquoteright} main interests and a controversial issue among researchers all over the world. However, it is claimed that digital games can be a promising educational tool utilizing both the attributes that make them effective in the learning process and the students{\textquoteright} predisposition to deal with them. The present study explores the background of digital game use in a group of Greek adolescents (N=125) (12 to 16 years old) and the potential of using digital games as an educational tool, on a socio-cognitive learning theory basis. Gender differences were revealed; concerning the time spent playing digital games, the game preferences, and the identification with the hero of the game. There was no correlation of frequent digital game use with low academic performance, though frequent game use was partially correlated with low Self-esteem and high Computer Self-efficacy.}, 10280 author = {Mysirlaki, S. and Paraskeva, F.} 10281 } 10282 @article {, 10283 title = {(Dis-)integrative Effects of MUD-Usage as Seen by the Players}, 10284 journal = {Eludamos. Journal for Computer Game Culture}, 10285 volume = {1}, 10286 number = {1}, 10287 year = {2007}, 10288 abstract = {Most studies on social relationships in Multi-User-Dungeons (MUDs) focus on the online development of the relationships or on their trans{\textlnot}fer from Virtual Reality (VR) to Real Life (RL). The perspective of my study is broader: 50 players of the German MUD Avalon were questioned in an online survey about the relationships they had gained or lost by playing online {\textendash} and for their own judgement on the effects the MUD had on their social network. Of these 50, 20 participated in qualitative online interviews; their answers allow a better under{\textlnot}standing of the quantitative data. The main results of the quantitative survey are that most of the players gained new relationships {\textendash} in{\textlnot}cluding an amazingly high number of couples {\textendash} and only one player lost a friend; nevertheless nearly half of the players had neglected their RL relationships for some time. The interviewees judged these effects according to their RL experiences: Highest ratings were re-ported by those who gained closer relationships in VR than they were used to in RL {\textendash} even though this might mean that they had simply found acquaintances rather than real friends.}, 10289 url = {http://www.eludamos.org/index.php/eludamos/article/view/7}, 10290 author = {Susanne Keuneke} 10291 } 10292 @conference {, 10293 title = {EduBingo: Design of multi-level challenges of a digital classroom game}, 10294 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 10295 year = {2007}, 10296 pages = {11-18}, 10297 abstract = {Some researches suggest that Well-designed computer games can facilitate children{\textquoteright}s learning and motivation on mathematics [11, 17]. To sustain the fun in playing a learning game, according to the concept of flow", students need a series of challenges to match their developing skills. This paper addresses two design questions: 1) How to transform a popular game into an educational game? 2) How to design multi-level challenges to sustain fun for practicing arithmetic in that game? In this paper, the game rules of Bingo are modified to design a competitive computer game, called EduBingo, for practicing arithmetic in a classroom. Based on our previous works and surveys of several digital games, four dimensions of challenges are identified for devising such educational games. A trail test was conducted to preliminarily evaluate the game{\textquoteright}s effects on learning, and, in particular, the influences of different dimensions of challenges on practice.}, 10298 author = {Cheng, H. N. H. and Deng, Y. C. and Chang, S. B. and Chan, T. W.} 10299 } 10300 @conference {, 10301 title = {Effect of computer-based video games on children: An experimental study}, 10302 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 10303 year = {2007}, 10304 pages = {114-118}, 10305 abstract = {This experimental study investigated whether computer-based video games facilitate children{\textquoteright}s cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children{\textquoteright}s learning achievement. One major research null hypothesis was tested: no statistically significant differences in students{\textquoteright} achievement when they receive two different instructional treatments: (1) traditional CAI; and (2) a computer-based video game. One hundred and eight third-graders from a middle/high socio-economic standard school district in Taiwan participated in the study. Results indicate that computer-based video game playing not only improves participants{\textquoteright} fact/recall processes (F=5.288, p<.05), but also promotes problem-solving skills by recognizing multiple solutions for problems (F=5.656, p<.05).}, 10306 author = {Chuang, T. Y. and Chen, W. F.} 10307 } 10308 @article {, 10309 title = {The effects of leisure-based screen time}, 10310 journal = {American Journal of Health Education}, 10311 volume = {38}, 10312 number = {3}, 10313 year = {2007}, 10314 pages = {139-146}, 10315 abstract = {Background: Use of television, computers, and video games competes with physical activity and may be a health risk factor. Purpose: This study assessed the relationship between leisure-based screen time and physical activity in families to determine whether assignment to a limited screen time group results in more physical activity. Methods: Ninety-four families participated for six weeks. Families were randomly assigned to unlimited or limited screen time viewing groups. Participants wore a pedometer to measure steps. Results: Results indicate no statistically significant differences in steps for adults (F(1,165)=0.81, p?.369) or 13-to-18-year-olds (F(1,63)=0.21, p?.647). Among the 5-to-12-year-olds, statistically significant group differences (F(1,165)=5.63, p?.019) for steps were found between the unlimited viewing group and the limited viewing groups. Discussion: Lower amounts of leisure-based screen time yielded increased amounts of physical activity in the 5-to-12-year-olds, but this trend was not found in the 13-to-18-year-olds or adults. Additional research is needed in order to more fully understand the screen time and physical activity relationship. Translation to Health Education Practice: In general, promotion of physical activity at home and school could increase physical activity and decrease leisure-based screen time; otherwise, other sedentary activities may only replace the time not spent in front of a screen.}, 10316 author = {Meier, M. D. and Hager, R. L. and Vincent, S. D. and Tucker, L. A. and Vincent, W. J.} 10317 } 10318 @article {, 10319 title = {Electronic game research methodologies: Studying religious implications}, 10320 journal = {Review of Religious Research}, 10321 volume = {49}, 10322 number = {1}, 10323 year = {2007}, 10324 pages = {35-53}, 10325 abstract = {A collection of pilot studies is described, illustrating how the religious implications of video games can be studied electronically by content analysis, natural language processing, ethnography or participant observation, and online interviewing. Many popular games for the Nintendo, PlayStation, and Xbox platforms either mock accepted religion or present heterodox, exotic, or imagined alternatives to it. Online games and virtual environments, like World of Warcraft and Second Life, offer inhabitants emotionally compelling experiences connected to spirituality and the supernatural. The methods employed here emphasize qualitative approaches, but connect them to quantitative approaches as well. Methods like these can be useful to study a variety of religion-related topics online. Electronic games are an especially good example to illustrate these methods because they, like the World Wide Web itself, are a commercially successful vanguard of the new technologies that may be transforming human culture.}, 10326 author = {Bainbridge, W. S. and Bainbridge, W. A.} 10327 } 10328 @article {4583, 10329 title = {Establishing research criteria for performed gestures and emotional interaction in an gestural film game: To be or not to be}, 10330 journal = {New Trends in Software Methodologies, Tools and Techniques}, 10331 volume = {161}, 10332 year = {2007}, 10333 note = {Bmh22Times Cited:1Cited References Count:20Frontiers in Artificial Intelligence and Applications}, 10334 pages = {166-181505}, 10335 abstract = {This paper describes practice-based research using an interactive gestural film game To be or not to be, to study the relationship between performed gestures and emotional response. The work is the result of a collaboration between an intermedia artist (first author), and a programmer / designer. The content of the interactive film game is based on lines from Act 3 scene i from Shakespeare{\textquoteright}s play Hamlet. Attention is given first to the original design method based on gestural expression in theatre using the key techniques of text, rehearsal and performance. A primary design goal was to construct an interface where coherent and continuous gestural and emotional interaction occurred. This is followed by observation and evaluation of audience / user interaction with the work (collaboration with second author) establishing research criteria to evaluate performed gestures and emotional responses of the audience.}, 10336 keywords = {emotion, Game, Human-computer interaction, performed gesture, theatre}, 10337 isbn = {0922-6389}, 10338 url = {<Go to ISI>://000272330700011}, 10339 author = {Danylak, R. and Bilda, Z. and Edmonds, E.} 10340 } 10341 @article {, 10342 title = {EVE{\textquoteright}s entropy: A formal gauge of fun in games}, 10343 journal = {Studies in Computational Intelligence}, 10344 volume = {71}, 10345 year = {2007}, 10346 pages = {153-173}, 10347 abstract = {Fun is the force that drives play in games. Therefore a science of fun is needed to engineer games that are engaging for players, including the design of software agents that play against and along with human beings in computer games. EVE? is a computational theory, based on a psychological progression of Expectations (E), Violations (V) and Explanations (E?) that in turn evoke emotional responses known as fun or flow. Here EVE? is developed for the case of gambling games, specifically slot machines, deriving a Bayesian-information measure of aesthetic utility that is not modeled by the economic utility of previous proposals like Prospect Theory. The derivation shows how aesthetic utility can be measured by entropy and how fun can be seen as a form of learning. EVE{\textquoteright}s contribution lies in going beyond classical economics and computational intelligence to analyze the aesthetics of enjoyment and engagement - towards a science of fun.}, 10348 author = {Burns, K.} 10349 } 10350 @article {, 10351 title = {Excessive computer game playing: Evidence for addiction and aggression?}, 10352 journal = {Cyberpsychology and Behavior}, 10353 volume = {10}, 10354 number = {2}, 10355 year = {2007}, 10356 pages = {290-292}, 10357 abstract = {Computer games have become an ever-increasing part of many adolescents{\textquoteright} day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9\% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.}, 10358 author = {Gr{\"u}sser, S. M. and Thalemann,R and Griffiths,M D} 10359 } 10360 @article {, 10361 title = {Flow experiences of children in an interactive social game environment}, 10362 journal = {British Journal of Educational Technology}, 10363 volume = {38}, 10364 number = {3}, 10365 year = {2007}, 10366 pages = {455-464}, 10367 type = {Article}, 10368 abstract = {This study examines children{\textquoteright}s flow experiences in an interactive social game environment. A total of 33 children aged from 7 to 9 years participated in the study for 6 weeks. Data were collected through observations and interviews. In order to measure the flow experiences of the children, items of a flow scale were administered to the children through interviews. Results revealed that flow experiences occur more among boys than girls during gameplay. While ludology had more effect on the flow experiences of boys when compared with the narratology of computer games, narratology had more effect among girls. Challenge and complexity elements of games had more effect on the flow experiences of the children than clear feedback.}, 10369 isbn = {0007-1013}, 10370 author = {Inal, Y. and Cagiltay, K.} 10371 } 10372 @conference {, 10373 title = {Framework for bloom{\textquoteright}s knowledge placement in computer games}, 10374 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 10375 year = {2007}, 10376 pages = {159-163}, 10377 abstract = {Computer games are an excellent e-learning platform for constructing student cognizance. The integrations of computer game and e-learning are a common and popular trend. However, most of these integrations focus on the transfer of knowledge (the e-learning content) as a "game-like" content based within a computer game. This is ineffective and meaningless due to the fact that students should be learning knowledge via the cognizance process. Computer games are merely a platform, a channel, and a tool. We should address and focus on the cognizance process. Computer games are an experience-based media which feasibly constructs player (student) knowledge through game playing. Thus, based on the problem solving theory, we proposed a framework which intends to replicate the revised bloom{\textquoteright}s cognitive processes in a computer game. Our depicted scenario is a computer game named Food Force, which will illustrate our proposed framework.}, 10378 author = {Wang, C. S. and Tzeng, Y. R.} 10379 } 10380 @article {, 10381 title = {Fun! fun! fun! in the user experience we just wanna have fun...don{\textquoteright}t we?}, 10382 journal = {Interactions}, 10383 volume = {14}, 10384 number = {4}, 10385 year = {2007}, 10386 abstract = {Sveral advancements made in the field of computer games to provide better entertainment for users, are discussed. Various computer game have been developed by using animations, such as Magister Ludi, to provide fun for the users. Magister Ludi explores the evolution of toys and games, play within cultures, and the role of play in art, law, poetry, philosophy, science and war. It is a philosophical sci-fi fantasy in which all knowledge has been transformed into music that a user can appreciate, manipulate, and manage efficiently. CBS Software enables a large number of people to play, which seems appropriate in Internet-based environment and vast multiplayer domains that derived from multi-user dungeons (MUDs). Some R \& D centers have also focused on fun, such as Viktoria Institute in Sweden, which has been exploring fun and play technology.}, 10387 author = {Marcus, A.} 10388 } 10389 @article {, 10390 title = {Games for science and engineering education}, 10391 journal = {Communications of the ACM}, 10392 volume = {50}, 10393 number = {7}, 10394 year = {2007}, 10395 pages = {30-35}, 10396 abstract = {Video games can teach science and engineering better than lectures. Are they a cure for a numbing 200-person class?}, 10397 author = {Mayo, M. J.} 10398 } 10399 @article {, 10400 title = {Gender differences in cardiovascular reactivity and game performance related to sensory modality in violent video game play}, 10401 journal = {Journal of Applied Social Psychology}, 10402 volume = {37}, 10403 number = {9}, 10404 year = {2007}, 10405 pages = {2008-2023}, 10406 abstract = {This study examined the gender-specific cardiovascular and performance responses to playing the violent video game "DOOM" with and without the soundtrack. Men and women equally rated the game as more violent with the soundtrack. Men performed the game about twice as well with the soundtrack. Women{\textquoteright}s performance did not change at all. Only men{\textquoteright}s heart rates were significantly greater with the soundtrack, indicative of arousal. Only women{\textquoteright}s systolic and diastolic blood pressures were significantly greater with the soundtrack, indicative of stress. The game seemed to appeal more to men than to women. Moreover, women may possibly avoid violent video games, in part because they represent an undesirable stressor.}, 10407 author = {Tafalla, R. J.} 10408 } 10409 @article {, 10410 title = {I wish I were a warrior: the role of wishful identification in the effects of violent video games on aggression in adolescent boys}, 10411 journal = {Developmental Psychology}, 10412 volume = {43}, 10413 number = {4}, 10414 year = {2007}, 10415 pages = {1038-1044}, 10416 abstract = {This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in.}, 10417 author = {Konijn, E. A. and Bijvank, M. N. and Bushman,B J} 10418 } 10419 @article {, 10420 title = {The impact of video games on training surgeons in the 21st century - Invited critique}, 10421 journal = {Archives of Surgery}, 10422 volume = {142}, 10423 number = {2}, 10424 year = {2007}, 10425 pages = {186-186}, 10426 isbn = {0004-0010}, 10427 author = {Curet, M. J.} 10428 } 10429 @article {, 10430 title = {Influence of aggressive computer games on the brain cortex activity level in adolescents}, 10431 journal = {Human Physiology}, 10432 volume = {33}, 10433 number = {1}, 10434 year = {2007}, 10435 pages = {34-37}, 10436 abstract = {Dynamic changes in the activities of different areas of the brain cortex were studied in order to determine cortical structures responsible for playing aggressive computer games, with the degree of initial aggression of the adolescent subjects taken into account. Changes in anxiety and aggression produced by aggressive computer games were found to depend on the initial level of aggression of the subjects. In adolescents with a high baseline level of aggression, the amplitude of the N200 component increased in the frontal and decreased in the temporal areas of the cortex, whereas, in adolescents with a low baseline aggression level, N200 decreased in the frontal and increased in the temporal cortical areas. }, 10437 author = {Grigoryan, V. G. and Stepanyan, L. S. and Stepanyan, A. Yu and Agababyan, A. R.} 10438 } 10439 @article {, 10440 title = {Introduction (to the first edition of Eludamos. Journal for Computer Game Culture)}, 10441 journal = {Eludamos. Journal for Computer Game Culture}, 10442 volume = {1}, 10443 number = {1}, 10444 year = {2007}, 10445 url = {http://www.eludamos.org/index.php/eludamos/article/view/2/1}, 10446 author = {Emma Westecott and Andreas Jahn-Sudmann and Schott, Gareth and Michael Wagner} 10447 } 10448 @conference {, 10449 title = {The life and death of online gaming communities: A look at guilds in world of warcraft}, 10450 booktitle = {Conference on Human Factors in Computing Systems - Proceedings}, 10451 year = {2007}, 10452 pages = {839-848}, 10453 abstract = {Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guilds" to coordinate their actions and accomplish the games{\textquoteright} toughest objectives. Managing a guild, however, is notoriously difficult and many do not survive very long. In this paper, we examine some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers. Our focus is on structural properties of these groups, as represented by their social networks and other variables. We use this data to discuss what games can teach us about group dynamics online and, in particular, what tools and techniques could be used to better support gaming communities.}, 10454 keywords = {Data analysis tools, Group dynamics, massive multiplayer online games, Online communities, Social networks}, 10455 author = {Ducheneaut, N. and Yee, N. and Nickell, E. and Moore, R. J.} 10456 } 10457 @conference {, 10458 title = {Massively multiplayer online game supported foreign language listening ability training}, 10459 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 10460 year = {2007}, 10461 pages = {176-178}, 10462 abstract = {Digital games are engaging and capturing the attention of many people around the world. Massively Multiplayer Online Games (MMOGs) are quickly gaining popularity. Although most of the MMOGs on the market are designed for entertainment, more and more researchers are exploring the possibilities to apply MMOG technology in learning. These researchers based on learning theories, such as experiential learning, constructivist learning, collaborative learning, flow theory, and so on for the digital game design. A well-designed MMOG learning environment can stimulate students {\textquoteright} learning attitudes and increase students {\textquoteright} interest and engagement. In this paper, the authors discuss that how to use MMOG technology to facilitate learners to enhance their foreign language listening ability. The system architecture is presented to demonstrate the idea of using the MMOG technology to enhance the learners{\textquoteright} listening capability of foreign language learning.}, 10463 author = {Hu, M. M. and Chang, B.} 10464 } 10465 @conference {, 10466 title = {Motivate AI class with interactive computer game}, 10467 booktitle = {Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning}, 10468 year = {2007}, 10469 pages = {109-113}, 10470 abstract = {This paper reports adapting traditional Pacman game with Machine Learning technology Case-based Reasoning (CBR) to provide student learning motivation in the AI subject teaching. The paper explains how the study transforms the SOAR tutorial EATER game{\textquoteright}s playing rules as a platform to experience that CBR (or AI) agent plays with human player in a shared running-map for finding the CBR agent{\textquoteright}s best solution as competition with human player and Greedy agent. The advantage of AIproject is that the experiment has to adopt human competition experience. There are many uncertain what CBR can achieve, which wait for the individual students to discover. The experiment results are different individually; the educators do not have to worry about the cheating in student assignments. The study found that the fun of interactive computer games would stimulate students{\textquoteright} motivation in learning CBR concepts in AI.}, 10471 author = {Chiang, A.} 10472 } 10473 @conference {, 10474 title = {NEAT-o-games: Ubiquitous activity-based gaming}, 10475 booktitle = {Conference on Human Factors in Computing Systems - Proceedings}, 10476 year = {2007}, 10477 pages = {2369-2374}, 10478 abstract = {The role of Non-Exercise Activity Thermogenes is (NEAT) has become a key component of obesity research, prevention, and treatment. This paper describes research that aims to suppress the obesity epidemic by infusing NEAT in the sedentary lifestyle of an average person. The method combines unobtrusive physiologic sensing and novel Human-Computer Interaction (HCI) technologies. It supports a strong motivational framework based on ubiquitous computer gaming, appealing enough to likely change the behavior of "couch potatoes" on their own volition. This novel generation of computer games (NEAT-o-games) is fueled by activity data recorded by small wearable sensors. Data from the sensors are logged wirelessly to a Personal Digital Assistant/Cell Phone (PDA), which acts as the central computing unit of the system. Algorithmic software processes these data and computes the energy expenditure of the user in real-time. The paper presents a prototype implementation of NEAT-o-games and initial evaluation results.}, 10479 keywords = {computer game, Energy expenditure, ubiquitous computing}, 10480 author = {Fujiki, Y. and Kazakos, K. and Puri, C. and Pavlidis, I. and Starren, J. and Levine,J} 10481 } 10482 @article {, 10483 title = {Ordinary Gamers - The Vanishing Violence In War Games And Its Influence On Male Gamers}, 10484 journal = {Eludamos. Journal for Computer Game Culture}, 10485 volume = {1}, 10486 number = {1}, 10487 year = {2007}, 10488 abstract = {War games often try to simulate the characteristics of real weapons - their range, loading times and the bullets{\textquoteright} caliber in order to create an authentic image of war. What they do not show is its authentic violence. Usually we do not see blood pixels and splatter orgies as in dungeon games in which the player has to fight monsters and zombies with eg. magic swords. Instead pictures of a clean war are presented in which civilians hardly ever appear and every weapon hits the target remote-controlled. Because of the simulation{\textquoteright}s naturalism gamers may believe that a genuine war looks like the one the screen - and, in fact, today{\textquoteright}s soldiers are not faced with the {\textquoteleft}white in the eye of the enemy{\textquoteright} any longer what they do see are symbols on the radar or abstract objects on a computer screen.Accordingly, the real war more and more looks like a computer game while the computer game increasingly looks like reality.Among the currently most popular war game genres are World War 2 games. They met their renaissance with the 1998 release of Stephen Spielberg{\textquoteright}s Hollywood movie {\textquotedblleft}Saving Private Ryan{\textquotedblright}. The film starts with an impressive staging of the battle following the landing at Omaha Beach in 1944 and subsequently a number of WW2 games were published in which gamers could re-enact the battle over and over on the internet. The respective gamers are organised in so called clans which often refer to historical divisions of Allied forces or German troops. Some of them even play under the names of well-known SS divisions such as {\textquotedblleft}Leibstandarte Adolf Hitler{\textquotedblright}.Most of the other gamers in this community do not seem to object to SS-clans who argue that they were only re-enacting their idols{\textquoteright} campaigns and did not share their biologist and racist world view. Thus, they try to promote the image of the bravely fighting SS-soldier in disregard of the war crimes committed by the Waffen-SS. Such arguments resemble the patterns used in speeches of the German Neo-Nazi party NPD.In my article, I will analyse popular war games and the way they try to advance the image of the brave soldier and a intriguing weapon technology while neglecting the effects of violence and atrocities and how these games do not appear in the daily discussion about violence and are mostly elided by the protection of minors.}, 10489 url = {http://www.eludamos.org/index.php/eludamos/article/view/9}, 10490 author = {Hartmut Gieselmann} 10491 } 10492 @article {, 10493 title = {Out of the video arcade, into the office: Where computer games can lead productivity software}, 10494 journal = {Interactions}, 10495 volume = {14}, 10496 number = {1}, 10497 year = {2007}, 10498 pages = {18-21}, 10499 abstract = {The role of computer games in increasing the productivity of software is discussed. Computer games provide players with an appropriate level of game play by way of a number of distinct strategies. User skill selection, explicit and implicit staging, tool unlocking, hinting, and tutorial are used in computer games that allow games to meet the needs of both device and expert players. These strategies provide productivity-software designers with new approaches to deal with the conflicting goals of expanding software functionality for expert users while simultaneously keeping software easy to use for novice users. The games are also meant to provide creativity and new ways of thinking in productivity-software designers. They provide real examples of difficulty regulation and suggest how such strategies could work in productivity software.}, 10500 author = {Larson, J.} 10501 } 10502 @conference {, 10503 title = {An Overlay Server System (OSS) platform for multiplayer online games over mobile networks}, 10504 booktitle = {GLOBECOM - IEEE Global Telecommunications Conference}, 10505 year = {2007}, 10506 abstract = {We propose a gaming architecture, called the Overlay Server System (OSS), for supporting multiparty online games over mobile networks. In OSS architecture, overlay server nodes (OSN) are distributed across the core network architecture of the mobile operator and each node is responsible for both running the game applications and performing the overlay routing. The architecture allows third party game servers that are located outside the core network of the mobile operator to push the execution of delay and bandwidth constrained game components into the core to achieve better quality of service (QoS). When a game consists of multiple mutually exclusive game objects such that each object can be maintained independently, OSS allows per object QoS optimization via selecting the jointly optimal location (i.e. OSN) and overlay routes for each object. This fine-grain optimization benefits most when different objects have different QoS requirements and they are accessed by different users. OSS dynamically adapts to the changes in game and network conditions by switching to better OSN and overlay routes. Our performance analysis on different core network topologies and usage patterns demonstrates that OSS has significant advantages over the alternative peer to peer (P2P), proxy-server, and client-server architectures. The analysis also underlines the individual contributions of object placement and jointly performed overlay route optimization to the performance gain.}, 10507 author = {Kozat, U. C. and Gwon, Y. and Jain, R.} 10508 } 10509 @conference {, 10510 title = {Providing more customized services for online games using service oriented architecture and three-tier views: A case study "mankind"}, 10511 booktitle = {Proceedings - 21st International Conference on Advanced Information Networking and Applications Workshops/Symposia, AINAW{\textquoteright}07}, 10512 volume = {1}, 10513 year = {2007}, 10514 pages = {1007-1012}, 10515 abstract = {Massive multiplayer online (MMO) is a new trend for players and various game companies are rushing towards this area. As Web services technology is gaining popularity, the convenience of various platforms interacting via the Internet is becoming more readily available. Game companies that have not harnessed the use of Web services for their benefit should realize the opportunity and potential advantages of this trend. As such, this paper studies the requirements and possible approaches using Mankind, a game supported by 02 Online Entertainment Limited (O2oe). We also study the application of a three-tier view-based approach to adapting mobile services for games. With this extension, players can use Web browsers on personal computers as well as handheld devices (such as mobile phones and PDAs) anytime anywhere to access services of games. We also demonstrate how instructions are sent by using players {\textquoteright} wireless devices, with examples of high-level mapping from the game databases, samples of XML code, and wireless interaction.}, 10516 author = {Chiang, A. Y. S. and Chiu, D. K. W. and Hung, P. C. K. and Zheng, Y.} 10517 } 10518 @article {, 10519 title = {Real Player Manifesto}, 10520 journal = {Eludamos. Journal for Computer Game Culture}, 10521 volume = {1}, 10522 number = {1}, 10523 year = {2007}, 10524 abstract = {The Ludic Society manifesto briefly introduces several ideas around the named international association of game researchers and practitioners. The Neo-?pataphysical conceptions allows new formats for the investigation of digital games as cultural phenomenon and artistic practice. The ludic field covers topics of Real Play and uselessness in techno Toy objects. In the nascent discipline Ludics an investigator of games applies poetic practices of games and play as method of research. The research field of Ludics introduces the notion of {\textquotedblleft}Real Players{\textquotedblright}, who are gaming inside the best game engine we know, the {\textquotedblleft}Reality Engine{\textquotedblright}. The ludic researcher emerges as penseuse maudite, as wicked severe thinker, a bon mot which Deleuze originally had attributed to Nietzsche (1965). This discourse-theoretical framing drives towards Nietzsche{\textquoteright}s vibrant dictum of a {\textquotedblright}gay science,{\textquotedblright} in playful formats as aphorisms and poetry (transferred out of the sphere of computer games into real life), in setups which I call Real Playing, which is distinct from Real Gaming, which normally addresses the phenomenon of incorporating computer games in real life. The Real Play highlights a certain social life and, as a mediated art, employs a game with a Real Gamer constraint, a bondage as its own rules of play. The willing acceptance of this constraint is not a limitation, but an intentionally chosen poetic rule of play in Ludics or in German{\textasciiacute}Ludistik{\textasciiacute} (Jahrmann, 2005).}, 10525 url = {http://www.eludamos.org/index.php/eludamos/article/view/3}, 10526 author = {Marguerite Charmante} 10527 } 10528 @booklet {, 10529 title = {Refraining online games: Synthetic worlds as media for organizational communication}, 10530 journal = {IFIP International Federation for Information Processing}, 10531 volume = {236}, 10532 year = {2007}, 10533 pages = {335-351}, 10534 abstract = {Massively-multiplayer online games, or "synthetic worlds," represent a rapidly-growing industry with far-reaching social, technical, and economic implications. In this position paper, we draw on literature from anthropology, sociology, and film to challenge long-standing misconceptions of "games" and "work" and of "virtuality" and "reality" as dualisms that have obscured synthetic worlds from serious consideration by IS scholars. Building on this work and recent reports of businesses, nonprofits, entrepreneurs, and educational institutions incorporating synthetic worlds into their day-to-day practices, we argue that synthetic worlds represent a legitimate arena for IS research. We begin by offering a framework for characterizing the nature and structure of the social activity occurring in the diverse array of synthetic worlds currently available. Then we illustrate our position by considering synthetic worlds from the perspective of organizational communication, a substantive area with a rich tradition in IS research. Employing a genre lens as an illustrative example, we identify phenomena and raise research questions the IS community is uniquely positioned to explore.}, 10535 author = {Schultze, U. and Rennecker, J.} 10536 } 10537 @article {, 10538 title = {Relation of adolescent video game play to time spent in other activities}, 10539 journal = {Archives of Pediatrics and Adolescent Medicine}, 10540 volume = {161}, 10541 number = {7}, 10542 year = {2007}, 10543 pages = {684-689}, 10544 abstract = {Objective: To examine the notion that playing video games is negatively related to the time adolescents spend in more developmentally appropriate activities. Design: Nonexperimental study. Setting: Survey data collected during the 2002-2003 school year. Participants: A nationally representative sample of 1491 children aged 10 to 19 years. Main Outcome Measure: Twenty-four-hour timeuse diaries were collected on 1 weekday and 1 weekend day, both randomly chosen. Time-use diaries were used to determine adolescents{\textquoteright} time spent playing video games, with parents and friends, reading and doing homework, and in sports and active leisure. Results: Differences in time spent between game players and nonplayers as well as the magnitude of the relationships among game time and activity time among adolescent game players were assessed. Thirty-six percent of adolescents (80\% of boys and 20\% of girls) played video games. On average, gamers played for an hour on the weekdays and an hour and a half on the weekends. Compared with nongamers, adolescent gamers spent 30\% less time reading and 34\% less time doing homework. Among gamers (both genders), time spent playing video games without parents or friends was negatively related to time spent with parents and friends in other activities. Conclusions: Although gamers and nongamers did not differ in the amount of time they spent interacting with family and friends, concerns regarding gamers{\textquoteright} neglect of school responsibilities (reading and homework) are warranted. Although only a small percentage of girls played video games, our findings suggest that playing video games may have different social implications for girls than for boys.}, 10545 author = {Cummings, H. M. and Vandewater,E A} 10546 } 10547 @conference {, 10548 title = {Requirements of peer-to-peer-based massively multiplayer online gaming}, 10549 booktitle = {Proceedings - Seventh IEEE International Symposium on Cluster Computing and the Grid, CCGrid 2007}, 10550 year = {2007}, 10551 pages = {773-778}, 10552 abstract = {Massively Multiplayer Online Games have become increasingly popular. However, their operation is costly, as game servers must be maintained. To reduce these costs, we aim at providing a communication engine to develop massively multiplayer online games based on a peer-to-peer system. In this paper we analyze the requirements of such a system and present an overview of our current work.}, 10553 author = {Schiele, G. and Suselbeck, R. and Wacker, A. and Hahner, J. and Becker, C. and Weis, T.} 10554 } 10555 @article {, 10556 title = {A research agenda for developing and implementing educational computer games: Colloquium}, 10557 journal = {British Journal of Educational Technology}, 10558 volume = {38}, 10559 number = {3}, 10560 year = {2007}, 10561 pages = {513-518}, 10562 abstract = {Educational computer games have become increasingly popular among educators. However, the field has limited experience designing or implementing effective educational computer games. Empirical research should be conducted to develop a knowledge base that provides guidance for educators. This paper presents a research agenda that helps researchers systemically address issues related to the development and implementation of educational computer games. This agenda focuses on research issues in the and following areas: problem presentation, facilitation and scaffolding strategies, formative assessment, learner agency, settings for educational game use, facilitator knowledge, attitude and roles, as well as learner differences. The authors argue that design-based and research may inform the methodology for research on educational computer games. It may help generate research-based models and guidelines for developing and implementing educational computer games.}, 10563 author = {Ma, Y. and Williams, D. and Prejean, L. and Richard, C.} 10564 } 10565 @article {, 10566 title = {Serious gaming: The trainer{\textquoteright}s new best friend}, 10567 journal = {T and D Magazine}, 10568 volume = {61}, 10569 number = {1}, 10570 year = {2007}, 10571 abstract = {The notion of video games as the sole preserve of teenagers idling away in an arcade is as outdated as Donkey Kong. Soldiers, as well as firefighters and physicians, now use them as part of their training. They are not playing Mortal Kombat or Madden football; rather they are using games to mirror everyday situations they encounter in their work. Ever since flight schools used simulation as a method for training pilots, the value of simulated activity has overlapped with the necessity of functional training. In contrast to its stereotype as stodgy and out-of-touch, the military embraced game-based simulations earlier than other institutions, according to gaming industry observers. The effectiveness of games in training and delivering content lies at the heart of what is called the "serious games" movement, which is led by advocates who believe that games can be effective training tools. A Serious Games summit was recently held in the Washington, DC, area to showcase many of the game elements that are being used to train the military and other professionals. While some fear gaming in the school or workplace, many games already play an educational role. One could argue that the increasing sophistication and the multiplicity of scenarios used in games are becoming more like a simulated environment and less like a game played merely for escape.}, 10572 author = {Laff, M.} 10573 } 10574 @article {, 10575 title = {Social evaluations of stereotypic images in video games: Unfair, legitimate, or "just entertainment"?}, 10576 journal = {Youth and Society}, 10577 volume = {38}, 10578 number = {4}, 10579 year = {2007}, 10580 pages = {395-419}, 10581 abstract = {The aim of this study is to assess late adolescents{\textquoteright} evaluations of and reasoning about gender stereotypes in video games. Female (n = 46) and male (n = 41) students, predominantly European American, with a mean age 19 years, are interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences of games on the players, and authority jurisdiction over three different types of games: games with negative male stereotypes, games with negative female stereotypes, and gender-neutral games. Gender differences are found for how participants evaluated these games. Males are more likely than females to find stereotypes acceptable. Results are discussed in terms of social reasoning, video game playing, and gender differences.}, 10582 keywords = {Gender stereotypes, Moral reasoning, Video Games}, 10583 author = {Brenick, A. and Henning, A. and Killen, M. and O{\textquoteright}Connor, A. and Collins, M.} 10584 } 10585 @article {4357, 10586 title = {A Spoken Translation Game for Second Language Learning}, 10587 journal = {Artificial Intelligence in Education}, 10588 volume = {158}, 10589 year = {2007}, 10590 pages = {315-322738}, 10591 abstract = {In this paper, we describe a Web-based spoken translation game aimed at providing language learners with an easily accessible and fun environment to practice speaking the foreign language. Our prototype centers on the task of translating flight domain sentences from English to Chinese. The system presents English sentences as stimuli to elicit Chinese utterances from a user. It tracks a user{\textquoteright}s performance and rewards them with advancements in difficulty level. A user study was conducted involving 12 learners of Mandarin Chinese. Each participant played the game and answered survey questions. The system achieved 9.7\% word error rate on 2834 non-native utterances collected in the user study. All Subjects thought the system was helpful at improving their Chinese, and most of them would play it again and recommend it to their Chinese-learning friends.}, 10592 keywords = {computer aided language learning, educational games, human computer interaction, human language technology, machine translation}, 10593 isbn = {0922-6389}, 10594 url = {<Go to ISI>://000272219300037}, 10595 author = {Wang, C. and Seneff, S.} 10596 } 10597 @article {, 10598 title = {A study of time management: The correlation between video game usage and academic performance markers}, 10599 journal = {Cyberpsychology and Behavior}, 10600 volume = {10}, 10601 number = {4}, 10602 year = {2007}, 10603 pages = {552-559}, 10604 abstract = {This study analyzes the correlation between video game usage and academic performance. Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores were used to gauge academic performance. The amount of time a student spends playing video games has a negative correlation with students{\textquoteright} GPA and SAT scores. As video game usage increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video game usage and GPA was greater than a 95\% confidence level (0.005 < p < 0.01). This finding suggests that dependence exists. SAT score and video game usage also returned a p value that was significant (0.01 < p < 0.05). Chi-squared results were not significant when comparing time spent studying and an individual{\textquoteright}s SAT score. This research suggests that video games may have a detrimental effect on an individual{\textquoteright}s GPA and possibly on SAT scores. Although these results show statistical dependence, proving cause and effect remains difficult, since SAT scores represent a single test on a given day. The effects of video games maybe be cumulative; however, drawing a conclusion is difficult because SAT scores represent a measure of general knowledge. GPA versus video games is more reliable because both involve a continuous measurement of engaged activity and performance. The connection remains difficult because of the complex nature of student life and academic performance. Also, video game usage may simply be a function of specific personality types and characteristics.}, 10605 author = {Anand, V.} 10606 } 10607 @article {, 10608 title = {Technically speaking: Exploring the third dimension}, 10609 journal = {IEEE Spectrum}, 10610 volume = {44}, 10611 number = {2}, 10612 year = {2007}, 10613 pages = {72}, 10614 abstract = {In every new game released, there are seemingly more new words that are coined. Probably the first such word is the Atari Democrat, which referred to a Democratic Party politician who was bullish on high tech. Next-gen is short for next generation, as used for the next gaming consoles such as the Sony PS3. One indicator that video games are growing up is the new academic field of ludology, which covers not only hardcore graphics programming courses for future game designers but also sociological studies examining the impact of video games on the culture. A first-person shooter is a game in which the player assumes the perspective of a gunman while a deathmatch is a game in which the objective is to kill as many opponents as possible. Thumb candy refers to all hand-eye coordination with little strategy or thought required. Internet service games incorporate the concept of massively multiplayer online role-playing game (MMOPG).}, 10615 author = {McFedries, P.} 10616 } 10617 @conference {, 10618 title = {Toward quality-driven development of 3D computer games}, 10619 booktitle = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, 10620 volume = {4323 LNCS}, 10621 year = {2007}, 10622 pages = {248-261}, 10623 abstract = {The development of video games is a complex software engineering activity bringing together large multidisciplinary teams under stringent constraints. While much has been written about how to develop video games, there has been as yet little attempt to view video game development from a quality perspective, attempting to enumerate the quality attributes that must be satisfied by game implementations, and to relate implementation techniques to those quality attributes. In this paper, we discuss desired quality attributes of 3D computer games, and we use the development of our own Life is a Village game to illustrate architectural tactics that help achieve these desired qualities.}, 10624 author = {Graham, T. C. N. and Roberts, W.} 10625 } 10626 @article {, 10627 title = {{\textquoteleft}Translating Narrative into Code{\textquoteright} {\textendash} Thoughts on a Technology-Centric Model of Digital Games as Programmable Media}, 10628 journal = {Eludamos. Journal for Computer Game Culture}, 10629 volume = {1}, 10630 number = {1}, 10631 year = {2007}, 10632 abstract = {The current surge of game studies literature demands a scrutinizing look at the solidifying positions within the German and international discourse and the opportunities of finding a common vocabulary and adequate set of analytical tools.In order to arrive at an integrative model of analysis, the intricate interplay of narrative and game mechanics (narratology vs. ludology) is considered from a comparative perspective and thus demystified. Consequently, a new model based on programming theory (object-oriented narrative) is proposed which takes into account elements of psychology, narratological concepts derived from film- and literature studies and cultural studies approaches leading to a {\textquoteleft}close reading{\textquoteright} of games.The article is based on the assumption that computer- and videogames recode the act of {\textquoteleft}reading{\textquoteright} games as texts into a mode of {\textquoteleft}text-processing{\textquoteright} and thereby fundamentally modify the parameters of our cultural appropriation and media literacy.The model proposed herein shall then be tentatively applied to the complex re-staging and re-examination of {\textquoteleft}the real{\textquoteright} in a wide range games from Wonderland to Enter the Matrix.}, 10633 url = {http://www.eludamos.org/index.php/eludamos/article/view/8}, 10634 author = {Stefan Werning} 10635 } 10636 @article {4352, 10637 title = {Using Heart Rate to Control an Interactive Game}, 10638 journal = {Conference on Human Factors in Computing Systems, Vol 1 and 2}, 10639 year = {2007}, 10640 note = {Bjt07Times Cited:2Cited References Count:5}, 10641 pages = {853-8561624}, 10642 abstract = {This paper presents a novel way of using real-time heart rate information to control a physically interactive biathlon (skiing and shooting) computer game. Instead of interfacing the game to an exercise bike or other equipment with speed output, the skiing speed is directly proportional to heart rate. You can freely choose the form of physical exercise, which makes it easier for people with different skill levels and backgrounds to play together. The system can be used with any exercise machine or form. To make playing meaningful instead of simply exercising as hard as you can, a high heart rate impedes the shooting part of the game by making the sight less steady. This balancing mechanism lets the player try out different tactics, varying from very slow skiing and sharp shooting to fast skiing and random shooting. The game has been evaluated in a user study with eight participants. The results show that heart rate interaction is fun and usable interaction method.}, 10643 keywords = {heart rate interaction, physically interactive computer game, unconventional computer human interfaces}, 10644 url = {<Go to ISI>://000267123300096}, 10645 author = {Nenonen, V. and Lindblad, A. and Haekkinen, V. and Laitinen, T. and Jouhtio, M. and Hamalainen, P.} 10646 } 10647 @article {, 10648 title = {Velocity-based shock propagation for multibody dynamics animation}, 10649 journal = {ACM Transactions on Graphics}, 10650 volume = {26}, 10651 number = {2}, 10652 year = {2007}, 10653 abstract = {Multibody dynamics are used in interactive and real-time applications, ranging from computer games to virtual prototyping, and engineering. All these areas strive towards faster and larger scale simulations. Particularly challenging are large-scale simulations with highly organized and structured stacking. We present a stable, robust, and versatile method for multibody dynamics simulation. Novel contributions include a new, explicit, fixed time-stepping scheme for velocity-based complementarity formulations using shock propagation with a simple reliable implementation strategy for an iterative complementarity problem solver specifically optimized for multibody dynamics.}, 10654 keywords = {Complementarity formulations, Constraint-based simulation, Multibody dynamics, Shock-propagation, Stacking}, 10655 author = {Erleben, K.} 10656 } 10657 @article {, 10658 title = {What do we learn in Smethwick Village? Computer games, media learning and discursive confusion}, 10659 journal = {Learning, Media and Technology}, 10660 volume = {32}, 10661 number = {2}, 10662 year = {2007}, 10663 pages = {121-133}, 10664 abstract = {This article presents findings from research exploring the intervention made by the introduction of computer games as an object of study in Media Studies at AS level in England. The outcome is a range of discursive data in the form of teachers and students from two English colleges talking about their experiences of this curriculum encounter. This article is informed by the existing body of research exploring computer games as transgressive texts, with particular emphasis on the extent to which they transgress traditional text-reader relations, offering players the opportunity to both read and write the story. This existing field spans gaming and literacy, ludology and narratology, psychoanalytical readings of identity-play and explicit work on computer games in (and for) education. This research shifts the focus to the {\textquoteright}languaged{\textquoteright} relationships between Media Studies teacher, student and game; and play, curriculum and assessment, respectively. The article explores the complexities at stake in teachers{\textquoteright} and students{\textquoteright} ideas about these discursive framings as articulated in statements made about games - between public and private learning contexts, play and assessment. The findings of the enquiry reveal a {\textquoteright}disconnect{\textquoteright} between the transgressive aspirations of Media teachers embracing games as objects for study and the profoundly traditional assessment context which frames the encounter.}, 10665 author = {McDougall, J.} 10666 } 10667 @article {, 10668 title = {Artifact assessment versus theory testing}, 10669 journal = {Simulation \& Gaming - Special issue: Artifact assessment versus theory testing}, 10670 volume = {37}, 10671 year = {2006}, 10672 month = {June 2006}, 10673 pages = {148-283}, 10674 abstract = {Those who are involved in research in gaming and simulation find themselves in a dual position. One reason for this duality relates to the fact that researchers in gaming and simulation represent two distinct branches of science: the design and analytical sciences. The basic idea of the design sciences is to build and assess artifacts. The scientific method of the analytical sciences aims at developing and testing theories. Both pay attention to different notions of causality, and apply different criteria of success. This issue presents a framework both for artifact assessment and theory testing, which helps to better understand the distinct scientific and professional issues involved, and to offer directions for cross-fertilization.<br /> 10675 }, 10676 doi = {10.1177/1046878106287944 and 10.1177/1046878106287943}, 10677 author = {Klabbers, J. H. G.} 10678 } 10679 @conference {, 10680 title = {Using Computer Games and Simulations for Instruction: A Research Review}, 10681 booktitle = {Society for Applied Learning Technology Meeting, New Learning Technologies}, 10682 year = {2006}, 10683 month = {Feb 2006}, 10684 publisher = {SALT}, 10685 organization = {SALT}, 10686 address = {Orlando, Fl}, 10687 abstract = {Empirical research on the effects of computer games and simulations, and their value in attaining instructional objectives, are reviewed, as are studies concerning the transfer of capabilities acquired from games and simulations to {\textquoteleft}real world{\textquoteright} tasks. Results suggest that games and simulations improve a variety of cognitive capabilities. Furthermore, there is evidence for positive transfer from activities required by games and simulations to real world task performance. This transfer appears to depend much more on similarities between cognitive and attention processes than on physical similarities. Attitudes to games were found to be positive. However, the findings suggest that hostility and aggression tend to increase as a result of exposure to games, and school grades may suffer as a result of excessive game playing. Recommendations for the development of games, limits to the generality of findings, concerns about research on games, and recommendations for further research are discussed.}, 10688 keywords = {education, Games, Instructional Effectiveness, Simulations, training}, 10689 author = {Fletcher, J. D. and Tobias, S.} 10690 } 10691 @conference {3197, 10692 title = {User Requirements Analysis for Educational Games in Manufacturing}, 10693 booktitle = {12th International Conference on Concurrent Enterprising}, 10694 year = {2006}, 10695 month = {26/06/2006}, 10696 pages = {8}, 10697 publisher = {International Conference on Concurrent Enterprising}, 10698 organization = {International Conference on Concurrent Enterprising}, 10699 address = {Milano, Italy}, 10700 abstract = {Computer games become more and more important, as a tool to support education and training at school and university, as well as vocational training in industry. Contrary to the development of business software, the design of a computer game has to follow other development principles, specifically when collecting the end user (potential gamer) requirements. This paper presents two different approaches used to collect end user requirements for the development of computer games to be applied as vocational training tool in the manufacturing industry. These approaches are compared with each other, and analyzed against traditional requirements methods from software engineering. The paper presents the result of the analysis, along with the lessons learnt.}, 10701 keywords = {Computer games, Educational gaming, serious games, User requirements analysis, Vocational training}, 10702 url = {http://ejov.org/Projects/408/ICE\%202006/Training,\%20Eductaion\%20and\%20Legal\%20Issues/p49-47.pdf}, 10703 author = {Hauge, J. B. and Duin, H. and Oliveira, M. and Thoben, K. D.} 10704 } 10705 @proceedings {, 10706 title = {Summit on Educational Games: Harnessing the power of video games for learning (Report)}, 10707 journal = {Summit on Educational Games: Harnessing the power of video games for learning}, 10708 year = {2006}, 10709 month = {25/Oct/2005}, 10710 publisher = {Federation of American Scientist}, 10711 address = {Washington, DC}, 10712 abstract = {To explore how the United States can harness the powerful features of digital<br /> 10713 games for learning, the Federation of American Scientists, the Entertainment<br /> 10714 Software Association, and the National Science Foundation convened a National<br /> 10715 Summit on Educational Games, on October 25, 2005 in Washington, DC. The<br /> 10716 Summit brought together nearly 100 experts to discuss ways to accelerate<br /> 10717 the development, commercialization, and deployment of new generation games<br /> 10718 for learning. 10719 }, 10720 keywords = {educational games, Recommendations, Summit}, 10721 url = {http://www.fas.org/gamesummit/}, 10722 author = {FAS} 10723 } 10724 @conference {, 10725 title = {Using the Source Engine for Serious Games}, 10726 booktitle = {9th International Conference on Computer Games: AI, Animation, Mobile, Educational \& Serious Games}, 10727 year = {2006}, 10728 month = {22/11/2006}, 10729 publisher = {Dublin Institute of Technology}, 10730 organization = {Dublin Institute of Technology}, 10731 address = {Dublin Institute of Technology, Dublin, Ireland}, 10732 abstract = {<p> 10733 In the paper we describe our work in using the Source engine from the game Half Life 2 to develop a serious game - Serious Gordon. Serious Gordon is used to teach principals of food safety and food hygiene in a restaurant kitchen environment. The target users of Serious Gordon are students of catering in the DIT Faculty of Tourism and Food. The paper describes the formation of the Serious Gordon team and the development of a story for the game. It continues with a description of the features from Half Life 2 that we retained and those that we removed for the game. We then describe the process we undertook to implement the game including a description of the tools we used. We conclude with a brief evaluation of the project and present future work. 10734 </p> 10735 }, 10736 keywords = {Food, Half Life 2, serious games, Source SDK, Valve}, 10737 url = {www.comp.dit.ie/bduggan/Research/Using\%20the\%20Source\%20engine\%20for\%20Serious\%20Games.pdf}, 10738 author = {Ritchie, A. and Lindstrom, P. and Duggan, B.} 10739 } 10740 @article {, 10741 title = {Education, IT, Girls, and Game Modding}, 10742 journal = {ITSE Interantional Journal of Interactive Technology and Smart Education Special Issue on Smarter Use of Technology}, 10743 year = {2006}, 10744 month = {2006}, 10745 abstract = {Researchers have argued that video games have great utility for learning. Games promote experiential learning and can be 10746 used to facilitate active learning. This paper examines the potential of video games in education. In particular, it examines the 10747 benefits of game modding compared to playing and/or creating games. However, video game classes have been primarily 10748 attended by male students. This paper looks further into the gender issue regarding the use of video game modding in 10749 education. This is demonstrated through a course developed by the authors on game design. The main goal of the course was 10750 to introduce middle school and high school female students to IT and assist them in acquiring five basic IT skills. During the 10751 course, survey data was collected from participating students. Results from the surveys as well as analysis of student projects 10752 and anecdotal evidence suggest that using video game modding is successful in increasing self-efficacy and motivation as 10753 well as teaching female students basic IT skills.}, 10754 keywords = {games and learning, gender and games}, 10755 author = {Ibrahim Yucel and Joseph Zupko and Magy Seif El-Nasr} 10756 } 10757 @article {, 10758 title = {Game Design Research}, 10759 journal = {Journal of Game Development}, 10760 volume = {2}, 10761 year = {2006}, 10762 month = {2006}, 10763 keywords = {Game design research}, 10764 author = {Magy Seif El-Nasr} 10765 } 10766 @article {, 10767 title = {Learning through Game Modding}, 10768 journal = {ACM Computers in Entertainment}, 10769 volume = {4}, 10770 year = {2006}, 10771 month = {2006}, 10772 abstract = {There has been a recent increase in the number of game environments or engines that allow users to customize their gaming experiences by building and expanding game behavior. This article describes the use of modifying, or modding, existing games as a means to learn computer science, mathematics, physics, and aesthetic principles. We describe two exploratory case studies of game modding in classroom settings to illustrate skills learned by students as a result of modding existing games. We also discuss the benefits of learning computer sciences skills (e.g., 3D graphics/mathematics, event-based programming, software engineering, etc.) through large design projects and how game design motivates students to acquire and apply these skills. We describe our use of multiple game modding environments in our classes. In addition, we describe how different engines can be used to focus students on the acquisition of particular skills and concepts.}, 10773 keywords = {game modding, Learning and games, learning sciences}, 10774 author = {Magy Seif El-Nasr and Brian Smith} 10775 } 10776 @article {, 10777 title = {Negotiating Intra-Asian Games Networks: On Cultural Proximity, East Asian Games Design, and Chinese Farmers}, 10778 journal = {Fibreculture}, 10779 year = {2006}, 10780 month = {2006}, 10781 abstract = {A key feature of networked games in East Asia is the relationship between the adaptation of regional Asian aesthetic and narrative forms in game content, and the parallel growth in more regionally-focused marketing and distribution initiatives. This essay offers a contextual analysis of intra-Asian games networks, with reference to the production, marketing and circulation of Asian MMORPGs. My discussion locates these networks as part of broader discourses on regionalism, East Asian cultural production and Asian modernity. At the same time, I consider how these networks highlight structural asymmetry and uneven power relations within the region; and I examine the emergent use of gamer-workers known as Chinese farmers in the digital game-items trade.}, 10782 url = {http://journal.fibreculture.org/issue8/issue8_chan.html}, 10783 author = {Chan, Dean} 10784 } 10785 @article {, 10786 title = {Latency and Player Actions in Online Games}, 10787 journal = {COMMUNICATIONS OF THE ACM}, 10788 volume = {49}, 10789 year = {2006}, 10790 month = {11/2006}, 10791 pages = {40-45}, 10792 abstract = {Latency determines not only how players experience online gameplay but also howto design the games to mitigate its effects and meet player expectations. 10793 }, 10794 keywords = {Broadband Networks, gameplay, latency, online, Performance, Video Games}, 10795 author = {Claypool, M. and Claypool, K.} 10796 } 10797 @article {, 10798 title = {Land of a Couple of Dances: Global and Local Influences on Freestyle Play in Dance Dance Revolution}, 10799 journal = {Fibreculture}, 10800 year = {2006}, 10801 month = {10/2006}, 10802 abstract = {This paper traces successful and unsuccessful attempts to shape the meanings of the video game Dance Dance Revolution, specifically with reference to what "dancing" means in this context, as the game moves between various interested parties - game developers, players, Internet forum participants, and other media producers. Drawing on Actor-Network Theory and the network analyses of Manuel Castells, the paper reconstructs the forces shaping players{\textquoteright} stylistic decisions through an analysis of dance game machines and software, and of a single forum thread on DDRFreak.com, a major website in the dance game community. The paper asks who decides how DDR players dance and at what times? Are the decisions about play made in the development meeting, the arcade, competitions, online or around the home console? Globally, how do some regions or groups emerge as experts or leaders in play style? Analysis indicates that within the United States, Californian players from major cities dominate discussion, supported by the global flows of people, resources, and capital through the state. The dominant players support their stated norms for play through recourse to mainstream conceptions of masculinity, rap music and associated styles of dance.}, 10803 url = {http://journal.fibreculture.org/issue8/issue8_andrews.html}, 10804 author = {Andrews, Gillian} 10805 } 10806 @article {, 10807 title = {Playing at being mobile: Gaming and cute culture in South Korea}, 10808 journal = {Fibreculture}, 10809 year = {2006}, 10810 month = {10/2006}, 10811 abstract = {This paper is based on ongoing research into the gendered use of mobile convergent media in the Asia-Pacific region. In particular, what role does the cute have and how does it correlate with types of consumption? As a region, the Asia-Pacific is marked by diverse penetration rates, subject to local cultural and socio-economic nuances. Two defining locations - Seoul (South Korea) and Tokyo (Japan) - are seen as both mobile centres and gaming centres which the world looks towards as examples of the future-in-the-present. Unlike Japan, which pioneered the keitai (mobile) IT revolution with devices such as i-mode, South Korea has become a centre for mobile DMB (Digital Multimedia Broadband) with the successful implementation of TV mobile phones (TU mobile) in 2005. One of the key features of mobile media technologies is the attempt by the industry to find the next killer application . One such application is the possibility of online multiplayer games accessed through mobile (broadband) telephonic devices such as MMO golf RPG Shot Online (a golf game for mobile phones). Amongst this frenzy of trend spotting and stargazing, Seoul as a mobile broadband and gaming centre provides a curious case study for the social and cultural intricacies informing the rise of gaming as an everyday practice for many Koreans. 10812 This article begins by outlining the game play and technoculture particular to South Korea and then explores the phenomenon of Kart Rider in South Korean gaming cultures - and its perception/ reception outside Korea - to sketch some of the issues at stake in playing it cute (particularly in the form of cute avatars), consuming Korea and the endurance of co-present communities. In particular, it contemplates the implications of current emerging online mobile gaming genres such as so-called female games such as the cute{\textquoteright} Kart Rider in order to think about changing modes of game play and attendant social spaces.}, 10813 url = {http://journal.fibreculture.org/issue8/issue8_hjorth.html}, 10814 author = {Hjorth, Larissa} 10815 } 10816 @article {, 10817 title = {R\&D Challenges for Games In Learning}, 10818 year = {2006}, 10819 month = {10/2006}, 10820 pages = {17}, 10821 institution = {Federation of American Scientist}, 10822 address = {Washington, DC}, 10823 abstract = {This document presents a research and development plan, or {\textquotedblleft}roadmap,{\textquotedblright}<br /> 10824 for the development and application of games for learning in education<br /> 10825 and training settings. Developed as part of the Summit on Educational<br /> 10826 Games held October 2005 in Washington, DC, this roadmap is designed to raise<br /> 10827 awareness of key research challenges and opportunities for educational games,<br /> 10828 provide stakeholders with a coordinated understanding of these, and to<br /> 10829 encourage dialog and interdisciplinary partnerships.<br /> 10830 <br /> 10831 }, 10832 keywords = {Games, learning, research \& development}, 10833 url = {http://www.fas.org/gamesummit/Resources/RD\%20Games.pdf}, 10834 author = {FAS} 10835 } 10836 @article {1559, 10837 title = {Storyline, Dance/Music, or PvP?: Game Movies and Community Players in World of Warcraft}, 10838 journal = {Games and Culture}, 10839 volume = {1}, 10840 number = {4}, 10841 year = {2006}, 10842 month = {10/2006}, 10843 pages = {362-382}, 10844 abstract = {Player-created game movies have been an outlet for creative expression by World of Warcraft (WoW) players since the beta version of the game. The proliferation of players, clans, Web sites, and community forums for creating, consuming, and commenting on WoW movies is remarkable. Linking multiplayer game communities and the making of animated movies is not unprecedented. It has been a characteristic of machinima for more than a decade. In this article however, the author hopes to show that the context, content, and consumption of game movies based on massively multiplayer games raises new questions about contributions game-based performances make to player communities. The author connects the brief history of WoW movies to the history of machinima and other game movies, illustrates the variety of impulses behind WoW movies through three quickly recounted examples, and gathers together salient themes around one movie in particular: Tristan Pope\&$\#$39;s Not Just Another Love Story. 10845 }, 10846 keywords = {Computer games, Implicit, knowledge, Machinima, online games, Performance, World of Warcraft}, 10847 url = {http://gac.sagepub.com/cgi/content/abstract/1/4/362}, 10848 author = {Lowood, Henry} 10849 } 10850 @article {, 10851 title = {Serious Games: Incorporating Video Games in the Classroom - Games Designed using Sound Pedagogy Actively Engage the Net Generation in Learning}, 10852 journal = {EDUCAUSE}, 10853 volume = {29}, 10854 year = {2006}, 10855 month = {09/2006}, 10856 abstract = {Today{\textquoteright}s schoolchildren bear the label Generation N or the Net Generation because they have grown up in a networked world where technology is not a novelty but normal in everyday life. Current research suggests Net Gen students are more likely to engage in online games than to interact with other students or the instructor when in face-to-face learning environments.1 The K{\textendash}12 arena in particular{\textemdash}often lacking the technology that students expect in the classroom{\textemdash}has faced an uphill battle to engage these students. Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina State University (NCSU) took an online course that incorporated role-playing games. 10857 }, 10858 keywords = {distance learning, multi-player educational gaming application (MEGA)}, 10859 url = {http://www.educause.edu/apps/eq/eqm06/eqm0633.asp}, 10860 author = {Annetta, L. A.} 10861 } 10862 @article {, 10863 title = {Teaching with Games: Using commercial off-the-shelf computer games in formal education}, 10864 year = {2006}, 10865 month = {09/2006}, 10866 institution = {Futurelab: Innovation in education}, 10867 abstract = {The Teaching with Games project was a one-year study designed to offer a broad overview of teachers{\textquoteright} and students{\textquoteright} use of and attitudes towards commercial off-the-shelf (COTS) computer games in schools. It aimed to identify the factors that would impact the use of these entertainment games in school and describe the processes by which teachers plan and implement games-based learning in existing curricular contexts. Finally, it aimed to provide recommendations for future games-based learning approaches in schools for teachers, developers and policy makers. 10868 }, 10869 keywords = {COTS games, game-based training}, 10870 url = {http://www.futurelab.org.uk/projects/teaching_with_games/research/final_report}, 10871 author = {Sandford, R. and Ulicsak, M. and Facer,K and Rudd, T.} 10872 } 10873 @conference {, 10874 title = {Virtual UnAustralia: Videogames and Australia{\textquoteright}s Colonial Past}, 10875 booktitle = {UnAustralia: Cultural Studies Association of Australiasian 2006}, 10876 year = {2006}, 10877 note = {No Abstract: paper deals with the representation of the colonial era of Australia in the games Europa Universalis II and Victoria: Empire Under the Sun. Illustrated with examples from online fan sites for those games.}, 10878 month = {06/12/2006}, 10879 address = {Canbera, Australia}, 10880 isbn = {1740882539}, 10881 url = {http://www.unaustralia.com/electronicpdf/Unapperley.pdf}, 10882 author = {Apperley, Thomas H.} 10883 } 10884 @conference {, 10885 title = {Video Games as Learning Tools for Project Management}, 10886 booktitle = {iDMA}, 10887 year = {2006}, 10888 month = {06/04/2006}, 10889 address = {Miami University, Ohio, USA}, 10890 abstract = {<p> 10891 In this paper, we begin by discussing some of the statistics that reveal electronic gaming{\textquoteright}s place as a major force in today{\textquoteright}s economy. We next discuss two of the major problems involved with the usage of video games as a tool for teaching and learning in digital media: the issues of inconsistency and complexity. Gee{\textquoteright}s pioneering work (2004) is used to establish some principles of gaming that transcend these problems and present a unique medium with which to examine the nature of digital media and its principles and tools. We expand upon Gee{\textquoteright}s work to suggest specific ways that video games can be used to teach digital media students about a particular subset of digital media {\textendash} in this case, that of project management, and speculate as to how this might be done in several genres of gaming. We conclude with a brief case study of our experiences in working with digital media students to build a video game that was used to teach fourth graders about African-American history and the Underground Railroad. 10892 </p> 10893 }, 10894 keywords = {African-American history, serious games, teaching}, 10895 url = {http://www.units.muohio.edu/codeconference/papers/papers/VG\%20and\%20project\%20management\%20\%5BMcDaniel\%20et\%20al\%5D.pdf}, 10896 author = {McDaniel, R. and Fiore, S. and Greenwood-Ericksen, A. and Scielzo, S and Cannon-Bowers, J.} 10897 } 10898 @conference {, 10899 title = {Heart-Rate and Immersion in a First Person Simulation}, 10900 booktitle = {SIMTecT 2006}, 10901 year = {2006}, 10902 month = {05/2006}, 10903 address = {Melbourne, Australia}, 10904 abstract = {The paper examines the physiological response {\textendash} as manifest as heart rate changes {\textendash} and subjective impressions of presence, of a group of players of 1st Person Simulations. Varied experimental factors include two different simulations {\textendash} VBS1 and Joint Ops: Typhoon Rising, solo and multi-player team play, and different types of scenarios. Across the population heart rate increase from resting to game play was found to be relatively minor {\textendash} far less than the increase for light exercise (walking). However physiological response to game play was found to be highly individual with two subjects showing an actual drop in heart rate, while one showed a very significant increase. Subjective impressions of presence, obtained via questionnaire, showed that players were significantly engaged with the game. However no correlation existed between subjective measures and heart rate changes. Differences in game setting {\textendash} game engine, solo versus multi-player - manifested as relatively minor differences in objective (heart rate) and subjective (questionnaire) measures.}, 10905 keywords = {Games, Heart-Rate, immersion, Military Training, simulation, VBS1}, 10906 author = {Barlow, M. and Lewis, E. and Keir, J.} 10907 } 10908 @article {, 10909 title = {Simulations, Games, and Learning}, 10910 journal = {EDUCAUSE Learning Initiative}, 10911 year = {2006}, 10912 month = {05/2006}, 10913 pages = {6}, 10914 abstract = {<p> 10915 Exploring games and education is inherently controversial. It is hard to understand something without direct experience. Yet that is how many approach games in education. 10916 </p> 10917 }, 10918 keywords = {Games, learning, Simulations}, 10919 url = {http://www-cdn.educause.edu/ir/library/pdf/ELI3004.pdf}, 10920 author = {Oblinger, D. G.} 10921 } 10922 @conference {, 10923 title = {Believable Agents and Intelligent Story Adaptation for Interactive Storytelling}, 10924 booktitle = {Technologies for Interactive Digital Storytelling and Entertainment}, 10925 year = {2006}, 10926 month = {04/12/2006}, 10927 address = {Darmstadt, Germany}, 10928 abstract = {<p> 10929 Interactive Narrative is an approach to interactive entertainment that enables the player to make decisions that directly affect the direction and/or outcome of the narrative experience being delivered by the computer system. Interactive narrative requires two seemingly conflicting requirements: coherent narrative and user agency. We present an interactive narrative system that uses a combination of narrative control and autonomous believable character agents to augment a story world simulation in which the user has a high degree of agency with narrative plot control. A drama manager called the Automated Story Director gives plot-based guidance to believable agents. The believable agents are endowed with the autonomy necessary to carry out directives in the most believable fashion possible. Agents also handle interaction with the user. When the user performs actions that change the world in such a way that the Automated Story Director can no longer drive the intended narrative forward, it is able to adapt the plot to incorporate the user\&$\#$39;s changes and still achieve dramatic goals. 10930 </p> 10931 }, 10932 keywords = {interactive narrative, Storytelling}, 10933 url = {http://www.zgdv.de/TIDSE06/}, 10934 author = {Riedl, M. O. and Stern, A.} 10935 } 10936 @conference {3198, 10937 title = {Serious Games by Serious Instructional Designers}, 10938 booktitle = {Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)}, 10939 year = {2006}, 10940 month = {04/12/2006}, 10941 pages = {11}, 10942 publisher = {NTSA}, 10943 organization = {NTSA}, 10944 address = {Orlando, Fl}, 10945 abstract = {The current buzz-word in the e-Learning community is game-based learning or serious games{\textendash}games whose primary focus is education not entertainment. Until recently, much e-Learning consisted of page-turner lessons created in an attempt to fill the growing demand for online courses. However, e-Learning is moving beyond merely digitizing traditional classroom course content for online accessibility. These serious games are becoming the new 10946 model for e-Learning. A good game, including a serious game, consists of a story, a clear goal, a significant yet not impossible challenge, 10947 meaningful actions, and appropriate feedback all rolled up in an attention-getting package. A challenge for 10948 instructional designers in creating these serious games is changing our mindset from the traditional presentation of the lesson followed by testing to assess student comprehension. These lessons are typically in text format followed by a multiple choice test. Even when we try to jazz it up with graphics and interactivity, it is still the same old thing. In creating games, we need to move away from putting text on a screen to creating engaging learning experiences. So, how do we make the transition from instructional designers to serious game designers? What do instructional 10949 designers need to do differently? This paper describes the challenges and lessons learned in designing two game-based courses for the U.S. Army. 10950 We{\textquoteright}ve had to adapt everything from storyboarding to the changing roles of the development team members. instructional designers need to know how games work and how to keep the educational objective from being obscured by the entertainment and glitz of the game.}, 10951 keywords = {e-learning, game-based learning}, 10952 author = {Henderson, J. and Hainley, V.} 10953 } 10954 @article {4568, 10955 title = {Still a Man{\textquoteright}s Game: Gender Representation in Online Reviews of Video Games}, 10956 journal = {Mass Communication and Society}, 10957 volume = {9}, 10958 year = {2006}, 10959 month = {02/2006}, 10960 chapter = {103}, 10961 abstract = {Despite the rising popularity of video games, the majority of the medium{\textquoteright}s audience continues to be male. One reason may be that character representations in video games are geared toward male players. This content analysis used video game reviews from a heavily trafficked Internet site to investigate the prevalence and portrayal of male and female video game characters. Consistent with the findings of previous studies, female characters were found to be underrepresented and proportionally more often sexualized in comparison to their male counterparts. In addition to these findings, the study{\textquoteright}s innovative method-the use of online video game reviews as an indirect measure of video game content-shows promise as a tool for future content analyses of video games. }, 10962 keywords = {Content Analysis, Gender, Sexualized Portrayals, Video Game Reviews}, 10963 doi = {10.1207/s15327825mcs0901_6 }, 10964 author = {Ivory, J. D.} 10965 } 10966 @conference {, 10967 title = {Influence of videogame play on a student{\textquoteright}s approach to learning?}, 10968 booktitle = {Digital Game Based Learning - 4th International Symposium for Information Design}, 10969 year = {2006}, 10970 month = {02/06/2005}, 10971 pages = {87-100}, 10972 publisher = {Academic Publisher of the Karlsruhe University}, 10973 organization = {Academic Publisher of the Karlsruhe University}, 10974 address = {Stuttgart Media University}, 10975 abstract = {From over thirty years ago when a Pong prototype was first switched on in Andy Capp\&$\#$39;s bar in California, computer, arcade and videogames from here on referred to collectively as videogames) have made a significant cultural, social, economic, political, and technological impact on society (Newman, 2004). Since the launch of Pong in the 1970s, computer and videogames have grown into a $30 billion worldwide industry. Between 2000 and 2004 the UK\&$\#$39;s consumption of videogame products and activities grew by over {\textsterling}15 billion, with the recent successful UK and US launches of Microsoft Xbox 360 and Sonyj Playstation Portable (PSP) not yet included in those figures. In recent years there has been an upsurge in the number of researchers stdyinggaming. Topics have inclzlded investigations of the reasons why people play videogames, the potential of games in educational settings, and the efects which these games, and the culture which surround them, may be having on society. As videogame phying becomes more widespread and increasing numbers of videogame playing students enter higher education, educational research into the impact of extensive videogame playing on student approaches to learning and attitudes toward higher education is vital. The chapter begins by presenting an introduction to the culture of videogames and continues with a discussion on the relevant literature in this research area. An overview of our research project currently being carried out in the School of Education at the University of Edinburgh in the UK will be provided. The project is seeking to explore the experience of videogame play among students in higher education, and to identify the differences which might exist between gamers and non-gamers in their approaches to learning and study, and in their attitudes toward higher education. Finally, key results of our project will be presented and discussed in the context of current research. 10976 }, 10977 keywords = {higher education, learning, student, videogames}, 10978 isbn = {3-86644-010-3}, 10979 url = {http://www.uvka.de/univerlag/volltexte/2006/144/}, 10980 author = {Littleton, Fiona and Haywood, Jeff and Macleod,Hamish} 10981 } 10982 @article {1122, 10983 title = {Armageddon Army: Playing God, God Mode Mods, and the Rhetorical Task of Ludology}, 10984 journal = {Games and Culture}, 10985 volume = {1}, 10986 number = {1}, 10987 year = {2006}, 10988 month = {01/2006}, 10989 pages = {89-96}, 10990 abstract = {Scholars are witnessing a dramatic confluence of faith, politics, and gaming. On the stage of this war theater, the players are indistinguishable, the simulations just one mission removed from real war. One is immersed in war as game, the other in war as eternal battle. The military has invested millions in developing games as strategic communications tools, hiring real soldiers and officers as consultants to ensure optimal realism in game play. Nowthat the harmonic convergence of faith, politics, and computer games has been graphically (and brutally) realized, specifically, made real in the dueling holy wars-- ours and theirs (jihad)--what now? This article proposes a game modification of the god mode of the game, America\&$\#$39;s Army, as a critical response to the reality ofwar and the use of computer games as military recruitment tools. 10991 }, 10992 keywords = {god mode, ludology, mods, rhetoric}, 10993 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/89}, 10994 author = {Haynes, Cynthia} 10995 } 10996 @inbook {, 10997 title = {3D interactive computer games as a pedagogical tool}, 10998 booktitle = {Interactive Technologies and Sociotechnical Systems}, 10999 series = {Lecture Notes in Computer Science}, 11000 volume = {4270}, 11001 year = {2006}, 11002 pages = {536-544}, 11003 publisher = {Springer-Verlag Berlin}, 11004 organization = {Springer-Verlag Berlin}, 11005 address = {Berlin}, 11006 abstract = {In this paper, we introduce UTBot, a virtual agent platform for teaching agent systems{\textquoteright} design. UTBot implements a client for the Unreal Tournament game server and Gamebots system. It provides students with the basic functionality required to start developing their own intelligent virtual agents to play autonomously UT games. UTBot includes a generic agent architecture, CAA (Context-sensitive Agent Architecture), a domain-specific world model, a visualization tool, several basic strategies (represented by internal modes and internal behaviors), and skills (represented by external behaviors). The CAA architecture can support complex long-term behaviors as well as reactive short-term behaviors. It also realizes high context-sensitivity of behaviors. We also discuss our experience using UTBot as a pedagogical tool for teaching agent systems{\textquoteright} design in undergraduate Artificial Intelligence course.}, 11007 isbn = {0302-9743}, 11008 author = {Kim, I. C.} 11009 } 11010 @article {, 11011 title = {Adaptive game AI with dynamic scripting}, 11012 journal = {Machine Learning}, 11013 volume = {63}, 11014 number = {3}, 11015 year = {2006}, 11016 pages = {217-248}, 11017 type = {Article}, 11018 abstract = {Online learning in commercial computer games allows computer-controlled opponents to adapt to the way the game is being played. As such it provides a mechanism to deal with weaknesses in the game AI, and to respond to changes in human player tactics. We argue that online learning of game AI should meet four computational and four functional requirements. The computational requirements are speed, effectiveness, robustness and efficiency. The functional requirements are clarity, variety, consistency and scalability. This paper investigates a novel online learning technique for game AI called {\textquoteright}dynamic scripting{\textquoteright}, that uses an adaptive rulebase for the generation of game AI on the fly. The performance of dynamic scripting is evaluated in experiments in which adaptive agents are pitted against a collection of manually-designed tactics in a simulated computer roleplaying game. Experimental results indicate that dynamic scripting succeeds in endowing computer-controlled opponents with adaptive performance. To further improve the dynamic-scripting technique, an enhancement is investigated that allows scaling of the difficulty level of the game AI to the human player{\textquoteright}s skill level. With the enhancement, dynamic scripting meets all computational and functional requirements. The applicability of dynamic scripting in state-of-the-art commercial games is demonstrated by implementing the technique in the game NEVERWINTER NIGHTS. We conclude that dynamic scripting can be successfully applied to the online adaptation of game AI in commercial computer games.}, 11019 keywords = {computer game, dynamic scripting, reinforcement learning}, 11020 isbn = {0885-6125}, 11021 url = {http://www.cs.unimaas.nl/p.spronck/Pubs/DynamicScripting.pdf}, 11022 author = {Spronck,P and Ponsen, M. and Sprinkhuizen-Kuyper, I. and Postma,E} 11023 } 11024 @article {, 11025 title = {Affect and the computer game player: The effect of gender, personality, and game reinforcement structure on affective responses to computer game-play}, 11026 journal = {Cyberpsychology \& Behavior}, 11027 volume = {9}, 11028 number = {3}, 11029 year = {2006}, 11030 pages = {308-316}, 11031 abstract = {Previous research on computer games has tended to concentrate on their more negative effects (e. g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."}, 11032 keywords = {Adolescents, Aggressive Video Games, Behavior, Impulsivity, Performance, Physiological Arousal}, 11033 isbn = {1094-9313}, 11034 author = {Chumbley, J and Griffiths, M} 11035 } 11036 @inbook {, 11037 title = {Affective Gaming: Advancing the Argument for Game-Based Learning}, 11038 booktitle = {Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning}, 11039 volume = {1}, 11040 year = {2006}, 11041 pages = {3-7}, 11042 publisher = {IOI Press}, 11043 organization = {IOI Press}, 11044 address = {Amsterdam}, 11045 isbn = {158603572X}, 11046 author = {Sykes,Jonathan}, 11047 editor = {Maja Pivec} 11048 } 11049 @article {, 11050 title = {Agents, Games and HLA}, 11051 journal = {Simulation Modelling Practice and Theory}, 11052 volume = {14}, 11053 number = {6}, 11054 year = {2006}, 11055 pages = {752-767}, 11056 type = {Article}, 11057 abstract = {Over the past decade, there has been a growing interest in utilising intelligent agents in computer games and virtual environments. At the same time, computer game research and development has increasingly drawn on technologies and techniques originally developed in the large scale distributed simulation community, such as the HLA IEEE standard for simulator interoperability. In this paper, we address a central issue for HLA-based games, namely the development of HLA-compliant game agents. We present HLA _ AGENT, an HLA-compliant version of the SIM_AGENT toolkit for building cognitively rich agents. We outline the changes necessary to the SIM _ AGENT toolkit to allow integration with the HLA, and show that, given certain reasonable assumptions, all necessary code can be generated automatically from the FOM and the object class publications and subscriptions. The integration is transparent in the sense that the existing SIM_AGENT code runs unmodified and the agents are unaware that other parts of the system are running remotely. We present some preliminary performance results, which indicate that the overhead introduced by the HLA extension is modest even for lightweight agents with limited computational requirements. }, 11058 keywords = {agent-based systems, architecture, Computer games, distributed simulation, Games, high level}, 11059 isbn = {1569-190X}, 11060 author = {Lees, M. and Logan, B. and Theodoropoulos, G. K.} 11061 } 11062 @proceedings {, 11063 title = {Agents with personality for videogames}, 11064 journal = {Articulated Motion and Deformable Objects, Proceedings}, 11065 volume = {4069}, 11066 year = {2006}, 11067 pages = {484-493}, 11068 publisher = {Springer-Verlag Berlin}, 11069 address = {Berlin}, 11070 abstract = {This paper describes the design and implementation of a module of emotions and personality for synthetic actors. Here are presented the results of previous researches, which were the basis of this project. With this information, a model for emotion generation using personality traits was designed in three stages, and implemented. using fuzzy logic, FSMs, and probability theory. Finally, the functionalities of the module were shown using a demo version implemented with the videogame engine Unreal (R) 2 Runtime.}, 11071 keywords = {action, actor, agents, artificial intelligence, attitude, Behavior, emotion, event, fuzzy rules, fuzzy set, goal, interactive narrative, map, memory, mood, motivational, Personality, standard, state, Unreal}, 11072 isbn = {0302-9743}, 11073 author = {T{\'a}vara, Diana Arellano and Meier, Andreas} 11074 } 11075 @article {, 11076 title = {An analysis of socioemotional and task communication in online multiplayer video games}, 11077 journal = {Communication Research}, 11078 volume = {33}, 11079 number = {1}, 11080 year = {2006}, 11081 pages = {92-109}, 11082 type = {Article}, 11083 abstract = {Communication within recreational computer-mediated settings has received less attention than interaction in instrumental and organizational contexts. The present study compared the socioemotional and task-oriented content of 5,826 text messages produced by participants of an online video game. The results suggest that participants produced significantly more socioemotional than task content. Consistent with predictions flowing from Social Information Processing Theory, the vast majority of messages were socioemotional and positively valenced, despite the ostensible game objective of fighting other participants. Experience level played an important role in message production. More experienced participants produced both more positive and fewer negative socioemotional messages than the less experienced and used more specialized language conventions (e.g., emoticons, scripted emotes, and abbreviations). The results are discussed in the context of previous research examining the effect of communication medium and interaction purpose on socioemotional and task message production.}, 11084 keywords = {analysis, Behavior, communication, computer experience, computer-mediated communication, face-to-face, Friends, impacts, interaction process, social information processing, socioemotional and task, Video Games}, 11085 isbn = {0093-6502}, 11086 author = {Pena, J. and Hancock, J. T.} 11087 } 11088 @inbook {, 11089 title = {Antialiased shadow algorithms for game rendering}, 11090 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 11091 series = {Lecture Notes in Computer Science}, 11092 volume = {3942}, 11093 year = {2006}, 11094 pages = {873-882}, 11095 publisher = {Springer-Verlag Berlin}, 11096 organization = {Springer-Verlag Berlin}, 11097 address = {Berlin}, 11098 abstract = {Shadow maps provide a fast and convenient method of generating real-time shadows in computer games. Unfortunately, shadow maps suffer from aliasing problems. Percentage Closer Filtering (PCF) is one of the solutions, but in cases of severe aliasing it can only mask the aliasing by unnaturally blurring. In this paper we present two improved antialiased shadow algorithms based on PCF, named as Modified PCF I and Modified PCF II. The primary idea of our algorithms is to make sawtooth shadow edges straighter just by data modification before bilinear interpolation in PCF. We respectively implement the algorithms with graphic hardware in Pixel Shader 2.0 and 3.0, several examples are also provided to show that most of aliasing artifacts have been removed compared with PCF. The time complexity and hardware requirement of Modified PCF I are almost as same as that of PCF. The resource requirement of Modified PCF II is more rigorous than that of Modified PCF I, but it can still accommodate to real-time game rendering with obvious antialiasing effect.}, 11099 keywords = {maps}, 11100 isbn = {0302-9743}, 11101 author = {Zhao, N. L. and Chen, Y. J. and Pan, Z. G.} 11102 } 11103 @conference {, 11104 title = {AoIM in peer-to-peer multiplayer online games}, 11105 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 11106 year = {2006}, 11107 abstract = {MMOG are very large distributed applications, sharing very large states, and supporting communication between potentially thousands of player nodes. Despite the development of many solutions to define suitable architecture and communication protocol, and enabling efficient deployment of these types of applications, many issues remains which still require a solution. In this paper we discuss MMOG deployed over a Peer-to-Peer architecture, supporting a distributed model of systems with shared state and we address issues related to scalability, interest management and communication. We identify an efficient partitioning and distribution of the shared state as an important aspect in such models and propose a hierarchical multi-level interest management algorithm which enables contextual communication between peers. Experiments have been carried out and show the performance of the approach. 11108 }, 11109 keywords = {Area of interest management (AoIM), game design, MMOG, peer-to-peer, Spatial distribution}, 11110 author = {El Rhalibi, A. and Merabti, M. and Shen, Y.} 11111 } 11112 @article {, 11113 title = {The appeal of violent video games to lower educated aggressive adolescent boys from two countries}, 11114 journal = {Cyberpsychology \& Behavior}, 11115 volume = {9}, 11116 number = {5}, 11117 year = {2006}, 11118 pages = {638-641}, 11119 abstract = {The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games.}, 11120 keywords = {Addiction, Behavior, children, Empathy, Life, Media, Teenagers, Television}, 11121 isbn = {1094-9313}, 11122 author = {Lemmens, Jeroen S. and Brad J. Bushman and Konijn, Elly A.} 11123 } 11124 @article {, 11125 title = {Assessing Indirect Impacts of the EC Proposals for Video Regulation}, 11126 year = {2006}, 11127 note = {Chapters on online games (Jason Rutter) and mobiles. CHAPTER 1 Assessing Indirect Regulatory CHAPTER 2 Examining the Economic Impact of Broadband Services CHAPTER 3 Assessing Regulatory Impacts through Value Chain Analysis CHAPTER 4 IPTV Case Study CHAPTER 5 Mobile Multimedia Case Study CHAPTER 6 Online Gaming Case Study CHAPTER 7 Indirect Impact Assessment for Broadband ISPs CHAPTER 8 Conclusion: Indirect Impacts of the AVMS}, 11128 institution = {RAND Europe/Ofcom}, 11129 abstract = {From Executive Summary: The European Commission published proposals for a new Audiovisual Media Services Directive (AVMS) on 13 December 2005. RAND Europe input (RAND, 2006) in October 2005 to the European Commission{\textquoteright}s Impact Assessment based on the Issues Papers of 11 July 2005 found empirical support for the liberalisation of the rules on traditional broadcasters. It cautioned that evidence for impacts on the developing sectors for non-linear delivery was lacking: {\textquotedblleft}In the absence of empirical evidence in order to assess the cost{\textendash}benefit, we do not consider that definitive answers are possible.{\textquotedblright} The AVMS proposes to regulate two types of video providers: linear and non-linear. Linear providers will be regulated according to a revised broadcast regime, and will encompass both traditional broadcasters and providers of Internet Protocol TV (IPTV). This regime will apply whether the viewer watches the programme in real-time or records (using, for instance, a Personal Video Recorder; PVR) for later playback. Where the viewer actively requests the individual video file on demand, this is considered a non-linear use of video. This latter type of service would be regulated according to minimal standards, lighter than linear {\textquoteleft}broadcasting{\textquoteright} regulation, but still encompassing a wide range of prohibitions against particular types and durations of advertising, other commercial communications, different types of expression, and so on. The definitions do not exclude video blogs, interactive computer games or delivery of video over mobile telephone networks.}, 11130 url = {http://www.ofcom.org.uk/research/tv/reports/videoregulation/}, 11131 author = {Marsden,Chris and Cave,Jonathan and Nason,Eddy and Parkinson,Andy and Blackman,Colin and Rutter, Jason} 11132 } 11133 @inbook {, 11134 title = {Autobiographic knowledge for believable virtual characters}, 11135 booktitle = {Intelligent Virtual Agents, Proceedings}, 11136 series = {Lecture Notes in Artificial Intelligence}, 11137 volume = {4133}, 11138 year = {2006}, 11139 pages = {383-394}, 11140 publisher = {Springer-Verlag Berlin}, 11141 organization = {Springer-Verlag Berlin}, 11142 address = {Berlin}, 11143 abstract = {It has been widely acknowledged in the areas of human memory and cognition that behaviour and emotion are essentially grounded by autobiographic knowledge. In this paper we propose an overall framework of human autobiographic memory for modelling believable virtual characters in narrative story-telling systems and role-playing computer games. We first lay out the background research of autobiographic memory in Psychology, Cognitive Science and Artificial Intelligence. Our autobiographic agent framework is then detailed with features supporting other cognitive processes which have been extensively modelled in the design of believable virtual characters (e.g. goal structure, emotion, attention, memory schema and reactive behaviour-based control at a lower level). Finally we list directions for future research at the end of the paper.}, 11144 keywords = {memory, Self}, 11145 isbn = {0302-9743}, 11146 author = {Ho, W. C. and Watson, S.} 11147 } 11148 @article {, 11149 title = {Automated path and route finding through arbitrary complex 3D polygonal worlds}, 11150 journal = {Robotics and Autonomous Systems}, 11151 volume = {54}, 11152 number = {6}, 11153 year = {2006}, 11154 pages = {442-452}, 11155 type = {Article}, 11156 abstract = {A complete system for path and route finding through arbitrary complex three-dimensional (313) polygonal worlds is presented. The system is fully automated and can quickly map a complete digital environment without the need for human intervention. Arbitrary complex polygonal worlds can be processed within a few minutes on today{\textquoteright}s computers. The processed information allows a robot with a limited number of degrees of freedom to efficiently navigate around obstacles and find routes through the environment. The system is especially suitable for route finding and navigation through buildings which are typically designed with the use of computers these days. As such, digital polygonal representations of buildings are readily available. Not only can the system be used for robot navigation, it can also be used to guide people through buildings. Being able to quickly compile an arbitrary building into a route and path finding system can be especially useful for firemen and tactical military units to invade buildings and reach specific locations. When a building is partly destroyed or inaccessible for other reasons, the digital representation of the building can easily be adjusted by adding or removing polygons and the system presented here can be used to quickly recalculate routes. The system has been successfully implemented and employed in the popular computer game Quake III Arena. The artificial players in this game use the system for path and route finding through complex 31) polygonal worlds. Many other computer games can also benefit from the system presented here.}, 11157 keywords = {automated path finding, automated route finding, Game AI, geometric path planning, hierarchical routing, motion planning, navigation through polygonal worlds, Quake III Arena}, 11158 isbn = {0921-8890}, 11159 author = {van Waveren, J. M. P. and Rothkrantz, L. J. M.} 11160 } 11161 @article {, 11162 title = {Automatically generating game tactics through evolutionary learning}, 11163 journal = {AI Magazine}, 11164 volume = {27}, 11165 number = {3}, 11166 year = {2006}, 11167 pages = {75-84}, 11168 abstract = {The decision-making process of computer-controlled opponents in video games is called game AI. Adaptive game AI can improve the entertainment value of games by allowing computer-controlled opponents to fix weaknesses automatically in the game AI and to respond to changes in human-player tactics. Dynamic scripting is a reinforcement learning approach to adaptive game AI that learns, during gameplay, which game tactics an opponent should select to play effectively. In previous work, the tactics used by dynamic scripting were designed manually. We introduce the evolutionary state-based tactics generator (ESTG), which uses an evolutionary algorithm to generate tactics automatically. Experimental results show that ESTG improves dynamic scripting{\textquoteright}s performance in a realtime strategy game. We conclude that high-quality domain knowledge can be automatically generated for strong adaptive game AI opponents. Game developers can benefit from applying ESTG, as it considerably reduces the time and effort needed to create adaptive game AI.}, 11169 isbn = {0738-4602}, 11170 author = {Ponsen, Marc and Munoz-Avila, Hector and Spronck, Pieter and Aha, David W.} 11171 } 11172 @book {, 11173 title = {Avatars of Story}, 11174 year = {2006}, 11175 pages = {296}, 11176 publisher = {University of Minnesota Press}, 11177 organization = {University of Minnesota Press}, 11178 author = {Ryan,Marie-Laure} 11179 } 11180 @conference {, 11181 title = {Believable environments {\textendash} Generating interactive storytelling in vast location based pervasive games}, 11182 booktitle = {SIGCHI Advances in Computer Entertainment}, 11183 year = {2006}, 11184 publisher = {ACM Press}, 11185 organization = {ACM Press}, 11186 abstract = {We argue that the possibility to generate content into vast areas is a relevant challenge in the area of location based pervasive games. In this paper, we present a game prototype that enables children travelling in the back seat of a car to enjoy a narrated experience where game play combines with the experience of traveling through the road network. The prototype is designed to provide, what we refer to as a believable environment. We sug-gest four design characteristics to provide a persuasive inclusion of a journey into a pervasive game. First, the story should refer to geographical objects with their everyday meaning. Second, the game needs to scale over vast areas. Third, the application should provide sequential storytelling to make it fit with the journey ex-perience, and finally it should provide interaction support where players can engage in gameplay and interact with the computer in various ways at the same time as they are looking out of the car window. We describe how these requirements have been imple-mented in the prototype and present an initial performance test. 11187 }, 11188 keywords = {backseat playground, believable environment, Interactive Storytelling, location based, Pervasive game, prototype performance test}, 11189 author = {Gustafsson, Anton and Bichard, John and Brunnberg, Liselott and Juhlin, Oskar and Combetto, Marco} 11190 } 11191 @conference {, 11192 title = {The benefits of third-person perspective in virtual and augmented reality}, 11193 booktitle = {Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST}, 11194 year = {2006}, 11195 pages = {27-30}, 11196 abstract = {Instead of the reality in which you can see your own limbs, in virtual reality simulations it is sometimes disturbing not to be able to see your own body. It seems to create an issue in the proprioperception of the user who does not completely feel integrated in the environment. This perspective should be beneficial for the users. We propose to give the possibility to the people to use the first and the third-person perspective like in video games (e.g. GTA). As the gamers prefer to use the third-person perspective for moving actions and the first-person view for the thin operations, we will verify this comportment is extendable to simulations in augmented and virtual reality. 11197 }, 11198 keywords = {Distance evaluation, Exocentric perspective, immersion, Presence, Proprio-perception}, 11199 url = {http://vrlab.epfl.ch/Publications/pdf/Salamin_Thalmann_Vexo_VRST_06.pdf}, 11200 author = {Salamin, P. and Thalmann,D and Vexo, F.} 11201 } 11202 @article {, 11203 title = {Beyond Cyberspatial Flaneurie: On the Analytic Potential of Living With Digital Games}, 11204 journal = {Games and Culture}, 11205 volume = {1}, 11206 number = {1}, 11207 year = {2006}, 11208 pages = {62-67}, 11209 abstract = {This article seeks to make a case for the cultural analysis of digital games as a critical location for understanding the role of digital technologies in mediating the everyday social interaction and organization of subjects in the early 21st century. Digital games are considered as exemplary objects of analysis in terms of shifts in leisure culture, the increasing prevalence of computer-mediated interaction, the proliferation and intensification of visual culture, and the form and structure of posthuman information societies. The future of game studies lies in the willingness to grapple with the specificities of the medium without losing sight of and making a case for its broader cultural significance.}, 11210 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/62}, 11211 author = {Simon,Bart} 11212 } 11213 @article {, 11214 title = {Beyond the shooter game: Examining presence and hostile outcomes among male game players}, 11215 journal = {Communication Research}, 11216 volume = {33}, 11217 number = {6}, 11218 year = {2006}, 11219 pages = {448-466}, 11220 abstract = {Investigating male game players, this study explores how game interface (virtual reality and standard console), game content (fighting, shooting, and driving), and game context (human and computer competition) influence levels of presence and hostile expectation bias-the expectation others will think, feel, speak, and act aggressively during social conflict. In addition to game interface and game content influencing hostile expectations, significant interactions were detected for hostile expectations. Presence, although not as predicted, also significantly differed across game interface and game content. Through the development and testing of each gaming experience, this study demonstrates that simply testing violent and nonviolent game situations underestimates the complexity of contemporary video-game play.}, 11221 keywords = {Aggressive-Behavior, Expectations, Habits, Physiological Arousal, Presence Questionnaire, Reality, Reformulation, Thoughts, Violent Video Games, Virtual Environments}, 11222 isbn = {0093-6502}, 11223 author = {Eastin, Matthew S. and Griffiths, Robert P.} 11224 } 11225 @article {, 11226 title = {Blood Scythes, Festivals, Quests, and Backstories: World Creation and Rhetorics of Myth in World of Warcraft}, 11227 journal = {Games and Culture}, 11228 volume = {1}, 11229 number = {4}, 11230 year = {2006}, 11231 pages = {383-396}, 11232 abstract = {One of the pleasures of playing in the "World" of Warcraft is becoming part of its pervasive mythology. This article argues that to understand the game{\textquoteright}s formal, aesthetic, and structural specificity, its pleasures and potential meanings, it is essential to investigate how the mythic functions. The author shows that the mythic plays a primary role in making a consistent fantasy world in terms of game play, morality, culture, time, and environment. It provides a rationale for players{\textquoteright} actions, as well as the logic that under- pins the stylistic profile of the game, its objects, tasks, and characters. In terms of the "cultural" environments of the game, the presence of a coherent and extensive myth scheme is core to the way differences and conflicts between races are organized. And, as a form of intertextual resonance, its mythology furnishes the game with a "thickness" of meaning that promotes, for players, a sense of mythological being as well as encouraging an in-depth textual engagement.}, 11233 url = {http://gac.sagepub.com/cgi/content/abstract/1/4/383}, 11234 author = {Krzywinska,Tanya} 11235 } 11236 @inbook {, 11237 title = {A Brief Biography of Computer Games}, 11238 booktitle = {Playing Video Games: Motives, Responses, and Consequences}, 11239 year = {2006}, 11240 pages = {25-41}, 11241 publisher = {Lawrence Erlbaum Associates}, 11242 organization = {Lawrence Erlbaum Associates}, 11243 author = {Lowood, Henry}, 11244 editor = {Bryant,Jennings and Vorderer,Peter} 11245 } 11246 @inbook {, 11247 title = {A (Brief) Social History of Gaming}, 11248 booktitle = {Video Games: Motivations and Consequences of Use}, 11249 year = {2006}, 11250 publisher = {Erlbaum}, 11251 organization = {Erlbaum}, 11252 address = {Mahwah, New Jersey}, 11253 author = {Williams, Dmitri}, 11254 editor = {Vorderer,Peter and Bryant,Jennings} 11255 } 11256 @article {, 11257 title = {Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft}, 11258 journal = {Games and Culture}, 11259 volume = {1}, 11260 number = {4}, 11261 year = {2006}, 11262 pages = {281-317}, 11263 abstract = {World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with more than 6 million subscribers worldwide. This article uses data collected over 8 months with automated "bots" to explore how WoW functions as a game. The focus is on metrics reflecting a player{\textquoteright}s gaming experience: how long they play, the classes and races they prefer, and so on. The authors then discuss why and how players remain committed to this game, how WoW{\textquoteright}s design partitions players into groups with varying backgrounds and aspirations, and finally how players "consume" the game{\textquoteright}s content, with a particular focus on the endgame at Level 60 and the impact of player-versus-player-combat. The data illustrate how WoW refined a formula inherited from preceding MMOs. In several places, it also raises questions about WoW{\textquoteright}s future growth and more generally about the ability of MMOs to evolve beyond their familiar template.}, 11264 url = {http://gac.sagepub.com/cgi/content/abstract/1/4/281}, 11265 author = {Ducheneaut,Nicolas and Yee, Nick and Nickell, Eric and Moore,Robert J} 11266 } 11267 @book {, 11268 title = {The Business and Culture of Digital Games: Gamework and Gameplay}, 11269 year = {2006}, 11270 publisher = {Sage Publications Ltd}, 11271 organization = {Sage Publications Ltd}, 11272 isbn = {1412900476}, 11273 author = {Kerr,Aphra} 11274 } 11275 @inbook {, 11276 title = {The Business of Making Digital Games}, 11277 booktitle = {Understanding Digital Games}, 11278 year = {2006}, 11279 note = {<p> 11280 <strong>CONTENTS </strong> 11281 </p> 11282 <ul> 11283 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 11284 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 11285 </ul> 11286 <p> 11287 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 11288 </p> 11289 <ul> 11290 <li><em>A History of Digital Games </em>John Kirriemuir </li> 11291 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 11292 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 11293 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 11294 </ul> 11295 <p> 11296 <strong>PART TWO: THEORIES AND APPROACHES</strong> 11297 </p> 11298 <ul> 11299 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 11300 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 11301 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 11302 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 11303 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 11304 </ul> 11305 <p> 11306 <strong>PART THREE: KEY DEBATES</strong> 11307 </p> 11308 <ul> 11309 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 11310 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 11311 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 11312 </ul> 11313 }, 11314 pages = {36-57}, 11315 publisher = {Sage}, 11316 organization = {Sage}, 11317 url = {http://digiplay.ino/UDG/}, 11318 author = {Kerr,Aphra}, 11319 editor = {Rutter, Jason and Bryce, Jo} 11320 } 11321 @article {, 11322 title = {Cameras, Radios, and Butterflies: the Influence and Importance of Fan Networks for Game Studies}, 11323 journal = {Fibreculture}, 11324 number = {8}, 11325 year = {2006}, 11326 abstract = {As academic game studies emerges as a growing, interdisciplinary, and varied field, researchers require additional resources in order to study games in a larger context. Fan networks produce many such resources often otherwise unavailable - including walkthroughs, hint guides, and other forms of fan research - which are significant for the academic study of games. While professionally produced walkthroughs, game guides, and other research materials are available for the majority of new, popular games, many games never have walkthroughs, and older walkthroughs are often largely unavailable. }, 11327 url = {http://journal.fibreculture.org/issue8/issue8_taylor.html}, 11328 author = {Laurie N. Taylor} 11329 } 11330 @article {, 11331 title = {Cardiovascular risk in Hispanic and non-Hispanic preschoolers}, 11332 journal = {Nursing Research}, 11333 volume = {55}, 11334 number = {3}, 11335 year = {2006}, 11336 pages = {172-179}, 11337 abstract = {Background. Cardiovascular disease (CVD) is the leading cause of death in the United States for both men and women among all racial and ethnic groups. Identifying risk factors early in life can facilitate use of preventive strategies to reduce risk and improve health status across the life span. Objective: The aim of this study was to identify modifiable (tobacco smoke exposure, physical inactivity, dietary fat intake, overweight, and high blood pressure ) and nonmodifiable (family history, gender, and age) cardiovascular risk factors in low-income preschool children. Methods: Low-income preschool children (N = 205) 3-5 years old were recruited to participate. Parents completed a multigene rational cardiovascular health history form and a 24-hour dietary recall for themselves and their child. The children{\textquoteright}s height, weight, and BP were obtained. Results: Of the 205 children, 61\% reported ethnicity as Latino or Hispanic, 31.7\% non-Hispanic White, 1\% non-Hispanic Black, 3.9\% Asian, and 2.4\% mixed race. The number of males (50.7\%) and females (49.3\%) was similar. Only 22 (10.7\%) children had no identified cardiovascular risk factors. At least one modifiable risk factor was present in 179 (87.3\%) children. Fifty-two (25.5\%) children had a body mass index (BMI) >= 85th percentile for gender and age; 44 (22.3\%) had a systolic or diastolic BP over the 90th percentile for gender, age, and height; 128 (66.3\%) had a dietary fat intake of > 30\%; 77 (37.6\%) watched TV or played video games more than 2 hr/day; and 48 (23.4\%) were exposed to passive tobacco smoke. Discussion: The identification of cardiovascular risk factors in almost 90\% of presumably healthy preschoolers provides evidence to support testing of interventions that can improve health behaviors and reduce risks.}, 11338 keywords = {Adolescents, Childhood, children, Coronary-Heart-Disease, Health, Obesity, Overweight, Physical-Activity, Prevalence, United-States}, 11339 isbn = {0029-6562}, 11340 author = {Barton, A J and Gilbert, L and Baramee, J and Granger, T} 11341 } 11342 @inbook {, 11343 title = {Chinese chess based on Jabber}, 11344 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 11345 series = {Lecture Notes in Computer Science}, 11346 volume = {3942}, 11347 year = {2006}, 11348 pages = {706-710}, 11349 publisher = {Springer-Verlag Berlin}, 11350 organization = {Springer-Verlag Berlin}, 11351 address = {Berlin}, 11352 abstract = {Multiplayer computer games are becoming more and more popular. While much effort has been contributed to point-to-point communication based architecture and network game traffic, we proposed a server decentralized game architecture based on Jabber in order to have high availability, performance, scalability, fault tolerance and security. Three components of the architecture: players, game servers and record-keeper are defined and functioned. The architecture is implemented and instanced as a Chinese Chess game. The game data are packed with XML stanzas and delivered to the addressed player through XML streams. In order to test the availability, the game is experimented and the result is meaningful even though the test environment is rough.}, 11353 isbn = {0302-9743}, 11354 author = {Wang, Q. Y. and Liu, S. Y.} 11355 } 11356 @article {, 11357 title = {Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data}, 11358 journal = {Journal of Experimental Social Psychology}, 11359 volume = {42}, 11360 number = {4}, 11361 year = {2006}, 11362 pages = {532-539}, 11363 abstract = {Numerous studies have shown that exposure to media violence increases aggression, though the mechanisms of this effect have remained elusive. One theory posits that repeated exposure to media violence desensitizes viewers to real world violence, increasing aggression by blunting aversive reactions to violence and removing normal inhibitions against aggression. Theoretically, violence desensitization should be reflected in the amplitude of the P300 component of the event-related brain potential (ERP), which has been associated with activation of the aversive motivational system. In the current study, violent images elicited reduced P300 amplitudes among violent, as compared to nonviolent video game players. Additionally, this reduced brain response predicted increased aggressive behavior in a later task. Moreover, these effects held after controlling for individual differences in trait aggressiveness. These data are the first to link media violence exposure and aggressive behavior to brain processes hypothetically associated with desensitization. }, 11364 keywords = {Adolescents, Evaluative Categorizations, Impulsive Aggression, Media, Negativity, P300, Stimuli, Television Violence, Trait Aggressiveness, Validity}, 11365 isbn = {0022-1031}, 11366 author = {Bruce D. Bartholow and Brad J. Bushman and Marc A. Sestir} 11367 } 11368 @proceedings {, 11369 title = {Classification of Team Behaviors in Sports Video Games}, 11370 journal = {International Conference on Pattern Recognition}, 11371 year = {2006}, 11372 pages = {I: 1188-1191}, 11373 url = {http://doi.ieeecomputersociety.org/10.1109/ICPR.2006.370}, 11374 author = {Thurau,C and Hettenhausen, T and Bauckhage,C} 11375 } 11376 @article {, 11377 title = {Clinical cyber psychology: The application of virtual realities in psychological diagnosis and treatment}, 11378 journal = {Zeitschrift Fur Klinische Psychologie Und Psychotherapie}, 11379 volume = {35}, 11380 number = {1}, 11381 year = {2006}, 11382 pages = {39-48}, 11383 type = {Article}, 11384 abstract = {Background and objective: A steadily increasing number of publications indicate the emergence of a new field in clinical psychology that may be called "clinical cyber psychology". An attempt is made to give a survey of recent results of applying "virtual realities" (VR) to psychological assessment and treatment. Method: The present study distinguishes between three approaches: a) E-therapy, b) VR-therapy, and c) VR-teletherapy. By and large, these distinction categories (E, VR, and VR-tele) apply also to psychological assessment, counseling, and rehabilitation. Results and conclusions: Computer-generated 3 D virtual realities provide a high level of control of both stimulus presentation and interaction between patients and the virtual environment. It is hoped that the application of virtual reality technologies may contribute to essential improvements in the field of psychological assessment and treatment.}, 11385 keywords = {Breast-cancer, clinical cyber psychology, Computer games, Eating-disorders, environment, exposure therapy, Follow-up, health-care, interne, Pediatric pain, psychological assessment, psychological treatment, rehabilitation, Spider phobia, virtual realities}, 11386 isbn = {1616-3443}, 11387 author = {Huber, H. P.} 11388 } 11389 @article {, 11390 title = {Clinical trial of Re-Mission: A video game for young people with cancer}, 11391 journal = {Cyberpsychology \& Behavior}, 11392 volume = {9}, 11393 number = {6}, 11394 year = {2006}, 11395 pages = {665-666}, 11396 publisher = {MARY ANN LIEBERT INC}, 11397 address = {NEW ROCHELLE}, 11398 isbn = {1094-9313}, 11399 author = {Cole, S. W. and Kato, P. M. and Marin-Bowling, V. M. and Dahl, G. V. and Pollock, B. H.} 11400 } 11401 @article {, 11402 title = {Collaborative Games: Lessons Learned from Board Games}, 11403 journal = {Simulation \& Gaming}, 11404 volume = {37}, 11405 year = {2006}, 11406 pages = {24-40}, 11407 abstract = {Collaborative mechanisms are starting to become prominent in computer games, like massively multiplayer 11408 online games (MMOGs); however, by their nature, these games are difficult to investigate. Game play is 11409 often complex and the underlying mechanisms are frequently opaque. In contrast, board games are simple. 11410 Their game play is fairly constrained and their core mechanisms are transparent enough to analyze. In this 11411 article, the authors seek to understand collaborative games. Because of their simplicity, they focus on board 11412 games. The authors present an analysis of collaborative games. In particular, they focus on Reiner Knizia{\textquoteright}s 11413 LORDOFTHERINGS, considered by many to be the quintessential collaborative board game. Our analysis 11414 yields seven observations, four lessons, and three pitfalls, that game designers might consider useful for 11415 designing collaborative games. They reflect on the particular opportunities that computers have for the 11416 design of collaborative games as well as how some of the issues discussed apply to the case of computer 11417 games. 11418 }, 11419 keywords = {board games, collaboration, collaborative games, Computer games, cooperation, decisions, game design, individuals, lessons, Lord of the Rings, Multiplayer games, payoffs, pitfalls, teams, utility}, 11420 url = {http://www-static.cc.gatech.edu/~jp/Papers/Zagal\%20et\%20al\%20-\%20Collaborative\%20Games\%20-\%20Lessons\%20learned\%20from\%20boardgames.pdf}, 11421 author = {Zagal, Jose P. and Rick, Jochen and Hsi, Idris} 11422 } 11423 @inbook {, 11424 title = {Community, Identity and Digital Games}, 11425 booktitle = {Understanding Digital Games}, 11426 year = {2006}, 11427 note = {<p> 11428 <strong>CONTENTS </strong> 11429 </p> 11430 <ul> 11431 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 11432 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 11433 </ul> 11434 <p> 11435 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 11436 </p> 11437 <ul> 11438 <li><em>A History of Digital Games </em>John Kirriemuir </li> 11439 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 11440 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 11441 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 11442 </ul> 11443 <p> 11444 <strong>PART TWO: THEORIES AND APPROACHES</strong> 11445 </p> 11446 <ul> 11447 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 11448 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 11449 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 11450 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 11451 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 11452 </ul> 11453 <p> 11454 <strong>PART THREE: KEY DEBATES</strong> 11455 </p> 11456 <ul> 11457 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 11458 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 11459 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 11460 </ul> 11461 }, 11462 pages = {166-182}, 11463 publisher = {Sage}, 11464 organization = {Sage}, 11465 isbn = {1-4129-0034-4}, 11466 url = {http://digiplay.info/UDG}, 11467 author = {Hand, Martin and Moore, Karenza}, 11468 editor = {Rutter, Jason and Bryce, Jo} 11469 } 11470 @article {, 11471 title = {Comparative Video Game Criticism}, 11472 journal = {Games and Culture}, 11473 volume = {1}, 11474 number = {1}, 11475 year = {2006}, 11476 pages = {41-46}, 11477 abstract = {This article explores comparative criticism and video game software development through the figure of the bricoleur, the handyman who assembles units of preexisting meaning to form new structures. An intersection of these two domains--what the author calls comparative video game criticism--suggests a more intimate interrelation between criticism and production. The author offers a critique of functionalist approaches to video game analysis and argues instead for a comparative analysis of the expressive capacity of games and how they relate to other forms of human production.}, 11478 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/41}, 11479 author = {Bogost,Ian} 11480 } 11481 @conference {, 11482 title = {A component based architecture for distributed, pervasive gaming applications}, 11483 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 11484 year = {2006}, 11485 abstract = {In this paper, we describe a component based architecture for developing distributed, pervasive games that integrate tangible and graphical user interface components. We first discuss some of the interface components we have developed and then present a coordination infrastructure called Pegasus that allows flexibly coupling and reconfiguring components during runtime. On top of Pegasus we have created a language for describing pervasive games called DHG and briefly present a first sample application that is based on the component based architecture and defined with the game description language DHG. 11486 }, 11487 keywords = {Computer games, entertainment, Hybrid environments, Pervasive games, Tabletop games, Tangible Interfaces, TUI}, 11488 author = {Magerkurth, C. and Engelke, T. and Grollman, D.} 11489 } 11490 @book {, 11491 title = {Computer Games: Text, Narrative and Play}, 11492 year = {2006}, 11493 publisher = {Polity Press}, 11494 organization = {Polity Press}, 11495 edition = {1st edition}, 11496 isbn = {074563401X}, 11497 author = {Burn, Andrew and Buckingham, David and Carr, Diane and Schott, Gareth and Thompson, John} 11498 } 11499 @article {, 11500 title = {Console video games and global corporations: Creating a hybrid culture}, 11501 journal = {New Media \& Society}, 11502 volume = {8}, 11503 number = {1}, 11504 year = {2006}, 11505 pages = {117-137}, 11506 abstract = {This article argues that the contemporary console video game industry is a hybrid encompassing a mixture of Japanese and American businesses and (more importantly) cultures to a degree unseen in other media industries, especially in regard to US popular culture. The particularities of the video game industry and culture can be recognized in the transnational corporations that contribute to its formation and development; in the global audience for its products; and in the complex mixing of format, style and content within games. As an exemplar of this process, the Japanese game publisher Square Enix is the focus of this case study, as it has been successful in contributing to global culture as well as to the digital games industry through its glocal methods. That achievement by a non-Western corporation is indicative of the hybridization of the digital games industry, and it is examined here as one indicator of the complexities and challenges, as well as future potentials, of global media culture.}, 11507 isbn = {1461-4448}, 11508 author = {Consalvo, M} 11509 } 11510 @article {, 11511 title = {Content and ratings of mature-rated video games}, 11512 journal = {Archives of Pediatrics \& Adolescent Medicine}, 11513 volume = {160}, 11514 number = {4}, 11515 year = {2006}, 11516 pages = {402-410}, 11517 type = {Article}, 11518 abstract = {Objectives: To quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in video games rated M (for "mature") and to measure agreement between the content observed and the rating information provided to consumers on the game box by the Entertainment Software Rating Board. Design: We created a database of M-rated video game titles, selected a random sample, recorded at least 1 hour of game play, quantitatively assessed the content, performed statistical analyses to describe the content, and compared our observations with the Entertainment Software Rating Board content descriptors and results of our prior studies. Setting: Harvard University, Boston, Mass. Participants: Authors and 1 hired game player. Main Exposure: M-rated video games. Main Outcome Measures: Percentages of game play depicting violence, blood, sexual themes, gambling, alcohol, tobacco, or other drugs; use of profanity in dialogue, song lyrics, or gestures. Results: Although the Entertainment Software Rating Board content descriptors for violence and blood provide a good indication of such content in the game, we identified 45 observations of content that could warrant a content descriptor in 29 games (81\%) that lacked these content descriptors. M-rated video games are significantly more likely to contain blood, profanity, and substances; depict more severe injuries to human and non-human characters; and have a higher rate of human deaths than video games rated T (for "teen"). Conclusion: Parents and physicians should recognize that popular M-rated video games contain a wide range of unlabeled content and may expose children and adolescents to messages that may negatively influence their perceptions, attitudes, and behaviors.}, 11519 keywords = {Media, Violence}, 11520 isbn = {1072-4710}, 11521 author = {Thompson,K M and Tepichin, K. and Haninger,K} 11522 } 11523 @article {, 11524 title = {Content protection for games}, 11525 journal = {IBM Systems Journal}, 11526 volume = {45}, 11527 number = {1}, 11528 year = {2006}, 11529 pages = {119-143}, 11530 type = {Article}, 11531 abstract = {In this paper we review the state of the art in content protection for video games by describing the capabilities and shortcomings of currently deployed solutions. In an attempt to address some of the open issues, we present two novel approaches. The first approach uses branch-based software watermarking to discourage and detect piracy through a registration-based system. in the second approach, based on the parallels between games and premium audio and video content, we propose the use of current physical-media copy-protection technologies for gaming content. In particular, we focus on broadcast encryption technology. The use of an open, standard-based architecture enables the development of a more restrictive protection system for games. Finally, we demonstrate how the proposed protection mechanisms can be applied to video-game copy protection through five scenarios.}, 11532 keywords = {software, Watermarking}, 11533 isbn = {0018-8670}, 11534 author = {Myles, G. and Nusser, S.} 11535 } 11536 @article {, 11537 title = {Contextual features of violent video games, mental models, and aggression}, 11538 journal = {Journal of Communication}, 11539 volume = {56}, 11540 number = {2}, 11541 year = {2006}, 11542 pages = {387-405}, 11543 abstract = {This experiment employed a 2 (third vs. first person) x 2 (blood on/off) x 2 (sex) design in order to examine the effects of two internal video game manipulations: the presence of blood and point of view on participants{\textquoteright} perceptions of the game. Overall, when the blood manipulation was on, participants perceived greater gore. Players were significantly more focused when they played in the third-person point of view than when they played in first person. Males were more involved in the game overall regardless of point of view, but females were more focused and involved when they played in third, not first, person. In addition, we wanted to see if game manipulations and perceptions of the game affected aggressive outcomes. Those who played the game in the blood-on condition had more physically aggressive intentions, and when players were more involved and immersed in the game, they reported greater hostility and physically aggressive intentions. Findings are discussed as they relate to mental models Of media violence.}, 11544 keywords = {Arousal, Behavior, Cognition, Feelings, Life, Television Violence, Thoughts}, 11545 isbn = {0021-9916}, 11546 author = {Farrar, K M and Krcmar, M and Nowak, K L} 11547 } 11548 @inbook {, 11549 title = {Creating emotions by characters design for computer games}, 11550 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 11551 series = {Lecture Notes in Computer Science}, 11552 volume = {3942}, 11553 year = {2006}, 11554 pages = {638-647}, 11555 publisher = {Springer-Verlag Berlin}, 11556 organization = {Springer-Verlag Berlin}, 11557 address = {Berlin}, 11558 abstract = {Firstly, the methodology for characters development in computer games was analyzed from both aspects of art-sourced character development and story-sourced character development separately from the different views of various research fields. In the second section, four different techniques relating to character design and the creation of emotion has been deeply discussed. At the end, the four diverse designs for character OEDIPUS were given according to the plot development based on the background of tragical fable of the ancient Greece.}, 11559 keywords = {characters design, characters development, creating emotion, Oedipus}, 11560 isbn = {0302-9743}, 11561 author = {You, F. and Palmer,I and Godfrey, W. and Zheng, Z. B.} 11562 } 11563 @article {, 11564 title = {The Cult of Champ Man: The Culture and Pleasures of Championship Manager/Football Manager Gamers}, 11565 journal = {Information, Communication and Society}, 11566 volume = {9}, 11567 year = {2006}, 11568 pages = {496-514}, 11569 abstract = {This paper considers the popularity and social significance of the gaming series Championship Manager/Football Manager. Sport-related games continue to be one of the most popular forms of digital gaming, and the series has proved to be one of the most successful of all time. Drawing on 32 interviews with game players and developers of this series, this paper argues that this series has proved particularly popular due to its \&$\#$39;intertextual\&$\#$39; links to the sport of football, which allows this game to be drawn on as a resource in conversations and social networks. In particular, this paper argues that aspects of gaming, such as performativity and control, extend and cross-cut with wider social formations. Hence, the author argues that it is crucial that considerations of digital games seek to locate these within wider social and cultural patterns. 11570 }, 11571 keywords = {digital games, everyday life, football, performativity, Sport}, 11572 doi = {10.1080/13691180600858721}, 11573 url = {http://www.informaworld.com/smpp/content~content=a755296191~db=all~order=page}, 11574 author = {Crawford, Garry} 11575 } 11576 @inbook {, 11577 title = {Cultural Studies and Digital Games}, 11578 booktitle = {Understanding Digital Games}, 11579 year = {2006}, 11580 note = {<p> 11581 <strong>CONTENTS </strong> 11582 </p> 11583 <ul> 11584 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 11585 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 11586 </ul> 11587 <p> 11588 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 11589 </p> 11590 <ul> 11591 <li><em>A History of Digital Games </em>John Kirriemuir </li> 11592 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 11593 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 11594 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 11595 </ul> 11596 <p> 11597 <strong>PART TWO: THEORIES AND APPROACHES</strong> 11598 </p> 11599 <ul> 11600 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 11601 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 11602 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 11603 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 11604 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 11605 </ul> 11606 <p> 11607 <strong>PART THREE: KEY DEBATES</strong> 11608 </p> 11609 <ul> 11610 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 11611 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 11612 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 11613 </ul> 11614 }, 11615 pages = {148-165}, 11616 publisher = {Sage}, 11617 organization = {Sage}, 11618 isbn = {1-4129-0034-4}, 11619 url = {http://digiplay.info/UDG}, 11620 author = {Crawford, Garry and Rutter, Jason}, 11621 editor = {Rutter, Jason and Bryce, Jo} 11622 } 11623 @article {, 11624 title = {Dancing machines: {\textquoteright}Dance Dance Revolution{\textquoteright}, cybernetic dance, and musical taste}, 11625 journal = {Popular Music}, 11626 volume = {25}, 11627 number = {3}, 11628 year = {2006}, 11629 pages = {401-414}, 11630 publisher = {CAMBRIDGE UNIV PRESS}, 11631 address = {CAMBRIDGE}, 11632 abstract = {In {\textquoteright}Dance Dance Revolution{\textquoteright} (DDR), an arcade and home video game distributed by the Japanese entertainment corporation Konami, players move their feet in specific patterns set to electronic dance music. Only by achieving a high accuracy rate can a player advance from one level to the next. DDR enjoys worldwide popularity among teenagers and young adults, partially due to the marketing of the game{\textquoteright}s {\textquoteright}soundtracks{\textquoteright} as separate, purchasable collections of underground techno, house, and drum V bass. This article considers the Internet communities of DDR fans and their debates concerning {\textquoteright}mainstream{\textquoteright} culture and musical taste.}, 11633 isbn = {0261-1430}, 11634 author = {Demers, J.} 11635 } 11636 @article {, 11637 title = {The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments}, 11638 journal = {Presence-Teleoperators and Virtual Environments}, 11639 volume = {15}, 11640 number = {3}, 11641 year = {2006}, 11642 pages = {309-329}, 11643 type = {Article}, 11644 abstract = {Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Games (MMORPGs) over a three year period to explore users{\textquoteright} demographics, motivations, and derived experiences. Not only do MMORPGs appeal to a broad age range (M-age = 26.57, range = 11-68), but the appeal is strong (on aver-age 22 hours of usage per week) across users of all ages (r = -.04). An exploratory factor analysis revealed a five factor model of user motivations-Achievement, Relationship, Immersion, Escapism, and Manipulation-illustrating the multifaceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users inter-act and collaborate using real-time 3D avatars on a daily basis.}, 11645 keywords = {Aggression, Behavior, Feelings, Internet, Self, Violent Video Games, Virtual Environments}, 11646 isbn = {1054-7460}, 11647 author = {Yee, N.} 11648 } 11649 @article {, 11650 title = {A descriptive epidemiology of screen-based media use in youth: A review and critique}, 11651 journal = {Journal of Adolescence}, 11652 volume = {29}, 11653 number = {3}, 11654 year = {2006}, 11655 pages = {333-349}, 11656 abstract = {The purpose of this systematic review was to (i) estimate the prevalence and dose of television (TV) viewing, video game playing and computer use, and (ii) assess age-related and (iii) secular trends in TV viewing among youth (\<= 18 yr). Ninety studies published in English language journals between 1949 and 2004 were included, presenting data from 539 independent samples (the unit of analysis). Results suggest contemporary youth watch on average 1.8-2.8 h of TV per day, depending on age and gender. Most (66\%) are \&$\#$39;low users\&$\#$39; (\< 2 h day(-1)) of TV but 28\% watch more than 4 h day(-1). Boys and girls with access to video games spend approximately 60 and 23 min day(-1), respectively, using this technology. Computer use accounts for an additional 30 min day(-1). Age-specific data suggest TV viewing decreases during adolescence, but those considered \&$\#$39;high users\&$\#$39; at young ages are likely to remain high users when older. For children with access to a television set, the number of hours spent viewing does not appear to have increased over the past 50 years. 11657 }, 11658 keywords = {Adolescents, Cardiovascular risk, childrens television, Computers, National-Health, Obesity, physical activity, Physical-Activity, sedentary behaviors, systematic review, television viewing, United-States, Video Games, young people, Young-Children}, 11659 isbn = {0140-1971}, 11660 author = {Marshall,S J and Gorely,T and Biddle,S J H} 11661 } 11662 @article {, 11663 title = {Designing for programming as joint performances among groups of children}, 11664 journal = {Interacting with Computers}, 11665 volume = {18}, 11666 number = {5}, 11667 year = {2006}, 11668 pages = {1012-1031}, 11669 type = {Article}, 11670 abstract = {Research on computer programming usually views the interactions as mostly cognitively based, with focus on concepts such as memory, perception and conceptual understanding. However, the current trend towards embodied and social perspectives on interaction provides an alternative way of looking at interactive processes, instead emphasising aspects such as social and physical performance with and around technology. We have explored a range of activities and tools that explicitly address these aspects in programming, with a specific focus on children{\textquoteright}s making of own computer games and simulations. We exemplify this work through three different situations where tools and activities are used by children as recourses for building of interactive systems, while at the same time allowing for bodily action in negotiation of design ideas. We discuss how situations like these may provide directions for new technologies for programming as well as methodological developments in the area of interaction design.}, 11671 keywords = {children{\textquoteright}s programming, design, interaction design, performance in interaction, tangible programming}, 11672 isbn = {0953-5438}, 11673 author = {Fernaeus, Y. and Tholander, J.} 11674 } 11675 @inbook {, 11676 title = {Designing the Stimulation Aspect of Hedonic Quality {\textendash} An Exploratory Study}, 11677 booktitle = {Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning}, 11678 volume = {1}, 11679 year = {2006}, 11680 pages = {217-235}, 11681 publisher = {IOI Press}, 11682 organization = {IOI Press}, 11683 address = {Amsterdam}, 11684 isbn = {158603572X}, 11685 author = {Michael Burmester and Annely Dufner}, 11686 editor = {Maja Pivec} 11687 } 11688 @article {, 11689 title = {Development of a computer game software as an aide for image therapy in cancer patients}, 11690 journal = {Psycho-Oncology}, 11691 volume = {15}, 11692 number = {2}, 11693 year = {2006}, 11694 pages = {S288-S289}, 11695 publisher = {JOHN WILEY \& SONS LTD}, 11696 address = {CHICHESTER}, 11697 isbn = {1057-9249}, 11698 author = {Kikuchi, H. and Sonoda, N. and Morikawa, S. and Ishiguro, Y.} 11699 } 11700 @article {, 11701 title = {The development of the self in the era of the internet and role-playing fantasy games}, 11702 journal = {American Journal of Psychiatry}, 11703 volume = {163}, 11704 number = {3}, 11705 year = {2006}, 11706 pages = {381-385}, 11707 keywords = {ego development, fantasy, Internet, Personality Development, recreation, role playing, self concept, Video Games}, 11708 url = {http://ajp.psychiatryonline.org/cgi/content/full/163/3/381}, 11709 author = {Allison, S. E. and Von Wahlde, L. and Shockley, T. and Gabbard, G. O.} 11710 } 11711 @inbook {, 11712 title = {Didactic Analysis of Digital Games and Game-Based Learning}, 11713 booktitle = {Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning}, 11714 volume = {1}, 11715 year = {2006}, 11716 pages = {8-37}, 11717 publisher = {IOI Press}, 11718 organization = {IOI Press}, 11719 address = {Amsterdam}, 11720 isbn = {158603572X}, 11721 author = {Matthias Bopp}, 11722 editor = {Maja Pivec} 11723 } 11724 @article {, 11725 title = {Digital Game-Based Learning: It{\textquoteright}s Not Just the Digital Natives Who Are Restless}, 11726 year = {2006}, 11727 note = {March/April 2006 11728 Vol 41 11729 Issue 2 11730 Pages 16-30}, 11731 abstract = {After years of research and proselytizing, the 11732 proponents of digital game-based learning 11733 (DGBL) have been caught unaware. Like the person 11734 who is still yelling after the sudden cessation 11735 of loud music at a party, DGBL proponents have 11736 been shouting to be heard above the prejudice 11737 against games. But now, unexpectedly, we have 11738 everyone{\textquoteright}s attention. The combined weight of 11739 three factors has resulted in widespread public 11740 interest in games as learning tools.}, 11741 keywords = {game-based training}, 11742 url = {http://connect.educause.edu/library/abstract/DigitalGameBasedLear/40614}, 11743 author = {Van Eck, R.} 11744 } 11745 @inbook {, 11746 title = {Digital Games and Gender}, 11747 booktitle = {Understanding Digital Games}, 11748 year = {2006}, 11749 note = {<p> 11750 <strong>CONTENTS </strong> 11751 </p> 11752 <ul> 11753 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 11754 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 11755 </ul> 11756 <p> 11757 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 11758 </p> 11759 <ul> 11760 <li><em>A History of Digital Games </em>John Kirriemuir </li> 11761 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 11762 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 11763 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 11764 </ul> 11765 <p> 11766 <strong>PART TWO: THEORIES AND APPROACHES</strong> 11767 </p> 11768 <ul> 11769 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 11770 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 11771 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 11772 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 11773 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 11774 </ul> 11775 <p> 11776 <strong>PART THREE: KEY DEBATES</strong> 11777 </p> 11778 <ul> 11779 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 11780 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 11781 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 11782 </ul> 11783 }, 11784 pages = {185-204}, 11785 publisher = {Sage}, 11786 organization = {Sage}, 11787 isbn = {1-4129-0034-4}, 11788 url = {http://digiplay.info/UDG}, 11789 author = {Bryce, Jo and Rutter, Jason and Sullivan, Cath}, 11790 editor = {Rutter, Jason and Bryce, Jo} 11791 } 11792 @inbook {, 11793 title = {Digital Games and the Violence Debate}, 11794 booktitle = {Understanding Digital Games}, 11795 year = {2006}, 11796 note = {<p> 11797 <strong>CONTENTS </strong> 11798 </p> 11799 <ul> 11800 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 11801 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 11802 </ul> 11803 <p> 11804 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 11805 </p> 11806 <ul> 11807 <li><em>A History of Digital Games </em>John Kirriemuir </li> 11808 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 11809 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 11810 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 11811 </ul> 11812 <p> 11813 <strong>PART TWO: THEORIES AND APPROACHES</strong> 11814 </p> 11815 <ul> 11816 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 11817 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 11818 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 11819 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 11820 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 11821 </ul> 11822 <p> 11823 <strong>PART THREE: KEY DEBATES</strong> 11824 </p> 11825 <ul> 11826 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 11827 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 11828 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 11829 </ul> 11830 }, 11831 pages = {205-222}, 11832 publisher = {Sage}, 11833 organization = {Sage}, 11834 isbn = {1-4129-0034-4}, 11835 url = {http://digiplay.ino/UDG/}, 11836 author = {Bryce, Jo and Rutter, Jason}, 11837 editor = {Bryce, Jo and Rutter, Jason} 11838 } 11839 @inbook {, 11840 title = {Digital Games as New Media}, 11841 booktitle = {Understanding Digital Games}, 11842 year = {2006}, 11843 note = {<p> 11844 <strong>CONTENTS </strong> 11845 </p> 11846 <ul> 11847 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 11848 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 11849 </ul> 11850 <p> 11851 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 11852 </p> 11853 <ul> 11854 <li><em>A History of Digital Games </em>John Kirriemuir </li> 11855 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 11856 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 11857 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 11858 </ul> 11859 <p> 11860 <strong>PART TWO: THEORIES AND APPROACHES</strong> 11861 </p> 11862 <ul> 11863 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 11864 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 11865 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 11866 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 11867 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 11868 </ul> 11869 <p> 11870 <strong>PART THREE: KEY DEBATES</strong> 11871 </p> 11872 <ul> 11873 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 11874 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 11875 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 11876 </ul> 11877 }, 11878 pages = {129-147}, 11879 publisher = {Sage}, 11880 organization = {Sage}, 11881 isbn = {1-4129-0034-4}, 11882 url = {http://digiplay.info/UDG}, 11883 author = {Giddings, Seth and Kennedy, Helen}, 11884 editor = {Rutter, Jason and Bryce, Jo} 11885 } 11886 @inbook {, 11887 title = {Digital Games in Education}, 11888 booktitle = {Understanding Digital Games}, 11889 year = {2006}, 11890 note = {<p> 11891 <strong>CONTENTS </strong> 11892 </p> 11893 <ul> 11894 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 11895 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 11896 </ul> 11897 <p> 11898 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 11899 </p> 11900 <ul> 11901 <li><em>A History of Digital Games </em>John Kirriemuir </li> 11902 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 11903 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 11904 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 11905 </ul> 11906 <p> 11907 <strong>PART TWO: THEORIES AND APPROACHES</strong> 11908 </p> 11909 <ul> 11910 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 11911 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 11912 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 11913 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 11914 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 11915 </ul> 11916 <p> 11917 <strong>PART THREE: KEY DEBATES</strong> 11918 </p> 11919 <ul> 11920 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 11921 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 11922 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 11923 </ul> 11924 }, 11925 pages = {223-240}, 11926 publisher = {Sage}, 11927 organization = {Sage}, 11928 isbn = {1-4129-0034-4}, 11929 url = {http://digiplay.info/UDG}, 11930 author = {Dumbleton, Tim and Kirriemuir, John}, 11931 editor = {Rutter, Jason and Bryce, Jo} 11932 } 11933 @article {, 11934 title = {Digital Intifada}, 11935 journal = {Umelec/ International}, 11936 volume = {10}, 11937 year = {2006}, 11938 pages = {77-81}, 11939 abstract = {The article examines political videogames produced by the Syrian company Afkar Media in Damascus, mainly their recent game Tahta al-Hisar (Under Siege) and puts them in a broader context of persuasive and serious games. It deals with the representation of the Other and Foreign in videogames, construction of the Arab and Islamic heroes and ongoing digital emancipation of the Middle East.}, 11940 keywords = {Afkar Media, Arabs, Computer games, Islam, Middle East, videogames}, 11941 issn = {1212-9550}, 11942 url = {http://www.digitalislam.eu/article.do?articleId=1419}, 11943 author = {Sisler, Vit} 11944 } 11945 @article {, 11946 title = {The disruptive potential of game technologies: Lessons Learned from its Impact on the Military Simulation Industry}, 11947 journal = {Research Technology Management}, 11948 volume = {50}, 11949 number = {2}, 11950 year = {2006}, 11951 pages = {57-64}, 11952 publisher = {INDUSTRIAL RESEARCH INSTITUTE, INC}, 11953 address = {ARLINGTON}, 11954 abstract = {Modern computer gaming technologies initially provided low-end capabilities for a small niche within the simulation industry. However, over time they improved to the point where they became more powerful than many of the established tools in the field. This disruption is following the well-established innovation model that was put forward by Harvard professor Clayton Christensen. Game technologies provide significant advantages in industries like training, education, communication, and data analysis. The disruptive potential of these technologies will spur the growth of new types of companies and threaten the positions of established leaders in a number of industries.}, 11955 isbn = {0895-6308}, 11956 url = {http://www.peostri.army.mil/CTO/FILES/DisruptivePotential.pdf}, 11957 author = {Smith, Roger} 11958 } 11959 @article {, 11960 title = {Distraction with a hand-held video game reduces pediatric preoperative anxiety}, 11961 journal = {Pediatric Anesthesia}, 11962 volume = {16}, 11963 number = {10}, 11964 year = {2006}, 11965 pages = {1019-1027}, 11966 abstract = {Background : Video games have received widespread application in health care for distraction and behavior modification therapy. Studies on the effect of cognitive distraction during the preoperative period are lacking. We evaluated the efficacy of an interactive distraction, a hand-held video game (VG) in reducing preoperative anxiety in children. Methods: In a randomized, prospective study of 112 children aged 4-12 years undergoing outpatient surgery, anxiety was assessed after admission and again at mask induction of anesthesia, using the modified Yale Preoperative Anxiety Scale (mYPAS). Postoperative behavior changes were assessed with the Posthospital Behavior Questionnaire (PHBQ). Patients were randomly assigned to three groups: parent presence (PP), PP + a hand-held VG, and PP + 0.5 mg.kg(-1) oral midazolam (M) given > 20 min prior to entering the operating room. Results: There was a statistically significant increase in anxiety (P < 0.01) in groups M and PP at induction of anesthesia compared with baseline, but not in VG group. VG patients demonstrated a decrease in anxiety from baseline (median change in mYPAS -3), the difference compared with PP (+11.8) was significant (P = 0.04). The change in anxiety in the M group (+7.3) was not statistically different from other groups. Sixty-three percent of patients in VG group had no change or decrease in anxiety after treatment, compared with 26\% in M group and 28\% in PP group (P = 0.01). There was no difference in anxiety changes between female and male patients. Conclusions: A hand-held VG can be offered to most children as a low cost, easy to implement, portable, and effective method to reduce anxiety in the preoperative area and during induction of anesthesia. Distraction in a pleasurable and familiar activity provides anxiety relief, probably through cognitive and motor absorption.}, 11967 keywords = {Anesthesia, Childrens Behavior, Induction, Operating-Room, Oral Midazolam, Paradoxical Reactions, Parental Presence, Postoperative Behavior, Premedication, Randomized Controlled-Trial}, 11968 isbn = {1155-5645}, 11969 author = {Patel, A and Schieble, T. and Davidson, M. and Tran, M. C. J and Schoenberg, C. and Delphin, E.} 11970 } 11971 @article {, 11972 title = {Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study}, 11973 journal = {Media Psychology}, 11974 volume = {8}, 11975 number = {1}, 11976 year = {2006}, 11977 pages = {39-60}, 11978 type = {Article}, 11979 abstract = {This study aims to advance the media effects debate concerning violent video games. Meta-analytic reviews reveal a small but noticeable association between playing violent video games and aggressive reactions. However, evidence for causal associations is still rare. In a novel, event-related functional magnetic resonance imaging study, 13 male research participants were observed playing a latest-generation violent video game. Each participant{\textquoteright}s game play was recorded and content analyzed on a frame-by-frame basis. Onscreen activities were coded as either "passive/dead, no a frame interactions"; "active/safe, no imminent danger/no violent interactions"; "active/potential danger occurs, violent interactions expected"; "active/under attack, some violent interactions"; and "active/fighting and killing, many violent interactions." Previous studies in neuroscience on aggressive thoughts and behaviors suggested that virtual violence would suppress affective areas of the anterior cingulate cortex (ACC) and the amygdala subsequent to activity variations at cognitive areas of the ACC. Comparison of game play activities with and without virtual violence in 11 participants confirmed the hypothesis. The rather large observed effects can be considered as caused by the virtual violence. We discuss the applicability of neuroscience methodology in media effects studies, with a special emphasis on the assumption of virtuality prevalent in video game play.}, 11980 keywords = {Adolescents, anterior cingulate cortex, Antisocial-Behavior, emotion, Exposure, fmri, Media Violence, metaanalysis, Regional brain activity, Television}, 11981 isbn = {1521-3269}, 11982 author = {Weber, R. and Ritterfeld, U. and Mathiak, K.} 11983 } 11984 @article {, 11985 title = {Does WoW Change Everything?: How a PvP Server, Multinational Player Base, and Surveillance Mod Scene Caused Me Pause}, 11986 journal = {Games and Culture}, 11987 volume = {1}, 11988 number = {4}, 11989 year = {2006}, 11990 pages = {318-337}, 11991 abstract = {Rather than simply identifying "emergence" as a prime property of massively multiplayer online game life, a better understanding of the complex nature of player-produced culture is needed. Life in game worlds is not exempt from forms of player-based regulation and control. Drawing on ethnographic and interview work within World of Warcraft, the author undertakes initial inquiries on this subject by looking at three areas: nationalism, age, and surveillance. This case study shows systems of stratification and control can arise from the bottom up and be implemented in not only everyday play culture but even player-produced modifications to the game system itself. Due to the ways these systems may simultaneously facilitate play, there is often an ambivalent dynamic at work. This piece also prompts some methodological considerations. By discussing field site choice, the author argues that context is of utmost importance and needs to be more thoughtfully foregrounded within game studies.}, 11992 url = {http://gac.sagepub.com/cgi/content/abstract/1/4/318}, 11993 author = {Taylor, T. L.} 11994 } 11995 @book {, 11996 title = {Don{\textquoteright}t Bother Me Mom - I{\textquoteright}m Learning!}, 11997 year = {2006}, 11998 publisher = {Paragon House Publishers}, 11999 organization = {Paragon House Publishers}, 12000 isbn = {1557788588}, 12001 author = {Prensky,Marc} 12002 } 12003 @inbook {, 12004 title = {Dynamic game level design using Gaussian mixture model}, 12005 booktitle = {PRICAI 2006: Trends in Artificial Intelligence, Proceedings}, 12006 series = {Lecture Notes in Artificial Intelligence}, 12007 volume = {4099}, 12008 year = {2006}, 12009 pages = {955-959}, 12010 publisher = {Springer-Verlag Berlin}, 12011 organization = {Springer-Verlag Berlin}, 12012 address = {Berlin}, 12013 abstract = {In computer games, the level design and balance of character attributes are the key features of interesting games. Level designers adjust the attributes of the game characters and opponent behavior to create appropriate levels of difficult, and avoid player frustration. Generally, opponent behavior is defined by a static script, however, this results in repetitive levels and environments, making in difficult to maintain the player{\textquoteright}s interest. Accordingly, this paper proposes a dynamic scripting method that can sustain the degree of interest intended by the level designer by adjusting the opponent behaviors while playing the game. The player{\textquoteright}s countermeasure pattern for dynamic level design is modeled using a Gaussian Mixture Model (GMM). The proposed method is applied to a shooter game, and the experimental results maintain the degree of interest intended by the level designer.}, 12014 isbn = {0302-9743}, 12015 author = {Lee, S. and Jung, K. C.} 12016 } 12017 @conference {, 12018 title = {Dynamics of emergent flocking behavior}, 12019 booktitle = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, 12020 volume = {4173 LNCS}, 12021 year = {2006}, 12022 pages = {557-563}, 12023 abstract = {Flocking behavior is widely used in virtual reality, computer games, unmanned vehicle, robotics and artificial life. However, coordination of multiple flocking behaviors to accomplish such tasks remains a challenging problem. This paper reports some progress for implicit coordination and gets swarm intelligence as works based on the flocking behavior. It consists of two parts. In the first part, we study on the pattern formation problem with avoiding complex constraints, that is how can a group of agents be controlled to get into and maintain a formation. The second part considers the studies that use adaptation strategies in controlling multiple agents based on probabilistic methods. Specifically we investigated (1) how probabilistic method is used to reorganize generate group (flocking) behaviors, and (2) how adaptation at the individual level is used to make multiple agents respond to obstacles in the environment. 12024 }, 12025 keywords = {Boids, Emergent, Flocking Behavior, network}, 12026 url = {http://www.nda.ac.jp/~nama/Top/Papers/research-namatame/07-01.pdf}, 12027 author = {Aoyagi, M. and Namatame, A.} 12028 } 12029 @inbook {, 12030 title = {Earth and planetary system science game engine}, 12031 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 12032 series = {Lecture Notes in Computer Science}, 12033 volume = {3942}, 12034 year = {2006}, 12035 pages = {529-540}, 12036 publisher = {Springer-Verlag Berlin}, 12037 organization = {Springer-Verlag Berlin}, 12038 address = {Berlin}, 12039 abstract = {The widespread use of on-line computer games makes this medium a valuable vehicle for information sharing, while scalability facilitates global collaboration between players in the game space. Came engines generally provide an intuitive interface allowing attention to be shifted to the understanding of scientific elements rather than hiding them between a wealth of menus and other counterintuitive user interfaces. These strengths are applied towards promoting the understanding of planetary systems and climate change. Unconventional interaction and visualization techniques are introduced as a method to experience geophysical environments. Players are provided with dynamic visualization assets, which enable them to discover, interrogate and correlate scientific data in the game space. The spirit of exploration is to give players the impetus to conceptualize how complex Earth and planetary systems work, understand their intrinsic beauty and the impact of humans, while providing a sense of responsibility for those systems.}, 12040 keywords = {model, motion}, 12041 isbn = {0302-9743}, 12042 author = {Kuester, F. and Brown-Simmons, G. and Knox, C. and Yamaoka, S.} 12043 } 12044 @inbook {, 12045 title = {Economics of Digital Games}, 12046 booktitle = {Understanding Digital Games}, 12047 year = {2006}, 12048 note = {<p> 12049 <strong>CONTENTS </strong> 12050 </p> 12051 <ul> 12052 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 12053 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 12054 </ul> 12055 <p> 12056 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 12057 </p> 12058 <ul> 12059 <li><em>A History of Digital Games </em>John Kirriemuir </li> 12060 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 12061 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 12062 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 12063 </ul> 12064 <p> 12065 <strong>PART TWO: THEORIES AND APPROACHES</strong> 12066 </p> 12067 <ul> 12068 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 12069 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 12070 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 12071 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 12072 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 12073 </ul> 12074 <p> 12075 <strong>PART THREE: KEY DEBATES</strong> 12076 </p> 12077 <ul> 12078 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 12079 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 12080 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 12081 </ul> 12082 }, 12083 pages = {58-74}, 12084 publisher = {Sage}, 12085 organization = {Sage}, 12086 isbn = {1-4129-0034-4}, 12087 url = {http://digiplay.info/UDG}, 12088 author = {Alvisi, Alberto}, 12089 editor = {Rutter, Jason and Bryce, Jo} 12090 } 12091 @book {, 12092 title = {On the Edge: The Spectacular Rise and Fall of Commodore}, 12093 year = {2006}, 12094 publisher = {Variant Press}, 12095 organization = {Variant Press}, 12096 isbn = {0973864907}, 12097 author = {Brian Bagnall} 12098 } 12099 @article {, 12100 title = {Effect of bilingualism and computer video game experience on the Simon task}, 12101 journal = {Canadian Journal of Experimental Psychology-Revue Canadienne De Psychologie Experimentale}, 12102 volume = {60}, 12103 number = {1}, 12104 year = {2006}, 12105 pages = {68-79}, 12106 abstract = {A group of 97 participants who were monolingual or bilingual and who had extensive practice playing computer video games or not completed two Simon tasks. The tasks were presented in two conditions that manipulated the number of response switches required in each block of trials. Bilingualism and video-game experience each influenced a different aspect of performance: Video-game players were faster in most conditions, including control conditions that did not include conflict from irrelevant position; bilinguals were faster only in a condition that required the most controlled attention to resolve conflict from the position and the stimulus. The results show the potential of experience to modify performance and point to Subtle processing differences in various versions of the Simon task.}, 12107 keywords = {Account, Attention, Cognitive Control, Information, Integration, Language}, 12108 isbn = {1196-1961}, 12109 author = {Bialystok, E} 12110 } 12111 @article {, 12112 title = {The effectiveness of "in-game" advertising - Comparing college students{\textquoteright} explicit and implicit memory for brand names}, 12113 journal = {Journal of Advertising}, 12114 volume = {35}, 12115 number = {4}, 12116 year = {2006}, 12117 pages = {143--152}, 12118 publisher = {M E SHARPE INC}, 12119 address = {ARMONK}, 12120 abstract = {In-game advertising has become a major advertising outlet. The current study examined the effect of brand names placed in video games on college students{\textquoteright} memory. Both implicit and explicit memory for brands placed in two sports computer games were tested using a word-fragment test and a recognition task, respectively. The results indicated that college students had low levels of explicit memory (recognition test) for the brands, but they showed implicit memory (word-fragment test) for the brand names placed in the video games.}, 12121 keywords = {Associations, Placements}, 12122 isbn = {0091-3367}, 12123 author = {Yang, M. H. and Roskos-Ewoldsen, D. R. and Dinu, L. and Arpan, L. M.} 12124 } 12125 @article {, 12126 title = {Effects of media violence on health-related outcomes among young men}, 12127 journal = {Archives of Pediatrics \& Adolescent Medicine}, 12128 volume = {160}, 12129 number = {4}, 12130 year = {2006}, 12131 pages = {341-347}, 12132 abstract = {Objective: To test the effects of media violence exposure on blood pressure, negative affect, hostile social information processing, uncooperative behavior, and attitudes toward health risk behaviors among young men varying in lifetime violence exposure within the home and community. Design: Experimental laboratory study. Setting: University campus situated within an urban environment. Participants: One hundred male undergraduates aged 18 to 21 years. Intervention: Men who had previously reported differing amounts of lifetime home and community violence were randomly assigned to play The Simpsons: Hit and Run (low-violence condition) or Grand Theft Auto III (high-violence condition). Main Outcome Measures: Systolic and diastolic blood pressure; negative affect; hostile social information processing; uncooperative behavior; and permissive attitudes toward violence, alcohol use, marijuana use, and sexual activity without condom use. Results: Men randomly assigned to play Grand Theft Auto III exhibited greater increases in diastolic blood pressure from a baseline rest period to game play, greater negative affect, more permissive attitudes toward using alcohol and marijuana, and more uncooperative behavior in comparison with men randomly assigned to play The Simpsons. Only among participants with greater exposure to home and community violence, play of Grand Theft Auto III led to elevated systolic blood pressure in comparison with play of The Simpsons (mean, 13 vs 5 mm Hg). Conclusions: Media violence exposure may play a role in the development of negative attitudes and behaviors related to health. Although youth growing up in violent homes and communities may become more physiologically aroused by media violence exposure, all youth appear to be at risk for potentially negative outcomes.}, 12133 keywords = {Adolescent Girls, Aggressive-Behavior, Community Violence, Exposure, Family, Reactivity, Risk Behavior, Substance Use, Television, Video Games}, 12134 isbn = {1072-4710}, 12135 author = {Brady, S S and Matthews, K A} 12136 } 12137 @inbook {, 12138 title = {Efficient large-scale terrain rendering method for real-world game simulation}, 12139 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 12140 series = {Lecture Notes in Computer Science}, 12141 volume = {3942}, 12142 year = {2006}, 12143 pages = {597-605}, 12144 publisher = {Springer-Verlag Berlin}, 12145 organization = {Springer-Verlag Berlin}, 12146 address = {Berlin}, 12147 abstract = {Terrain modeling and rendering is essential in construction of realistic virtual environment, for interactive computer games application. Advanced high resolution scanning technologies such as LIDAR enable us to obtain dense and accurate irregular terrain dataset. However, unlike the regular sampled dataset such as DEM and DTED, irregular dataset cannot be rendered in real-time due to random distribution of samples. Moreover, because they generally have huge amount of point data, it is very hard to manipulate them in consumer PC. We propose a fast and efficient terrain rendering method using large-scale irregular dataset for computer games application. First, it reconstructs the geometry by converting irregular dataset into regular one, through resampling input data with regular interval considering the spatial distribution of sample points. It can generate animated scene by applying quad-tree based rendering method to converted dataset. Experimental results show that its image quality is not deteriorated in comparison to the result of rendering reconstructed geometric models.}, 12148 isbn = {0302-9743}, 12149 author = {Kang, D. S. and Kim, Y. J. and Shin, B. S.} 12150 } 12151 @article {, 12152 title = {Efficient rendering of deformable objects for real-tine applications}, 12153 journal = {Computer Animation and Virtual Worlds}, 12154 volume = {17}, 12155 number = {1}, 12156 year = {2006}, 12157 pages = {69-81}, 12158 abstract = {Deformable objects can be used to model soft objects such as clothing, human faces and animal characters. They are important as they can improve the realism of the applications. However, most existing hardware accelerators cannot render deformable objects directly. A tessellation process is often used to convert a deformable object into polygons so that the hardware graphics accelerator may render them. Unfortunately, this tessellation process is computationally very expensive. While the object is deforming, the tessellation process needs to be performed repeatedly to convert the deforming objects into polygons. As a result, deforrnable objects are seldom used in real-time applications such as virtual environments and computer games. Since trimmed NURBS surfaces are often used to represent deformable objects, in this paper we present an efficient method for incremental rendering of deformable trimmed NURBS surfaces. A trimmed NURBS surface typically deforms through the deformation of the trimmed NURBS surface and/or the trimming curve. Our method handles both trimmed surface deformation as well as trimming curve deformation. Experimental results show that our method performs significantly faster than the method used in OpenGL and can be used in real-time applications, such as computer games.}, 12159 keywords = {design}, 12160 isbn = {1546-4261}, 12161 author = {Cheung, G K L and Lau, R W H and Li, F W B} 12162 } 12163 @article {, 12164 title = {Elude the game: Reappropriation and diversion of the video games universe in contemporary art}, 12165 journal = {Evolution Psychiatrique}, 12166 volume = {71}, 12167 number = {3}, 12168 year = {2006}, 12169 pages = {559-571}, 12170 isbn = {0014-3855}, 12171 author = {Balzerani, M} 12172 } 12173 @conference {, 12174 title = {eMapps.com: Games and mobile technology in learning}, 12175 booktitle = {Innovative Approaches for Learning and Knowledge Sharing, Proceedings}, 12176 series = {Lecture Notes in Computer Science}, 12177 volume = {4227}, 12178 year = {2006}, 12179 pages = {103-110}, 12180 publisher = {Springer-Verlag Berlin}, 12181 organization = {Springer-Verlag Berlin}, 12182 address = {Berlin}, 12183 abstract = {There is a natural alliance between learning and personal mobile technology, making it feasible to equip learners with powerful tools to support learning in many contexts, emphasising the skills and knowledge needed for a rapidly changing society. eMapps.com, under IST EC FP6 in the New Member States, is demonstrating how games and mobile technologies can be combined to provide enriching experiences for children in the school curriculum and beyond, using Advanced Reality Games, played {\textquoteright}live{\textquoteright} in the individual territory using Internet, GPRS/3G, SMS and MMS technologies.}, 12184 keywords = {eLearning, Games}, 12185 isbn = {0302-9743}, 12186 author = {Davies, R. and Krizova, R. and Weiss, D.} 12187 } 12188 @article {, 12189 title = {Empathy and enfranchisement: Popular histories}, 12190 journal = {Rethinking History}, 12191 volume = {10}, 12192 number = {3}, 12193 year = {2006}, 12194 pages = {391-413}, 12195 type = {Article}, 12196 abstract = {This article considers the media phenomenon of {\textquoteright}history{\textquoteright} over the past decade. In particular I am interested in the complex types of historical engagement available, and what these various models of {\textquoteright}experience{\textquoteright} suggest for consumption and understanding of the past. Analysing re-enactment, {\textquoteright}reality{\textquoteright} history TV and first-person shooter (FPS) computer games, I suggest that engagement with the discourse of {\textquoteright}history{\textquoteright} in popular culture is a complicated and problematic issue. I further suggest that these models offer the professional academic historian a number of interesting methodological and epistemological paradigms. All three of the media I consider refuse to fit into specific, disciplined or institutionalised order. Their dynamism and levels of complexity are crucial to their consumption. Analysis of history-as-experience illustrates that it is a set of narratives divorced from an institutionalised framework, used in different and dissident ways by a variety of social groups. These uses interact with the notion of {\textquoteright}history{\textquoteright} as an academic pursuit but also create a space between ontological and intellectual approaches to the past. On the one hand increased access and interrogation of historical narratives suggests an enfranchising of the population into history; on the other the factuality of history organises and disciplines.}, 12197 keywords = {Computer games, history and experience, history in the media, history on television, postmodernity, re-enactment}, 12198 isbn = {1364-2529}, 12199 author = {de Groot, J.} 12200 } 12201 @conference {, 12202 title = {An empirical evaluation of TCP performance in online games}, 12203 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 12204 year = {2006}, 12205 abstract = {A fundamental design question to ask in the development of a network game is - -Which transport protocol should be used - -TCP, UDP, or some other protocols? Seeking an objective answer to the choice of communication protocol for MMORPGs, we assess whether TCP, a popular choice, is suitable for MMORPGs based on empirical evidence. To the best of our knowledge, this work is the first evaluation of transport protocol performance using real-life game traces.We analyze a 1, 356-million-packet trace from ShenZhou Online, a TCP-based, commercial, mid-sized MMORPG. Our analysis indicates that TCP is unwieldy and inappropriate for MMORPGs. This is due to four distinctive characteristics of MMORPG traffic: 1) tiny packets, 2) low packet rate, 3) application-limited traffic generation, and 4) bidirectional traffic. We show that because TCP was originally designed for unidirectional and network-limited bulk data transfers, it cannot adapt well to MMORPG traffic. In particular, the window-based congestion control and the fast retransmit algorithm for loss recovery are ineffective. Furthermore, TCP is overkill, as not every game packet needs to be transmitted in a reliably and orderly manner. We also show that the degraded network performance did impact users\&$\#$39; willingness to continue a game. Finally, we discuss guidelines in designing transport protocols for online games. 12206 }, 12207 keywords = {Internet measurement, MMOG, Network games, Performance analysis, Transport protocols}, 12208 author = {Chen, K. T. and Huang, C. Y. and Huang, P. and Lei, C. L.} 12209 } 12210 @article {, 12211 title = {Energy expenditure of sedentary screen time compared with active screen time for children}, 12212 journal = {Pediatrics}, 12213 volume = {118}, 12214 number = {6}, 12215 year = {2006}, 12216 pages = {e1831-e1835}, 12217 abstract = {OBJECTIVE. We examined the effect of activity-enhancing screen devices on children{\textquoteright}s energy expenditure compared with performing the same activities while seated. Our hypothesis was that energy expenditure would be significantly greater when children played activity-promoting video games, compared with sedentary video games.METHODS. Energy expenditure was measured for 25 children aged 8 to 12 years, 15 of whom were lean, while they were watching television seated, playing a traditional video game seated, watching television while walking on a treadmill at 1.5 miles per hour, and playing activity-promoting video games.RESULTS. Watching television and playing video games while seated increased energy expenditure by 20 +/- 13\% and 22 +/- 12\% above resting values, respectively. When subjects were walking on the treadmill and watching television, energy expenditure increased by 138 +/- 40\% over resting values. For the activity-promoting video games, energy expenditure increased by 108 +/- 40\% with the EyeToy (Sony Computer Entertainment) and by 172 +/- 68\% with Dance Dance Revolution Ultramix 2 (Konami Digital Entertainment).CONCLUSIONS. Energy expenditure more than doubles when sedentary screen time is converted to active screen time. Such interventions might be considered for obesity prevention and treatment.}, 12218 keywords = {Childhood, indirect calorimetry, Level, Obesity, Overweight, pediatric obesity, physical activity, Physical-Activity, posture allocation, Television, Video Games}, 12219 isbn = {0031-4005}, 12220 url = {http://pediatrics.aappublications.org/cgi/content/full/118/6/e1831}, 12221 author = {Lanningham-Foster, L. and Jensen, T. B. and Foster, R. C. and Redmond, A. B. and Walker, B. A. and Heinz, D. and Levine, J. A.} 12222 } 12223 @article {, 12224 title = {Enumeration versus multiple object tracking: the case of action video game players}, 12225 journal = {Cognition}, 12226 volume = {101}, 12227 number = {1}, 12228 year = {2006}, 12229 pages = {217-245}, 12230 abstract = {Here, we demonstrate that action video game play enhances subjects{\textquoteright} ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.}, 12231 keywords = {Attention, Capacity, Computer games, FMRI activation, memory, Numerosity, Reaction-time, Skills}, 12232 isbn = {0010-0277}, 12233 author = {Green, C S and Bavelier,D} 12234 } 12235 @article {, 12236 title = {Epistemic frames for epistemic games}, 12237 journal = {Computers \& Education}, 12238 volume = {46}, 12239 number = {3}, 12240 year = {2006}, 12241 pages = {223-234}, 12242 type = {Article}, 12243 abstract = {This paper, develops the concept of epistemic frames as a mechanism through which students can use experiences in video games, computer games, and other interactive learning environments to help them deal more effectively with situations outside of the original context of learning. Building on ideas of islands of expertise [Crowley, K., \& Jacobs, M. (2002). Islands of expertise and the development of family scientific literacy. In G. Leinhardt, K. Crowley, \& K. Knutson (Eds.), Learning conversations in museums. Mahwah, NJ: Lawrence Erlbaum], communities of practice [Lave, J., \& Wenger, E. (199 1). Situated learning: Legitimate peripheral participation. Cambridge, UK: Cambridge University Press], and ways of knowing [Broudy, H. (1977). Types of knowledge and purposes of education. In R. C. Anderson, R. J. Spiro, \& W. E. Montague (Eds.), Schooling and the acquisition of knowledge (pp. 1-17). Hillsdale, NJ: Lawrence Erlbaum], epistemic frames are described as the ways of knowing, of deciding what is worth knowing, and of adding to the collective body of knowledge and understanding of a community of practice. Data from two experiments [Shaffer, D. W. (2004a). Pedagogical praxis: the professions as models for post-industrial education. Teachers College Record, 106(7); Shaffer, D. W. (2004b). When computer-supported collaboration means computer-supported competition: professional mediation as a model for collaborative learning. Journal of Interactive Learning Research, 15(2); Shaffer, D. W. (2005a). Studio mathematics: The epistemology and practice of design pedagogy as a model for mathematics learning (WCER Working Paper Series No. 2005-3). Madison, WI: University of Wisconsin-Madison, Wisconsin Center for Educational Research] are used to show that students can incorporate epistemic frames into their identities when engaged in extended educational role-playing games. Epistemic frames are thus proposed as a possible mechanism through which sufficiently rich experiences in computer-supported games based on real-world practices may help students deal more effectively with situations in the real-world and in school subjects. }, 12244 keywords = {epistemology, Games, islands of expertise, learning}, 12245 isbn = {0360-1315}, 12246 author = {Shaffer, D. W.} 12247 } 12248 @article {, 12249 title = {Evaluation of cursor capturing functions in a target positioning task}, 12250 journal = {International Journal of Industrial Ergonomics}, 12251 volume = {36}, 12252 number = {8}, 12253 year = {2006}, 12254 pages = {721-730}, 12255 type = {Article}, 12256 abstract = {This study proposes two cursor-capturing functions (jumping and gravity) in mouse operation. The jumping function is designed to move the cursor to a target instantaneously when the cursor reaches around it while the gravity function is designed to move the cursor to a target gradually. In an experiment conducted to examine their performance, target positioning time, accuracy, and subjective preference were measured and compared with the normal condition (i.e. with no function). The results showed that the gravity function had an advantage in positioning time and accuracy. In addition, the gravity function was preferred to the jumping and the normal condition. Benefits and drawbacks are discussed in using these functions for human-computer interaction. The cursor capturing functions are expected to help older users or novices in operating a mouse efficiently and easily. Relevance to industry The proposed technique can be applied to software applications such as computer games where target positioning is frequent or essential. It may also be used to ease target positioning in various situations, e.g., mobile devices, virtual environment or software for motion-impaired users.}, 12257 keywords = {cursor-capturing functions, feedback, force, mouse, mouse operation, movement, pointing devices, simulated force-feedback, tactile, target positioning}, 12258 isbn = {0169-8141}, 12259 author = {Park, J. and Han, S. H. and Yang, H. C.} 12260 } 12261 @article {, 12262 title = {Evolution of player skill in the America{\textquoteright}s Army game}, 12263 journal = {Simulation-Transactions of the Society for Modeling and Simulation International}, 12264 volume = {82}, 12265 number = {11}, 12266 year = {2006}, 12267 pages = {703--718}, 12268 publisher = {SAGE PUBLICATIONS LTD}, 12269 address = {LONDON}, 12270 abstract = {Many disciplines utilize computer games as interactive training simulations. However, their use is often limited to training mechanical skills, and they are not viewed as a sophisticated training tool with which to teach human interactions within organizations and social/organizational skills. Therefore, in this paper we examine how the players of the game America{\textquoteright}s Army changed their performance, play styles and social positions after one year of game play experience. For the initial investigation, we compare performance measures and play style at the beginning and the end of our survey period. Also, we calculate social network measures, such as centrality measures and clustering measures, to see how the social positions of the players change. After the comparison, we observe that players with one year of experience are more sensitive to communication and have tighter and denser communication networks around them.}, 12271 isbn = {0037-5497}, 12272 author = {Moon, I. C. and Schneider, M. and Carley, K. M.} 12273 } 12274 @article {, 12275 title = {Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game}, 12276 journal = {Journal of Advertising}, 12277 volume = {35}, 12278 number = {4}, 12279 year = {2006}, 12280 pages = {87--99}, 12281 publisher = {M E SHARPE INC}, 12282 address = {ARMONK}, 12283 abstract = {Despite the growth of embedded brands in entertainment media, few theory-based studies have assessed consumer processing of brand placements in games. This study contrasted the influence of media context (play, watch) and psychological response (telepresence) on consumer recall, game liking, and perceived persuasion for real and fictitious brands in a racing game. Results show that playing the game impeded recall, but had no effect on game liking or perceived persuasion across brands. Telepresence and game liking were positively related to perceived persuasion for real and fictitious brands, with telepresence mediating the effect of game liking on perceived persuasion for real brands. Results are explained according to cognitive capacity and media context effects.}, 12284 keywords = {Advertisements, attitude, experiences, Information, Interactivity, Media-Context, Persuasion, Presence Questionnaire, Recall, Responses}, 12285 isbn = {0091-3367}, 12286 author = {Nelson,M R and Yaros, R. A. and Keum, H.} 12287 } 12288 @article {, 12289 title = {Experimental conditions for experiencing flow in computer games}, 12290 journal = {Zeitschrift Fur Psychologie}, 12291 volume = {214}, 12292 number = {4}, 12293 year = {2006}, 12294 pages = {207-219}, 12295 type = {Article}, 12296 abstract = {The present study replicates an experiment by Rheinberg and Vollmeyer (2003). In accordance with flow theory, these authors were able to show that the experience of flow while playing a computer game depends on the fit between challenge and skill, In our study, 76 university students played the computer game "Roboguard" at a level with optimal fit between challenge and skill and at two levels with low fit (too easy, too difficult). In contrast to Rheinberg and Vollmeyer, the computer game was modified in order to have less extreme easy and difficult play levels. In the case of the difficult level it was now possible for the participants to have at least minimal success, whereas in Rheinberg and Vollmeyer{\textquoteright}s study the participants were almost unable to act. The results showed the expected effects for the easy and optimal levels but not for the difficult level. In contrast to expectations, the participants indicated high degrees of flow at the difficult level, A possible explanation for this finding is that extremely high demands in a game situation do not reduce the experience of flow under certain conditions. We concluded that games such as Roboguard are not suitable for flow research in general, but only for specific research questions.}, 12297 keywords = {achievement, achievement motive, Computer games, current motivation, flow experience, Leisure, motivation, Quality, Work}, 12298 isbn = {0044-3409}, 12299 author = {Schiefele, U. and Roussakis, E.} 12300 } 12301 @article {, 12302 title = {Exploring factors affecting the adoption and continuance of online games among college students in South Korea: Integrating uses and gratification and diffusion of innovation approaches}, 12303 journal = {New Media \& Society}, 12304 volume = {8}, 12305 number = {2}, 12306 year = {2006}, 12307 pages = {295-319}, 12308 abstract = {This study approached online games as an innovation and new medium with both Uses and Gratifications Perspective and Diffusion of Innovation Theory as theoretical frames. Based on a survey sample of Korean college students, this study investigated the differences in game adoption (1) between adopters (including continuers and discontinuers) and nonadopters (including potentials and resistors), (2) between continuers and discontinuers, and (3) between potentials and resistors of online games. Multiple logistic regression analyses showed that demographic profiles and innovativeness were strong predictive constructs for predicting online game adoption.}, 12309 keywords = {Adopters, Cable, Computer games, Information, internet use, Media Environment, Predictors, Satisfaction, Technology, Violent Video}, 12310 isbn = {1461-4448}, 12311 author = {Chang, B H and Lee, S E and Kim, B S} 12312 } 12313 @article {, 12314 title = {Extended memory: Early calculating engines and historical computer simulations}, 12315 journal = {Leonardo}, 12316 volume = {39}, 12317 number = {3}, 12318 year = {2006}, 12319 pages = {236-243}, 12320 type = {Article}, 12321 abstract = {When framed within cognitive theory{\textquoteright}s extended mind hypothesis, Charles Babbage{\textquoteright}s 19th-century calculating machines illustrate a distinction between accuracy and flexibility. These properties affect how historical data and memory are organized, providing conceptual linkages for mind-machine integration. The distinction between accuracy and flexibility is also apparent in present-day computer simulations that use historical scenarios, such as virtual-reality software design for the Bloody Sunday Inquiry history-based video games other art and entertainment software applications. The contemporary examples share one important feature of extended mind: the incorporation of history or personal memory into a shared me system.}, 12322 isbn = {0024-094X}, 12323 author = {Mather, D.} 12324 } 12325 @inbook {, 12326 title = {Film Studies and Digital Games}, 12327 booktitle = {Understanding Digital Games}, 12328 year = {2006}, 12329 note = {<p> 12330 <strong>CONTENTS </strong> 12331 </p> 12332 <ul> 12333 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 12334 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 12335 </ul> 12336 <p> 12337 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 12338 </p> 12339 <ul> 12340 <li><em>A History of Digital Games </em>John Kirriemuir </li> 12341 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 12342 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 12343 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 12344 </ul> 12345 <p> 12346 <strong>PART TWO: THEORIES AND APPROACHES</strong> 12347 </p> 12348 <ul> 12349 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 12350 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 12351 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 12352 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 12353 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 12354 </ul> 12355 <p> 12356 <strong>PART THREE: KEY DEBATES</strong> 12357 </p> 12358 <ul> 12359 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 12360 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 12361 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 12362 </ul> 12363 }, 12364 publisher = {Sage}, 12365 organization = {Sage}, 12366 isbn = {1-4129-0034-4}, 12367 url = {http://digiplay.info/UDG}, 12368 author = {King,Geoff and Krzywinska,Tanya}, 12369 editor = {Rutter, Jason and Bryce, Jo} 12370 } 12371 @article {, 12372 title = {Finding Common Ground in New Worlds}, 12373 journal = {Games and Culture}, 12374 volume = {1}, 12375 number = {1}, 12376 year = {2006}, 12377 pages = {111-115}, 12378 abstract = {As games continue to displace television as a mainstream leisure activity, there has never been a better time to study games and to create solid connections between game developers and academic researchers. Building these connections will not be easy for there exists little common ground, and games are surrounded by supposition and saddled with the contradictory presumptions of harm and triviality. Despite these challenges, it is time to study games.}, 12379 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/111}, 12380 author = {Ondrejka,Cory} 12381 } 12382 @article {, 12383 title = {On fixed-mobile network convergence}, 12384 journal = {Wireless Personal Communications}, 12385 volume = {38}, 12386 number = {1}, 12387 year = {2006}, 12388 pages = {55-65}, 12389 type = {Article}, 12390 abstract = {As the convergence in digital industry takes shape, the digital networks, both wireline and wireless, are also converging to offer seamless services and enhanced experience to the user. With the arrival of the mobile Internet the mobility is also moving into new areas, e.g., imaging, games, video, multimedia, and across different types of networks. In this paper we explore why, what, and how of the network convergence, and identify how the industry viewpoints align and differ. We also identify the key barriers to achieving true network convergence. We then discuss the role of the Internet Protocol (IP) as the common thread that enables network convergence, and the key industry and standards initiatives to actually provide solutions and the equipment to implement a cost-efficient and high performance converged network.}, 12391 keywords = {enterprise infranet, fixed-mobile convergence, HIP, IMS, Migrate, mobile IP, mobile-mobile convergence, service oriented architectures, UMA}, 12392 isbn = {0929-6212}, 12393 author = {Dixit, S.} 12394 } 12395 @conference {, 12396 title = {Flexible and purposeful NPC behaviors using real-time genetic control}, 12397 booktitle = {2006 IEEE Congress on Evolutionary Computation, CEC 2006}, 12398 year = {2006}, 12399 pages = {785-792}, 12400 abstract = {There is an increasing need in modern computer games for non-player characters (NPCs) with robust behaviors that achieve game objectives while appearing flexible and believable to the human players interacting with those NPCs. Evolutionary approaches to game artificial intelligence (game AI) have produced successful results for complex game winning strategies, realistic behavior patterns for groups of simulated entities, and more. However, there has been relatively little effort on evolutionary techniques for producing rich NPC behaviors for interaction with human players. To explore whether evolutionary mechanisms can support real-time control of NPCs to produce flexible and purposeful behavior, we present our initial efforts at integrating a genetic algorithm based robotic controller with an off-the-shelf game to control one or more NPCs dynamically. We describe the integration effort and our initial observations, and discuss our plan for achieving richer NPC control and for performing more detailed analysis of the behaviors of the resulting NPCs. 12401 }, 12402 author = {Hussain, T. S. and Vidaver, G.} 12403 } 12404 @conference {, 12405 title = {Framework for adaptive sampling of point-based surfaces using geometry and color attributes}, 12406 booktitle = {Computational Science - ICCS 2006, Pt 2, Proceedings}, 12407 series = {Lecture Notes in Computer Science}, 12408 volume = {3992}, 12409 year = {2006}, 12410 pages = {371-374}, 12411 publisher = {Springer-Verlag Berlin}, 12412 organization = {Springer-Verlag Berlin}, 12413 address = {Berlin}, 12414 abstract = {Point-based rendering has offered a powerful alternative to triangle meshes when it comes to the rendering of highly complex objects consisting of densely sampled point clouds due to its flexibility and simplicity. The technological advance of 3D scanners has made it possible to acquire color as well as geometry data of highly complex objects. However, scanning and acquisition systems often produce surfaces that are much more dense than actually required for the intended application. Mobile devices, computer games and distributed virtual environments must often operate on systems where rendering and transmission capacity is highly constrained and therefore require strict control over the level of detail used in models. In this research, we present a framework for adaptive sampling of point-based surfaces using both geometry and color information.}, 12415 isbn = {0302-9743}, 12416 author = {Kim, D. B. and Kang, E. C. and Lee, K. H. and Pajarola, R. B.} 12417 } 12418 @article {, 12419 title = {A framework for artifact assessment and theory testing}, 12420 journal = {Simulation \& Gaming}, 12421 volume = {37}, 12422 number = {2}, 12423 year = {2006}, 12424 note = {This article is the introduction of the special issue with the theme: Artifact assessment versus theory testing.}, 12425 pages = {155-173}, 12426 abstract = {Those who are involved in research in gaming and simulation find themselves in a dual position. One reason for this duality relates to the fact that researchers in gaming and simulation represent two distinct branches of science: the design and analytical sciences. The basic idea of the design sciences is to build and assess artifacts. The scientific method of the analytical sciences aims at developing and testing theories. Both pay attention to different notions of causality, and apply different criteria of success. This article presents a framework both for artifact assessment and theory testing, which helps to better understand the distinct scientific and professional issues involved, and to offer directions for cross-fertilization.}, 12427 keywords = {analytical sciences, artifact, causality, communities of observers, communities of practice, design sciences, gaming, post-normal science, simulation}, 12428 isbn = {SAGE DOI:10.1177/1046878}, 12429 author = {Klabbers, Jan H. G.} 12430 } 12431 @article {, 12432 title = {Frequent computer-related activities increase the risk of neck-shoulder and low back pain in adolescents}, 12433 journal = {European Journal of Public Health}, 12434 volume = {16}, 12435 number = {5}, 12436 year = {2006}, 12437 pages = {536-541}, 12438 type = {Article}, 12439 abstract = {Background: Neck-shoulder pain (NSP) and low back pain (LBP) increased among adolescents in the 1990s and the beginning of 2000. A potential risk factor for this increase is the use of information and communication technology. We studied how the use of computers, the Internet, and mobile phones, playing digital games and viewing television are related to NSP and LBP in adolescents. Methods: Mailed survey with nationally representative samples of 14-, 16-, and 18-year-old Finns in 2003 (n = 6003, response rate 68\%). The outcome variables were weekly NSP and LBP. Results: NSP was perceived by 26\% and LBP by 12\%. When compared with non-users, the risk of NSP was 1.3 (adjusted odds ratios) when using computers > 2-3 h/day, and 1.8 when using 4-5 h/day; 2.5 when using computers >= 42 h/week, and 1.7 when using the Internet >= 42 h/week. Compared with non-users, the risk of LBP was 2.0 when using computers > 5 h/day, 1.7 when using >= 42 h/week, 1.8 when using the Internet >= 42 h/week, and 2.0 when playing digital games > 5 h/day. Times spent on digital gaming, viewing television, and using mobile phones were not associated with NSP, nor were use of mobile phones and viewing television with LBP after adjusting for confounding factors. Conclusions: Frequent computer-related activities are an independent risk factor for NSP and LBP. Daily use of computers exceeding 2-3 h seems to be a threshold for NSP and exceeding 5 h for LBP. Computer-related activities may explain the increase of NSP and LBP in the 1990s and the beginning of 2000.}, 12440 keywords = {adolescence, children, Computer, digital games, Finnish adolescents, high-school-students, Internet, low back pain, mobile, musculoskeletal symptoms, neck-shoulder pain, phone, Prevalence, School children, users, Video-display units, Work}, 12441 isbn = {1101-1262}, 12442 author = {Hakala, P. T. and Rimpela, A. H. and Saarni, L. A. and Salminen, J. J.} 12443 } 12444 @article {, 12445 title = {From Tree House to Barracks: The Social Life of Guilds in World of Warcraft}, 12446 journal = {Games and Culture}, 12447 volume = {1}, 12448 number = {4}, 12449 year = {2006}, 12450 pages = {338-361}, 12451 abstract = {A representative sample of players of a popular massively multiplayer online game (World of Warcraft) was interviewed to map out the social dynamics of guilds. An initial survey and network mapping of players and guilds helped form a baseline. Next, the resulting interview transcripts were reviewed to explore player behaviors, attitudes, and opinions; the meanings they make; the social capital they derive; and the networks they form and to develop a typology of players and guilds. In keeping with current Internet research findings, players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop. The key moderator of these outcomes appears to be the game{\textquoteright}s mechanic, which encourages some kinds of interactions while discouraging others. The findings are discussed with respect to the growing role of code in shaping social interactions.}, 12452 url = {http://gac.sagepub.com/cgi/content/abstract/1/4/338}, 12453 author = {Williams, Dmitri and Ducheneaut,Nicolas and Xiong,Li and Zhang,Yuanyuan and Yee, Nick and Nickell, Eric} 12454 } 12455 @conference {, 12456 title = { Fun \& Games: On the Process of Game Design}, 12457 booktitle = {DIS (Designing Interactive Systems)}, 12458 year = {2006}, 12459 abstract = {The game design process is largely driven by practice. 12460 While some work has been done in academia targeting the 12461 definition of a theoretical foundation for the process of 12462 game design, these two communities rarely came together 12463 to discuss their perspective theories or processes. As a 12464 result, both communities work in isolation. The game 12465 industry is often involved in game-specific game design 12466 methodologies and academics are concerned with 12467 theoretical foundations. The goal of this workshop is to start 12468 a dialogue between the two communities and generate 12469 general themes and underlying theories. These theories will 12470 serve to aid game designers in constructing games, and help 12471 tool designers build tools that allow designers to focus on 12472 critical issues.}, 12473 keywords = {Game design research}, 12474 author = {Magy Seif El-Nasr and Josh Gross} 12475 } 12476 @book {, 12477 title = {Game Cultures: Computer Games as New Media}, 12478 year = {2006}, 12479 note = {This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: argues for the centrality of play in redefining reading, consuming and creating culture; offers detailed research into the political economy of games to generate a model of new media production; and, examines the dynamics of power in relation to both the production and consumption of computer games. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.}, 12480 publisher = {Open University Press}, 12481 organization = {Open University Press}, 12482 address = {Maidenhead}, 12483 isbn = {033521357X}, 12484 url = {http://mcgraw-hill.co.uk/html/033521357X.html}, 12485 author = {Dovey, Jon and Kennedy, Helen} 12486 } 12487 @article {, 12488 title = {Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments}, 12489 journal = {ETR\&D-Educational Technology Research and Development}, 12490 volume = {54}, 12491 number = {3}, 12492 year = {2006}, 12493 pages = {245-263}, 12494 abstract = {The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in popular adventure game design, along with an analysis of how narrative supports problem solving in adventure games. Additionally, an analysis of the underlying structure used in game design for developing narratives is presented along with design heuristics for constructing narratives for educational purposes.}, 12495 isbn = {1042-1629}, 12496 author = {Dickey, M D} 12497 } 12498 @article {, 12499 title = {Game enhanced music manuscript}, 12500 journal = {Proceedings - GRAPHITE 2006: 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia}, 12501 year = {2006}, 12502 pages = {245-498}, 12503 abstract = {A unique set of developmental issues present themselves when applying game theory concepts to the creation of interactive music manuscript in video game format for concert performance (game-scores). Paying special attention to structural, mathematical, and sociopsychological similarities, those issues become apparent when observing the correlation between the two distinct human activities of performing music manuscript and playing games. Precepts from ludology (the study of video games) and structural issues applicable to traditional video game development require consideration too. Game-scores may then be evaluated within the context of the benefits and ramifications that result from the convergence of video games and music manuscript. 12504 }, 12505 keywords = {Anigraphical music, Game-score, Interactive music manuscript}, 12506 author = {Lieberman, D.} 12507 } 12508 @article {, 12509 title = {Game Impact Theory: The Five Forces That Are Driving the Adoption of Game Technologies within Multiple Established Industries}, 12510 year = {2006}, 12511 note = {Published on the Chief Technology Officers Network.}, 12512 abstract = {The computer gaming industry has begun to export powerful products and technologies 12513 from its initial entertainment roots to a number of {\textquotedblleft}serious{\textquotedblright} industries. Games are being 12514 adopted for defense, medicine, architecture, education, city planning, and government 12515 applications. Each of these industries is already served by an established family of 12516 companies that typically do not use games or the technologies that support them. The 12517 rapid growth in the power of game technologies and the growing social acceptance of 12518 these technologies has created an environment in which these are displacing other 12519 industry-specific computer hardware and software suites. 12520 This paper puts forward a game impact theory that identifies five specific forces that 12521 compel industries to adopt game technologies for their core products and services. These 12522 five forces are computer hardware costs, game software power, social acceptance, other 12523 industry successes, and native industry experimentation. Together these influence the 12524 degree and rapidity at which game technologies are adopted in a number of industries. 12525 This theory is meant to be useful to managers who must make decisions about adopting, 12526 investigating, or ignoring these new technologies.}, 12527 url = {http://www.ctonet.org/documents/SmithR_GameImpactTheory.pdf}, 12528 author = {Smith, Roger} 12529 } 12530 @article {, 12531 title = {Game play in engineering education: Concept and experimental results}, 12532 journal = {International Journal of Engineering Education}, 12533 volume = {22}, 12534 number = {5}, 12535 year = {2006}, 12536 pages = {1043-1052}, 12537 type = {Article}, 12538 abstract = {Dynamic simulators combined with educational games may create a new, and improved learning culture by taking advantage of the new knowledge and skills of today{\textquoteright}s students obtained from extensive use of interactive computer games. This paper presents a design basis and a set of online learning resources based on dynamic simulators that takes advantage of game-related features. The e-learning resources are used in basic engineering courses. Feedback from approximately 1200 engineering students is analysed, the main conclusion being that students clearly view game-related learning resources as having a positive learning effect.}, 12539 keywords = {dynamic simulation, e-learning, engineering education, feedback, Games, Management, user}, 12540 isbn = {0949-149X}, 12541 author = {Foss, B. A. and Eikaas, T. I.} 12542 } 12543 @article {, 12544 title = {Game Studies and Beyond}, 12545 journal = {Games and Culture}, 12546 volume = {1}, 12547 number = {1}, 12548 year = {2006}, 12549 pages = {116-118}, 12550 abstract = {This article describes why video game studies is an important branch of media studies and suggests ways it may be linked to the study of other media.}, 12551 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/116}, 12552 author = {Wolf,Mark J P} 12553 } 12554 @book {, 12555 title = {Game Writing: Narrative Skills for Videogames}, 12556 year = {2006}, 12557 publisher = {Delmar}, 12558 organization = {Delmar}, 12559 isbn = {1584504900}, 12560 url = {http://ihobo.com/WP/}, 12561 author = {Chris Bateman} 12562 } 12563 @article {, 12564 title = {Game-related seizures presenting with two types of clinical features}, 12565 journal = {Seizure-European Journal of Epilepsy}, 12566 volume = {15}, 12567 number = {2}, 12568 year = {2006}, 12569 pages = {98-105}, 12570 abstract = {We evaluated 22 patients with epileptic seizures in which the seizures were triggered by various games or game-related materials. Based on whether spontaneous seizure coexisted or not, these 22 patients were divided into two groups. Ten patients who experienced seizures exclusively while playing or watching specific games were referred to as Group 1, while 12 patients that had both game-induced and spontaneous seizures were classified as Group II. The patients in Group I had a middle-age onset (39.1 years) with a mate predominance (90\%). The electroencephalogram (EEG) or brain magnetic resonance imaging revealed non-specific abnormalities in 60\%, and the partial onset seizure was recognized in 30\% of patients. Antiepileptic drugs had uncertain benefits in this group. In Group II, patients had a mate predominance (67\%), with onset during adolescence (16.3 years). Most of them had generalized tonic-clonic seizures, myoclonic seizures, and absences, and 42\% showed epileptiform discharge on EEG. These 12 patients were categorized into idiopathic generalized epilepsies. Although photosensitivity was an important factor, higher mental activity seemed to be significant precipitants of seizures in Group II. Antiepileptic drugs were necessary and valproic acid atone or combined with clonazepam was effective in this group. The results showed that game-related seizures are not a unique and homogeneous syndrome and may consist of different mechanisms. Teenage onset, coexistent spontaneous seizure, and associated idiopathic generalized epilepsies were crucial factors in the determination of antiepileptic drug therapy. Moreover, avoiding the related games altogether may be a more productive preventive measure. }, 12571 keywords = {Card Games, Drafts, Epilepsies, Epileptic Seizures, Reflex Seizures, Video Games}, 12572 isbn = {1059-1311}, 12573 author = {Chuang, Y C and Chang, W N and Lin, T K and Lu, C H and Chen, S D and Huang, C R} 12574 } 12575 @conference {, 12576 title = {Games are up for DVFS}, 12577 booktitle = {Design Automation Conference}, 12578 year = {2006}, 12579 pages = {598-603}, 12580 abstract = {Graphics-intensive computer games are no longer restricted to high-performance desktops, but are also available on a variety of portable devices ranging from notebooks to PDAs and mobile phones. Battery life has been a major concern in the design of both the hardware and the software for such devices. Towards this, dynamic voltage and frequency scaling (DVFS) has emerged as a powerful technique. However, the showcase application for DVFS algorithms so far has largely been video decoding, primarily because it is computationally expensive and its workload exhibits a high degree of variability. This paper investigates the possibility of applying DVFS to interactive computer games, which to the best of our knowledge has not been studied before. We show that the variability in the workload associated with a popular First Person Shooter game like Quake II is significantly higher than video decoding. Although this variability makes game applications an attractive candidate for DVFS, it is unclear if DVFS algorithms can be applied to games due to their interactive (and hence highly unpredictable) nature. In this paper, we show using detailed experiments that (surprisingly) interactive computer games are highly amenable to DVFS. Towards this we present a novel workload characterization of computer games, based on the game engine for Quake II. We believe that our findings might potentially lead to a number of innovative DVFS algorithms targeted towards game applications, exactly as video decoding has motivated a variety of schemes for DVFS. 12581 }, 12582 keywords = {animation, Computer games, computer graphics, Dynamic voltage and frequency scaling, Graphics workload characterization, multimedia, Power-aware design}, 12583 author = {Gu, Y. and Chakraborty, S. and Ooi, W. T.} 12584 } 12585 @article {, 12586 title = {The Games We Play Online and Offline: Making Wang-tta in Korea}, 12587 journal = {Popular Communication}, 12588 volume = {4}, 12589 year = {2006}, 12590 pages = {225{\textendash}239}, 12591 abstract = {This article presents an ethnographic analysis of case studies derived from fieldwork that was designed to consider the different ways Korean game players establish community online and offline. I consider ways Korean youth participate in activities at Korean computer game rooms, which can be thought of as {\textquoteright}third places{\textquoteright}. A synthesis of the Korean conceptWang-tta provides extra insight into the motivations to excel at digital games and one of the strong drivers of such community membership. Korea{\textquoteright}s gaming society has many unique elements within the interplay of culture, social structure, and infrastructure.}, 12592 url = {http://www.sfu.ca/cprost/docs/06Chee.pdf}, 12593 author = {Chee,Florence} 12594 } 12595 @article {, 12596 title = {Gaming as Culture: Essays in Social Reality, Identity and Experience in Fantasy Games}, 12597 year = {2006}, 12598 note = {Table of ContentsIntroduction: Fantasy Games, Gaming Cultures, and Social LifeJ. Patrick Williams, Sean Q. Hendricks, W. Keith WinklerSocial RealityThe Role-Playing Game and the Game of Role-Playing: The Ludic Self and Everyday LifeDennis D. WaskulIncorporative Discourse Strategies in Tabletop Fantasy Role-playing GamingSean Q. HendricksSocial Events and Roles in Magic: A Semiotic AnalysisCsilla WeningerIdentityConsumption and Authenticity in the Collectible Strategy Games SubcultureJ. Patrick WilliamsDesktop Conquistadors: Negotiating American Manhood in the Digital Fantasy Role-Playing GameKevin SchutPlaying with Identity: Unconscious Desire and Role-Playing GamesMichelle NephewThe Business and the Culture of GamingW. Keith WinklerExperienceOnline Gaming and the Interactional Self: Identity Interplay in Situated PracticeFlorence Chee, Marcelo Vieta, and Richard SmithInvoking the Avatar: Gaming Skills as Cultural and Out-of-Game CapitalHeather L. MelloVicarious Experience: Staying There Connected With and Through Our Own and Other CharactersTim Marsh}, 12599 publisher = {McFarland \& Company}, 12600 isbn = {0-7864-2436-2}, 12601 url = {http://www.gamingcultures.com}, 12602 author = {J. Patrick Williams and Sean Q. Hendricks and W. Keith Winkler} 12603 } 12604 @book {, 12605 title = {Gaming: Essays on Algorithmic Culture (Electronic Mediations)}, 12606 year = {2006}, 12607 publisher = {University of Minnesota Press}, 12608 organization = {University of Minnesota Press}, 12609 isbn = {0816648514}, 12610 author = {Galloway, Alexander R} 12611 } 12612 @article {, 12613 title = {Gaming for Beginners}, 12614 journal = {Games and Culture}, 12615 volume = {1}, 12616 number = {1}, 12617 year = {2006}, 12618 pages = {5-12}, 12619 abstract = {This article examines the history of moral panics about media, gleans some lessons from media studies that can help the study of electronic games, and is critical of both utopic and dystopic, cybertarian and pessimistic accounts of gaming.}, 12620 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/5}, 12621 author = {Miller,Toby} 12622 } 12623 @article {, 12624 title = {Gender and computer games: Exploring females{\textquoteright} dislikes}, 12625 journal = {Journal of Computer-Mediated Communication}, 12626 volume = {11}, 12627 number = {4}, 12628 year = {2006}, 12629 abstract = {On average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games, This article reports two studies that investigated the dislikes of German females with regard to video games. Study I applied conjoint analysis to female respondents{\textquoteright} (N=317) ratings of fictional video games and demonstrated that lack of meaningful social interaction, followed by violent content and sexual gender role stereotyping of game characters, were the most important reasons why females disliked the games. Study 2, an online survey (N=795), revealed that female respondents were less attracted to competitive elements in video games, suggesting an explanation for gender-specific game preferences, These findings are discussed with respect to communication theory on interactive entertainment and their implications for applied video game design.}, 12630 keywords = {Girls, Media, Orientation, Sex-Differences, Sport, Video Games, Violence}, 12631 isbn = {1083-6101}, 12632 author = {Hartmann, T and Klimmt, C} 12633 } 12634 @article {, 12635 title = {Gender-linked differences in the toys, television shows, computer games, and outdoor activities of 5-to 13-year-old children}, 12636 journal = {Sex Roles}, 12637 volume = {54}, 12638 number = {9-10}, 12639 year = {2006}, 12640 pages = {717-726}, 12641 abstract = {This study was designed to compare how 5- to 13-year-old children{\textquoteright}s leisure activity preferences differ with age and gender. Responses from 60 boys and 60 girls about their favorite toys, television shows, computer games, and outdoor activities were compared across leisure categories. The results showed that gender was a significant factor. Overall, boys spent more time in these leisure activities than girls did. They spent the most time engaged in sports, watching television, and playing computer games, whereas girls spent the most time watching television. Results from a gender index for all activities indicated that boys{\textquoteright} leisure preferences became slightly more masculine with age. For girls, preferences for television shows became more feminine with age, but preferences for toys, computer games, and sports became less feminine. These self-chosen preferences may provide differential opportunities for the development of visual-spatial skills, achievement, initiative, self-regulation, and social skills.}, 12642 keywords = {adolescence, Aggression, boys, Gender Differences, Girls, Leisure Activities, middle childhood, Performance, PLAY, preschoolers, sex-typed behavior, Time, Violent Video Games}, 12643 isbn = {0360-0025}, 12644 author = {Cherney, I. D. and London, K.} 12645 } 12646 @article {, 12647 title = {Generating high-quality discrete LOD meshes for 3D computer games in linear time}, 12648 journal = {Multimedia Systems}, 12649 volume = {11}, 12650 number = {5}, 12651 year = {2006}, 12652 pages = {480-494}, 12653 abstract = {The real-time interactive 3D multimedia applications such as 3D computer games and virtual reality (VR) have become prominent multimedia applications in recent years. In these applications, both visual fidelity and degree of interactivity are usually crucial to the success or failure of employment. Although the visual fidelity can be increased using more polygons for representing an object, it takes a higher rendering cost and adversely affects the rendering efficiency. To balance between the visual quality and the rendering efficiency, a set of level-of-detail (LOD) meshes has to be generated in advance. In this paper, we propose a highly efficient polygonal mesh simplification algorithm that is capable of generating a set of high-quality discrete LOD meshes in linear run time. The new algorithm adopts memoryless vertex quadric computation, and suggests the use of constant size replacement selection min-heap, pipelined simplification, two-stage optimization, and a new hole-filling scheme, which enable it to generate very high-quality LOD meshes using relatively small amount of main memory space in linear runtime.}, 12654 keywords = {Massive Meshes, Models, Simplification}, 12655 isbn = {0942-4962}, 12656 author = {Chen, H K and Fahn, C S and Tsai, J J P and Chen, R M and Lin, M B} 12657 } 12658 @article {, 12659 title = {Genre and game studies: Toward a critical approach to video game genres}, 12660 journal = {Simulation and Gaming}, 12661 volume = {37}, 12662 number = {1}, 12663 year = {2006}, 12664 pages = {6-23}, 12665 abstract = {This article examines the notion of genre in video games. The main argument is that the market-based categories of genre that have been developed in the context of video games obscure the new medium\&$\#$39;s crucial defining feature, by dividing them into categories (loosely) organized by their similarities to prior forms of mediation. The article explores the inherent tension between the conception of video games as a unified new media form, and the current fragmented genre-based approach that explicitly or implicitly concatenates video games with prior media forms. This tension reflects the current debate, within the fledgling discipline of Game Studies, between those who advocate narrative as the primary tool for understanding video games, \"narratologists,\" and those that oppose this notion, \"ludologists.\" In reference to this tension, the article argues that video game genres be examined in order to assess what kind of assumptions stem from the uncritical acceptance of genre as a descriptive category. Through a critical examination of the key game genres, this article will demonstrate how the clearly defined genre boundaries collapse to reveal structural similarities between the genres that exist within the current genre system, defined within the context of visual aesthetic or narrative structure. The inability of the current genre descriptions to locate and highlight these particular features suggests that to privilege the categories of the visual and narrative is a failure to understand the medium. The article concludes by suggesting that the tension between \"ludology\" and \"narratology\" can be more constructively engaged by conceptualizing video games as operating in the interplay between these two taxonomies of genre. 12666 }, 12667 keywords = {Genre, Interactivity, Remediation, Video Game}, 12668 url = {http://www.culture-communication.unimelb.edu.au/research-students/tom-apperley.pdf}, 12669 author = {Apperley, T. H.} 12670 } 12671 @article {, 12672 title = {Girl gamers: the controversy of girl games and the relevance of female-oriented game design for instructional design}, 12673 journal = {British Journal of Educational Technology}, 12674 volume = {37}, 12675 number = {5}, 12676 year = {2006}, 12677 pages = {785-793}, 12678 abstract = {Digital games have typically been considered a male leisure activity; however, recent statistics indicate that increasing numbers of females are now playing games. The purpose of this review is to investigate how the influx of girl gamers and the emergence of female-oriented game design can inform instructional design for the construction of interactive learning environments. This review presents an overview of digital games and gender, an outline of girl games and {\textquoteright}pink{\textquoteright} software, a discussion of the controversy of girl games, and a review and discussion of the research and implications of female-oriented game design for instructional design. The goal of this review is to examine the influx of girl gamers into a male pastime and to analyse the implications of this for the design of interactive learning environments.}, 12679 keywords = {Gender, learning environments, Video-Games}, 12680 isbn = {0007-1013}, 12681 author = {Dickey, M D} 12682 } 12683 @article {, 12684 title = {Groups and goblins: The social and civic impact an online game}, 12685 journal = {Journal of Broadcasting \& Electronic Media}, 12686 volume = {50}, 12687 year = {2006}, 12688 pages = {651-670}, 12689 abstract = {A 1-month panel study of an immersive online video game investigated its social and civic impact. The data revealed mixed effects: Although the game led to an improved global outlook and some online community improvements, some kinds of existing friendships eroded and the most social players became more insular. Family interactions were unaffected. News media use was unaffected, but entertainment media were displaced. A decline in face-to-face interactions was detected and described as "cocooning." The results are discussed, along with their implications for theory and for the study of both video games and the Internet more broadly.}, 12690 author = {Williams, Dmitri} 12691 } 12692 @article {, 12693 title = {Guest Editors{\textquoteright} Introduction}, 12694 journal = {Games and Culture}, 12695 volume = {1}, 12696 number = {4}, 12697 year = {2006}, 12698 pages = {279-280}, 12699 url = {http://gac.sagepub.com}, 12700 author = {Krzywinska,Tanya and Lowood, Henry} 12701 } 12702 @inbook {, 12703 title = {Guidelines for the development of accessible computer games}, 12704 booktitle = {Computers Helping People with Special Needs, Proceedings}, 12705 series = {Lecture Notes in Computer Science}, 12706 volume = {4061}, 12707 year = {2006}, 12708 pages = {403-406}, 12709 publisher = {Springer-Verlag Berlin}, 12710 organization = {Springer-Verlag Berlin}, 12711 address = {Berlin}, 12712 abstract = {Games are very important for learning, teaching, entertainment, inclusion. But they are of the most challenging applications concerning accessibility, and usability for people with disabilities. Especially in the context of playing together or in groups equal access is critical. In this paper we will present first attempts to define games accessibility guidelines helping game developers to design their products in a way that assistive technologies can interact with the game interface and that the parameters of usage can be adapted to the needs of people with disabilities.}, 12713 isbn = {0302-9743}, 12714 author = {Ossmann, R. and Miesenberger, K.} 12715 } 12716 @inbook {, 12717 title = {Haptic puppetry for interactive games}, 12718 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 12719 series = {Lecture Notes in Computer Science}, 12720 volume = {3942}, 12721 year = {2006}, 12722 pages = {1292-1302}, 12723 publisher = {Springer-Verlag Berlin}, 12724 organization = {Springer-Verlag Berlin}, 12725 address = {Berlin}, 12726 abstract = {In interactive computer games and computer animation, intuitively controlling the motion of an articulated character is considered as a difficult task. One of the reasons is that, typically, an articulated model used in the field has a high degree-of-freedom (DOF) for joints so that it is challenging to devise an easy-to-use interface to control the individual DOR In this paper, as an alternative to existing techniques for controlling articulated characters, we propose the traditional marionette control [I] as natural interfaces to control the characters, and explain how to implement a virtual marionette based on physically-based modelling and haptic paradigm. Using our virtual marionette system, we can rapidly but easily create sophisticated motions for a high-DOF articulated character. Moreover, our system relies on haptic interfaces to model the behavior of real-world marionette controls and provides to the puppeteer responsive forces as a result of the created motions. This results in the puppeteer having a better sense of control over the marionette that she or he manipulates. Our experimentations show that our system can create reasonably complicated motions for articulated characters in an easy and quick manner at highly interactive rates.}, 12727 isbn = {0302-9743}, 12728 author = {Kim, S. and Zhang, X. Y. and Kim, Y. J.} 12729 } 12730 @article {, 12731 title = {Have you played the war on terror?}, 12732 journal = {Critical Studies in Media Communication}, 12733 volume = {23}, 12734 number = {2}, 12735 year = {2006}, 12736 pages = {112-130}, 12737 type = {Article}, 12738 abstract = {The media paradigm by which we understand war is increasingly the video game. These changes are not only reflected in the real-time television war, but also an increased collusion between military and commercial uses of video games. The essay charts the border-crossing of video games between military and civilian spheres alongside attendant discourses of war. Of particular interest are the ways that war has been coded as an object Of consumer play and how official productions aimed at training and recruitment have cast video games as players themselves in the War on Terror. The essay argues that this crossover has initialized a "third sphere" of militarized civic space where the citizen is supplanted by the figure of the virtual citizen-soldier.}, 12739 keywords = {America{\textquoteright}s Army, citizenship, gametime, Media, militainment, militarism, netwar, Pentagon, recruitment, terrorism, Video Games, virtuality, War, war on terror}, 12740 isbn = {1529-5036}, 12741 author = {Stahl, R.} 12742 } 12743 @article {, 12744 title = {Head masters{\textquoteright} perception of school-based hostility in Alicante, Spain: a qualitative study}, 12745 journal = {Revista Espanola de Salud Publica}, 12746 volume = {80}, 12747 number = {4}, 12748 year = {2006}, 12749 pages = {387-394}, 12750 abstract = {Background: There is growing social concern about school violence but little is known about how this situation is experienced in the schools. The objective of this study was to know the perception that School{\textquoteright}s head masters have of the school-based hostility, on their causes, how they value current preventive strategies, and their recommendations to develop future preventive interventions. Methods: We conducted an exploratory study with 14 semi-structured interviews of School{\textquoteright}s head masters. Interviews were conducted at the Schools between May and June 2003 in I independent school, 9 state comprehensive schools, and 4 other comprehensive schools within the city of Alicante. Results: The perception of the head masters is that the prevalence of violence is low, more verbal than physical and within gender. They identify lack of punctuality, absenteeism and lack of interest as forms of hostility. As causes they identified age, family problems, school environment, society, media (TV and video-games) and poor language skills. Preventive methods in use were, on one hand, extra-lessons and transversal contents foreseen in the Education Law and common to all schools, and, on the other hand, ideological and pedagogical contents which were specific of some centres. Recommendations focused in demands for increased economic support and skilled human resources. Conclusions: School-based violence is not perceived as an alarming school issue, nor by its magnitude neither by the immediate causes and students{\textquoteright} characteristics to which it is associated. A heavier emphasis is placed on external and environmental causes perceived as much more difficult to confront.}, 12751 keywords = {Care, Challenges, Health, Prevalence, Prevention, Youth Violence}, 12752 isbn = {1135-5727}, 12753 author = {Fernandez, C. Martinez and Hernandez-Aguado, I and Torres Cantero, A. M.} 12754 } 12755 @article {3231, 12756 title = {Here be dragons. Advent and Prehistory of the Adventure Game.}, 12757 journal = {Tijdschrift voor Mediageschiedenis}, 12758 year = {2006}, 12759 abstract = {This is an updated and revised version of the Dutch article {\textquoteright}Here be Dragons: Voorgeschiedenis en ontstaan van adventure games.{\textquoteright} The article traces the history of adventure games from the birth of the fantasy genre in William Morris{\textquoteright} work and the origins of the Kriegspiel, through Tolkien{\textquoteright}s fantasy world and Dungeons and Dragons to the early text adventures and the first graphical adventures.}, 12760 keywords = {adventure game, game history}, 12761 url = {http://dare.ubvu.vu.nl/bitstream/1871/11014/2/HereBeDragonsbw.pdf}, 12762 author = {Connie Veugen} 12763 } 12764 @article {, 12765 title = {High-Performance Play: The Making of Machinima}, 12766 journal = {Journal of Media Practice}, 12767 volume = {7}, 12768 number = {1}, 12769 year = {2006}, 12770 pages = {25-42}, 12771 abstract = {In his paper, Henry Lowood provides an in-depth historical overview of machinima {\textendash} animated films created using FPS (first person shooter) videogames such as Quake. He traces the evolution of this work from the early {\textquoteright}speedrunning{\textquoteright} movies created to document exceptional gameplay through to the first pioneering works of narrative machinima such as Diary of a Camper and others. In parallel with this, he traces the development of the tools to facilitate the making of these works. Author(s): Henry Lowood1, 1}, 12772 keywords = {Machinima, Performance}, 12773 url = {http://www.atypon-link.com/INT/doi/abs/10.1386/jmpr.7.1.25/1}, 12774 author = {Lowood, Henry} 12775 } 12776 @inbook {, 12777 title = {A History of Digital Games}, 12778 booktitle = {Understanding Digital Games}, 12779 year = {2006}, 12780 note = {<p> 12781 <strong>CONTENTS </strong> 12782 </p> 12783 <ul> 12784 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 12785 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 12786 </ul> 12787 <p> 12788 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 12789 </p> 12790 <ul> 12791 <li><em>A History of Digital Games </em>John Kirriemuir </li> 12792 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 12793 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 12794 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 12795 </ul> 12796 <p> 12797 <strong>PART TWO: THEORIES AND APPROACHES</strong> 12798 </p> 12799 <ul> 12800 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 12801 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 12802 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 12803 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 12804 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 12805 </ul> 12806 <p> 12807 <strong>PART THREE: KEY DEBATES</strong> 12808 </p> 12809 <ul> 12810 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 12811 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 12812 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 12813 </ul> 12814 }, 12815 publisher = {Sage}, 12816 organization = {Sage}, 12817 isbn = {1-4129-0034-4}, 12818 url = {http://digiplay.info/UDG}, 12819 author = {Kirriemuir, John} 12820 } 12821 @inbook {, 12822 title = {Hitchers: Designing for cellular positioning}, 12823 booktitle = {Ubicomp 2006: Ubiquitous Computing, Proceedings}, 12824 series = {Lecture Notes in Computer Science}, 12825 volume = {4206}, 12826 year = {2006}, 12827 pages = {279-296}, 12828 publisher = {Springer-Verlag Berlin}, 12829 organization = {Springer-Verlag Berlin}, 12830 address = {Berlin}, 12831 abstract = {Hitchers is a game for mobile phones that exploits cellular positioning to support location-based play. Players create digital hitch hikers, giving them names, destinations and questions to ask other players, and then drop them into their current phone cell. Players then search their current cell for hitchers, pick them up, answer their questions, carry them to new locations and drop them again, providing location-labels as hint to where they can be found. In this way, hitchers pass from player to player, phone to phone and cell to cell, gathering information and encouraging players to label cells with meaningful place names. A formative study of Hitchers played by 47 players over 4 months shows how the seams in cellular positioning, including varying cell size, density and overlap, affected the experience. Building on previous discussions of designing for uncertainty and seamful design, we consider five ways of dealing with these seams: removing, hiding, managing, revealing and exploiting them. This leads us to propose the mechanism of a dynamic search focus, to explore new visualization tools for cellular data, and to reconsider the general relationship between {\textquoteright}virtual{\textquoteright} and {\textquoteright}physical{\textquoteright} worlds in location-based games.}, 12832 keywords = {cellular positioning, mobile games, seamful design, ubiquitous computing}, 12833 isbn = {0302-9743}, 12834 author = {Drozd, A. and Benford, S. and Tandavanitj, N. and Wright, M. and Chamberlain, A.} 12835 } 12836 @article {, 12837 title = {How to enhance competitive advantage of digital content industries? - A case study of Taiwan}, 12838 journal = {Journal of Digital Information Management}, 12839 volume = {4}, 12840 number = {4}, 12841 year = {2006}, 12842 pages = {256-259}, 12843 abstract = {On account for the rising of XDSL construction in Taiwan recent years, hundred of thousands people have become interested in digital content. Digital content is a creative industry, accompanied with emergence of rapid changed technologies and innovative business models, the government all over the world would be devoted to promoting the competitive advantage in digital content industries. From perspective of "digital independence", online game is regarded as the most cultural and innovative among them. While designing the online games architecture researchers provide due importance to technology. However, the present paper place emphasis on human element in architecture related to online games. The Taiwan experience is used to construct the online game architecture.}, 12844 keywords = {Digital content, online games, Taiwan digital industry}, 12845 author = {Yeh, S. W. and Shiue, Y. C. and Horng, D. J.} 12846 } 12847 @article {, 12848 title = {Hybrid Reality Games Reframed: Potential Uses in Educational Contexts}, 12849 journal = {Games and Culture}, 12850 volume = {1}, 12851 number = {3}, 12852 year = {2006}, 12853 pages = {231-251}, 12854 abstract = {Hybrid reality games (HRGs) employ mobile technologies and GPS devices as tools for transforming physical spaces into interactive game boards. Rather than situating participants in simulated environments, which mimic the physical world, HRGs make use of physical world immersion by merging physical and digital spaces. Online multiuser environments already connect users who do not share contiguous spaces. With mobile devices, players may additionally incorporate interactions with the surrounding physical space. This article is a speculative study about the potential uses of HRGs in education, as activities responsible for taking learning practices outside the closed classroom environment into open, public spaces. Adopting the framework of sociocultural learning theory, the authors analyze design elements of existing HRGs, such as mobility and location awareness, collaboration/sociability, and the configuration of the game space, with the aim of reframing these games into an educational context to foresee how future games might contribute to discovery and learning. 12855 }, 12856 url = {http://gac.sagepub.com/cgi/content/abstract/1/3/231}, 12857 author = {Silva, Adriana de Souza e} 12858 } 12859 @conference {, 12860 title = {Identifying MMORPG bots: A traffic analysis approach}, 12861 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 12862 year = {2006}, 12863 abstract = {MMORPGs have become extremely popular among network gamers. Despite their success, one of MMORPG\&$\#$39;s greatest challenges is the increasing use of game bots, i.e., auto-playing game clients. The use of game bots is considered unsportsmanlike and is therefore forbidden. To keep games in order, game police, played by actual human players, often patrol game zones and question suspicious players. This practice, however, is labor-intensive and ineffective. To address this problem, we analyze the traffic generated by human players vs. game bots and propose solutions to automatically identify game bots.Taking Ragnarok Online, one of the most popular MMOGs, as our subject, we study the traffic generated by mainstream game bots and human players. We find that their traffic is distinguishable by: 1) the regularity in the release time of client commands, 2) the trend and magnitude of traffic burstiness in multiple time scales, and 3) the sensitivity to network conditions. We propose four strategies and two integrated schemes to identify bots. For our data sets, the conservative scheme completely avoids making false accusations against bona fide players, while the progressive scheme tracks game bots down more aggressively. Finally, we show that the proposed methods are generalizable to other games and robust against counter-measures from bot developers. 12864 }, 12865 keywords = {Game bot, online games, Traffic burstiness}, 12866 author = {Chen, K. T. and Jiang, J. W. and Huang, P. and Chu, H. H. and Lei, C. L. and Chen,W C} 12867 } 12868 @conference {, 12869 title = {Immersive chemistry video game}, 12870 booktitle = {ACM SIGGRAPH 2006 Educators Program - International Conference on Computer Graphics and Interactive Techniques}, 12871 year = {2006}, 12872 abstract = {A team at Purdue University has been working on a NSF sponsored project to create a set of research-validated recommendations for the development of science video games. As a way to accomplish this task, the team created a three-dimensional first-person shooter video game that requires players to utilize chemistry knowledge to advance in the game-world. A team of chemistry, computer graphics technology, computer science, and instructional designers collaborated in the development of the game and in conducting the research. This paper details the process used by the team. Results from human subject testing will be presented at the conference. 12873 }, 12874 keywords = {game development, Instructional games, Pedagogical games}, 12875 author = {Morales, C. and Mart{\'\i}nez-Hern{\'a}ndez, K. and Weaver, G. and Pedela, R. and Maicher, K. and Elkin, E. and Danforth, D. and Nattam, N.} 12876 } 12877 @inbook {, 12878 title = {Immersive Environments: What Can We Learn from Commercial Computer Games?}, 12879 booktitle = {Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning}, 12880 volume = {1}, 12881 year = {2006}, 12882 pages = {38-44}, 12883 publisher = {IOI Press}, 12884 organization = {IOI Press}, 12885 address = {Amsterdam}, 12886 isbn = {158603572X}, 12887 author = {Paul R. Kearney}, 12888 editor = {Maja Pivec} 12889 } 12890 @mastersthesis {, 12891 title = {The Impact of Frame Rate and Resolution on Player Movement in First-Person Shooters}, 12892 year = {2006}, 12893 note = {Professor Mark Claypool, Advisor}, 12894 pages = {58}, 12895 school = {WORCESTER POLYTECHNIC INSTITUTE}, 12896 type = {Bachelors}, 12897 address = {Worcester, MA}, 12898 abstract = {The effects of frame rate and resolution on users{\textquoteright} perception of digital media are a growing 12899 concern. This paper looks at the effects of these two factors on users{\textquoteright} performance in movement 12900 related tasks in first person shooter games. In a user study, participants played several custom 12901 maps in Quake 3 Arena at different frame rates and resolutions and their performance was 12902 measured. It was found that lower frame rates and resolutions lowered users{\textquoteright} overall 12903 performance in the video game.}, 12904 keywords = {first person shooter, frame rate, Performance}, 12905 url = {http://web.cs.wpi.edu/~claypool/iqp/fr-rez/paper.pdf}, 12906 author = {Connor, T. and Fiske, A. and Kennedy, R.} 12907 } 12908 @conference {, 12909 title = {The impact of the display type and content to a game adaptation}, 12910 booktitle = {ACM International Conference Proceeding Series}, 12911 volume = {159}, 12912 year = {2006}, 12913 pages = {17-20}, 12914 abstract = {This study examines the impact of the display type (form) and content (game) to the PC -game adaptation. An ordinary table-top display (cathode ray tube; CRT) and a near-eye display (NED) suitable for mobile gaming are compared in two different driving games. A measurement model based on a large dataset (n=2182) is applied to study psychological aspects of the game adaptation. This model integrates two constructs considered important for the game adaptation: involvement and presence. The results show that the content affected the subjective sense of presence. However, the form did not have an effect on the presence. These results indicate that NED\&$\#$39;s are capable of supporting similar adaptation to the game worlds as compared to CRT\&$\#$39;s. However, the results also weakly indicate that playing with a CRT increases the evaluations of interaction. The study shows the advantages of using multidimensional measures in studying a rich human-computer interaction. 12915 }, 12916 keywords = {digital games, Mobile display, User experience}, 12917 author = {Takatalo, J. and H{\"a}kkinen, J. and Komulainen, J. and S{\"a}rkel{\"a}, H. and Nyman, G.} 12918 } 12919 @conference {, 12920 title = {Improving Game Design by Understanding the Gender Differences: The Cognitive Approach}, 12921 year = {2006}, 12922 publisher = {Danube University Krems}, 12923 organization = {Danube University Krems}, 12924 address = {Krems, Austria}, 12925 keywords = {Cognition, Cognitive Control, Game, Game Players, Games, Gender, Gender Differences, gender-differences, gendered space, gendered technology, Girls, Psychology}, 12926 author = {Yatim, Maizatul H M and Nacke,Lennart and Masuch,Maic} 12927 } 12928 @inbook {, 12929 title = {Improving game processing in multithreading and multiprocessor architecture}, 12930 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 12931 series = {Lecture Notes in Computer Science}, 12932 volume = {3942}, 12933 year = {2006}, 12934 pages = {669-679}, 12935 publisher = {Springer-Verlag Berlin}, 12936 organization = {Springer-Verlag Berlin}, 12937 address = {Berlin}, 12938 abstract = {This paper explores the idea that future game consoles and computers may no longer be single processor units, but instead symmetrical multiprocessor units. If this were to occur games would need to be programmed with concurrency in mind so that they could take advantage of the additional processing units. We explore past research and works in the field of parallel computing to find principles applicable to computer game programming. Concepts such as the Flynn{\textquoteright}s classification, task, task-dependency graphs, dependency analysis, and Bernstein{\textquoteright}s conditions to concurrency are applied to computer game programming to develop a new model for computer games that is meant to replace the standard sequential game loop.}, 12939 isbn = {0302-9743}, 12940 author = {El Rhalibi, A. and Merabti, M. and Shen, Y. Y.} 12941 } 12942 @article {, 12943 title = {Industry evolution and cross-sectoral skill transfers: a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom}, 12944 journal = {Environment and Planning A}, 12945 volume = {38}, 12946 number = {10}, 12947 year = {2006}, 12948 pages = {1843-1861}, 12949 publisher = {PION LTD}, 12950 address = {LONDON}, 12951 abstract = {In this paper we explore the interrelationship between technological progress and the formation of industry-specific skills by analysing the evolution of the video-game industry in three countries: Japan, the United States, and the United Kingdom. We argue that the cross-sectoral transfer of skills occurs differently depending on national contexts, such as the social legitimacy and strength of preexisting industries, the socioeconomic status of entrepreneurs or pioneer firms in an emerging industry, and the sociocultural cohesiveness between the preexisting and emerging industries. Each country draws on a different set of creative resources, which results in a unique trajectory. Whereas Japan{\textquoteright}s video-game industry emerged out of corporate sponsorships in arcades, toys, and consumer electronics industries and drew skills from the comic book and animated-film sectors, the video-game industry in the United States evolved from arcades and personal computers. In the United Kingdom the video-game industry developed bottom-up, through a process of skills formation in the youth culture of {\textquoteright}bedroom coders{\textquoteright} that nurtured self-taught programmers in their teens throughout the country.}, 12952 keywords = {Competitive Dynamics, cultural industries, economy, Flexible Specialization, growth, Innovation, Labor-Market, Media, Motion-Picture Industry, systems}, 12953 isbn = {0308-518X}, 12954 author = {Izushi, H and Aoyama, Y} 12955 } 12956 @inbook {, 12957 title = {An Instructional Design/Development Model for the Creation of Game-like Learning Environments: The FIDGE Model}, 12958 year = {2006}, 12959 note = {In the chapter An Instructional Design/Development Model for the Creation of Game-Like Learning Environments: The FIDGE Model, the authors G{\"o}knur Kaplan Akilli and K{\"u}rsat Cagiltay tackle issues of the lack of available comprehensive design paradigms and well-designed research studies on the question of {\textquotedblleft}how to{\textquotedblright} incorporate games into learning environments, that are experienced despite more than thirty years{\textquoteright} existence of computer games and simulations in the instructional design movement. Based on the formative research study results and with the inspiration from fuzzy logic, the authors propose an instructional design/development model for creating game-like environments, called the {\textquotedblleft}FIDGE model{\textquotedblright}. {\textquotedblleft}FIDGE{\textquotedblright} stands for {\textquotedblleft}Fuzzified Instructional Design Development of Game-like Environments{\textquotedblright} for learning.}, 12960 isbn = {978-1-58603-572-3}, 12961 url = {http://booksonline.iospress.com/Content/View.aspx?piid=2408}, 12962 author = {Akilli, Goknur and Cagiltay,Kursat} 12963 } 12964 @article {, 12965 title = {An integrated approach to achieving optimal design of computer games}, 12966 journal = {Expert Systems with Applications}, 12967 volume = {31}, 12968 number = {1}, 12969 year = {2006}, 12970 pages = {145-149}, 12971 type = {Article}, 12972 abstract = {In a time-to-market environment, designers may not be able to incorporate all the design features in a computer game. For each feature, there are several levels of implementation, which is corresponded to different levels of benefit as well as cost. Therefore, a trade-off decision for determining appropriate levels of implementation is very important, yet has been rarely studied in literature. This paper presents an approach to solve the trade-off decision problem. This approach applies the neural network technique and develops a genetic algorithm to optimize the design of computer games. By this approach, a near-optimal design alternative can be identified in a timely fashion.}, 12973 keywords = {artificial neural-networks, computer game, genetic algorithms, neural networks, optimization, support-system}, 12974 isbn = {0957-4174}, 12975 author = {Hsu, S. H. and Lee, F. L. and Wu, M. C.} 12976 } 12977 @article {, 12978 title = {Interactive generation of falling motions}, 12979 journal = {Computer Animation and Virtual Worlds}, 12980 volume = {17}, 12981 number = {3-4}, 12982 year = {2006}, 12983 pages = {271-279}, 12984 type = {Article}, 12985 abstract = {Interactive generation of falling motions for virtual character with realistic responses to unexpected push, hit or Collision With tire environment is interesting work to many applications, such as computer games, film production, and virtual training environments. In this paper, we propose a new method to simulate protective behaviors in response to tire ways a human may fall to the ground as Well as incorporate tire reactive motions into motion capture animation. It is based on simulated trajectory prediction and biomechanics inspired adjustment. According to the external perturbations, our system predicts a motion trajectory and uses it to select a desired transition-to sequence. At tire same time, physically generated falling motions will fill ill the gap between tire two-motion capture sequences before and after the transition. Utilizing a parallel simulation, our method is able to predict a character{\textquoteright}s motion trajectory real-time under dynamics, Which ensures that the character moves towards the target sequence and makes the character{\textquoteright}s behavior, more life-like. Our controller is designed to generate physically plausible motion-following all upcoming motion with adjustment from biomechanics rules, Which is key to avoid air unconscious look for a character during the transition. Based on a relatively small motion database, our system is effective in generating various interactive falling behaviors. }, 12986 keywords = {animation, character motion, limb, locomotion, motion capture, physical simulation}, 12987 isbn = {1546-4261}, 12988 author = {Tang, B. and Pan, Z. G. and Zheng, L. and Zhang, M. M.} 12989 } 12990 @inbook {, 12991 title = {Interactive mobile pet game}, 12992 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 12993 series = {Lecture Notes in Computer Science}, 12994 volume = {3942}, 12995 year = {2006}, 12996 pages = {785-790}, 12997 publisher = {Springer-Verlag Berlin}, 12998 organization = {Springer-Verlag Berlin}, 12999 address = {Berlin}, 13000 abstract = {As information technologies have been highly developed, mobile games are also becoming popular and splendid. However, the interface between human and computer has hardly changed and users can not operate mobile games exactly what they need due to the small buttons and small screen. In this paper, we present a new intuitive and interactive interface for mobile games using computer vision techniques optimized for low-performance mobile devices. It can track hand locations to interact with a cyber pet dog and execute several menus to give a command to mobile pet game. We use a HSI skin-color model and a CAMShift algorithm, which are adequate for the performance of mobile devices, in order to find the accurate hand location. And we use the Behavior-based AI method drawn from ethology to generate several actions of the pet dog.}, 13001 isbn = {0302-9743}, 13002 author = {Yang, J. Y. and Lee, T. K. and Jung,K} 13003 } 13004 @article {, 13005 title = {Interactive ray tracing of skinned animations}, 13006 journal = {Visual Computer}, 13007 volume = {22}, 13008 number = {9-11}, 13009 year = {2006}, 13010 pages = {785-792}, 13011 type = {Article}, 13012 abstract = {Recent high-performance ray tracing implementations have already achieved interactive performance on a single PC even for highly complex scenes. However, so far these approaches have been limited to mostly static scenes due to the high cost of updating the necessary spatial index structures after modifying scene geometry. In this paper, we present an approach that avoids these updates almost completely for the case of skinned models as typically used in computer games. We assume that the characters are built from meshes with an underlying skeleton structure, where the set of joint angles defines the character{\textquoteright}s pose and determines the skinning parameters. Based on a sampling of the possible pose space we build a static fuzzy kd-tree for each skeleton segment in a fast preprocessing step. This fuzzy kd-tree is then organized into a top-level kd-tree. Together with the skeleton{\textquoteright}s affine transformations this multi-level kd-tree allows fast and efficient scene traversal at runtime, while arbitrary combinations of animation sequences can be applied interactively to the joint angles. We achieve a real-time ray tracing performance of up to 15 frames per second at 1024x1024 resolution even on a single processor core.}, 13013 keywords = {dynamic scenes, fuzzy kd-tree, ray tracing}, 13014 isbn = {0178-2789}, 13015 author = {Gunther, J. and Friedrich, H. and Seidel, H. P. and Slusallek, P.} 13016 } 13017 @inbook {, 13018 title = {Internet and accessible entertainment}, 13019 booktitle = {Computers Helping People with Special Needs, Proceedings}, 13020 series = {Lecture Notes in Computer Science}, 13021 volume = {4061}, 13022 year = {2006}, 13023 pages = {396-402}, 13024 publisher = {Springer-Verlag Berlin}, 13025 organization = {Springer-Verlag Berlin}, 13026 address = {Berlin}, 13027 abstract = {Young people with disabilities should be,entitled to use technology for entertainment, but research and development in IT and the disabled has not typically focused on pleasurable activities. It is therefore important to set up guidelines that facilitate accessibility, develop good examples of accessible computer games, and not least, utilize the great potential of technology to include persons with different requirements.}, 13028 isbn = {0302-9743}, 13029 author = {Tollefsen, M. and Flyen, A.} 13030 } 13031 @inbook {, 13032 title = {Inter-organisational approach in rapid software product family development - A case study}, 13033 booktitle = {Reuse of off-the-Shelf Components, Proceedings}, 13034 series = {Lecture Notes in Computer Science}, 13035 volume = {4039}, 13036 year = {2006}, 13037 pages = {73-86}, 13038 publisher = {Springer-Verlag Berlin}, 13039 organization = {Springer-Verlag Berlin}, 13040 address = {Berlin}, 13041 abstract = {Software product families provide an efficient means of reuse between a set of related products. However, software product families are often solely associated with intra-organisational reuse. This paper presents a case study of Fathammer, a small company developing games for different mobile devices. Reuse at Fathammer takes place at multiple levels. The game framework and engine of Fathammer is reused by partner companies that in turn produce game assets to be reused by Fathammer while developing games for various devices. Very rapid development of games is a necessity for Fathammer, whereas maintainability of games is not important. The above characteristics in particular distinguish Fathammer from other case studies and practices usually presented in the product family literature. The results show the applicability and challenges of software product family practices in the context of multiple collaborating companies and a fast-changing domain.}, 13042 keywords = {Variability}, 13043 isbn = {0302-9743}, 13044 author = {Myllarniemi, V. and Raatikainen, M. and Mannisto, T.} 13045 } 13046 @article {, 13047 title = {Intertemporal Price Discrimination with Forward-Looking Consumers: Application to the US Market for Console Video-Games}, 13048 year = {2006}, 13049 abstract = {Firms in durable good product markets face incentives to intertemporally price discriminate, by setting high initial prices to sell to consumers with the highest willingness to pay, and cutting prices thereafter to appeal to those with lower willingness to pay. A critical determinant of the profitability of such pricing policies is the extent to which consumers anticipate future price declines, and delay purchases. We develop a framework to investigate empirically the optimal pricing over time of a firm selling a durable-good product to such strategic consumers. Prices in our model are equilibrium outcomes of a game played between forward-looking consumers who strategically delay purchases to avail of lower prices in the future, and a forward-looking firm that takes this consumer behavior into account in formulating its optimal pricing policy. The model incorporates first, a method to infer estimates of demand under dynamic consumer behavior, and second, an algorithm to compute the optimal sequence of prices given these demand estimates. The model is solved using numerical dynamic programming techniques. We present an empirical application to the market for video-games in the US. The results indicate that consumer forward-looking behavior has a significant effect on optimal pricing and profits of games in the industry. Simulations reveal that the profit losses of ignoring forward-looking behavior by consumers are large and conomically significant, and suggest that market research that provides information regarding the extent of discounting by consumers is valuable to video-game firms.}, 13050 keywords = {durable-good pricing, forward-looking consumers, Markov-perfect equilibrium}, 13051 url = {http://faculty-gsb.stanford.edu/nair/PDF-s/VGames_Dynamic_2006.pdf}, 13052 author = {Nair, Harikesh} 13053 } 13054 @article {, 13055 title = {Interview with Radwan Kasmiya}, 13056 journal = {Umelec/ International}, 13057 volume = {10}, 13058 year = {2006}, 13059 pages = {77-81}, 13060 abstract = {Interview with Radwan Kasmiya, an executive manager of the company Afkar Media, a Syrian studio producing political and other videogames. The interview was made in the company office in Damascus in May 2005, just before their release of a new videogame dealing with Palestinian Intifada {\textquoteleft}Tahta al-Hisar{\textquoteright} (Under Siege).}, 13061 keywords = {Afkar Media, Arabs, Computer games, Islam, Middle East, videogames}, 13062 issn = {1212-9550}, 13063 url = {http://www.digitalislam.eu/article.do?articleId=1418}, 13064 author = {Sisler, Vit} 13065 } 13066 @inbook {, 13067 title = {Jon Haddock, Screenshots: Isometric Memories}, 13068 booktitle = {GameScenes: Art in the Age of Videogames}, 13069 year = {2006}, 13070 pages = {15-39}, 13071 publisher = {Johan \& Levi}, 13072 organization = {Johan \& Levi}, 13073 address = {Milan}, 13074 abstract = {On the artist Jon Haddock and his game art.}, 13075 keywords = {Art, Game Art, Media}, 13076 author = {Lowood, Henry}, 13077 editor = {Bittanti,Matteo and Quaranta,Domenico} 13078 } 13079 @conference {, 13080 title = {Keep your eyes on the road and your finger on the trigger - Designing for mixed focus of attention in a mobile game for brief encounters}, 13081 booktitle = {4th International Conference on on Pervasive Computing}, 13082 year = {2006}, 13083 publisher = {Springer Verlag}, 13084 organization = {Springer Verlag}, 13085 abstract = {In this paper we present an initial user feedback study of the Road Rager prototype. Road Rager is a mixed reality game, designed to enable passengers in different cars to play against each other during an encounter in traffic. We are concerned with how to design a game which balances the player{\textquoteright}s focus of attention between traffic and the computer interfaces, to provide a game which is comprehensive, interesting and challenging during a very limited lifetime. The study shows that a tangible user interface enables the player to handle the interaction in the game while watching for cars in the vicinity. Further, the users found multiplayer gaming during brief encounters exciting. However, the study also showed that minimalism is critical to the design. The gestures should preferably be indexical rather than symbolic, and elaborate forms of identification as a condition for manipulative success should be avoided. Finally, tangible user interfaces also allow a type of gaming where players only focus on the computers{\textquoteright} interface, which suppresses the experience of combining traffic interaction with computer interaction. 13086 }, 13087 author = {Brunnberg, Liselott and Juhlin, Oskar} 13088 } 13089 @article {, 13090 title = {Learning from leading-edge customers at the Sims: Opening up the innovation process using toolkits}, 13091 journal = {R and D Management}, 13092 volume = {36}, 13093 number = {3}, 13094 year = {2006}, 13095 pages = {237--250}, 13096 abstract = {Recently, toolkits for user innovation and design have been proposed as a promising means of opening up the innovation process to customers. Using these tools, customers can take on problem-solving tasks and design products to fit their individual needs. To date, arguments in favor of this new concept have been limited to the idea of satisfying each user{\textquoteright}s needs in a highly efficient and valuable way. The aim of this empirical study is to extend our knowledge of how users deal with {\textquoteright}the invitation to innovate{\textquoteright} and how attractive individual user designs might be to other users. In studying the users of toolkits for the immensely popular computer game The Sims, we found that (1) users are not {\textquoteright}one-time shoppers{\textquoteright} {\textendash} in fact, their innovative engagement is rather long-lasting, continuous, evolving, and intense. We also found that (2) leading-edge users do not merely content themselves with the official toolkits provided by the manufacturer. They employ user-created tools to push design possibilities even further. (3) Moreover, individual user designs are not only attractive to the creators themselves; instead, certain innovative solutions are in high demand among other users. Based on our findings, we discuss how toolkits and their users might add to the process of innovation in general. We argue that toolkits could serve as a promising market research tool for guiding a firm{\textquoteright}s new product development efforts. Furthermore, toolkits may serve as a creche for interested but inexperienced users who could evolve into leading-edge users over time. These innovative users might then be integrated into more radical product development efforts.}, 13097 url = {http://userinnovation.mit.edu/papers/SIMS_R\&D_final.pdf}, 13098 author = {Pr{\"u}gl, R. and Schreier, M.} 13099 } 13100 @booklet {lplitreview, 13101 title = {Learning Patterns for the design and deployment of Mathematical Games: Literature review}, 13102 number = {D40.1.1}, 13103 year = {2006}, 13104 publisher = {Kaleidoscope network of excellence}, 13105 type = {Research Report}, 13106 abstract = {This literature review is intended as an introduction to the issues that arise when trying to capture the process of designing and developing mathematical games. It offers a perspective on the range of approaches available. Design patterns are suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. These patterns are termed learning patterns, and they will be available as an outcome of this project.}, 13107 keywords = {design designpatterns games haifa-edtech learning mathgamespatterns my polonsky}, 13108 url = {http://telearn.noe-kaleidoscope.org/open-archive/browse?resource=257}, 13109 author = {Childs Mark and Mor Yishay and Winters Niall and Cerulli Michele and Bj{\"o}rk Staffan and Alexopoulou Efi and Bennerstedt Ulrika and Jonker Vincent and Kynigos Chronis and Pratt Dave and Wijers Monica} 13110 } 13111 @inbook {, 13112 title = {Learning when Using Commercial Computer Games as Simulations: A Case Study Using a Simulation Game}, 13113 booktitle = {Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning}, 13114 volume = {1}, 13115 year = {2006}, 13116 pages = {113-135}, 13117 publisher = {IOI Press}, 13118 organization = {IOI Press}, 13119 address = {Amsterdam}, 13120 isbn = {158603572X}, 13121 author = {Preston P. Parker}, 13122 editor = {Maja Pivec} 13123 } 13124 @article {, 13125 title = {Listen to this: Using ethnography to inform the design of auditory interfaces}, 13126 journal = {Haptic and Audio Interaction Design, Proceedings}, 13127 volume = {4129}, 13128 year = {2006}, 13129 pages = {133-144}, 13130 abstract = {Within the wider Human-Computer Interaction community, many researchers have turned to ethnography to inform systems design. However, such approaches have yet to be fully utilized within auditory interface research, a field hitherto driven by technology-inspired design work and the addressing of specific cognitive issues. It is proposed that the time has come to investigate the role ethnographic methods have to play within auditory interface design. We begin by discussing "traditional" ethnographic methods by presenting our experiences conducting a field study with a major UK-based computer games developer, highlighting issues pertinent to the design of auditory interfaces, before suggesting ways in which such techniques could be expanded to consider the role sound plays in people{\textquoteright}s lived experiences and thus merit further research.}, 13131 isbn = {0302-9743}, 13132 author = {Coleman, G W and Macaulay, C and Newell, A F} 13133 } 13134 @inbook {, 13135 title = {Literary Theory and Digital Games}, 13136 booktitle = {Understanding Digital Games}, 13137 year = {2006}, 13138 note = {<p> 13139 <strong>CONTENTS </strong> 13140 </p> 13141 <ul> 13142 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 13143 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 13144 </ul> 13145 <p> 13146 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 13147 </p> 13148 <ul> 13149 <li><em>A History of Digital Games </em>John Kirriemuir </li> 13150 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 13151 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 13152 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 13153 </ul> 13154 <p> 13155 <strong>PART TWO: THEORIES AND APPROACHES</strong> 13156 </p> 13157 <ul> 13158 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 13159 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 13160 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 13161 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 13162 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 13163 </ul> 13164 <p> 13165 <strong>PART THREE: KEY DEBATES</strong> 13166 </p> 13167 <ul> 13168 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 13169 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 13170 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 13171 </ul> 13172 }, 13173 publisher = {Sage}, 13174 organization = {Sage}, 13175 isbn = {1-4129-0034-4}, 13176 url = {http://digiplay.ino/UDG/}, 13177 author = {K{\"u}cklich,Julian}, 13178 editor = {Rutter, Jason and Bryce, Jo} 13179 } 13180 @article {, 13181 title = {A Ludicrous Discipline? Ethnography and Game Studies}, 13182 journal = {Games and Culture}, 13183 volume = {1}, 13184 number = {1}, 13185 year = {2006}, 13186 pages = {29-35}, 13187 abstract = {The information age has, under our noses, become the gaming age. It appears likely that gaming and its associated notion of play may become a master metaphor for a range of human social relations, with the potential for new freedoms and new creativity as well as new oppressions and inequality. Although no methodological or theoretical approach can represent a cure-all for any discipline, in this article the author discusses how anthropological approaches can contribute significantly to a game studies nimble enough to respond to the unanticipated, conjunctural, and above all rapidly changing cyberworlds through which everyone in some way is now in the process of redefining the human project.}, 13188 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/29}, 13189 author = {Boellstorff, Tom} 13190 } 13191 @conference {, 13192 title = {Machinima Prototyping: An Approach to Evaluation}, 13193 booktitle = {Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles}, 13194 series = {ACM International Conference Proceeding Series}, 13195 volume = {189}, 13196 year = {2006}, 13197 pages = {433-436}, 13198 address = {Oslo, Norway}, 13199 abstract = {Video prototyping is an established technique in HCI, often used early in the design process to show the context in which a particular interface might be used. Unfortunately, even with falling costs, video production is expensive and demands many tangible resources. Machinima appears poised to offer a new approach to video prototyping. To understand how well machinima serves this need today, and to discover insights about how future machinima platform designs might support this approach, we categorize and evaluate a number of machinima platforms for video prototyping. 13200 }, 13201 keywords = {HCI, Machinima, video prototyping}, 13202 author = {Bardzell, J. and Bardzell, S. and Briggs, C. and Makice, K. and Ryan, W. and Weldon, M.} 13203 } 13204 @book {1394, 13205 title = {The Magic Circle: Principles of Gaming \& Simulation}, 13206 series = {Modeling and simulations for learning and instruction}, 13207 volume = {1}, 13208 year = {2006}, 13209 note = {Sample chapter at http://www.sensepublishers.com/catalog/files/90-8790-006-6.pdf}, 13210 publisher = {Sense Publishers}, 13211 organization = {Sense Publishers}, 13212 address = {Rotterdam/Taipei}, 13213 abstract = {The Magic Circle: Principles of Gaming \& Simulation Jan H. G. Klabbers, KMPC, The Netherlands The purpose of this unique book is to present principles underlying the design and use of gaming and simulation. This frame-of-reference will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than to methodological questions bexause there is no robust methodology that underpins gaming and simulation methods. Gaming and simulation are more than methods and tools. They are firstly a way of thinking, and secondly, a method and a technique. In addition, the framework presented will help to grasp the interplay between forms of knowledge and knowledge content in connection with gaming, which evolves through the action of the players. These notions are considered preconditions for raising epistemological questions in relation to the educational value of games and simulations. They will provide a proper context for addressing design science and analytical science approaches to artifact assessment and theory development and testing. Due to the high diversity of approaches within the field the author chooses an interdisciplinary and where appropriate meta-disciplinary approach. SERIES:MODELING \& SIMULATION FOR LEARNING \& INSTRUCTION 1}, 13214 isbn = {ISBN 90-8790-006-6 (ppb)}, 13215 url = {https://www.sensepublishers.com/product_info.php?products_id=202\&osCsid=1a7}, 13216 author = {Klabbers, Jan H. G.} 13217 } 13218 @article {, 13219 title = {Management of creativity in video game development: A case study}, 13220 journal = {Services Marketing Quarterly}, 13221 volume = {27}, 13222 number = {4}, 13223 year = {2006}, 13224 pages = {73-97}, 13225 abstract = {Video games and their production have evolved over a few decades from, being "fun" exercises at universities to a business in which annual revenues have exceeded that of Hollywood box office receipts. Presently, development of these games has become technically more advanced, and the barrier to entry into this market as a developer is getting increasingly more costly. Consequently, there has been a move toward "professionalism" of these efforts that embodies flexibility into the creative development process. In this paper we report on the process used to develop new offerings in a successful Swedish firm. We reflect on the institutionalizing of creativity in this process and the leadership style used in directing it.}, 13226 keywords = {Creativity, Leadership, product development, Project management, Video Games}, 13227 author = {Zackariasson, P. and Walfisz, M. and Wilson, T. L.} 13228 } 13229 @article {, 13230 title = {Market sharing games applied to content distribution in ad hoc networks}, 13231 journal = {IEEE Journal on Selected Areas in Communications}, 13232 volume = {24}, 13233 number = {5}, 13234 year = {2006}, 13235 pages = {1020-1033}, 13236 type = {Article}, 13237 abstract = {In third-generation (3G) wireless data networks, repeated requests for popular data items can exacerbate the already scarce wireless spectrum. In this paper, we propose an architectural and protocol framework that allows 3G service providers to host efficient content distribution services. We offload the spectrum intensive task of content distribution to an ad hoc network. Less mobile users (resident subscribers) are provided incentives to cache popular data items, while mobile users (transit subscribers) access this data from resident subscribers through the ad hoc network. Since the participants of this data distribution network act as selfish agents, they may collude to maximize their individual payoff. Our proposed protocol discourages potential collusion scenarios. In this architecture, the goal (social function) of the 3G service provider is to have the selfishly motivated resident subscribers service as many data requests as possible. However, the choice of which set of items to cache is left to the individual user. The caching activity among the different users can be modeled as a market sharing game. In this work, we study the Nash equilibria of market sharing games and the performance of such equilibria in terms of a social function. These games are a special case of congestion games that have been studied in the economics literature. In particular, pure strategy Nash equilibria for this set of games exist. We give a polynomial-time algorithm to find a pure strategy Nash equilibrium for a special case, while it is NP-hard to do so in the general case. As for the performance of Nash equilibria, we show that the price of anarchy-the worst case ratio between the social function at any Nash equilibrium and at the social optimum-can be upper bounded by a factor of 2. When the popularity follows a Zipf distribution, the price of anarchy is bounded by 1.45 in the special case where caching any item has a positive reward for all players. We prove that the selfish behavior of computationally bounded agents converges to an approximate Nash equilibrium in a finite number of improvements. Furthermore, we prove that, after each agent computes its response function once using a constant factor approximation algorithm, the outcome of the game is within a factor of O(log n) of the optimal social value, where n is the number of agents. Our simulation scenarios show that the price of anarchy is 30\% better than that of the worst case analysis and that the system quickly (1 or 2 steps) converges to a Nash equilibrium.}, 13238 keywords = {mobile ad hoc networks, Nash equilibrium, price of anarchy, third-generation (3G) wireless networks, unified architecture}, 13239 isbn = {0733-8716}, 13240 author = {Goemans, M. X. and Li, L. E. and Mirrokni, V. S. and Thottan, M.} 13241 } 13242 @article {, 13243 title = {Massively multiplayer online games (MMOs) in the new media classroom}, 13244 journal = {Educational Technology \& Society}, 13245 volume = {9}, 13246 number = {3}, 13247 year = {2006}, 13248 pages = {160-172}, 13249 abstract = {Recent research demonstrates that videogames enhance literacy, attention, reaction time, and higher-level thinking. Several scholars have suggested that massively multiplayer online games (MMOs) such as Everquest and Second Life have educational potential, but we have little data about what happens when such tools are introduced in the classroom. This paper reports findings from two MMO- based courses in the context of situated learning theory. The first course, focused on the ethnography of on- line games, used the game Everquest as a vehicle for teaching research methods to 36 students in an undergraduate communication course. The second course used the game Second Life to teach the fundamentals of videogame design and criticism. Synthesizing comments from student web logs with data collected from followup surveys, the paper highlights key findings and offers concrete suggestions for instructors contemplating the use of multiplayer games in their own courses. Recommending that potential virtual environments be selected on the basis of genre, accessibility, and extensibility, it is suggested that game- based assignments are most effective when they build bridges between the domain of the game world and an overlapping domain of professional practice.}, 13250 keywords = {PLAY, Psychology, Video}, 13251 isbn = {1436-4522}, 13252 author = {Delwiche, A} 13253 } 13254 @article {, 13255 title = {Massively multiplayer online role-playing game-induced seizures: A neglected health problem in Internet addiction}, 13256 journal = {Cyberpsychology \& Behavior}, 13257 volume = {9}, 13258 number = {4}, 13259 year = {2006}, 13260 pages = {451-456}, 13261 abstract = {As the Internet has become rapidly and widely integrated into society, Internet addiction has become a growing psychosocial problem. However, epileptic seizure, another out-of-the-ordinary health problem, is often neglected in this regard. Ten patients who experienced epileptic seizures while playing the newest genre of electronic games-Massively Multiplayer Online Role-Playing Games (MMORPGs)-were investigated. Patients were predominantly male young adults, and most of the events were generalized tonic-clonic seizures, myoclonic seizures, and absences. These patients should be categorized into idiopathic generalized epilepsies. Even though photosensitivity was an important factor, behavioral and higher mental activities also seemed to be significant seizure precipitants. Results demonstrated that MMORPG-induced seizures were not analogous to the ordinary video game-induced seizures. Significantly, an epileptic seizure warning did not always appear on the websites of MMORPGs and instructions for the software. While the prevalence of MMORPG-induced seizures remains unknown, it may exceed our expectations and impact our society. Not only for clinical neurologists but also for the primary physicians, educators, sociologists, and global online game publishers, there should be an awareness of this special form of reflex seizures in order to provide an appropriate health warning to MMORPG players.}, 13262 keywords = {Epilepsy, Life, Reflex Seizures, Video Games}, 13263 isbn = {1094-9313}, 13264 author = {Chuang, Y C} 13265 } 13266 @book {, 13267 title = {The Meaning and Culture of Grand Theft Auto}, 13268 year = {2006}, 13269 publisher = {McFarland \& Company}, 13270 organization = {McFarland \& Company}, 13271 abstract = {The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA).Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. It is argued that the general perception of digital changed fundamentally following the release of Grand Theft Auto III. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play Grand Theft Auto games, reflecting on the elements of daily life that are represented in the games. They discuss the connection between game space and real space and the many ways that players mediate the symbols in a game with their minds, computers, and controllers.}, 13272 isbn = {0786428228}, 13273 author = {Garrelts,Nate}, 13274 editor = {Garrelts,Nate} 13275 } 13276 @article {, 13277 title = {Measuring state and trait aggression: A short, cautionary tale}, 13278 journal = {Media Psychology}, 13279 volume = {8}, 13280 number = {2}, 13281 year = {2006}, 13282 pages = {127-138}, 13283 abstract = {Ample evidence exists suggesting that exposure to television and film violence (Paik \& Comstock, 1994) and playing with violent video games (Sherry, 2001) contribute to increases in aggressive behavior; however, the magnitude of the effect ranges from small to moderate. In this study, we argue that in some cases, use of trait, rather than state, aggression can serve to attenuate effects. We report the results of a study in which a trait aggression scale is reworded slightly to create a state measure. The state and trait scales are then compared in high- and low-aggression priming conditions. Results suggest that though both scales are reliable and both have construct validity, the reworded state aggression scale responds more to the high prime than to the low prime. More important, it also responds more than the original trait scale does. Therefore, minor variations in studies of media{\textquoteright}s effect on aggression, such as variations in scale wording, can serve to attenuate effects.}, 13284 keywords = {Behavior, Feelings, Hostility, Thoughts, Violent Video Games}, 13285 isbn = {1521-3269}, 13286 author = {Farrar, K and Krcmar, M} 13287 } 13288 @article {, 13289 title = {Media use as a reason for meal skipping and fast eating in secondary school children}, 13290 journal = {Journal of Human Nutrition and Dietetics}, 13291 volume = {19}, 13292 number = {2}, 13293 year = {2006}, 13294 pages = {91-100}, 13295 type = {Article}, 13296 abstract = {Objective This study examined self-reported meal skipping and eating faster than usual with the goal of watching television or playing computer games. Method Respondents reported their media use and indicated how often they skipped a meal to watch a favourite television programme or to play a computer game, and how often they ate faster than usual in order to watch television or play a computer game. Subjects Respondents were 2546 adolescents of 13 (first year of secondary school) and 16 years (fourth year of secondary school) of age. Results About one respondent in 10 skipped at least one meal every week for either television viewing or computer game playing. Weekly meal skipping for television viewing occurs more regularly in boys and first-year students, but particularly in teenagers who view 5 h or more daily (15\% of the sample). The category of teenagers who play computer games four times a week or more (25.3\% of the sample) is at increased risk of meal skipping; those who play more than four times a week are 10 times more likely weekly to skip a meal. A quarter of the adolescents eat faster at least once a week to be able to watch television or play a computer game. Regardless of gender and school year, teenagers{\textquoteright} risk of eating faster progressively increases with their use of the media. Those who watch 4 h or more daily are about seven times more likely to skip a meal for television and those who play computer games at least four times a week are nine times more likely weekly to skip a meal. Conclusions Unhealthy eating habits can be a side effect of heavy or excessive media use. Teenagers{\textquoteright} use of television or game computers during nonworking or out-of-school hours partly displaces the amount of time that needs to be spent at meals. Practitioners and educators may try to encourage or restore a pattern of healthful meal consumption habits by reducing the amount of media use, and by supporting parental rule-making regarding children{\textquoteright}s eating habits and media use.}, 13297 keywords = {Adolescents, Behaviors, Breakfast, Childhood Obesity, eating habits, family dinner, Habits, mass media, Parental Mediation, Patterns, Physical-Activity, Predictors, skip meals, Television}, 13298 isbn = {0952-3871}, 13299 author = {Van den Bulck, J. and Eggermont, S.} 13300 } 13301 @conference {, 13302 title = {Metazoa Ludens}, 13303 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 13304 year = {2006}, 13305 abstract = {Metazoa Ludens is new gaming model which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. These games for pets and humans will provide new beneficial relations, progressions and evolution of the Metazoa species. 13306 }, 13307 keywords = {Computer entertainment system, Human-pet interaction}, 13308 author = {Tan, R. T. K. C. and Todorovic, V. and Andrejin, G. and Teh, J. K. S. and Cheok, A. D.} 13309 } 13310 @conference {, 13311 title = {A method for online adaptation of computer-game AI rulebase}, 13312 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 13313 year = {2006}, 13314 abstract = {It is not an easy task to balance the level of computer controlled characters that play computer games against human players. In this paper, we focus on a method called Dynamic Scripting (DS) that has been recently proposed for this task. This method online updates rule weights in rule-base that describe the behavior of the computer controlled character. However, the weight updating mechanism of DS is not effective if improper initialization of the rulebase is done. To cope with this problem, we propose a complementary technique to DS that replaces inefficient rules with newly generated rules. Evaluation of the proposed technique is conducted confirming its effectiveness. 13315 }, 13316 keywords = {Computer controlled characters, Computer games, dynamic scripting, game design, Rulebase}, 13317 author = {Thawonmas, R. and Osaka, S.} 13318 } 13319 @book {2993, 13320 title = {MMO Evolution}, 13321 year = {2006}, 13322 pages = {180}, 13323 publisher = {Lulu.com}, 13324 organization = {Lulu.com}, 13325 abstract = {MMO EVOLUTION is about the online games industry and analyzes current 13326 trends and problems behind the decline of Massively Multiplayer Online 13327 (MMO) Role-Playing Games (RPG). <br /> 13328 <br /> 13329 A vision for the future and an overview of emerging trends, as well as 13330 design challenges faced by developers, issues in Cybersociology, 13331 Community Management, Social Gaming, and the management of newly 13332 launched MMORPGs are discussed in detail. 13333 <br /> 13334 <br /> 13335 MMO EVOLUTION is the perfect guidebook for travelers, adventurers, 13336 innovators, and designers to the true next generation of immersive 13337 worlds and MMORPGs online. 13338 }, 13339 issn = {1847286798}, 13340 url = {http://www.lulu.com/content/376076}, 13341 author = {Rice, Robert} 13342 } 13343 @proceedings {, 13344 title = {Mock Games: A New Genre of Pervasive Play}, 13345 journal = {Designing Interactive Systems}, 13346 year = {2006}, 13347 pages = {169-178}, 13348 publisher = {ACM Press}, 13349 address = {New York, NY, USA}, 13350 abstract = {In this paper we identify and characterize, in theory and by design example, a new genre of pervasive play for tweens that lies on the border between play and game, called mock games. The objective is to design digital support for more or less structured playfulness among preteen children, primarily girls, in a way that emphasizes humor, friendly battle and identity construction. The method used is a combination of a review of a number of theories of games and play and a field study into the social reality of children{\textquoteright}s playful activities. Based on these two investigations we characterize mock games as a genre and show that it is not covered well by any one of the reviewed theories, taking into account both social and technical aspects. Then we present a design example of such a system, DARE! We conclude by discussing ethical issues and set goals for future research.}, 13351 keywords = {children, Computer-Supported Cooperative Play (CSCP), entertainment, pervasive gaming, popular culture, social computing, tweens}, 13352 isbn = {1-59593-367-0}, 13353 url = {http://doi.acm.org/10.1145/1142405.1142433}, 13354 author = {Brynskov, Martin and Ludvigsen, Martin} 13355 } 13356 @article {, 13357 title = {A Moment in the Life of a Generation (Why Game Studies Now?)}, 13358 journal = {Games and Culture}, 13359 volume = {1}, 13360 number = {1}, 13361 year = {2006}, 13362 pages = {103-106}, 13363 abstract = {Game studies entering academia means that games are finally positioned at the heart of a dedicated field of learning. There is a tension however as the need and demand for game studies has faced the opposing, structural forces that slowdown the development. It is hard to ignore the cultural significance of digital games and play, particularly as numerous game play experiences underlie personal relations and histories within an ICT-Penetrated society. Rather than a single "game culture," there are several of them, as visible and invisible sense-making structures that surface not only in games themselves, but in the language, practices, and sensibilities adopted and developed by groups and individuals. As the academia is loaded with expectations of providing games industry with workforce or opportunities for more innovative and experimental game culture, it is good to remember that the fundamental task of universities is to create knowledge and promote learning.}, 13364 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/103}, 13365 author = {Mayra,Frans} 13366 } 13367 @conference {, 13368 title = {Motion creation for online game characters}, 13369 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 13370 year = {2006}, 13371 abstract = {The character creation that creates the player\&$\#$39;s characters has been adopted in various online games. It has an important role of creating unique characters. Although the creation of the body shape, the skin color and the hairstyle has been achieved, motion creation hasn\&$\#$39;t. In this paper, we propose the motion creation technique using the composite behavior synthesis for online game characters. 13372 }, 13373 keywords = {Motion creation, Online game character}, 13374 author = {Nakano, A. and Hoshino, J.} 13375 } 13376 @article {, 13377 title = {Motion patches: Building blocks for virtual environments annotated with motion data}, 13378 journal = {ACM Transactions on Graphics}, 13379 volume = {25}, 13380 number = {3}, 13381 year = {2006}, 13382 pages = {898-906}, 13383 type = {Article}, 13384 abstract = {Real time animation of human figures in virtual environments is an important problem in the context of computer games and virtual environments. Recently, the use of large collections of captured motion data has increased realism in character animation. However, assuming that the virtual environment is large and complex, the effort of capturing motion data in a physical environment and adapting them to an extended virtual environment is the bottleneck for achieving interactive character animation and control. We present a new technique for allowing our animated characters to navigate through a large virtual environment, which is constructed using a set of building blocks. The building blocks, called motion patches, can be arbitrarily assembled to create novel environments. Each patch is annotated with motion data, which informs what actions are available for animated characters within the block. The versatility and flexibility of our approach are demonstrated through examples in which multiple characters are animated and controlled at interactive rates in large, complex virtual environments.}, 13385 keywords = {agents, environments, generation, human motion, interactive character animation, motion capture, path planning, virtual}, 13386 isbn = {0730-0301}, 13387 author = {Lee, K. H. and Choi, M. G. and Lee, J.} 13388 } 13389 @conference {, 13390 title = {Motivated reinforcement learning for non-player characters in persistent computer game worlds}, 13391 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 13392 year = {2006}, 13393 abstract = {Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and personalise their own virtual property. In contrast, many non-player characters that populate virtual game worlds possess a fixed set of pre-programmed behaviours and lack the ability to adapt and evolve in time with their surroundings. This paper presents motivated reinforcement learning agents as a means of creating non-player characters that can both evolve and adapt. Motivated reinforcement learning agents explore their environment and learn new behaviours in response to interesting experiences, allowing them to display progressively evolving behavioural patterns. In dynamic worlds, environmental changes provide an additional source of interesting experiences triggering further learning and allowing the agents to adapt their existing behavioural patterns in time with their surroundings. 13394 }, 13395 keywords = {Computer games, motivation, Persistent virtual worlds, reinforcement learning}, 13396 author = {Merrick, K. and Maher, M. L.} 13397 } 13398 @article {, 13399 title = {The motivational pull of video games: A self-determination theory approach}, 13400 journal = {Motivation and Emotion}, 13401 volume = {30}, 13402 number = {4}, 13403 year = {2006}, 13404 pages = {347--363}, 13405 publisher = {SPRINGER/PLENUM PUBLISHERS}, 13406 address = {NEW YORK}, 13407 abstract = {Four studies apply self-determination theory (SDT; Ryan \& Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1-3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants{\textquoteright} game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT{\textquoteright}s theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee{\textquoteright}s (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds.}, 13408 keywords = {Behavior, Cognitive Evaluation Theory, Competence, Facilitation, intrinsic motivation, Needs, Subjective Vitality}, 13409 isbn = {0146-7239}, 13410 author = {Ryan, R. M. and Rigby, C. S. and Przybylski, A.} 13411 } 13412 @article {, 13413 title = {Naturally occurring changes in time spent watching television are inversely related to frequency of physical activity during early adolescence}, 13414 journal = {Journal of Adolescence}, 13415 volume = {29}, 13416 number = {1}, 13417 year = {2006}, 13418 pages = {19-32}, 13419 type = {Article}, 13420 abstract = {In this longitudinal study, we examined the relationship between changes in time spent watching television and playing video games with frequency of leisure-time physical activity across a 2-year period among adolescent boys and girls (N = 4594). Latent growth modelling indicated that a decrease in time spent watching television was associated with an increase in frequency of leisure-time physical activity. That relationship was strong in magnitude and independent of sex, socioeconomic status, smoking, and the value participants placed on health, appearance, and achievement. Our results encourage the design of interventions that reduce television watching as a possible means of increasing adolescent physical activity.}, 13421 keywords = {Associations, Behaviors, children, determinants, fitness, individual change, Obesity, Smoking, young adolescents, Youth}, 13422 isbn = {0140-1971}, 13423 author = {Motl, R. W. and McAuley, E. and Birnbaum, A. S. and Lytle, L. A.} 13424 } 13425 @book {, 13426 title = {Networking and Online Games: Understanding and Engineering Multiplayer Internet Games}, 13427 year = {2006}, 13428 publisher = {John Wiley and Sons}, 13429 organization = {John Wiley and Sons}, 13430 isbn = {0470018577}, 13431 author = {Armitage, G and Claypool, M. and Branch, P.} 13432 } 13433 @article {, 13434 title = {"Neverwinter Nights" in the classroom}, 13435 year = {2006}, 13436 note = {Published Jan 31, 2006 13437 }, 13438 abstract = {<p> 13439 \"Educational computer games--they\&$\#$39;re not just for five-year-olds anymore,\" jokes School of Journalism and Mass Communication (SJMC) professor Kathleen Hansen as she navigates around the fantasy world of a computer game called \"Neverwinter Nights\" in her Murphy Hall office. Hansen, who has taught the Jour 3004 (Information for Mass Communication) course in the school for 25 years, has taken the course in a new direction this semester with the help of \"Neverwinter Nights\" and a research partnership with Nora Paul, the director of SJMC\&$\#$39;s Institute for New Media Studies. 13440 </p> 13441 }, 13442 keywords = {classroom, Neverwinter Nights, Video Games}, 13443 url = {http://www1.umn.edu/umnnews/Feature_Stories/22Neverwinter_Nights22_in_the_classroom.html}, 13444 author = {Berger, A} 13445 } 13446 @article {, 13447 title = {New media - new pleasures?}, 13448 journal = {International Journal of Cultural Studies}, 13449 volume = {9}, 13450 number = {1}, 13451 year = {2006}, 13452 pages = {63}, 13453 author = {Kerr,A and Kucklich, J and Brereton, P} 13454 } 13455 @conference {, 13456 title = {"Ninja Looting" for instructional design: The design challenges of creating a game-based learning environment}, 13457 booktitle = {ACM SIGGRAPH 2006 Educators Program - International Conference on Computer Graphics and Interactive Techniques}, 13458 year = {2006}, 13459 abstract = {Computer and video games have become an increasingly prevalent form of entertainment. While the primary purpose of games is entertainment, the underlying design employs a variety of strategies and techniques which require players to analyze, synthesize, and to use critical thinking skills. Ironically, these are also many of the same types of critical thinking skills educators and instructional designers attempt to foster when creating educational materials and media. The purpose of this paper is to present an overview of a 3D game-based learning environment and to highlight some of the issues that arose during the design, development, and production. Specifically, this paper presents (a) game design elements which can be appropriated (looted) from game design, (b) cognitive research that supports the integration of the elements for instructional design, (c) a discussion of challenges encountered while creating a 3D game-based learning environment with limited resources, and (d) various low-cost and free resources (to avoid ninja looting). 13460 }, 13461 keywords = {education, game design, Instructional design}, 13462 author = {Dickey, M D} 13463 } 13464 @article {, 13465 title = {Nodding off or switching off? The use of popular media as a sleep aid in secondary-school children}, 13466 journal = {Journal of Paediatrics and Child Health}, 13467 volume = {42}, 13468 number = {7-8}, 13469 year = {2006}, 13470 pages = {428-433}, 13471 type = {Article}, 13472 abstract = {Aim: To describe the use of media as a sleep aid in adolescents and relate this to their sleep routines and feelings of tiredness. Methods: A questionnaire about using media as a sleep aid, media presence in bedrooms, time to bed and time out of bed on average weekdays and average weekend days, and questions regarding level of tiredness in the morning, at school, after a day at school and after the weekend was completed by 2546 seventh and 10th grade children in a random sample of 15 schools. Results: Of the adolescents, 36.7\% reported watching television to help them fall asleep. In total, 28.2\% of the boys and 14.7\% of the girls used computer games as a sleep aid. Music was used to fall asleep by 60.2\% of the adolescents in this sample. About half of the adolescents read books to fall asleep. Except for reading books, using media as a sleep aid is negatively related to respondents{\textquoteright} time to bed on weekdays, their number of hours of sleep per week and their self-reported level of tiredness. Conclusion: Using media as a sleep aid appears to be common practice among adolescents. Those who reported using music, television, and computer games more often as a sleeping aid slept fewer hours and were significantly more tired.}, 13473 keywords = {adolescent sleep, Adolescents, Age, Behavior, daytime sleepiness, Habits, Health, light, media use, melatonin, sleep aid, Television, Temperature}, 13474 isbn = {1034-4810}, 13475 author = {Eggermont, S. and Van den Bulck, J.} 13476 } 13477 @article {, 13478 title = {Nonpharmacological treatment of lower urinary tract dysfunction using biofeedback and transcutaneous electrical stimulation: a pilot study}, 13479 journal = {Bju International}, 13480 volume = {98}, 13481 number = {1}, 13482 year = {2006}, 13483 pages = {166-171}, 13484 abstract = {OBJECTIVE To report a series of children with lower urinary tract dysfunction (LUTD) whose urge syndrome was treated by electrical stimulation, and their voiding dysfunction by biofeedback; none of the children were using anticholinergic drugs during treatment. PATIENTS AND METHODS In all, 36 children who presented with symptoms of urinary urgency and/or daily incontinence completed the treatment and were prospectively evaluated. The mean (range) follow-up was 13.8 (4-24) months, and their mean age 7 (3-14) years, 17 children were aged < 5 years. The children were divided into two groups: group 1, with urge syndrome treated with superficial parasacral electrical stimulation, and group 2, with voiding dysfunction, treated with biofeedback. RESULTS In group 1, the mean (range) number of electrical stimulation sessions was 13.1 (4-20). Of the 19 children treated, 12 had a complete clinical improvement, six a significant improvement, and one a mild improvement. In group 2, the mean (range) number of biofeedback sessions was 6 (4-14). Of the 17 children treated, there was complete improvement of symptoms in 10, significant improvement in two and mild improvement in five. Six children who had no resolution of symptoms after biofeedback had salvage therapy with electrical stimulation, after which four had complete improvement of symptoms, and two a 90\% and 40\% improvement, respectively. Taking the two groups together, after treatment, four children developed isolated episodes of urinary tract infection. Of 21 children with nocturnal enuresis, bed-wetting continued in 13 (62\%) after treatment. CONCLUSION In this short-term follow-up, the nonpharmacological treatment of voiding dysfunction using biofeedback, and of urge syndrome by electrical stimulation, was effective for treating LUTD in children.}, 13485 keywords = {Bladder, children, Efficacy, Extended-Release Oxybutynin, Interactive Computer Games, Pelvic-Floor Therapy, Urge Incontinence, Vesicoureteral Reflux}, 13486 isbn = {1464-4096}, 13487 author = {Barroso, U and Lordelo, P and Lopes, A A and Andrade, J and Macedo, A and Ortiz, V} 13488 } 13489 @article {, 13490 title = {Obesity prevention in low socioeconomic status urban African-American adolescents: study design and preliminary findings of the HEALTH-KIDS Study}, 13491 journal = {European Journal of Clinical Nutrition}, 13492 volume = {60}, 13493 number = {1}, 13494 year = {2006}, 13495 pages = {92-103}, 13496 type = {Article}, 13497 abstract = {Objectives: Obesity prevention among children and adolescents is a public health priority; however, limited school-based intervention trials targeting obesity have been conducted. This article provides an overview of the study design and baseline preliminary findings of our ongoing school-based intervention study. Design: Randomized intervention trial to test a school-based, environmental obesity prevention program in urban low socioeconomic status (SES) African-American adolescents. The intervention program was developed based on several behavioral theories and was guided by preliminary findings based on focus group discussion and baseline data. Setting: Four Chicago public schools in the US. Subjects: Over 450 5 - 7th graders and their families and schools were involved. Results: Our baseline data indicate a high prevalence of overweight (43\% in boys and 41\% in girls) and a number of problems in these children{\textquoteright}s physical activity and eating patterns. Only 26\% reported spending >= 20 min engaged in vigorous-moderate exercise in >= 5 days over the past 7 days; 29\% reported spending >= 5 h each day watching TV, playing video games, or using computer. They also consumed too many fried foods and soft drinks. On average, 55\% consumed fried foods >= 2 times/day over the past 7 days; regarding soft drinks, 70\% reported consuming >= 2 times/day. Conclusion: School-based obesity prevention programs are urgently needed in the target US urban, low SES, minority communities. These data can be used to inform intervention activities.}, 13498 keywords = {adolescent, child, Childhood, children, Environmental-Influences, food frequency questionnaire, implementation, intervention, intervention trial, Obesity, Overweight, Physical-Activity, Prevalence, Randomized Controlled-Trial, SCHOOL}, 13499 isbn = {0954-3007}, 13500 author = {Wang, Y. and Tussing, L. and Odoms-Young, A. and Braunschweig, C. and Flay, B. and Hedeker, D. and Hellison, D.} 13501 } 13502 @article {4465, 13503 title = {Online Multiplayer Gaming: A Virtual Space for Intellectual Property Debates?}, 13504 journal = {New Media \& Society}, 13505 volume = {8}, 13506 year = {2006}, 13507 pages = {969-90}, 13508 chapter = {969}, 13509 abstract = {This article explores how online multiplayer digital games are used as a venue for the negotiation of intellectual property rights. Recent disputes between players and creators are contributing to both a shift in contemporary notions about the nature and limits of copyright and a growing relationship between virtual leisure and real world economics. A brief overview of the debate as it has been portrayed in both academic literature and the popular press will provide the context for this analysis. The focus then shifts to the ways in which existing laws and understandings about intellectual property are transforming to accommodate the unique characteristics of online multiplayer games. The contentious issue of labor within online gaming is discussed through a consideration of shifting social conceptualizations of play and the confounding of leisure and labor. The underlying use value/exchange value relationship is also explored within the theoretical framework of a political economic perspective.}, 13510 keywords = {Copyright, immaterial labor, Intellectual property, MMOGs, Ownership, use value}, 13511 url = {http://nms.sagepub.com/content/8/6/969.full.pdf}, 13512 author = {Grimes, Sara M} 13513 } 13514 @book {, 13515 title = {Paid to Play: An Insider{\textquoteright}s Guide to Video Game Careers}, 13516 year = {2006}, 13517 publisher = {Prima Games}, 13518 organization = {Prima Games}, 13519 isbn = {0761557059}, 13520 author = {Alice Rush and David Hodgson and Bryan Stratton} 13521 } 13522 @article {, 13523 title = {Pain and musculoskeletal pain syndromes related to computer and video game use in adolescents}, 13524 journal = {European Journal of Pediatrics}, 13525 volume = {165}, 13526 number = {6}, 13527 year = {2006}, 13528 pages = {408-414}, 13529 type = {Article}, 13530 abstract = {The objective of the present study was to evaluate the presence of pain and musculoskeletal pain syndromes in adolescents and associate them to computer and video game use. A cross-sectional study was performed on the entire adolescent population (n=833) of a private situated in the city of Sao Paulo. The research included a questionnaire and physical examination of the musculoskeletal system. Statistical analysis was carried out with Fisher, chi-square, Mann Whitney tests and logistic regression. A total of 791 adolescent was evaluated. A computer was used by 99\% and video games by 58\%. Pain was reported by 312 (39.4\%) students: 23\% complained of back pain, 9\% of upper limb pain, 4\% of diffuse pain and 4\% of pain in the trapezium muscle. A clinical examination was carried out in 359 students, and one or more musculoskeletal pain syndromes were present in 56 students (15.6\%): benign joint hypermobility syndrome in 10\%, myofascial syndrome in 5\%, tendonitis in 2\% and fibromyalgia in 1\%. In the multivariate analysis, the logistical regression showed that the independent variables in the prediction of pain were sex [odds ratio (OR): 2.19, 95\% confidence interval (95\% CI): 1.33-3.61] and age (OR: 1.17, 95\% CI: 1.07-1.28) and that the prediction of musculoskeletal pain syndromes were sex (OR: 3.17, 95\% CI: 1.69-6.22) and number of days a week using the computer (OR: 1.22, 95\% CI: 1.05-1.42). However, the variations in the dependent variables by the mathematical regression models were low. Despite the frequent use of computer and video games among adolescents, this was not associated with the presence of pain and musculoskeletal pain syndromes.}, 13531 keywords = {adolescent, children, Computer, Disorders, fibromyalgia, hypermobility, Media, myofascial pain, Pain, Physical-Activity, Population, Prevalence, Repetitive strain injury, RISK, Video Game}, 13532 isbn = {0340-6199}, 13533 author = {Zapata, A. L. and Moraes, A. J. P. and Leone, C. and Doria, U. and Silva, C. A. A.} 13534 } 13535 @conference {, 13536 title = {Paper prototyping a pervasive game}, 13537 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 13538 year = {2006}, 13539 abstract = {We have evaluated a game called Garden of Earthly Delights (or GED) with a paper prototype and players. GED is a concept for the extension of conventional Massively Multiplayer Online Role-Playing Game (MMORPG) mechanics to integrate pervasive, mobile, and location-based play. A pervasive game can be defined as \"a game that is always present, available to the player. These games can be location sensitive and use several different media to convey the game experience\" [1]. GED is played both on PC and mobile latforms. This poster summarizes the main findings from the evaluations and compares the paper prototype testing method with focus group discussions. 13540 }, 13541 keywords = {game design, MMORPG, Pervasive game, Prototyping}, 13542 author = {Koivisto, E. M. I. and Eladhari, M.} 13543 } 13544 @article {, 13545 title = {Phasic emotional reactions to video game events: A psychophysiological investigation}, 13546 journal = {Media Psychology}, 13547 volume = {8}, 13548 number = {4}, 13549 year = {2006}, 13550 pages = {343--367}, 13551 publisher = {LAWRENCE ERLBAUM ASSOC INC}, 13552 address = {MAHWAH}, 13553 abstract = {We examined emotional valence- and arousal-related phasic psychophysiological responses to different video game events among 36 young adults who played Super Monkey Ball 2 (Sega Corporation, Tokyo, Japan). Event-related changes in zygomaticus trial. or, corrugator supercilii, and orhicularis oculi electromyographic activity, skin conductance level, and cardiac interbeat intervals were recorded. Instantaneous game events elicited reliable psychophysiological responses indexing valence and arousal. A largely linear, positive dose-response relationship between rewards obtained in the game and phasic increases in arousal was revealed. The valence of the emotional response varied as a function of the player{\textquoteright}s active participation (active coping). In addition, not only positive events, but also some putatively negative events elicited positively valenced arousal. The findings extend our understanding of the phasic changes in the emotional state during video games and a dynamic flow of events and action and may have several applied implications (e.g., for game design).}, 13554 keywords = {Aggressive Thoughts, Attention, Cardiovascular Reactivity, Facial Expressions, Feelings, Media, Messages, Physiological-Responses, Pictures, Small Screen}, 13555 isbn = {1521-3269}, 13556 author = {Ravaja, N. and Saari, T. and Salminen, M. and Laarni, J. and Kallinen, K.} 13557 } 13558 @article {, 13559 title = {Photosensitivity, visually sensitive seizures and epilepsies}, 13560 journal = {Epilepsy Research}, 13561 volume = {70}, 13562 year = {2006}, 13563 pages = {S269-S279}, 13564 abstract = {Although many observations in patients with this intriguing type of epilepsy have been described and detailed studies have been performed, only a few meet the current criteria of class I or 2 evidence-based studies. In general, the selection bias is due to studying a referral population instead of the general population, and to different age and sex distributions of the subjects under study. Comparing the various studies is often difficult, because of differences in the populations studied (single seizures, epilepsy centre population, etc.), but also because of different methods (photic stimulator, flash frequencies, eye conditions, etc.) and the terminology used. Finally, and most crucial, in many studies there is often no information on how the data were actually obtained (EEG or clinical data or both?). The popular term "photosensitive" is used widely and applied to patients with a history of visually induced seizures, with and without a photoparoxysmal response (PPR), and to those with only a PPR. An overview of the "hard" data is given with future needs for a better understanding of this type of epilepsy and for improving the endophenotype for genetic research. It is important to standardise the studies as much as possible and describe in detail the methodology of the study, taking at least the above variables into account.}, 13565 keywords = {children, electroencephalogram, Idiopathic Generalized Epilepsy, Photic-Stimulation, photoparoxysmal response, Prevalence, Symptoms, Video Games}, 13566 isbn = {0920-1211}, 13567 author = {Trenite, Dgakn} 13568 } 13569 @article {, 13570 title = {Phronesis and Creativity: Knowledge Work in Video Game Development}, 13571 journal = {Creativity and Innovation Management}, 13572 volume = {15}, 13573 number = {4}, 13574 year = {2006}, 13575 pages = {419-429}, 13576 abstract = {This article presents a study of the knowledge work involved in the development of video games. The success of these games is based on the ability to create a sense of immersion for the gamers. In the case presented here, dedicated gamers were also preferred when hiring personnel to develop the games. Speaking about the know-how of this specific group in terms of phronesis, the detailed and practical understanding of a particular field, enables an understanding of the idiosyncratic competence of this group and its importance for the development process. The video game development process is also structured to enable an open-ended process under the continuous influence of the gamers. The article concludes that innovative and creative work needs to be able to exploit a variety of competencies and that the notion of phronesis has to date been relatively under-theorized and therefore deserves more detailed attention.}, 13577 url = {http://papers.ssrn.com/sol3/papers.cfm?abstract_id=946987}, 13578 author = {Zackariasson, Peter and Styhre, Alexander and Wilson, Timothy L} 13579 } 13580 @article {1802, 13581 title = {Piracy of digital products: A critical review of the theoretical literature}, 13582 journal = {Information Economics and Policy}, 13583 volume = {18}, 13584 number = {4}, 13585 year = {2006}, 13586 pages = {449-476}, 13587 type = {Article}, 13588 abstract = {Digital products can be copied at almost no cost and are subject to non-commercial copying by final consumers. Because the copy of a copy typically does not deteriorate in quality, copies can become available on a large scale basis - this can be illustrated by the surge of file-sharing networks. In this paper we provide a critical overview of the theoretical literature that addresses the economic consequences of end-user copying. We analyze basic models of piracy, models with indirect appropriation, models with network effects, and models with asymmetric information. We discuss the applicability of the different modeling strategies to a number of industries such as software, video and computer games, music, and movies.}, 13589 keywords = {Copyright, Information good, Internet, IP protection, music, peer-to-peer, piracy, software}, 13590 isbn = {0167-6245}, 13591 url = {http://www.sciencedirect.com/science/article/B6V8J-4KWK0VK-1/2/29dd929f136a00e9c5cfefba1858d21c}, 13592 author = {Peitz, M. and Waelbroeck, P.} 13593 } 13594 @mastersthesis {, 13595 title = {Plans and Purposes: How Videogame Goals Shape Player Behaviour}, 13596 volume = {PhD}, 13597 year = {2006}, 13598 school = {IT University of Copenhagen}, 13599 type = {dissertation}, 13600 address = {Copenhagen, Denmark}, 13601 abstract = {<p> 13602 Games shape player behaviour by presenting goals which players attempt to fulfil. 13603 This is the most common {\textquotedblleft}folk{\textquotedblright} theory of the relationship between game design and player behaviour. It is also one central to most game design literature and to much work within the game studies field. 13604 </p> 13605 <p> 13606 In this dissertation, the simple idea that players try to win is explicated through a {\textquotedblleft}Rational Player Model{\textquotedblright}, a tool for understanding the relationship between game goals and the behaviour of players who try to reach these goals. The model is discussed and applied in two capacities: 13607 </p> 13608 <p> 13609 A) As a model for formal analysis which can used to understand and categorize certain aspects of games related to goals. Here, video games are studied through the lens of (economic) game theory in order to determine, for instance, the types of conflict dynamics the games will elicit given Rational Player assumptions. 13610 </p> 13611 <p> 13612 B) As an ideal type of actual player behaviour. Here, the model is used to derive concrete predictions about video game player behaviour which are then compared to actual play in an empirical study of multiplayer console gaming. The dissertation finds that the Rational Player Model is one of four models of player behaviour common in the game studies/design literature and that it is the predominant model within game design. Also, the model is found to often operate at so deep a level as to be unstated. Applying the model analytically, video games are 13613 categorized as competitive, semicooperative or cooperative and it is shown how the number of players influence a game{\textquoteright}s conflict dynamics. This leads to an analysis of {\textquotedblleft}strategicness{\textquotedblright} of different game types; a combined measure of the degree to which other players matter to the choices of the {\textquotedblleft}rational{\textquotedblright} player and the range of these choices. 13614 </p> 13615 <p> 13616 Finally, deriving behavioural predictions from the model and comparing these to data from a study on multiplayer console play, players are found to behave {\textquotedblleft}rationally{\textquotedblright} within the gamespace itself while working to fulfil various social functions in their verbal interaction. 13617 </p> 13618 <p> 13619 \ 13620 </p> 13621 }, 13622 keywords = {conflict, cooperation, game theory, interaction study}, 13623 url = {http://jonassmith.dk/weblog/phd-plans-and-purposes/}, 13624 author = {Smith, Jonas JHS} 13625 } 13626 @article {, 13627 title = {A platform for evolving intelligently interactive adversaries}, 13628 journal = {Biosystems}, 13629 volume = {85}, 13630 number = {1}, 13631 year = {2006}, 13632 pages = {72-83}, 13633 abstract = {Entertainment software developers face significant challenges in designing games with broad appeal. One of the challenges concerns creating nonplayer (computer-corn rolled) characters that can adapt their behavior in light of the current and prospective situation, possibly emulating human behaviors. This adaptation should be inherently novel, unrepeatable, yet within the bounds of realism. Evolutionary algorithms provide a suitable method for generating such behaviors. This paper provides background on the entertainment software industry, and details a prior and current effort to create a platform for evolving nonplayer characters with genetic and behavioral traits within a World War I combat flight simulator.}, 13634 keywords = {Algorithms, checkers, coevolution, evolution, Game, iterated prisoners-dilemma, knowledge, Neural-networks, program, Strategies}, 13635 isbn = {0303-2647}, 13636 author = {Fogel, D B and Hays, T J and Johnson, D R} 13637 } 13638 @book {, 13639 title = {Play Between Worlds: Exploring Online Game Culture}, 13640 year = {2006}, 13641 publisher = {The MIT Press}, 13642 organization = {The MIT Press}, 13643 isbn = {0262201631}, 13644 author = {Taylor, T. L.} 13645 } 13646 @book {, 13647 title = {Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot}, 13648 year = {2006}, 13649 publisher = {Basic Books}, 13650 organization = {Basic Books}, 13651 isbn = {0465015352}, 13652 author = {Julian Dibbell} 13653 } 13654 @inbook {, 13655 title = {A Player-centred Approach to Digital Game Design}, 13656 booktitle = {Understanding Digital Games}, 13657 year = {2006}, 13658 note = {<p> 13659 <strong>CONTENTS </strong> 13660 </p> 13661 <ul> 13662 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 13663 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 13664 </ul> 13665 <p> 13666 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 13667 </p> 13668 <ul> 13669 <li><em>A History of Digital Games </em>John Kirriemuir </li> 13670 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 13671 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 13672 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 13673 </ul> 13674 <p> 13675 <strong>PART TWO: THEORIES AND APPROACHES</strong> 13676 </p> 13677 <ul> 13678 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 13679 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 13680 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 13681 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 13682 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 13683 </ul> 13684 <p> 13685 <strong>PART THREE: KEY DEBATES</strong> 13686 </p> 13687 <ul> 13688 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 13689 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 13690 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 13691 </ul> 13692 }, 13693 pages = {75-92}, 13694 publisher = {Sage}, 13695 organization = {Sage}, 13696 isbn = {1-4129-0034-4}, 13697 url = {http://digiplay.info/UDG}, 13698 author = {Sykes,Jonathan}, 13699 editor = {Rutter, Jason and Bryce, Jo} 13700 } 13701 @article {, 13702 title = {Playing the game: Young girls performing femininity in video game play}, 13703 journal = {Feminist Media Studies}, 13704 volume = {6}, 13705 year = {2006}, 13706 note = {Valerie Walkerdine is Professor of Psychology at the School of Social Sciences at Cardiff University. Her work brings together critical work in psychology and feminism with cultural and media studies. She is author of many books including Daddy{\textquoteright}s Girl: Young Girls and Popular Culture (Macmillan); Mass Hysteria: Critical Psychology and Media Studies (Palgrave, with Lisa Blackman), and Growing Up Girl: Psychosocial Explorations of Gender and Class (Palgrave, with Helen Lucey and June Melody). Her latest book is Children, gender and video games: towards a relational approach to multimedia (Palgrave). 13707 }, 13708 pages = {519-537}, 13709 abstract = {While much literature on girls and video games offers games for girls as presenting an empowerment through the possibility f or girls of active engagement and the possibility of honing skills to win, this paper argues that things are not so simple. Based on a study of children between the ages of 8 and 11 playing video games in after school clubs in Sydney, Australia, the paper argues that most video games are one site for the production of contemporary masculinity. On this basis it is argued that girls playing games have to negotiate complex performances which demand qualities traditionally ascribed to masculinity alongside those ascribed to femininity. This produces difficulties for girls in competing to win while at the same time displaying sensitivity, caring, and co-operation. This is discussed by analysing what happens when some girls play. 13710 }, 13711 keywords = {children, Computer games, Gender, Girls}, 13712 author = {Walkerdine, Valerie} 13713 } 13714 @book {3031, 13715 title = {Playing Video Games: Motives, Responses, and Consequences}, 13716 year = {2006}, 13717 note = {Edited collection 13718 }, 13719 pages = {480}, 13720 publisher = {Lawrence Erlbaum Associates}, 13721 organization = {Lawrence Erlbaum Associates}, 13722 abstract = {<p> 13723 From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. 13724 This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing. 13725 </p> 13726 }, 13727 isbn = {0805853227}, 13728 issn = {0805853227}, 13729 author = {Vorderer,Peter and Bryant,Jennings} 13730 } 13731 @article {, 13732 title = {PRACTICING GOODNESS: PLAYING A PROSOCIAL VIDEO GAME}, 13733 year = {2006}, 13734 pages = {7}, 13735 institution = {Center for Ethical Education, University of Notre Dame}, 13736 address = {Notre Dame, Indiana, USA}, 13737 abstract = {The effects of violent media on behavior have been studied for decades. <strong>Less studied are the effects of prosocial media on behavior</strong> (Hogan, in press), <strong>especially in terms of video games.</strong> Following the design of Bushman and Anderson (2001) participants were assigned to one of three video game conditions: violent, prosocial, neutral. After playing for ten minutes, participants completed three stories (Car Accident, Persuading a Friend, The Room [about a messy roommate]) writing what would happen next (what would the protagonist do, say, think, feel). Responses were scored for violent (harmful, aggressive), prosocial (helpful, empathic, supportive), and neutral remarks. Across conditions there were no significant differences for aggressive responses. <strong>Importantly, the number of prosocial remarks in the prosocial condition was significantly greater than in the aggression or neutral conditions. Those in the prosocial condition produced more prosocial endings to stories. </strong>Playing video games creates social biases that influence feelings, attitudes, and behavior. Which biases are created are influenced by what kind of game is played. Playing positive games may increase the likelihood of thinking, feeling, and behaving morally and suppress the violent priming of videogame media generally. Media may be used in multiple positive ways to build moral character. 13738 }, 13739 keywords = {Never Winter Nights, Prosocial, Video Games, Violence}, 13740 url = {http://cee.nd.edu/news/documents/PracticingGoodnessReportFINAL.pdf}, 13741 author = {Narvaez, D and Mattan, B} 13742 } 13743 @article {, 13744 title = {Precomputing avatar behavior from human motion data}, 13745 journal = {Graphical Models}, 13746 volume = {68}, 13747 number = {2}, 13748 year = {2006}, 13749 pages = {158-174}, 13750 type = {Article}, 13751 abstract = {Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method of precomputing avatar behavior from Unlabeled motion data in order to animate and control avatars at minimal runtime cost. Based on dynamic programming, our method finds a control policy that indicates how the avatar should act in any given situation. We demonstrate the effectiveness Of our approach through examples that include avatars interacting with each other and with the User. }, 13752 keywords = {data-driven animation, interactive character animation, motion capture, motion synthesis, radiance transfer, Virtual Environments}, 13753 isbn = {1524-0703}, 13754 author = {Lee, J. and Lee, K. H.} 13755 } 13756 @article {, 13757 title = {Prefrontal cerebral blood volume patterns while playing video games: A near-infrared spectroscopy study}, 13758 journal = {Brain \& Development}, 13759 volume = {28}, 13760 number = {5}, 13761 year = {2006}, 13762 pages = {315-321}, 13763 type = {Article}, 13764 abstract = {Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisting of six children and six adults. A Hitachi Optical Topography system was used to measure hemoglobin changes. For all subjects, the video game Donkey Kong((R)) was played on a Game Boy((R)) device. After spectroscopic probes were positioned on the scalp near the target brain regions, the participants were asked to play the game for nine periods of 15 s each, with 15-s rest intervals between these task periods. Significant increases in bilateral prefrontal total-hemoglobin concentrations were observed in four of the adults during video game playing. On the other hand, significant decreases in bilateral prefrontal total-hemoglobin concentrations were seen in two of the children. A significant positive correlation between mean oxy-hemoglobin changes in the prefrontal region and those in the bilateral motor cortex area was seen in adults. Playing video games gave rise to dynamic changes in cerebral blood volume in both age groups, while the difference in the prefrontal oxygenation patterns suggested an age-dependent utilization of different neural circuits during video game tasks.}, 13765 keywords = {Activation, cerebral blood volume, child development, cortex, near-infrared spectroscopy, optical imaging, oxygenation, prefrontal, Responses, Video Game}, 13766 isbn = {0387-7604}, 13767 author = {Nagamitsu, S. and Nagano, M. and Yamashita, Y. and Takashima, S. and Matsuishi, T.} 13768 } 13769 @article {, 13770 title = {Prevalence of risk for type 2 diabetes in school children}, 13771 journal = {Journal of School Health}, 13772 volume = {76}, 13773 number = {5}, 13774 year = {2006}, 13775 pages = {189-194}, 13776 type = {Article}, 13777 abstract = {According to the Centers for Disease Control and Prevention, I in 3 children born in 2000 in the United States will become diabetic. The odds are higher for African American and Hispanic children as nearly 50\% of them will develop diabetes. Random screening is not effective in identifying children at risk for type 2 diabetes mellitus (T2DM): therefore, there is a need to apply screening strategies that guide the development of appropriate primary prevention efforts. To assess the prevalence of risk factors for T2DM, 1066 fifth-grade children were screened using American Diabetes Association guidelines. Overall, 22.6\% were found at risk; African American and Hispanic children were almost 8 times more likely, to be at risk when compared to Caucasians (odds ratio 7.41 and 7.87). Children who reported watching TV/playing video games 2 or more hours/day, were 73\% more likely, to be at risk. Children identified to be at risk were referred to their primary care provider and were invited to participate in a counseling session. The environmental risk factors for T2DM identified in this study are modifiable and should be targeted in preventive interventions at the school and community level to reduce overweight and consequently prevent 72DM in children, especially among minority children.}, 13778 keywords = {Adolescents, Blood-pressure, children, evolving epidemic, mellitus, Obesity, Overweight, Physical-Activity, United-States, US, Youth}, 13779 isbn = {0022-4391}, 13780 author = {Urrutia-Rojas, X. and Menchaca, J.} 13781 } 13782 @article {, 13783 title = {Prior video game exposure does not enhance robotic surgical performance}, 13784 journal = {Journal of Endourology}, 13785 volume = {20}, 13786 year = {2006}, 13787 pages = {A123--A123}, 13788 publisher = {MARY ANN LIEBERT INC}, 13789 address = {NEW ROCHELLE}, 13790 abstract = {Background and Purpose: Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. Subjects and Methods: A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. Results: The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). Conclusions: In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance.}, 13791 isbn = {0892-7790}, 13792 author = {Harpe, J. D. and Kaiser, S. and Ebrahimi, K. and Hadley, H. R. and Ruckle, H. C. and Baldwin, D. D.} 13793 } 13794 @proceedings {, 13795 title = {Production and deployment of educational videogames as assessable learning objects}, 13796 journal = {Innovative Approaches for Learning and Knowledge Sharing, Proceedings}, 13797 volume = {4227}, 13798 year = {2006}, 13799 pages = {316-330}, 13800 abstract = {The generalization of game-based Learning Objects as serious learning material requires their integration into pre-existing e-learning infrastructure (systems and courses) and the inclusion of gameplay-aware assessment procedures. In this paper, we propose an approach to the production and development of educational graphic adventure videogames that can be deployed as normal Learning Objects in a Learning Management System. The deployment is carried out using a game engine that includes a built-in assessment mechanism that can trace and report the activities of the learner while playing the game.}, 13801 keywords = {Games, multimedia, systems}, 13802 isbn = {0302-9743}, 13803 author = {Iv{\'a}n Mart{\'\i}nez-Ortiz and Pablo Moreno-Ger and Jos{\'e} Luis Sierra and Baltasar Fern{\'a}ndez-Manj{\'o}n} 13804 } 13805 @proceedings {, 13806 title = {Production and Maintenance of Content-Intensive Videogames: A Document-Oriented Approach}, 13807 journal = {ITNG}, 13808 year = {2006}, 13809 pages = {118-123}, 13810 abstract = {e-Game is a tool for the rapid development of adventure videogames with an educational purpose. It provides a markup language (the <e-Game> language) for structuring documents containing storyboards, and a processor (the <e-Game> engine) for executing games from these marked documents. This paper describes how <e-Game> facilitates new development models for the production and maintenance of content-intensive applications with domain-specific markup languages by applying our ADDS approach (Approach for Document-oriented Development of Software)}, 13811 isbn = {0-7695-2497-4}, 13812 url = {http://doi.ieeecomputersociety.org/10.1109/ITNG.2006.110}, 13813 author = {Iv{\'a}n Mart{\'\i}nez-Ortiz and Pablo Moreno-Ger and Jos{\'e} Luis Sierra and Baltasar Fern{\'a}ndez-Manj{\'o}n} 13814 } 13815 @conference {, 13816 title = {Projecting Tension in Virtual Environments through lighting.}, 13817 booktitle = {ACE 2006}, 13818 year = {2006}, 13819 abstract = {ABSTRACT 13820 Interactive synthetic environments are currently used in a wide 13821 variety of applications, including video games, exposure therapy, 13822 education, and training. Their success in such domains relies on 13823 their immersive and engagement qualities. Filmmakers and 13824 theatre directors use many techniques to project tension in the 13825 hope of affecting audiences{\textquoteright} affective states. These techniques 13826 include narrative, sound effects, camera movements, and lighting. 13827 This paper focuses on temporal variation of lighting color and its 13828 use in evoking tension within interactive virtual worlds. Many 13829 game titles adopt some cinematic lighting effects to evoke certain 13830 moods, particularly saturated red colored lighting, flickering 13831 lights, and very dark lighting. Such effects may result in user 13832 frustration due to the lack of balance between the desire to project 13833 tension and the desire to use lighting for other goals, such as 13834 visibility and depth projection. In addition, many of the lighting 13835 effects used in game titles are very obvious and obtrusive. In this 13836 paper, the author will identify several lighting color patterns, both 13837 obtrusive and subtle, based on a qualitative study of several 13838 movies and lighting design theories. In addition to identifying 13839 these patterns, the author also presents a system that dynamically 13840 modulates the lighting within an interactive environment to 13841 project the desired tension while balancing other lighting goals, 13842 such as establishing visibility, projecting depth, and providing 13843 motivation for lighting direction. This work extends the author{\textquoteright}s 13844 previous work on the Expressive Lighting Engine [1-3]. Results 13845 of incorporating this system within a game will be discussed.}, 13846 keywords = {emotions lighting and games}, 13847 author = {Magy Seif El-Nasr and Joseph Zupko and Priya Almeida} 13848 } 13849 @article {, 13850 title = {Psi-land: Investigating interactive behaviour in romantic couples in a virtual environment}, 13851 journal = {Zeitschrift fur Sozialpsychologie}, 13852 volume = {37}, 13853 number = {3}, 13854 year = {2006}, 13855 pages = {151-159}, 13856 abstract = {On the basis of the commercially sold computer game Quake III Arena((R)) we developed a three-dimensional, interactive, virtual environment (VE) to investigate interactive behavior in romantic couples. The behavior of 64 couples was quantified using objective behavior parameters of two virtual agents in a series of diagnostically relevant situations in the VE. The mean distance between the agents, the frequency of gaze toward the partner, and the frequency of mutual gaze between partners showed substantial and theoretically meaningful relationships with the attitude toward the partner and communication patterns, but not with. relationship satisfaction and partner specific romantic attachment. The effect sizes of correlations were in line with typical correlations between questionnaire and behavior measures in the relationship literature. The results confirm the validity of the VE as an alternative method to the much more costly observation study in the laboratory. Individual differences in experience with similar computer games did not influence the results, and the occurrence of cybersickness was successfully prevented by an appropriate graphic layout.}, 13857 keywords = {Communication Patterns Questionnaire, Violent Video Games}, 13858 isbn = {0044-3514}, 13859 author = {Frey, A and Blunk, H A and Banse, R} 13860 } 13861 @article {, 13862 title = {Psychological implications of the history of realistic depiction: Ancient Greece, Renaissance Italy and CGI}, 13863 journal = {Leonardo}, 13864 volume = {39}, 13865 number = {2}, 13866 year = {2006}, 13867 pages = {139-144}, 13868 type = {Article}, 13869 abstract = {Art historian Ernst Gombrich argued that learning to create convincing realistic depictions is a difficult, incremental process requiring the invention of numerous specific techniques to solve its many problems. Gombrich{\textquoteright}s argument is elaborated here in a historical review of the evolution of realistic depiction in ancient Greek vase painting, Italian Renaissance painting and contemporary computer-generated imagery (CGI) in video games. The order in which many problems of realism were solved in the trajectories is strikingly sin suggesting a common psychological three explanation.}, 13870 keywords = {RECOGNITION}, 13871 isbn = {0024-094X}, 13872 author = {Kozbelt, A.} 13873 } 13874 @article {, 13875 title = {Quality Function Deployment for the games industry: Results from a practical application}, 13876 journal = {Total Quality Management \& Business Excellence}, 13877 volume = {17}, 13878 number = {7}, 13879 year = {2006}, 13880 pages = {835-856}, 13881 type = {Article}, 13882 abstract = {In the light of the increasing amount of poor and mediocre software that proliferates in the computer and video games industry, this paper extends a previously described framework for the application of Quality Function Deployment in games development. The results from a study involving gamers and industry experts reveal subtle yet important differences between various aspects of rally-game design for different categories of gamer. The methods provide developers with systematic approaches with which to manage and tailor the development process for different gamers, using the so-called Voice of the Customer and views of experts, thus helping to improve quality and company reputation.}, 13883 keywords = {Computer games, customer requirements, games industry, Quality Function Deployment (QFD), quality planning, Video Games, Voice of the Customer (VOC)}, 13884 isbn = {1478-3371}, 13885 author = {Ip, B. and Jacobs, G.} 13886 } 13887 @article {, 13888 title = {Realistic, real-time rendering of ocean waves}, 13889 journal = {Computer Animation and Virtual Worlds}, 13890 volume = {17}, 13891 number = {1}, 13892 year = {2006}, 13893 pages = {59-67}, 13894 type = {Article}, 13895 abstract = {In computer games and other real-time graphics applications, the ocean surface is typically modelled as a texture or bump-mapped plane with simple lighting effects. This paper describes a system for realistically rendering the water surface in real time. Our system can render calm ocean waves with sophisticated lighting effects at 100 fps on a 680 MHz Pentium III with a GeForce 3 graphics card. The wave geometry is represented view-dependently as a dynamic displacement map with surface detail described by a dynamic bump map. The illumination model includes reflection, refraction and Fresnel effects, which are critical for producing the look and feel of water. }, 13896 keywords = {real-time rendering, reflectance, shading models}, 13897 isbn = {1546-4261}, 13898 author = {Hu, Y. H. and Velho, L. and Tong, X. and Guo, B. N. and Shum, H.} 13899 } 13900 @article {, 13901 title = {Real-time service provisioning for mobile and wireless networks}, 13902 journal = {Computer Communications}, 13903 volume = {29}, 13904 number = {5}, 13905 year = {2006}, 13906 pages = {540-550}, 13907 type = {Article}, 13908 abstract = {As mobile devices and wireless networks are becoming ubiquitous, the interest of users to deploy real-time applications, e.g. online gaming or Voice-over-IP in such environments is also increasing. Due to the difference between traditional and wireless networks, in particular in terms of available bandwidth and network structure, the concepts used for supporting real-time applications in both networks are different. This paper gives an overview of the key technical challenges that are fundamental and need to be solved in order to easily support real-time applications in wireless and mobile environments. In a first step, issues related to service provisioning in mobile networks are discussed. This is followed by a look at the Quality of Service supported by wireless networks and possible techniques for improving it. Finally, concepts for securing the communication between the users of real-time applications in wireless and mobile networks are presented. For each of these issues, we provide a detailed analysis and an overview of the state-of-the-art. Moreover, we illustrate the main points using distributed online games as an example.}, 13909 keywords = {quality of service, real-time services, security, service provisioning}, 13910 isbn = {0140-3664}, 13911 author = {Farkas, K. and Wellnitz, O. and Dick, M. and Gu, X. and Busse, M. and Effelsberg, W. and Rebahi, Y. and Sisalem, D. and Grigoras, D. and Stefanidis, K. and Serpanos, D. N.} 13912 } 13913 @article {, 13914 title = {The relationship between computer-game preference, gender, and mental-rotation ability}, 13915 journal = {Personality and Individual Differences}, 13916 volume = {40}, 13917 number = {3}, 13918 year = {2006}, 13919 pages = {609-619}, 13920 type = {Article}, 13921 abstract = {This study examined how computer-game preference relates to mental-rotation test (MRT) performance and to gender differences. Subjects were 861 German secondary-school children (mean age = 14.67; range 10-20 years). Latent class analysis with the data of a computer-game preference scale revealed three types of players: "non-players", "action-and-simulation game players" and "logic-and-skill-training game players". Large gender differences were found with respect to class assignment. More females than males were found in the "logic-and-skill-training game player" class (82.9\%) and in the class of "non-players" (81.9\%). Males in contrast were overrepresented (81.7\%) in the class of "action-and-simulation game players". As expected, males on average outperformed females in mental-rotation test performance (d = 0.63). Furthermore, ANOVA results indicated mean differences in mental-rotation ability between action-and-simulation players and non-players (partial eta(2) = .01) as well as age differences (partial eta(2) =.04). With boys, non-players on average had lower MRT scores than action-and-simulation game players. For females, computer-game preference was unrelated to MRT performance. Results are discussed within a nature-nurture-interactionist framework of gender differences in spatial abilities.}, 13922 keywords = {achievement, computer-games, experiences, Gender Differences, Girls, mental-rotation, meta-analysis, Patterns, sex-related differences, spatial ability, task-performance, Video Game, Visualization}, 13923 isbn = {0191-8869}, 13924 author = {Quaiser-Pohl, C. and Geiser, C. and Lehmann, W.} 13925 } 13926 @article {, 13927 title = {The relationship between sedentary activities and physical inactivity among adolescents: Results from the Canadian Community Health Survey}, 13928 journal = {Journal of Adolescent Health}, 13929 volume = {39}, 13930 number = {4}, 13931 year = {2006}, 13932 pages = {515-522}, 13933 type = {Article}, 13934 abstract = {Purpose: To evaluate the relationships between the time spent on sedentary activities (computer usage, video game playing, television viewing, and reading) and physical inactivity in a sample of youth (aged 12-19 years) from the 2000-2001 Canadian Community Health Survey. Methods: The study sample included 7982 youth (4034 males, 3948 females) across Canada (mean age: 15.61 years, SD: 2.23 years). Weekly time spent on computers, video games, television, and reading during leisure-time was obtained through self-reported questionnaires. Physical inactivity was determined by respondents{\textquoteright} daily energy expenditure assessed through a physical activity questionnaire. Multivariate logistic regression analysis was conducted to examine the relationship between sedentary activities and physical inactivity respectively by gender. Sociodemographic variables, health status, and overweight status were controlled in the analysis. Results: A substantial proportion of Canadian youth was inactive: 50.3\% of males and 67.8\% of females. Controlling for sociodemographic variables, health status, and body mass index, television viewing was significantly associated with physical inactivity for both males and females regardless of their overweight status. However, computer usage was associated with physical activity among males, and reading was associated with physical activity among females. Conclusions: There is a complex inter-relationship between sedentary behaviors and physical inactivity, highlighting the need for targeted interventions addressing patterns of sedentary behavior engagement. Reducing time spent on television viewing may be one plausible strategy within such interventions in reducing physical inactivity among youth.}, 13935 keywords = {Adolescents, Associations, children, Computer, consumption, Disease, ethnicity, Gender, Obesity, Physical-Activity, Public-Health, sedentary activity, Television, Weight, Youth}, 13936 isbn = {1054-139X}, 13937 author = {Koezuka, N. and Koo, M. and Allison, K. R. and Adlaf, E. M. and Dwyer, J. J. M. and Faulkner, G. and Goodman, J.} 13938 } 13939 @article {, 13940 title = {Relationship between short sleeping hours and childhood overweight/obesity: results from the {\textquoteright}Quebec en Forme{\textquoteright} Project}, 13941 journal = {International Journal of Obesity}, 13942 volume = {30}, 13943 number = {7}, 13944 year = {2006}, 13945 pages = {1080-1085}, 13946 abstract = {Objective: To assess the relationship between short sleep duration and obesity-related variables in children involved in the {\textquoteright}Quebec en Forme{\textquoteright} Project. Design: Cross-sectional study. Subjects: A total of 422 children (211 boys and 211 girls) aged between 5 and 10 years from primary schools in the City of Trois-Rivieres (Quebec) were selected to participate in this study. Measurements: Body weight, height and waist circumference were measured. The children were classified as normal, underweight, overweight or obese, according to body mass index (BMI) per age. An exhaustive questionnaire was administered by telephone to the parents of children. Results: The percentage of overweight/obesity was 20.0\% in boys and 24.0\% in girls. When compared to children reporting 12-13 h of sleep per day, the adjusted odds ratio for childhood overweight/obesity was 1.42 (95\% confidence interval 1.09-1.98) for those with 10.5-11.5 h of sleep and 3.45 (2.61-4.67) for those with 8-10 h of sleep after adjustment for age, sex, and other risk factors. Parental obesity, low parental educational level, low total family income, long hours of TV watching, playing videogames or computer utilization, absence of breastfeeding and physical inactivity were also significantly associated with childhood overweight/obesity. In addition, we observed a significant negative association adjusted for age between sleep duration and body weight (-0.33, P < 0.01), BMI (-0.12, P < 0.01) and waist circumference (-0.24, P < 0.01) in boys. Conclusion: An inverse association was observed between sleep duration and the risk to develop childhood overweight/obesity. Longitudinal research will be required to confirm a potential link of causality between these variables.}, 13947 keywords = {Adolescents, Adulthood, Birth Cohort, Body-Mass Index, Fatness, Level, National-Health, Obese Children, Physical-Activity, Risk-Factors}, 13948 isbn = {0307-0565}, 13949 author = {Chaput, J P and Brunet, M and Tremblay, A} 13950 } 13951 @article {, 13952 title = {The relevance of body-oriented mediations in institutions caring for the adolescent and the young adult}, 13953 journal = {Evolution Psychiatrique}, 13954 volume = {71}, 13955 number = {2}, 13956 year = {2006}, 13957 pages = {311-330}, 13958 type = {Article}, 13959 abstract = {The legitimacy of therapeutic mediations has long been asserted in care centres. Yet non verbal, body-oriented mediations appear to have retained a singular status, particularly in those psychiatric institutions concerned with the adolescent and the young adult. Traditional ergotherapy has adapted to the new mediators of the young (video games, multimedia, cinema, etc.). At the same time it has made a step in the direction of occupations which involve the physical body more explicitly - when any such association had usually been excluded from therapeutic mediations that privileged the verbal expression as the principal tool to restart the symbolisation process. We have set out to investigate the part such body-oriented mediations play, and whether they are a superior mean in dealing with patients resistant to other forms of assistance. We have concerned ourselves with the indoor climbing activities which take place in the out patient "care and study" department of the hospital (Clinique Dupre). We reason that the learning and safety aspects of indoor climbing permit to re-enact regressive phenomena associated to the repetition of early experiences of distress. Climbing as a mediation opens the therapeutic doors by allowing the physical resurrection of those early experiences which had yet to be symbolised.}, 13960 keywords = {adolescence, body-oriented mediations, borderline states, indoor climbing, out patient department, psychosis}, 13961 isbn = {0014-3855}, 13962 author = {Sabouret, E.} 13963 } 13964 @mastersthesis {, 13965 title = {The Rendered Arena: Modalities of Space in Video and Computer Games}, 13966 volume = {PhD}, 13967 year = {2006}, 13968 note = {Full text at http://www.stockburger.co.uk/research/pdf/Stockburger_Phd.pdf.}, 13969 school = {University of the Arts}, 13970 type = {Ph.D dissertation}, 13971 address = {London}, 13972 abstract = {During the last 30 years computer and videogames have grown into a large entertainment industry of economical as well as cultural and social importance.As a distinctive field of academic inquiry begins to evolve in the form of game studies, the majority of approaches can be identified as emerging either from a background of literary theory which motivates a concentration on narrative structures or from a dedicated focus on the rules in video and computer games. However, one of the most evident properties of those games is their shared participation in a variety of spatial illusions. Although most researchers share the view that issues related to mediated space are among the most significant factors characterising the new medium, as of yet, no coherent conceptual exploration of space and spatial representation in video and computer games has been undertaken. This thesis focuses on the novel spatial paradigms emerging from computer and video games. It aims to develop an original theoretical framework that takes the hybrid nature of the medium into account. The goal of this work is to extend the present range of methodologies directed towards the analysis of digital games. In order to reveal the roots of the spatial apparatus at work an overview of the most significant conceptions of space in western thought is given. Henri Lefebvre{\textquoteright}s reading of space as a triad of perceived, conceived and lived space is adopted. This serves to account for the multifaceted nature of the subject, enables the integration of divergent spatial conceptions as part of a coherent framework, and highlights the importance of experiential notions of spatiality. Starting from Michel Foucault{\textquoteright}s notion of the heterotopia, game-space is posited as the dynamic interplay between different spatial modalities. As constitutive elements of the dynamic spatial system mobilized by digital games the following modalities are advanced: the physical space of the player, the space emerging from the narrative, the rules, the audiovisual representation and the kinaesthetic link between player and game. These different modalities are examined in detail in the light of a selected range of exemplary games. Based on a discussion of film theory in this context an original model that serves to distinguish between different visual representational strategies is presented. A chapter is dedicated to the analysis of the crucial and often overlooked role of sound for the generation of spatial illusions. It is argued that sound has to be regarded as the privileged element that enables the active use of representational space in three dimensions. Finally the proposed model is mobilised to explore how the work of contemporary artists relates to the spatial paradigms set forth by digital games. The critical dimension of artistic work in this context is outlined. The thesis concludes with a discussion of the impact of the prevalent modes of spatial practice in computer and video games on wider areas of everyday life.}, 13973 keywords = {audio space, Computer games, Game Art, game space, space, spatiality}, 13974 url = {http://www.stockburger.co.uk/research/abstract.html}, 13975 author = {Stockburger, Axel} 13976 } 13977 @article {, 13978 title = {Repeated exposure to video game play results in decreased blood pressure responding}, 13979 journal = {Media Psychology}, 13980 volume = {8}, 13981 number = {4}, 13982 year = {2006}, 13983 pages = {323--341}, 13984 publisher = {LAWRENCE ERLBAUM ASSOC INC}, 13985 address = {MAHWAH}, 13986 abstract = {Repeated exposure to violent media is related to negative outcomes, including aggression, hostility, and cognitive and social deficits. We examined if cardiovascular and emotional responding to video game play changed across 3 weekly sessions. Participants were 41 adolescents (M age = 14.8; male = 29; female = 12) from rural Appalachia. Participants attended 3 weekly sessions and played I of 3 video games (basketball, fighting, or horror) each time. Measures included heart rate (HR); systolic blood pressure (SBP); diastolic blood pressure (DBP); self-reported aggression, anger, and reactions to game play; and history of video game play. Resting and posttest cardiovascular measures did not differ from session to session. Adolescents displayed HR and SBP reactivity to game play within each session. They also demonstrated decreased SBP and DBP responding to video game play across the 3-week period, regardless of game content. Affective responses did not change significantly across the course of the experiment. Adolescents who played the violent games reported more frustration and arousal than those who played the sports game. The implications of these findings are discussed.}, 13987 keywords = {Adolescents, Behavior, children, Desensitization, Heart-Rate, Media Violence, Physiological Arousal, Real-Life Aggression, Sensation seeking, Television Violence}, 13988 isbn = {1521-3269}, 13989 author = {Ballard,M E and Hamby, R. H. and Panee,C D and Nivens, E. E.} 13990 } 13991 @inbook {, 13992 title = {Replicating the Blade Runner}, 13993 booktitle = {The Blade Runner Experience}, 13994 year = {2006}, 13995 publisher = {Wallflower Press}, 13996 organization = {Wallflower Press}, 13997 address = {London}, 13998 author = {Atkins, Barry}, 13999 editor = {Brooker,Will} 14000 } 14001 @proceedings {, 14002 title = {Representation and Self-Representation: Arabs and Muslims in Digital Games}, 14003 journal = {MediaTerra 2006}, 14004 year = {2006}, 14005 pages = {85 - 92}, 14006 publisher = {Fournos}, 14007 address = {Athens}, 14008 abstract = {This paper presents the ways in which Muslims and Arabs are represented in mainstream European and American digital games. It analyzes how games {\textemdash} particularly of the action genre {\textemdash} construct the Arab or Muslim {\textquoteleft}Other.{\textquoteright} Within these games, one finds the diverse ethnic and religious identities of the Islamic world reconstructed into a series of flat social typologies, often presented within the framework of hostility and terrorism. The second part of the paper deals with selected digital games created in the Middle East, whose authors are knowingly working with the topic of self-representation. Recent digital games originating in the Middle East can be perceived as examples of an ongoing digital emancipation taking place through the distribution of media images and their corresponding meanings. A key part of this ongoing digital emancipation involves the construction of Arab and Islamic heroes, a process accomplished by exploiting distinctive narrative structures and references to Islamic cultural heritage.}, 14009 keywords = {Arabs, Computer games, Islam, Middle East, representation, videogames}, 14010 isbn = {960-7687-01-9}, 14011 url = {http://www.digitalislam.eu/article.do?articleId=1423}, 14012 author = {Sisler, Vit}, 14013 editor = {Santorineos, M. , Dimitriadi, N.} 14014 } 14015 @article {, 14016 title = {On the Research Value of Large Games: Natural Experiments in Norrath and Camelot}, 14017 journal = {Games and Culture}, 14018 volume = {1}, 14019 number = {2}, 14020 year = {2006}, 14021 pages = {163-186}, 14022 abstract = {Coordination game theory is quite important to a number of literatures but has had very few direct empirical tests because that would require experimental participation by large numbers of people. Large games however can produce natural experiments: situations that through no intent of the designer offer controlled variations on a phenomenon of theoretical interest. Unlike any other social science research technology, such games provide for both sufficient participation numbers and careful control of experimental conditions, making them like Petri dishes for social science. This article examines two examples of games as Petri dishes for macro-level coordination effects: (a) the location of markets inside EverQuest and (b) the selection of battlefields inside Dark Age of Camelot.}, 14023 url = {http://gac.sagepub.com/cgi/content/abstract/1/2/163}, 14024 author = {Castronova, Edward} 14025 } 14026 @article {, 14027 title = {The role of violent cognition in the relationship between personality and the involvement in violent films and computer games}, 14028 journal = {Personality and Individual Differences}, 14029 volume = {41}, 14030 number = {2}, 14031 year = {2006}, 14032 pages = {381-392}, 14033 type = {Article}, 14034 abstract = {The study investigates the relationship between empathy and attitudes towards violence and real-life exposure to violent films and computer games. It is hypothesised that low empathy and attitudes that predispose people towards violence are more strongly related to exposure to violent films and computer games than to superordinate personality traits (e.g., EPQ psychoticism, extraversion, antisocial personality traits), or subtraits, such as sensation-seeking. Four hundred and thirty-three students in further education completed three personality questionnaires, a questionnaire of attitudes towards violence, and reported on their use of violent computer games, films and videos. Multivariate analyses in the form of ordinary least squares (OLS) models were used to test the primary hypotheses. Acceptance of violence, as measured by the Maudsley Violence Questionnaire (MVQ), was the strongest and most consistent predictor of violent media use. Superordinate personality traits were generally fully mediated by acceptance of violence. The findings emphasise the importance of general acceptance of violence in the consumption of violent games and films. Some gender differences emerged; particularly in relation to the use of violent computer games. Empathy had no significant effects for either males or females.}, 14035 keywords = {Adolescents, aggressiveness, antisocial personality traits, Empathy, Exposure, Gender Differences, Maudsley, Media, proviolence attitudes, questionnaire, Video Games, Violence Questionnaire}, 14036 isbn = {0191-8869}, 14037 author = {Sigurdsson, J. F. and Gudjonsson, G. H. and Bragason, A. V. and Kristjansdottir, E. and Sigfusdottir, I. D.} 14038 } 14039 @article {, 14040 title = {Rules, gameplay, and narratives in video games}, 14041 journal = {Simulation and Gaming}, 14042 volume = {37}, 14043 number = {3}, 14044 year = {2006}, 14045 pages = {306-325}, 14046 abstract = {An explanatory study is conductedto examine the different kinds of rules in video games. Two layers of game, the abstract and the narrative layer, are explored to unify the study of gameplay and narratives. Derivatives of paidea rules and ludus rules are analyzed in relation to gameplay and narratives. A model is presented to show the relation between rules, gameplay, and narratives. Video games are seen as having two layers, an abstract layer and a narrative layer, which are linked by game rules. It is hence maintained that gameplay and narratives should not be antagonistic; they should be complementary when studying video games. 14047 }, 14048 keywords = {Abstract layer, Game rules, gameplay, Ludus rules, Narrative layer, Narratives, Paidea rules, Rules, Video Game}, 14049 author = {Ang, S. C.} 14050 } 14051 @article {, 14052 title = {Screenieboppers and extreme screenies: The place of screen time in the time budgets of 10-13 year-old Australian children}, 14053 journal = {Australian and New Zealand Journal of Public Health}, 14054 volume = {30}, 14055 number = {2}, 14056 year = {2006}, 14057 pages = {137-142}, 14058 type = {Article}, 14059 abstract = {Objectives: Excessive {\textquoteright}screen time{\textquoteright} has been associated with a range of psychosocial disturbances and increasing pediatric obesity. This study describes the magnitude, distribution, composition and time-distribution of children{\textquoteright}s screen use; examines correlates of screen use; and characterises {\textquoteright}extreme{\textquoteright} screen users (top quartile). Methods: 1,039 South Australian children aged 10-13 years old completed a multimedia 24-hour activity recall diary on 2-4 occasions in 2002, including at least one school day and one non-school day. Results: The median screen time was 229 minutes.d(-1). This was higher in boys (264 vs. 196 minutes; p < 0.001) and on non-school days (260 vs. 190 minutes; p < 0.001), increased with age (p=0.003), and decreased with socio-economic status (SES; p=0.003). Television consumed 73\% of all screen time, video games 19\%, non-game computer use 6\%, and cinema 2\%. The top quartile of screen users were more likely to be boys (OR=3.8), have low physical activity (OR=4.3), spend > 25\% of screen time playing video games (OR=1.8), sleep less, and be of lower SES. Conclusions and Implications: Interventions to reduce screen time should target inactive, low-SES boys, encourage earlier bedtimes, and limit video game use.}, 14060 keywords = {Adolescents, Associations, Body-Mass Index, Childhood Obesity, Girls, grade children, Health, influence, Physical-Activity, School-children, Televisions}, 14061 isbn = {1326-0200}, 14062 author = {Olds, T. and Ridley, K. and Dollman, J.} 14063 } 14064 @article {, 14065 title = {Sensorimotor training in a virtual reality environment: Does it improve functional recovery poststroke?}, 14066 journal = {Neurorehabilitation and Neural Repair}, 14067 volume = {20}, 14068 number = {2}, 14069 year = {2006}, 14070 pages = {252-267}, 14071 type = {Article}, 14072 abstract = {Objective. To investigate the effectiveness of computerized virtual reality (VR) training of the hemiparetic hand of patients poststroke using a system that provides repetitive motor reeducation and skill reacquisition. Methods. Eight subjects in the chronic phase poststroke participated in a 3-week program using their hemiparetic hand in a series of interactive computer games for 13 days of training, weekend breaks, and pretests and posttests. Each subject trained for about 2 to 2.5 h per day. Outcome measures consisted of changes in the computerized measures of thumb and finger range of motion, thumb and finger velocity, fractionation (the ability to move fingers independently), thumb and finger strength, the Jebsen Test of Hand Function, and a Kinematic reach to grasp test. Results. Subjects as a group improved in fractionation of the fingers, thumb and finger range of motion, and thumb and finger speed, retaining those gains at the 1-week retention test. Transfer of these improvements was demonstrated through changes in the Jebsen Test of Hand Function and a decrease after the therapy in the overall time from hand peak velocity to the moment when an object was lifted from the table. Conclusions. It is difficult in current service delivery models to provide the intensity of practice that appears to be needed to effect neural reorganization and functional changes poststroke. Computerized exercise systems may be a way to maximize both the patients{\textquoteright} and the clinicians{\textquoteright} time. The data in this study add support to the proposal to explore novel technologies for incorporation into current practice.}, 14073 keywords = {ARM, cortical reorganization, Experience, feedback, hand, haptics, motor learning, movement, recovery, rehabilitation, stroke, Stroke rehabilitation, System, Therapy, Upper-limb, virtual reality}, 14074 isbn = {1545-9683}, 14075 author = {Merians, A. S. and Poizner, H. and Boian, R. and Burdea, G. and Adamovich, S.} 14076 } 14077 @inbook {, 14078 title = {Serious Games and {\textquoteleft}Simulation Based E-Learning{\textquoteright} for Infrastructure Management}, 14079 booktitle = {Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning}, 14080 volume = {1}, 14081 year = {2006}, 14082 pages = {136-153}, 14083 publisher = {IOI Press}, 14084 organization = {IOI Press}, 14085 address = {Amsterdam}, 14086 isbn = {158603572X}, 14087 author = {Mayer,Igor and Bekebrede,Geertje}, 14088 editor = {Maja Pivec} 14089 } 14090 @book {, 14091 title = {Sex in Video Games}, 14092 year = {2006}, 14093 note = {Table of contents - http://www.charlesriver.com/resrcs/tocs/1584504595_TOC.pdf<br> 14094 Sample chapter - http://www.charlesriver.com/resrcs/chapters/1584504595_1stChap.pdf}, 14095 publisher = {Charles River Media}, 14096 organization = {Charles River Media}, 14097 abstract = {Since the first computer games became available, sex has played a role in some form. But with the release of games like Playboy: The Mansion, Leisure Suit Larry, and The Singles, sexual content has gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like The Sims have started to rev things up a bit, and in on-line games, tales of {\textquotedblleft}cybering{\textquotedblright} have become commonplace. This {\textquotedblleft}sexual revolution{\textquotedblright} in games has generated intense scrutiny of the games industry by political watchdog groups and family-oriented organizations. 14098 14099 And it has brought the importance of self-regulation and rating systems to the forefront of the industry. Seeking to understand this emerging trend, developers, publishers, retailers, and consumers are asking themselves: When is sex appropriate in a game? How far is too far? What will it mean for the product? For its distribution? For my company? For me? Do games with sexual content sell better? Are they generally profitable? So far, there are no definitive answers to these questions. Sex in Video Games provides insight into this issue and presents guidelines and answers by studying the history of sexual content use in games and within the industry itself. In addition, the book considers ethical issues, parental and retailer responsibility, and explores industry attempts at self-regulation, along with a growing concern about potential censorship. 14100 }, 14101 isbn = {1584504595}, 14102 url = {http://www.charlesriver.com/Books/BookDetail.aspx?productID=124865}, 14103 author = {Brenda Brathwaite} 14104 } 14105 @article {, 14106 title = {Short-term and long-term effects of violent media on aggression in children and adults}, 14107 journal = {Archives of Pediatrics \& Adolescent Medicine}, 14108 volume = {160}, 14109 number = {4}, 14110 year = {2006}, 14111 pages = {348-352}, 14112 abstract = {Objectives: To test whether the results of the accumulated studies on media violence and aggressive behavior are consistent with the theories that have evolved to explain the effects. We tested for the existence of both short-term and long-term effects for aggressive behavior. We also tested the theory-driven hypothesis that short-term effects should be greater for adults and long-term effects should be greater for children. Design: Meta-analysis. Participants: Children younger than 18 years and adults. Main Exposures: Violent media, including TV, movies, video games, music, and comic books. Main Outcome Measures: Measures of aggressive behavior, aggressive thoughts, angry feelings, physiological arousal (eg, heart rate, blood pressure), and helping behavior. Results: Effect size estimates were combined using meta-analytic procedures. As expected, the short-term effects of violent media were greater for adults than for children whereas the long-term effects were greater for children than for adults. The results also showed that there were overall modest but significant effect sizes for exposure to media violence on aggressive behaviors, aggressive thoughts, angry feelings, arousal levels, and helping behavior. Conclusions: The results are consistent with the theory that short- term effects are mostly due to the priming of existing well-encoded scripts, schemas, or beliefs, which adults have had more time to encode. In contrast, long-term effects require the learning (encoding) of scripts, schemas, or beliefs. Children can encode new scripts, schemas, and beliefs via observational learning with less interference and effort than adults.}, 14113 keywords = {Behavior, Desensitization, Excitation, Exposure, Television Violence}, 14114 isbn = {1072-4710}, 14115 author = {Bushman,B J and Huesmann,L R} 14116 } 14117 @conference {, 14118 title = {SIDES: A cooperative tabletop computer game for social skills development}, 14119 booktitle = {Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW}, 14120 year = {2006}, 14121 pages = {1-10}, 14122 abstract = {This paper presents a design case study of SIDES: Shared Interfaces to Develop Effective Social Skills. SIDES is a tool designed to help adolescents with Asperger\&$\#$39;s Syndrome practice effective group work skills using a four-player cooperative computer game that runs on tabletop technology. We present the design process and evaluation of SIDES conducted over six months with a middle school social group therapy class. Our findings indicate that cooperative tabletop computer games are a motivating and supportive tool for facilitating effective group work among our target population and reveal several design lessons to inform the development of similar systems. 14123 }, 14124 keywords = {Asperger{\textquoteright}s syndrome, Computer games, CSCW, Social skills development, Tabletop groupware}, 14125 author = {Piper, A. M. and O{\textquoteright}Brien, E. and Morris, M. R. and Winograd, T.} 14126 } 14127 @article {, 14128 title = {Simulation and virtual reality in medical education and therapy: A protocol}, 14129 journal = {Cyberpsychology \& Behavior}, 14130 volume = {9}, 14131 number = {2}, 14132 year = {2006}, 14133 pages = {245-247}, 14134 type = {Article}, 14135 abstract = {Continuing medical education has historically been provided primarily by didactic lectures, though adult learners prefer experiential or self-directed learning. Young physicians have extensive experience with computer-based or "video" games, priming them for medical education-and treating their patients-via new technologies. We report our use of standardized patients (SPs) to educate physicians on the diagnosis and treatment of biological and chemical warfare agent exposure. We trained professional actors to serve as SPs representing exposure to biological agents such as anthrax and smallpox. We rotated workshop participants through teaching stations to interview, examine, diagnose and treat SPs. We also trained SPs to simulate a chemical mass casualty (MASCAL) incident. Workshop participants worked together to treat MASCAL victims, followed by discussion of key teaching points. More recently, we developed computer-based simulation (CBS) modules of patients exposed to biological agents. We compare the strengths and weaknesses of CBS vs. live SPs. Finally, we detail plans for a randomized controlled trial to assess the efficacy of virtual reality (VR) exposure therapy compared to pharmacotherapy for post-traumatic stress disorder (PTSD). PTSD is associated with significant disability and healthcare costs, which may be ameliorated by the identification of more effective therapy.}, 14136 keywords = {Anxiety, exposure therapy, Posttraumatic stress disorder}, 14137 isbn = {1094-9313}, 14138 author = {Roy, M. J. and Sticha, D. L. and Kraus, P. L. and Olsen, D. E.} 14139 } 14140 @conference {, 14141 title = {Some positive effects of online gaming}, 14142 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 14143 year = {2006}, 14144 abstract = {We believe that Internet and computing technology have reached the stage where online games can offer an experience that is qualitatively different to what has gone before. To test how exposure to modern games could be of benefit to players, we recruited 12 subjects to play the MMORPG (Massively Multiplayer Online Role Playing Game) \"Nobunaga no Yabou Online\", collecting data over two months. We evaluated subjects before and after playing, using psychological tests and tests of communication skill, typing skill and knowledge of the Internet and of online games. While the psychological tests showed no significant changes in the subjects\&$\#$39; state of mind, there were measurable improvements in online communication skill, typing skill and knowledge, with the largest increases experienced by the subjects with least Internet experience. 14145 }, 14146 keywords = {communication, MMORPG, online games, Psychology}, 14147 author = {Frank, I. and Sanbou, N. and Terashima, K.} 14148 } 14149 @article {, 14150 title = {Spatial presence and emotions during video game playing: Does it matter with whom you play?}, 14151 journal = {Presence-Teleoperators and Virtual Environments}, 14152 volume = {15}, 14153 number = {4}, 14154 year = {2006}, 14155 pages = {381-392}, 14156 abstract = {The authors examined whether the nature of the opponent ( computer, friend, or stranger) influences spatial presence, emotional responses, and threat and challenge appraisals when playing video games. In a within- subjects design, participants played two different video games against a computer, a friend, and a stranger. In addition to self- report ratings, cardiac interbeat intervals ( IBIs) and facial electromyography ( EMG) were measured to index physiological arousal and emotional valence. When compared to playing against a computer, playing against another human elicited higher spatial presence, engagement, anticipated threat, post- game challenge appraisals, and physiological arousal, as well as more positively valenced emotional responses. In addition, playing against a friend elicited greater spatial presence, engagement, and self- reported and physiological arousal, as well as more positively valenced facial EMG responses, compared to playing against a stranger. The nature of the opponent influences spatial presence when playing video games, possibly through the mediating influence on arousal and attentional processes.}, 14157 keywords = {Attention, Cardiovascular Reactivity, dimensions, Presence Questionnaire, Responses, Screen, Social Support, Stress, Threat, Virtual Environments}, 14158 isbn = {1054-7460}, 14159 author = {Ravaja,Niklas and Saari,Timo and Marko Turpeinen and Laarni,Jari and Salminen,Mikko and Matias Kivikangas} 14160 } 14161 @proceedings {3208, 14162 title = {Spatial Regimes of the Digital Playground: Cultural Functions of Spatial Identification in Post-Colonial Computergames. }, 14163 journal = {Mediaterr@:Gaming Realities. A Challenge for Digital Culture}, 14164 year = {2006}, 14165 pages = {236-43}, 14166 address = {Athens}, 14167 isbn = {960-7687-01-9}, 14168 author = {Lammes, Sybille}, 14169 editor = {Santorineos, Manthos} 14170 } 14171 @inbook {, 14172 title = {Spilling Hot Coffee. Grand Theft Auto as Contested Cultural Product}, 14173 booktitle = {A Strategy Guide for Studying the Grand Theft Auto Series}, 14174 year = {2006}, 14175 note = {http://www.mcfarlandpub.com/book-2.php?id=978-0-7864-2822-9 14176 }, 14177 publisher = {McFarland Press}, 14178 organization = {McFarland Press}, 14179 address = {Jefferson, North Carolina}, 14180 abstract = {Grand Theft Auto (GTA) games are highly successful, in terms of sales, and their content is part of an explicit business strategy which aims to exploit the latest technologies and platforms to develop content aimed at adult game players in certain markets. By all accounts this has been a highly successful strategy with the GTA franchise selling more than 30 million units across platforms by 2004, even before Grand Theft Auto: San Andreas (GTA SA) was launched in late 2004 (Take Two Interactive 2004). The latter was the top selling console game in the USA and in the top ten in the UK in 2005. At the same time the GTA series are arguably the most maligned of game products in many markets attracting much negative commentary and numerous legal actions in the USA. This chapter argues that the GTA case demonstrates a key tension within the cultural industries between the need to maximise sales globally and the need to conform to, or be seen to conform to, local distribution, social and moral systems. At the same time the story demonstrates that despite the widespread rhetoric of free trade and the dismantling of state sanctioned censorship systems in the USA, most parts of Europe and Australia, the censorship of cultural products continues and is perhaps a less overt, but nonetheless, highly political, socially negotiated and nationally specific process. 14181 }, 14182 keywords = {Grand Theft Auto, regulation}, 14183 isbn = {0-7864-2822-8}, 14184 url = {http://eprints.nuim.ie/archive/00000436/01/GTAKerr_final06.pdf}, 14185 author = {Kerr,Aphra}, 14186 editor = {Garretts, Nate} 14187 } 14188 @article {, 14189 title = {Still a Man{\textquoteright}s Game: Gender Representation in Online Reviews of Video Games}, 14190 journal = {Mass Communication and Society}, 14191 volume = {9}, 14192 number = {1}, 14193 year = {2006}, 14194 pages = {103-114}, 14195 abstract = {Despite the rising popularity of video games, the majority of the medium{\textquoteright}s audience continues to be male. One reason may be that character representations in video games are geared toward male players. This content analysis used video game reviews from a heavily trafficked Internet site to investigate the prevalence and portrayal of male and female video game characters. Consistent with the findings of previous studies, female characters were found to be underrepresented and proportionally more often sexualized in comparison to their male counterparts. In addition to these findings, the study{\textquoteright}s innovative method-the use of online video game reviews as an indirect measure of video game content-shows promise as a tool for future content analyses of video games.}, 14196 keywords = {Content Analysis, Gender, Sex Differences, Sexual Content}, 14197 isbn = {1520-5436}, 14198 url = {http://www.leaonline.com/doi/abs/10.1207/s15327825mcs0901_6}, 14199 author = {Ivory, James D} 14200 } 14201 @inbook {, 14202 title = {A streaming engine for PC-based 3D network games onto heterogeneous mobile platforms}, 14203 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 14204 series = {Lecture Notes in Computer Science}, 14205 volume = {3942}, 14206 year = {2006}, 14207 pages = {797-800}, 14208 publisher = {Springer-Verlag Berlin}, 14209 organization = {Springer-Verlag Berlin}, 14210 address = {Berlin}, 14211 abstract = {In this paper, we present a new middle-ware, streaming engine that can implement existing OpenGL-based 3D network games onto heterogeneous platforms. The engine consists of capturing OpenGL command stream, scene graph reconstruction, data simplification, and compression and transmission. Without modifying the original source code, our system can extend 3D network games onto various platforms, using hierarchical geometry hashing, a client-server scene graph, and a simple NPR(Non-Photorealistic Rendering) technique to reduce the amount of transmission.}, 14212 isbn = {0302-9743}, 14213 author = {Jung, G. S. and Jung, S. K.} 14214 } 14215 @conference {, 14216 title = {Supply chain coordination with contracts for online game industry}, 14217 booktitle = {ICMIT 2006 Proceedings - 2006 IEEE International Conference on Management of Innovation and Technology}, 14218 volume = {2}, 14219 year = {2006}, 14220 pages = {867-871}, 14221 abstract = {So far the supply chain contracts designed by the scholars have made good result in coordinating supply chain of traditional and tangible products, but they may not make sense for digital products such as online games. This paper deals with the coordination issue of the whole channel for online game products. Firstly, the supply chain members and their operation processes of the online game industry are analyzed, and then a new supply chain contract model following the idea of revenue sharing model for online game products is given. Finally a concrete example is provided to show that current contract model in online game industry cannot achieve coordination and the profit in whole supply chain cannot be optimized, but by using the new model, the coordination of the whole supply chain can be achieved and the outcome of the whole supply chain is Pareto optimal.}, 14222 keywords = {online game industry, Supply chain contract, Supply-chain coordination}, 14223 author = {Liu, Y. and Zhang, Y.} 14224 } 14225 @article {, 14226 title = {Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children}, 14227 journal = {Neuroimage}, 14228 volume = {29}, 14229 number = {3}, 14230 year = {2006}, 14231 pages = {706-711}, 14232 type = {Article}, 14233 abstract = {Traditional neuroimaging studies have mainly focused on brain activity derived from a simple stimulus and task. Therefore, little is known about brain activity during daily operations. In this study, we investigated hemodynamic changes in the dorsal prefrontal cortex (DPFC) (luring video games as one of daily amusements, using near infrared spectroscopy technique. It was previously reported that oxygenated hemoglobin (oxyHb) in adults{\textquoteright} DPFC decreased during prolonged game playing time. In the present study, we examined whether similar changes were observed in children. Twenty children (7-14 years old) participated in our study, but only 13 of them were eventually subject to analysis. They played one or two commercially available video games; namely a fighting and a puzzle game, for 5 min. We used changes in concentration of oxyHb as an indicator of brain activity and consequently, most of the children exhibited a sustained game-related oxyHb decrease in DPFC. Decrease patterns of oxyHb in children during video game playing time did not differ from those in adults. There was no significant correlation between ages or game performances and changes in oxyHb. These findings suggest that game-related oxyHb decrease in DPFC is a common phenomenon to adults and children at least older than 7 years old, and we suggest that this probably results from attention demand from the video games rather than from subject{\textquoteright}s age and performance.}, 14234 keywords = {blood-flow changes, brain activation, children, cortical activation, decrease, fmri, inhibition, near-infrared spectroscopy, negative bold, NIRS, Performance, prefrontal cortex, Video Game, visual tasks, Working-Memory}, 14235 isbn = {1053-8119}, 14236 author = {Matsuda, G. and Hiraki, K.} 14237 } 14238 @mastersthesis {, 14239 title = {Teaching Management With Video Games}, 14240 year = {2006}, 14241 pages = {170}, 14242 school = {Walden University}, 14243 type = {PhD}, 14244 abstract = {An ex post facto exploratory case study was conducted at ABC University to examine the 14245 difference in academic achievement between students who use video games in learning and those 14246 who do not, while also looking at differences of gender, ethnicity, and age. A video game was 14247 added to half the classes teaching management to 3rd year students. Identical testing situations 14248 and materials were used while data collected included who did and did not play the game, 14249 student test scores, class number, gender, ethnicity, and age. Means tests, ANOVA, Chi-squared, 14250 and t tests were used to test the effectiveness of game use. 14251 Classes using the game scored significantly higher means those classes that did not. 14252 There were no significant differences between genders, while both genders scored significantly 14253 higher with game play. There were no significant differences between ethnicities, while all 14254 ethnic groups scored significantly higher with game play. However, students 40 years and below 14255 scored significantly higher with game play, while students 41 and older did not. 14256 The implications for social change are enormous. Such dramatic increases in student 14257 learning could lead to simulation and games as standard teaching tools in most curriculum areas. 14258 If game-based learning further proves to increase learning as shown in this study, America{\textquoteright}s 14259 educational system faces a revolution in learning.}, 14260 keywords = {management education, Video Games}, 14261 url = {http://www.rickblunt.com/phd/blunt_richard_dissertation_final.pdf}, 14262 author = {Blunt, R. D.} 14263 } 14264 @article {, 14265 title = {Television, computer use, physical activity, diet and fatness in Australian adolescents}, 14266 journal = {International Journal of Pediatric Obesity}, 14267 volume = {1}, 14268 number = {4}, 14269 year = {2006}, 14270 pages = {248-255}, 14271 abstract = {Purpose. To examine sedentary behaviours (including television viewing, playing computer games and computer use), diet, exercise and fitness in relation to overweight/obesity in Australian adolescents. Methods. Questionnaires elicited food frequency data, time spent in TV viewing, using computers, other sedentary occupations and physical activity recall. Weight, height and fitness (laps completed in the Leger test) were measured. Results. Among 281 boys and 321 girls, mean age 12 years (SD 0.9), 56 boys (20.0\%) and 70 girls (23.3\%) were overweight/obese. Greater fitness was associated with decreased risk of overweight/obesity in boys (Odds ratio [OR] 0.74; 95\% CI 0.55, 0.99) and girls (OR 0.93; 95\% CI 0.91, 0.99). TV-viewing predicted increased risk in boys (OR 1.04; 95{\textquoteright}\% CI 1.01, 1.06) and decreased risk in girls (OR 0.99; 95\% CI 0.96, 0.99). Computer use, video games, and other sedentary behaviours were not significantly related to risk of overweight/obesity. Vegetable intake was associated with lower risk in boys (OR 0.98; 95\% CI 0.97, 0.99); greater risk was associated with lower fat intake in boys and girls, lower consumption of energy-dense snacks in boys (OR 0.74; 95\% CI 0.62, 0.88) and greater intake of vegetables in girls (OR 1.02; 95\% CI 1.00, 1.03), suggesting dieting or knowledge of favourable dietary choices in overweight/obese children. Conclusions. Among these adolescents, fitness was negatively related to risk for overweight/obesity in boys and girls. TV-viewing was a positive predictor in boys and a negative predictor in girls but the effect size was small; other sedentary behaviours did not predict risk.}, 14272 keywords = {Adolescents, Associations, children, consumption, fitness, life-style, Obesity, Overweight, questionnaire, reliability, school-students, Television, Validity, Video Game}, 14273 isbn = {1747-7166}, 14274 author = {Burke, V. and Beilin, L. J. and Durkin,K and Stritzke, W. G. K. and Houghton,S and Cameron, C. A.} 14275 } 14276 @book {, 14277 title = {Tomb Raiders and Space Invaders: Videogame Forms and Contexts}, 14278 year = {2006}, 14279 publisher = {I. B. Tauris}, 14280 organization = {I. B. Tauris}, 14281 isbn = {1850438145}, 14282 author = {King,Geoff and Krzywinska,Tanya} 14283 } 14284 @conference {, 14285 title = {A Tool l for Aesthetic-based Lighting Design in Interactive 3D Environments.}, 14286 booktitle = {Sandbox 2006}, 14287 year = {2006}, 14288 keywords = {lighting and games, tools}, 14289 author = {Joseph Zupko and Magy Seif El-Nasr} 14290 } 14291 @article {, 14292 title = {Toward brain correlates of natural behavior: fMRI during violent video games}, 14293 journal = {Human Brain Mapping}, 14294 volume = {27}, 14295 number = {12}, 14296 year = {2006}, 14297 pages = {948-956}, 14298 type = {Article}, 14299 abstract = {Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games.}, 14300 keywords = {Activation, amygdala, anterior cingulate cortex, Attenti, cerebellum, complex behavior, emotion, functional magnetic resonance imaging, Media Violence, Personality, Reality, Self, Viewing conditions, Violent Video Games, virtual}, 14301 isbn = {1065-9471}, 14302 author = {Mathiak, K. and Weber, R.} 14303 } 14304 @conference {, 14305 title = {Tracking dragon-hunters with language models}, 14306 booktitle = {International Conference on Information and Knowledge Management, Proceedings}, 14307 year = {2006}, 14308 pages = {698-707}, 14309 abstract = {We are interested in the problem of understanding the connections between human activities and the content of textual information generated in regard to those activities. Firstly, we define and motivate this problem as an important part in making sense of various life events. Secondly, we introduce the domain of massive online collaborative environments, specifically online virtual worlds, where people meet, exchange messages, and perform actions as a rich data source for such an analysis. Finally, we outline three experimental tasks and show how statistical language modeling and text clustering techniques may allow us to explore those connections successfully. 14310 }, 14311 keywords = {Activity detection, massive multiplayer online games, MMORPG, virtual worlds}, 14312 url = {http://www.ict.usc.edu/~leuski/publications/papers/fp674-leuski-cikm.pdf}, 14313 author = {Leuski, A. and Lavrenko, V.} 14314 } 14315 @article {, 14316 title = {Turkish prospective teachers{\textquoteright} perceptions regarding the use of computer games with educational features}, 14317 journal = {Educational Technology \& Society}, 14318 volume = {9}, 14319 number = {1}, 14320 year = {2006}, 14321 pages = {308-321}, 14322 type = {Article}, 14323 abstract = {Teachers{\textquoteright} perceptions are critical to the success or failure of integrating computer games with educational features into classrooms. Consequently, it is essential to gather information about concerns they might have in regard to using these games in the classroom. This study was conducted to investigate the perceptions and future plans of a group of prospective computer teachers in Turkey. One-hundred sixteen students, from four different universities{\textquoteright} Computer Education and Instructional Technology (CEIT) departments, participated in this study. The results of the study reveal that the prospective computer teachers who participated have positive perceptions regarding the use of computer games with educational features in education. Moreover, most of the participants plan to use such games in their future professions, according to their responses. However, some of the participants have doubts, especially concerning the issues of classroom management and the educational effectiveness of computer games currently on the market.}, 14324 keywords = {Adolescents, Aggressive-Behavior, Computer games, educational games, Media, PLAY, prospective, Software games, teachers, technology integration, Violent Video Games}, 14325 isbn = {1436-4522}, 14326 author = {Can, G. and Cagiltay, K.} 14327 } 14328 @book {4381, 14329 title = { The Ultimate Guide to Video Game Writing and Design}, 14330 year = {2006}, 14331 pages = {272}, 14332 publisher = {Lone Eagle Publishing Company}, 14333 organization = {Lone Eagle Publishing Company}, 14334 issn = {158065066X}, 14335 author = {Flint Dille and John Zuur Platten} 14336 } 14337 @book {, 14338 title = {Understanding Digital Games}, 14339 year = {2006}, 14340 note = {<p> 14341 <strong>CONTENTS </strong> 14342 </p> 14343 <ul> 14344 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 14345 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 14346 </ul> 14347 <p> 14348 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 14349 </p> 14350 <ul> 14351 <li><em>A History of Digital Games </em>John Kirriemuir </li> 14352 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 14353 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 14354 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 14355 </ul> 14356 <p> 14357 <strong>PART TWO: THEORIES AND APPROACHES</strong> 14358 </p> 14359 <ul> 14360 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 14361 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 14362 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 14363 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 14364 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 14365 </ul> 14366 <p> 14367 <strong>PART THREE: KEY DEBATES</strong> 14368 </p> 14369 <ul> 14370 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 14371 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 14372 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 14373 </ul> 14374 }, 14375 publisher = {Sage}, 14376 organization = {Sage}, 14377 address = {London}, 14378 isbn = {1-4129-0034-4}, 14379 url = {http://digiplay.info/UDG}, 14380 author = {Rutter, Jason and Bryce, Jo}, 14381 editor = {Rutter, Jason and Bryce, Jo} 14382 } 14383 @inbook {, 14384 title = {Understanding Digital Games: An Introduction}, 14385 booktitle = {Understanding Digital Games}, 14386 year = {2006}, 14387 note = {<p> 14388 Available online at <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a> 14389 </p> 14390 <p> 14391 <strong>CONTENTS </strong> 14392 </p> 14393 <ul> 14394 <li><em>Understanding Digital Games: An Introduction</em> Jo Bryce and Jason Rutter <br /> 14395 (This sample chapter is available free online - <a href="http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf" target="_blank">http://www.sagepub.co.uk/upm-data/9768_36401ch1.pdf</a>)</li> 14396 </ul> 14397 <p> 14398 <strong>PART ONE: HISTORY AND PRODUCTION</strong> 14399 </p> 14400 <ul> 14401 <li><em>A History of Digital Games </em>John Kirriemuir </li> 14402 <li><em>The Business of Making Digital Games</em> Aphra Kerr </li> 14403 <li><em>Economics of Digital Games</em> Alberto Alvisi </li> 14404 <li><em>A Player-centred Approach to Digital Game Design</em> Jonathan Sykes</li> 14405 </ul> 14406 <p> 14407 <strong>PART TWO: THEORIES AND APPROACHES</strong> 14408 </p> 14409 <ul> 14410 <li><em>Literary Theory and Digital Games</em> Julian K{\"u}cklich </li> 14411 <li><em>Cultural Studies and Digital Games </em>Garry Crawford and Jason Rutter </li> 14412 <li><em>Film Studies and Digital Games</em> Geoff King and Tanya Krzywinska </li> 14413 <li><em>Digital Games as New Media</em> Seth Giddings and Helen Kennedy </li> 14414 <li><em>Community, Identity and Digital Games</em> Martin Hand and Karenza Moore</li> 14415 </ul> 14416 <p> 14417 <strong>PART THREE: KEY DEBATES</strong> 14418 </p> 14419 <ul> 14420 <li><em>Digital Games and Gender </em>Jo Bryce and Jason Rutter </li> 14421 <li><em>Digital Games and the Violence Debate</em> Jo Bryce and Jason Rutter </li> 14422 <li><em>Digital Games in Education</em> Timothy Dumbleton and John Kirriemuir</li> 14423 </ul> 14424 }, 14425 publisher = {Sage}, 14426 organization = {Sage}, 14427 address = {London}, 14428 isbn = {1-4129-0034-4}, 14429 url = {http://digiplay.ino/UDG/}, 14430 author = {Bryce, Jo and Rutter, Jason}, 14431 editor = {Rutter, Jason and Bryce, Jo} 14432 } 14433 @book {, 14434 title = {Unit Operations: An Approach to Videogame Criticism}, 14435 year = {2006}, 14436 publisher = {The MIT Press}, 14437 organization = {The MIT Press}, 14438 isbn = {026202599X}, 14439 url = {http://mitpress.mit.edu/catalog/item/default.asp?ttype=2\&tid=10917}, 14440 author = {Bogost,Ian} 14441 } 14442 @conference {, 14443 title = {User model in multiplayer mixed reality entertainment applications}, 14444 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 14445 year = {2006}, 14446 abstract = {Most computer games and more generally entertainment applications use implicitly or explicitly a user model as a reference for the gameplay and dramaturgy progression. with mixed reality technology and ubiquitous computing, user-centered design is required now more than ever to provide an adaptable and personal content at any time and in any context. The goal of our research is to provide a narration model correlated to a user model in the design of mixed reality entertainment. In this paper we give a brief survey of the current researches on user model for adaptation and personalization of services and some empirical studies of user model in games and interactive narration. We propose three possible levels of the user model: generic, localized and personalized and three types of narration scheme. We will describe that the user model and narration schemes can be used in a mixed reality system. 14447 }, 14448 keywords = {Adaptive, Context aware, interactive narrative, Location based games, Mixed reality, mobile, Multiplayer Online Games, Proactive game, Ubiquitous system, user model}, 14449 author = {Natkin, S. and Yan, C.} 14450 } 14451 @article {, 14452 title = {Using a discrete event simulator as real time graphic applications kernel}, 14453 journal = {Simulation Modelling Practice and Theory}, 14454 volume = {14}, 14455 number = {7}, 14456 year = {2006}, 14457 pages = {1043-1056}, 14458 type = {Article}, 14459 abstract = {Simulation is often used to solve problems in many areas in the form of problem analysis. Real time graphic applications such as videogames typically use a continuous simulation scheme. This operating scheme has disadvantages that can be avoided by using a discrete event simulator as the application kernel. This paper proposes the integration of a discrete event simulator into a real time graphic application to control the kernel simulation. Using a discrete methodology avoids disorderly event execution or the execution of cancelled events. The use of this methodology involves using events as the method of modeling the system dynamics and the interaction and behavior of the objects.}, 14460 keywords = {computer graphics, discrete events, simulation, videogames}, 14461 isbn = {1569-190X}, 14462 author = {Garcia, I. and Molla, R.} 14463 } 14464 @conference {, 14465 title = { Using Game Modding to promote and provide basic IT skills to a female audience}, 14466 booktitle = {Games, Learning and Society (GLS)}, 14467 year = {2006}, 14468 keywords = {games and learning, gender and games}, 14469 author = {Ibrahim Yucel and Joseph Zupko and Magy Seif El-Nasr} 14470 } 14471 @article {3195, 14472 title = {Utilizing Games in a Graduate Level Instructional Game Course}, 14473 journal = {Developments in Business Simulation and Experiential Learning}, 14474 volume = {33}, 14475 year = {2006}, 14476 abstract = {Games in education have given rise to a body of research, still small but rapidly growing, on the subject. Organizations are reacting by incorporating games into training. Educational programs that prepare training professionals thus must include in their curriculum courses addressing the design of games. This paper discusses ways to overcome some challenges that may be encountered in teaching such a course. It describes the results of using games as a means of increasing learners{\textquoteright} level of engagement when reviewing readings in a face-to-face instructional game class.}, 14477 keywords = {education, Games, Instruction}, 14478 author = {Byers, C.} 14479 } 14480 @article {, 14481 title = {Value-creating ecologies: Understanding next generation business systems}, 14482 journal = {Foresight}, 14483 volume = {8}, 14484 number = {1}, 14485 year = {2006}, 14486 pages = {55-65}, 14487 abstract = {Purpose - This paper sets out to describe and illustrate an emerging shift in the conceptualisation of value creation in business, namely the emergence of value ecology thinking. Design/methodology/approach - This paper examines shifts in the understanding of value creation in key business, economic and innovation literature and focuses on developments in creative industries at the forefront of technology and innovation - film, TV, computer games, e-business, mobile phones - to illustrate how business increasingly creates value through ecologies. Findings - This paper identifies five important shifts in the conceptualization of value creation by highlighting a growing prevalence in the literature of several ecological metaphors used to explain business processes, namely: the shift from thinking about consumers to co-creators of value; the shift from thinking about value chains to value networks; the shift from thinking about product value to network value; the shift from thinking about simple co-operation or competition to complex co-opetition; and the shift from thinking about individual firm strategy to strategy in relation to value ecologies. Originality/value - This paper synthesizes emerging trends in the literature in relation to value creation and defines the concept of a value-creating ecology. In the process it sheds light on the structure of next generation business systems.}, 14488 keywords = {Business policy, Innovation}, 14489 author = {Hearn, G. and Pace, C.} 14490 } 14491 @article {, 14492 title = {Video game-based exercises for balance rehabilitation: A single-subject design}, 14493 journal = {Archives of Physical Medicine and Rehabilitation}, 14494 volume = {87}, 14495 number = {8}, 14496 year = {2006}, 14497 pages = {1141-1149}, 14498 abstract = {Objectives: To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games would increase a subject{\textquoteright}s desire to perform the exercises and complete the rehabilitation process. Design: Case study, pre- and postexercise. Setting: University hospital outpatient clinic. Participants: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and I middle-aged adult with traumatic brain injury. Intervention: A COP-controlled, video game-based exercise system. Main Outcome Measures: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length. Results: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training. Conclusions: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects{\textquoteright} dynamic balance control.}, 14499 keywords = {Chronic Motor Deficits, Chronic Stroke, Induced Cortical Reorganization, Induced Movement Therapy, Older Persons, Postural Stability, Quiet Stance, Randomized Controlled-Trial, Trunk Sway Measures, Virtual-Reality}, 14500 isbn = {0003-9993}, 14501 author = {Betker,A L and Szturm,T and Moussavi,Z K and Nett,C} 14502 } 14503 @conference {Faust:2006lr, 14504 title = {A video game-based mobile robot simulation environment}, 14505 booktitle = {IEEE International Conference on Intelligent Robots and Systems}, 14506 year = {2006}, 14507 pages = {3749-3754}, 14508 type = {inproceedings}, 14509 address = {Department of Computer Science and Engineering, Washington University in St. Louis, One Brookings Drive, St. Louis, MO 63130, United States}, 14510 abstract = {Simulation Is becoming an Increasingly Important aspect of mobile robots. As we are better able to simulate the real world, we can usefully perform more research In simulated environments. The key aspects of a good simulator, an accurate physics simulation and realistic graphical rendering system, are also central to modern computer games. In this paper, we describe a robot simulation environment built from technologies typically used in computer video games. The simulator is capable of simulating multiple robots, with realistic physics and rendering. It can also support human-controlled avatars using a traditional first-person interface. This allows us to perform robot-human interaction and collaboration studies in the simulated environment. The distributed nature of the simulation allows us to perform large-scale experiments, with users participating from geographically remote locations.}, 14511 author = {Faust, J. and Simon, C. and Smart, W. D.} 14512 } 14513 @article {, 14514 title = {Video games production networks{\textquoteright}: value capture, power relations and embeddedness}, 14515 journal = {Journal of Economic Geography}, 14516 volume = {6}, 14517 number = {2}, 14518 year = {2006}, 14519 pages = {151-180}, 14520 type = {Article}, 14521 abstract = {This paper has two main aims. Firstly to conceptualize the production networks of the video games industry through an examination of its evolution into a multi-million dollar industry. Secondly, to use the video games industry to demonstrate the utility of Global Production Network approaches to understanding the geographically uneven impacts of globalization processes. In particular, three key notions of value, power and embeddedness are used to reveal the most powerful actors in the production network, how they maintain and exercise their power, and how the organization of production is manipulated as a result. It is argued that while hardware production is organized by console manufacturers using truly global sourcing strategies, the production of software is far more complex. In fact, software production networks are bounded within three major economic regions, Western Europe, North America and Asia Pacific. This paper seeks to explain how and why this has occurred.}, 14522 keywords = {cultural industries, economy, embeddedness, film, global production networks, Media, power, Software formats, value, Video Games}, 14523 isbn = {1468-2702}, 14524 author = {Johns, J.} 14525 } 14526 @article {, 14527 title = {Video gaming promotes concussion knowledge acquisition in youth hockey players}, 14528 journal = {Journal of Adolescence}, 14529 volume = {29}, 14530 number = {3}, 14531 year = {2006}, 14532 pages = {351-360}, 14533 abstract = {While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a pilot study to confirm the usability of an in-house developed game, two studies were conducted with 11-17 year old hockey players (N-1 = 130).}, 14534 keywords = {Aggression, Behavior, Computer games, Exposure, Habits, Life, School Performance, Television, Violence}, 14535 isbn = {0140-1971}, 14536 author = {Goodman, D and Bradley, N L and Paras, B and Williamson, I J and Bizzochi, J} 14537 } 14538 @article {439, 14539 title = {Violent computer games and their effects on state hostility and physiological arousal}, 14540 journal = {Aggressive Behavior}, 14541 volume = {32}, 14542 number = {2}, 14543 year = {2006}, 14544 pages = {146-158}, 14545 abstract = {An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self-report measures concerning their video game habits and were also pre-tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility.}, 14546 keywords = {Aggressive Video Games, Behavior, children, Desensitization, Exposure, Media Violence, Personality, Real-Life Aggression, Television Violence, Thoughts}, 14547 isbn = {0096-140X}, 14548 author = {Arriaga, P and Esteves, F and Carneiro, P and Monteiro, M B} 14549 } 14550 @article {, 14551 title = {Violent media consumption and the recognition of dynamic facial expressions}, 14552 journal = {Journal of Interpersonal Violence}, 14553 volume = {21}, 14554 number = {5}, 14555 year = {2006}, 14556 pages = {571-584}, 14557 type = {Article}, 14558 abstract = {This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent media consumption. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Results indicated that. independent of trait aggressiveness, participants high in violent media consumption responded slower to depictions of happiness and faster to depictions of anger than participants low in violent media consumption. Implications of these findings are discussed with respect to current models of aggressive behavior.}, 14559 keywords = {Aggression, Attribution, Behavior, Bias, emotion, Media, memory, Video Games, Violence}, 14560 isbn = {0886-2605}, 14561 author = {Kirsh,S J and Mounts, J. R. W. and Czak, P. V.} 14562 } 14563 @article {, 14564 title = {Virtual cultivation: Online worlds, offline perceptions}, 14565 journal = {Journal of Communication}, 14566 volume = {56}, 14567 number = {1}, 14568 year = {2006}, 14569 pages = {69-87}, 14570 abstract = {The first longitudinal, controlled experiment of a video game explored the presence of cultivation effects due to play. Over the course of 1 month, participants in an online game changed their perceptions of real-world dangers. However, these dangers only corresponded to events and situations found in the game world, not other real-world crimes. This targeted finding is at odds with the broader spreading activation postulated by some cultivation researchers. The results, their implications for theory, and the study of games are discussed.}, 14571 author = {Williams, Dmitri} 14572 } 14573 @conference {, 14574 title = {Visual Attention in 3D Video Games}, 14575 booktitle = {ACE 2006}, 14576 year = {2006}, 14577 address = {LA}, 14578 abstract = {Understanding players{\textquoteright} visual attention patterns within an 14579 interactive 3D game environment is an important research area 14580 that can improve game level design and graphics. Several 14581 graphics techniques use a perception based rendering method to 14582 enhance graphics quality while achieving the fast rendering speed 14583 required for fast-paced 3D video games. Game designers can also 14584 enhance game play by adjusting the level design, texture and 14585 color choices, and objects{\textquoteright} locations, if such decisions are 14586 informed by a study of players{\textquoteright} visual attention patterns in 3D 14587 game environments. This paper seeks to address this issue. We 14588 present results showing different visual attention patterns that 14589 players exhibit in two different game types: action-adventure 14590 games and first person shooter games. In addition, analyzing 14591 visual attention patterns within a complex 3D game environment 14592 presents a new challenge because the environment is very 14593 complex with many rapidly changing conditions; the methods 14594 used in previous research cannot be used in such environments. In 14595 this paper, we will discuss our exploration seeking a new 14596 approach to analyze visual attention patterns within interactive 3D 14597 environments. 14598 }, 14599 keywords = {Visual attention, visual patterns}, 14600 author = {Magy Seif El-Nasr and Su Yan} 14601 } 14602 @article {, 14603 title = {Visuospatial abilities correlate with performance of senior endoscopy specialist in simulated colonoscopy}, 14604 journal = {Journal of Gastrointestinal Surgery}, 14605 volume = {10}, 14606 number = {4}, 14607 year = {2006}, 14608 pages = {593-599}, 14609 type = {Article}, 14610 abstract = {Visuospatial abilities have been demonstrated to predict the performance of medical students in simulated endoscopy. However, little has been reported whether differences in visuospatial abilities influence the performance of senior endoscopists or whether their vast endoscopy experience reduces the importance of these abilities. Eleven senior endoscopists were included in our study. Before the simulated endoscopies in GI Mentor II. (gastroscopy: case 3, module 1 and colonoscopy: case 3, module 1), the endoscopists; performed three visuospatial tests: (1) pictorial surface orientation (PicSOr), (2) card rotation, and (3) cube comparison tests that monitor the ability of the tested person to re-create a three-dimensional image from a two-dimensional presentation as well as mentally manipulate that re-created image. The results of the visuospatial tests were cot-related to the performance parameters of the virtual-reality endoscopy simulator. The percent of time spent with clear view in the simulated colonoscopy correlated well with the performance in the visuospatial PicSOr (r = -0.75, P = 0.01), card rotation (r = 0.75, P = 0.01), and cube comparison (r = 0.79, P = 0.004) tests. The endoscopists who performed better in the visuospatial tests also were better at maintaining visualization of the colon lumen. Those who performed better in the PicSOr test formed fewer loops during colonoscopy (r = 0.60, P = 0.05). In the technically less demanding simulated gastroscopy, there were no Such correlations. The visuospatial tests performed better in endoscopists not playing computer games. Good visuospatial ability correlates significantly with the performance of experienced endoscopists in a technically demanding simulated colonoscopy, but not in the less demanding simulated gastroscopy.}, 14611 keywords = {colonoscopy, gastroscopy, sigmoidoscopy, simulation, Skills, trial, virtual-reality simulator}, 14612 isbn = {1091-255X}, 14613 author = {Westman, B. and Ritter, E. M. and Kjellin, A. and Torkvist, L. and Wredmark, T. and Fellander-Tsai, L. and Enochsson, L.} 14614 } 14615 @conference {, 14616 title = {The VoodooIO gaming kit: a real-time adaptable gaming controller}, 14617 booktitle = {International Conference on Advances in Computer Entertainment Technology 2006}, 14618 year = {2006}, 14619 abstract = {Existing gaming controllers are limited in their end-user configurability. As a complement to current game control technology, we present the VoodooIO Gaming Kit, a real-time adaptable gaming controller. We introduce the concept of appropriable gaming devices, which allow players to define and actively reconfigure their gaming space, making it appropriate to their personal preference and gaming needs. The technology and its conceived usage are illustrated through its application to two commercially available computer games, as well as through the results of a formal user study. 14620 }, 14621 keywords = {Adaptable interfaces, Appropriable gaming devices, Game controllers, VoodooIO}, 14622 author = {Villar, N. and Gilleade, K. M. and Ramduny-Ellis, D. and Gellersen, H.} 14623 } 14624 @article {, 14625 title = {What baboons, babies and Tetris players tell us about interaction: a biosocial view of norm-based social learning}, 14626 journal = {Connection Science}, 14627 volume = {18}, 14628 number = {4}, 14629 year = {2006}, 14630 pages = {363--378}, 14631 publisher = {TAYLOR \& FRANCIS LTD}, 14632 address = {ABINGDON}, 14633 abstract = {Could androids use movements to build relationships{\textquoteright}? For people, relationships are created with the help of behaviour-shaping norms, which infants begin to discover and manipulate by the third month. To build relationships, machines can also learn to exploit human reactions in real-time decision-making. In the video game Tetris, for example, affect co-opts computer-generated patterns to simplify cognitive tasks: norms mediate what Kirsh and Maglio (Cognitive Sci., 18, pp. 513-549, 1994) term epistemic actions, which allow implicit knowledge to shape key pressing in ways that, given past games, are likely to be informative and valuable. Expert players act to change their cognitive states by allowing the game{\textquoteright}s higher-level states to constrain their lower-level actions. Since this process enables the development of expertise, we might expect it to be widespread; but it seems marginal in hamadryas baboons, although they use affect and complex norms. In humans, by contrast, infants use adults as cognitive resources in developing their epistemic abilities. This has engineering implications for android designers. Since androids can elicit epistemic actions, engineers need to develop an affect sensitive inter-face. If successful at this, even rudimentary co-action may prompt people to report experiencing androids as both making choices and violating expectations.}, 14634 keywords = {Language}, 14635 isbn = {0954-0091}, 14636 author = {Cowley, S. J. and MacDorman, K. F.} 14637 } 14638 @inbook {, 14639 title = {What Can We Learn From Playing Interactive Games?}, 14640 booktitle = {Playing Video Games: Motives, Responses and Consequences.}, 14641 year = {2006}, 14642 pages = {379-397}, 14643 publisher = {Lawrence Erlbaum Associates}, 14644 organization = {Lawrence Erlbaum Associates}, 14645 address = {Mahwah, NJ}, 14646 abstract = {This book chapter is an overview of recent research on interactive games and learning and it describes the learning outcomes that have been identified in studies of interactive games. The outcomes are grouped into nine areas: Motivation to learn, Perception and coordination, Thinking and problem solving, Knowledge, Skills and behaviors, Self-regulation and therapy, Self-concepts, Social relationships, and Attitudes and values. The chapter concludes by pointing to processes of learning and skill development that can occur in well designed interactive games and some of the game design strategies that can enhance game-based learning.}, 14647 keywords = {Cognition, computer game, effects, emotion, interactive game, learning, learning environments, literature review, methodology, research, theory development, Video Game}, 14648 isbn = {0-8058-5322-9}, 14649 author = {Lieberman, D A}, 14650 editor = {P. Vorderer and J. Bryant} 14651 } 14652 @book {, 14653 title = {What Every Parent Needs to Know about Video Games: A Gamer Explores the Good, Bad, and Ugly of the Virtual World}, 14654 year = {2006}, 14655 publisher = {Harvest House Publishers}, 14656 organization = {Harvest House Publishers}, 14657 isbn = {0736917403}, 14658 author = {Richard Abanes} 14659 } 14660 @inbook {, 14661 title = {What Is a Game Ego? (or How the Embodied Mind Plays a Role in Computer Game Environments)}, 14662 booktitle = {Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning}, 14663 volume = {1}, 14664 year = {2006}, 14665 pages = {45-58}, 14666 publisher = {IOI Press}, 14667 organization = {IOI Press}, 14668 address = {Amsterdam}, 14669 isbn = {158603572X}, 14670 author = {Ulf Wilhelmsson}, 14671 editor = {Maja Pivec} 14672 } 14673 @conference {Moon:2006rt, 14674 title = {What is difference between Korean and Japanese online game users: Analysis with a multi-group structural model}, 14675 booktitle = {Proceedings - First International Conference on Semantics, Knowledge and Grid, SKG 2005}, 14676 year = {2006}, 14677 type = {inproceedings}, 14678 abstract = {To compete successfully in today{\textquoteright}s global online game markets, a cross national analysis is becoming a more important issue. The purpose of this research is to identify if causalities among flow and customer loyalty are different between Korean and Japanese online games. To perform our research, we use Multigroup Structural Equation Model.}, 14679 author = {Moon, J. -Y. and Lee, S. -C. and Kim, N. -H. and Suh, Y. -H.} 14680 } 14681 @mastersthesis {, 14682 title = {What is the Avatar?}, 14683 year = {2006}, 14684 pages = {232}, 14685 school = {University of Bergen}, 14686 type = {PhD}, 14687 abstract = {In this study I will suggest a theory of the avatar in singleplayer computer games1, and discuss how <strong>avatar-based games are different from other kinds of computer games</strong> as well as from other kinds of media. I believe that a closer study of the role of the avatar will cast light on some of the central aesthetic parameters that structure both how we play and why we play computer games. This knowledge will also have potential implications for our understanding of other formats and genres in the wider domain of digital media and culture.<br /> 14688 <br /> 14689 The aim of this study has been to describe <strong>what the avatar is, how it structures our play and our participation with a fictional world,</strong> and how avatar-based singleplayer computer games are different from other kinds of singleplayer games; the avatar exploits the concretising realism of the computer as a simulating machine, and situates us in a gameworld via prosthetic and fictional embodiment. 14690 }, 14691 keywords = {Avatars, definition, structure of play, Video Games}, 14692 url = {http://www.uib.no/people/smkrk/docs/RuneKlevjer_What\%20is\%20the\%20Avatar_finalprint.pdf}, 14693 author = {Klevjer,Rune} 14694 } 14695 @book {, 14696 title = {Writing for Video Games}, 14697 year = {2006}, 14698 publisher = {A \& C Black Publishers}, 14699 organization = {A \& C Black Publishers}, 14700 isbn = {0713677619}, 14701 author = {Steve Ince} 14702 } 14703 @article {, 14704 title = {Adapting the Principles of Ludology to the Method of Videogame Content Analysis}, 14705 journal = {Game Studies}, 14706 volume = {7}, 14707 number = {1}, 14708 year = {2006}, 14709 abstract = {This article focuses on the methodology of qualitative videogame content analysis, aiming to complement the insights provided by Koznac (2002) and Consalvo \& Dutton (2006) from a media sociology perspective. A selection was made of 11 contemporary, mature-rated games, and a scheme for analysis was constructed, addressing the different shapes violent activity takes within these games. In a step by step overview of the phases in which the analysis was carried out, the article describes the procedures that were used while constructing a scheme for analysis, while selecting a number of game titles and while training the coders. In the end a brief overview is given of the main results. As such the article provide a blueprint, mapping the difficulties and challenges one encounters while performing a qualitative videogame analysis.}, 14710 url = {http://gamestudies.org/0701/articles/malliet}, 14711 author = {Malliet, Steven} 14712 } 14713 @article {, 14714 title = {Combat in context}, 14715 journal = {Game Studies}, 14716 volume = {6}, 14717 number = {1}, 14718 year = {2006}, 14719 url = {http://gamestudies.org/0601/articles/montfort}, 14720 author = {Montfort, N.} 14721 } 14722 @article {, 14723 title = {Developing a coding scheme for detecting usability and fun problems in computer games for young children}, 14724 journal = {Behavior Research Methods}, 14725 volume = {38}, 14726 number = {3}, 14727 year = {2006}, 14728 pages = {382-389}, 14729 abstract = {This article describes the development and assessment of a coding scheme for finding both usability and fun problems through observations of young children playing computer games during user tests. The proposed coding scheme is based on an existing list of breakdown indication types of the detailed video analysis method (DEVAN). This method was developed to detect usability problems in task-based products for adults. However, the new coding scheme for children{\textquoteright}s computer games takes into account that in games, fun, in addition to usability, is an important factor and that children behave differently from adults. Therefore, the proposed coding scheme uses 8 of the 14 original breakdown indications and has 7 new indications. The article first discusses the development of the new coding scheme. Subsequently, the article describes the reliability assessment of the coding scheme. The any-two agreement measure of 38.5\% shows that thresholds for when certain user behavior is worth coding will be different for different evaluators. However, the any-two agreement of .92 for a fixed list of observation points shows that the distinction between the available codes is clear to most evaluators. Finally, a pilot study shows that training can increase any-two agreement considerably by decreasing the number of unique observations, in comparison with the number of agreed upon observations.}, 14730 isbn = {1554-351X}, 14731 author = {Barendregt, W. and Bekker,M M} 14732 } 14733 @article {, 14734 title = {Dynamic Lighting for Tension in Games}, 14735 journal = {Game Studies}, 14736 volume = {7}, 14737 number = {1}, 14738 year = {2006}, 14739 url = {http://gamestudies.org/0701/articles/elnasr_niedenthal_knez_almeida_zupko}, 14740 author = {Magy Seif El-Nasr and Niedenthal,Simon and Igor Knez and Priya Almeida and Joseph Zupko} 14741 } 14742 @conference {, 14743 title = {Evolution of human-competitive agents in modern computer games}, 14744 booktitle = {2006 IEEE Congress on Evolutionary Computation, CEC 2006}, 14745 year = {2006}, 14746 pages = {777-784}, 14747 abstract = {Modern computer games have become far more sophisticated than their ancestors. In this process the requirements to the intelligence of artificial gaming characters have become more and more complex. This paper describes an approach to evolve human-competitive artificial players for modern computer games. The agents are evolved from scratch and successfully learn how to survive and defend themselves in the game. Agents trained with standard evolution against a training partner and agents trained by coevolution are presented. Both types of agents were able to defeat or even to dominate the original agents supplied by the game. Furthermore, we have made a detailed analysis of the obtained results to gain more insight into the resulting agents.}, 14748 author = {Priesterjahn, S. and Kramer, O. and Weimer, A. and Goebels, A.} 14749 } 14750 @article {, 14751 title = {Game analysis: Developing a methodological toolkit for the qualitative study of games}, 14752 journal = {Game Studies}, 14753 volume = {6}, 14754 number = {1}, 14755 year = {2006}, 14756 abstract = {Although the study of digital games is steadily increasing, there has been little or no effort to develop a method for the qualitative, critical analysis of games as "texts" (broadly defined). This paper creates a template for such analyses by developing and explaining four areas that game researchers should consider when studying a game: Object Inventory, Interface Study, Interaction Map, and Gameplay Log. Through the use of an extended example (The Sims and three of its expansion packs: Livin{\textquoteright} Large, House Party and Hot Date) as well as examples from different styles and genres of games, the case is made for employing these four areas or components as a (developing) methodology for the critical analysis of one or many digital games.}, 14757 url = {http://gamestudies.org/0601/articles/consalvo_dutton}, 14758 author = {Consalvo, M and Dutton, N.} 14759 } 14760 @article {, 14761 title = {The game design in video games, a new form of intercultural narration?}, 14762 journal = {Contemporary French and Francophone Studies}, 14763 volume = {10}, 14764 number = {3}, 14765 year = {2006}, 14766 pages = {331-339}, 14767 isbn = {1740-9292}, 14768 author = {Genvo,S} 14769 } 14770 @article {, 14771 title = {Game Studies Now, History of Science Then}, 14772 journal = {Games and Culture}, 14773 volume = {1}, 14774 number = {1}, 14775 year = {2006}, 14776 pages = {78-82}, 14777 abstract = {This article compares the growth of history of science as a discipline to the situation faced by game studies today. What can researchers learn from the elevation of the history of science to an established discipline and profession that might help scholars understand the situation of game studies? And why are game studies today being talked about in ways similar to the rhetoric that accompanied the history of science in the 1960s and 1970s? The author suggests that the growth of history of science then and game studies now has been fueled by similar motivations and strategies. These reflections on the history of science suggest there is nothing about such divisions that dooms or even threatens the growth and eventual success of this new discipline.}, 14778 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/78}, 14779 author = {Lowood, Henry} 14780 } 14781 @inbook {, 14782 title = {Games}, 14783 booktitle = {Reading the Lord of the Rings}, 14784 year = {2006}, 14785 pages = {151-161}, 14786 publisher = {Continuum}, 14787 organization = {Continuum}, 14788 address = {London}, 14789 author = {Atkins, Barry}, 14790 editor = {Eaglestone,Robert} 14791 } 14792 @article {, 14793 title = {The games economists play - Implications of economic game theory for the study of computer games}, 14794 journal = {Game Studies}, 14795 volume = {6}, 14796 number = {1}, 14797 year = {2006}, 14798 abstract = {It is a source of confusion that economists for decades have worked on "game theory" while studying economic behaviour. However, while not focused on games in the recreational sense this perspective does provide a highly meticulous complementary framework for the understanding of computer game structure and player behaviour. This article attempts to extract useful analytic concepts and insights from economic game theory and to give suggestions for how these might be put to concrete use in the study of computer games. A non-technical introduction is given, the framework is applied to computer games, a brief case study is performed and finally ideas for future research are presented.}, 14799 url = {http://gamestudies.org/0601/articles/heide_smith}, 14800 author = {Smith, J. H.} 14801 } 14802 @article {, 14803 title = {Invited talk: Rule systems and video games}, 14804 journal = {Intelligent Virtual Agents, Proceedings}, 14805 volume = {4133}, 14806 year = {2006}, 14807 pages = {445-445}, 14808 isbn = {0302-9743}, 14809 author = {Humble,R} 14810 } 14811 @article {, 14812 title = {The Labor of Fun: How Video Games Blur the Boundaries of Work and Play}, 14813 journal = {Games and Culture}, 14814 volume = {1}, 14815 number = {1}, 14816 year = {2006}, 14817 pages = {68-71}, 14818 abstract = {Video games are often framed as sites of play and entertainment. Their transformation into work platforms and the staggering amount of work that is being done in these games often go unnoticed. Users spend on average 20 hours a week in online games, and many of them describe their game play as obligation, tedium, and more like a second job than entertainment. Using well-known behavior conditioning principles, video games are inherentlywork platforms that train us to become better gameworkers. And thework that is being performed in video games is increasingly similar to the work performed in business corporations. The microcosm of these online games may reveal larger social trends in the blurring boundaries between work and play.}, 14819 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/68}, 14820 author = {Yee, Nick} 14821 } 14822 @article {, 14823 title = {Law and Games Studies}, 14824 journal = {Games and Culture}, 14825 volume = {1}, 14826 number = {1}, 14827 year = {2006}, 14828 pages = {25-28}, 14829 abstract = {This brief article investigates the relationship between legal scholarship and game studies. It attempts to find some common ground between theories of law and theories of games, looking to lawas a game, the lawof sports, and contemporary claims about online governance.}, 14830 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/25}, 14831 author = {Lastowka,Greg} 14832 } 14833 @article {, 14834 title = {Live Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG Similarities}, 14835 journal = {Games and Culture}, 14836 volume = {1}, 14837 number = {3}, 14838 year = {2006}, 14839 pages = {252-275}, 14840 abstract = {Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers a variety of venues for further research into how these management techniques can be applied to MMOGs.}, 14841 url = {http://gac.sagepub.com/cgi/content/abstract/1/3/252}, 14842 author = {Tychsen,Anders and Hitchens,Michael and Brolund,Thea and Kavakli,Manolya} 14843 } 14844 @article {, 14845 title = {Managing routing disruptions in Internet service provider networks}, 14846 journal = {IEEE Communications Magazine}, 14847 volume = {44}, 14848 number = {3}, 14849 year = {2006}, 14850 pages = {160-165}, 14851 type = {Article}, 14852 abstract = {Customers of Internet service providers are increasingly interested in running applications such as voice over IP, video games, and commercial transactions. This new range of applications cannot tolerate poor network performance (high delays or low available bandwidth) or network instability (periods of loss or variation in delay or available bandwidth). Unfortunately, routine events such as equipment failures or planned maintenance cause routing changes, which may lead to transient service disruptions or persistent performance problems. Operators of ISP networks are faced with the challenge of minimizing routing disruptions using current routing technology, which offers little control. In this article we discuss routing disruptions from an ISP perspective. First, we describe the causes and effects of routing changes. Then we provide a set of network design guidelines and operational practices that network operators can use to reduce the impact of routing changes in their network.}, 14853 isbn = {0163-6804}, 14854 author = {Teixeira, R. and Rexford, J.} 14855 } 14856 @article {, 14857 title = {The Mangle of Play}, 14858 journal = {Games and Culture}, 14859 volume = {1}, 14860 number = {3}, 14861 year = {2006}, 14862 pages = {199-213}, 14863 abstract = {In this essay, I discuss the ways in which, in the context of Lineage, the game that{\textquoteright}s actually played by participants is not the game that designers originally had in mind, but rather one that is the outcome of an interactively stabilized (Pickering, 1995) "mangle of practice" of designers, players, in-game currency farmers, and broader social norms.}, 14864 url = {http://gac.sagepub.com/cgi/content/abstract/1/3/199}, 14865 author = {Steinkuehler,Constance} 14866 } 14867 @article {, 14868 title = {Measuring bridging and bonding online and off: The development and validation of a social capital Instrument}, 14869 journal = {Journal of Computer-Mediated Communication}, 14870 volume = {11}, 14871 number = {2}, 14872 year = {2006}, 14873 author = {Williams, Dmitri} 14874 } 14875 @article {, 14876 title = {Methodology for evaluating a novel education technology: a case study of handheld video games in Chile}, 14877 journal = {Computers \& Education}, 14878 volume = {46}, 14879 number = {2}, 14880 year = {2006}, 14881 pages = {174-191}, 14882 type = {Article}, 14883 abstract = {Many school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a comprehensive methodology for estimating the value of a new educational technology in three steps: benefit analysis, through the administration of a well-designed experiment; cost analysis, which incorporates costs to weigh against the benefits; and feasibility analysis, which introduces real-world concerns that may affect the ability to actually implement the technology. To illustrate the methodology, a case study from Chile is used where portable educational video games were introduced into first and second grade classrooms with the aim of improving learning in mathematics and language. This paper demonstrates the importance of all three steps in the evaluation process and provides a framework for future analyses.}, 14884 keywords = {class size, cost-analysis, cost-effectiveness analysis, education, elementary, evaluation methodologies, evaluation of CAL systems, feasibility analysis, policy, reflections}, 14885 isbn = {0360-1315}, 14886 author = {Margolis, J. L. and Nussbaum, M and Rodriguez, P. and Rosas, R} 14887 } 14888 @article {, 14889 title = {Mods, Nay! Tournaments, Yay! - The Appropriation of Contemporary Game Culture by the U.S. Military}, 14890 journal = {Fibreculture}, 14891 number = {8}, 14892 year = {2006}, 14893 abstract = {This paper analyses the official U.S. Army PC-game, America{\textquoteright}s Army, against the backdrop of the ongoing war on terror and the military-entertainment complex. It considers the dual role of the game as a recruiting tool and a propaganda instrument. The expansion of the military-entertainment complex has significant consequences for the militarisation of the domestic sphere and youth popular culture. Whereas commercial game developers and publishers are eager to tap into First Person Shooter mod communities in order to institutionalise both cultural and economic value-exchanges, it is impossible to modify the official U.S. Army Game in any way. Yet, a closer look at America{\textquoteright} s Army and its community shows the appropriation of various other elements of contemporary game culture: for instance, clan culture, LAN-parties and various forms of fan production. The analysis of America{\textquoteright}s Army and its community demonstrates that the appropriation of game culture has serious political-ideological implications}, 14894 url = {http://journal.fibreculture.org/issue8/issue8_nieborg.html}, 14895 author = {David B. Nieborg} 14896 } 14897 @article {, 14898 title = {Myths, Monsters and Markets: Ethos, Identification, and the Video Game Adaptations of The Lord of the Rings}, 14899 journal = {Game Studies}, 14900 volume = {7}, 14901 number = {1}, 14902 year = {2006}, 14903 url = {http://gamestudies.org/0701/articles/wallin}, 14904 author = {Wallin, Mark Rowell} 14905 } 14906 @article {, 14907 title = {Narrative, Games, and Theory}, 14908 journal = {Game Studies}, 14909 volume = {7}, 14910 number = {1}, 14911 year = {2006}, 14912 url = {http://gamestudies.org/0701/articles/simons}, 14913 author = {Simons, Jan} 14914 } 14915 @proceedings {, 14916 title = {No More SMS From Jesus: Ubicomp, religion and techno-spiritual practices}, 14917 journal = {Ubicomp 2006: Ubiquitous Computing, Proceedings}, 14918 volume = {4206}, 14919 year = {2006}, 14920 pages = {141-158}, 14921 abstract = {Over the last decade, new information and communication technologies have lived a secret life. For individuals and institutions around the world, this constellation of mobile phones, personal computers, the internet, software, games, and other computing objects have supported a complex set of religious and spiritual needs. In this paper, I offer a survey of emerging and emergent techno-spiritual practices, and the anxieties surrounding their uptake. I am interested in particular in the ways in which religious uses of technology represent not only a critique of dominant visions of technology{\textquoteright}s futures, but also suggest a very different path(s) for ubiquitous computing{\textquoteright}s technology envisioning and development.}, 14922 isbn = {0302-9743}, 14923 author = {Bell,G} 14924 } 14925 @article {, 14926 title = {Not a Hater, Just Keepin{\textquoteright} It Real: The Importance of Race- and Gender-Based Game Studies}, 14927 journal = {Games and Culture}, 14928 volume = {1}, 14929 number = {1}, 14930 year = {2006}, 14931 pages = {83-88}, 14932 abstract = {Notwithstanding the presence of extreme racialized tropes within the world of video games, public discourses continue to focus on questions of violence, denying the importance of games in maintaining the hegemonic racial order. Efforts to exclude race (and intersections with gender, nation, and sexuality) from public discussions through its erasure and the acceptance of larger discourses of colorblindness contribute to a problematic understanding of video games and their significant role in contemporary social, political, economic, and cultural organization. How can one truly understand fantasy, violence, gender roles, plot, narrative, game playability, virtual realities, and the like without examining race, racism, and/or racial stratification--one cannot. This article challenges game studies scholars to move beyond simply studying games to begin to offer insight and analysis into the importance of race and racialized tropes within virtual reality and the larger implications of racist pedagogies of video games in the advancement of White supremacy.}, 14933 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/83}, 14934 author = {Leonard,David J} 14935 } 14936 @inbook {, 14937 title = {ODECAL, a flexible open source rag doll simulation engine}, 14938 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 14939 series = {Lecture Notes in Computer Science}, 14940 volume = {3942}, 14941 year = {2006}, 14942 pages = {680-687}, 14943 publisher = {Springer-Verlag Berlin}, 14944 organization = {Springer-Verlag Berlin}, 14945 address = {Berlin}, 14946 abstract = {This paper describes the implementation of ODECAL, a real-time physics powered, rag doll simulation system with animation blending ability. Unlike the traditional key frame animation rag doll system, our animating 3D character can blend into physics state to perform rag doll simulation and vice verse seamlessly. It can even be applied to any form of creatures with bone based articulation. ODECAL can be used for the development of computer games as well as virtual reality applications to enhance the realism and sense of immersion. ODECAL was build with flexible design in mind to allow it to integrate easily with any 3D rendering toolkits and game engines. It was written entirely in C++ using object oriented design to provide programmer a "developer friendly" modularize architecture for large scale software project. We also utilized open source technologies for low cost development as well as its strong cross platform feature.}, 14947 isbn = {0302-9743}, 14948 author = {Lih-Hern, P. and Siang, T. Y. and Foo, W. C. and Kuan, W. L.} 14949 } 14950 @article {, 14951 title = {Parlaying Value: Capital in and Beyond Virtual Worlds}, 14952 journal = {Games and Culture}, 14953 volume = {1}, 14954 number = {2}, 14955 year = {2006}, 14956 pages = {141-162}, 14957 abstract = {Recent scholarship has made it clear that people within synthetic worlds (otherwise known as virtual worlds or MMORPGs) produce commodities and currencies with market value, whereas other work has established the increasing importance of social networks within and between worlds and across the boundary that appears to separate them from the rest of users{\textquoteright} lives. To tie these two threads together and account for the use of these environments for the development of expertise and credentials, the author proposes adding a third form, cultural capital, to the mix and outlines a model for understanding capital in all its manifestations: material, social, and cultural. This model will make it possible to explore how actors within synthetic worlds transform, or parlay, these forms from one into the other and how these forms are used across all the domains wherein users act, blurring any qualitative distinction between virtual and real worlds.}, 14958 url = {http://gac.sagepub.com/cgi/content/abstract/1/2/141}, 14959 author = {Malaby,Thomas} 14960 } 14961 @conference {, 14962 title = {PartyPeer: A P2P massively multiplayer online game}, 14963 booktitle = {Proceedings of the 14th Annual ACM International Conference on Multimedia, MM 2006}, 14964 year = {2006}, 14965 pages = {507-508}, 14966 abstract = {Using peer-to-Peer (P2P) architectures for large scale interactive applications such as Massively Multiplayer Online Games (MMOG) is very challenging because of the difficulties to maintain a consistent game world in a distributed topology and exchange game state information in the P2P network without a central sever. In this demo proposal we present the innovative design and implementation of PartyPeer, an online social game which supports a massive number of users using our P2P based streaming network called ACTIVE+. We also discuss some of the implementation challenges when building this real-world P2P based game.}, 14967 keywords = {massive multiplayer online games, Peer-to-peer streaming, virtual reality}, 14968 author = {Liu, L. S. and Zimmermann, R. and Xiao, B. and Christen, J.} 14969 } 14970 @article {, 14971 title = {Pervasive Gaming: Formats, Rules and Space}, 14972 journal = {Fibreculture}, 14973 number = {8}, 14974 year = {2006}, 14975 abstract = {Pervasive Gaming (PG) denotes a noteworthy change in the history and nature of computer games. By intentionally merging virtual and physical space, pervasive gaming not only extends the magic circle of play; it further challenges our conception of game rules, game mechanics, and game entities. This paper introduces and discusses some of the key characteristics of this novel trend in computer games. Following a short description of the significant features of pervasive computing, Walther explicates pervasive gaming in relation to time, space, and presence (or immersion). Then I position four axes or zones of pervasive gaming: mobility, distribution, persistence, and transmediality. Further, I describe and analyse three essential units of PG (rules, entities, and mechanics), and finally, I speculate about the role of space in PG by differentiating between tangible space, information space, and accessibility space.}, 14976 url = {http://journal.fibreculture.org/issue8/issue8_walther.html}, 14977 author = {Bo Kampmann Walther} 14978 } 14979 @proceedings {, 14980 title = {Player-centred game design}, 14981 journal = {Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems}, 14982 year = {2006}, 14983 pages = {1731-1734}, 14984 abstract = {Videogames are not your typical software application. They are often designed to elicit a negative emotional response, such as frustration or fear, the antithesis of usability. However, this is not to suggest that HCI has little to offer the game design community. Indeed, the exact opposite appears to be true. A number of user-centred design techniques have evolved which can support each stage of the game design process, from concept through to post-production. However, there is currently no archive of appropriate techniques showing how they might be applied to videogame design. Given the differences in goals from these products to traditional software, this is clearly necessary. The purpose of this workshop is to identify those techniques appropriate to game design, and elicit practitioners{\textquoteright} experience when applying such methodologies. The intended result is a prescriptive process which demonstrates how user-centred methodologies can best be applied to game design.}, 14985 url = {http://doi.acm.org/10.1145/1125451.1125774}, 14986 author = {Sykes,Jonathan and Federoff, Melissa} 14987 } 14988 @article {, 14989 title = {The playful and the serious: An approximation to Huizinga{\textquoteright}s Homo Ludens}, 14990 journal = {Game Studies}, 14991 volume = {6}, 14992 number = {1}, 14993 year = {2006}, 14994 url = {http://gamestudies.org/0601/articles/rodriges}, 14995 author = {Rodriguez, H.} 14996 } 14997 @article {, 14998 title = {Playful Identities, or the Ludification of Culture}, 14999 journal = {Games and Culture}, 15000 volume = {1}, 15001 number = {1}, 15002 year = {2006}, 15003 pages = {52-57}, 15004 abstract = {One of the main aims of game studies is to investigate to what extent and in what ways computer games are currently transforming the understanding of and the actual construction of personal and cultural identities. Computer games and other digital technologies such as mobile phones and the Internet seem to stimulate playful goals and to facilitate the construction of playful identities. This transformation advances the ludification of today{\textquoteright}s culture in the spirit of Johan Huizinga{\textquoteright}s homo ludens.}, 15005 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/52}, 15006 author = {Raessens,Joost} 15007 } 15008 @article {, 15009 title = {Playing and Making Games for Learning: Instructionist and Constructionist Perspectives for Game Studies}, 15010 journal = {Games and Culture}, 15011 volume = {1}, 15012 number = {1}, 15013 year = {2006}, 15014 pages = {36-40}, 15015 abstract = {This article presents an overview of what we know about two perspectives, coined instructionist and constructionist, to games for learning. The instructionists, accustomed to thinking in terms of making instructional educational materials, turn naturally to the concept of designing instructional games. Far fewer people have sought to turn the tables: by making games for learning instead of playing games for learning. Rather than embedding "lessons" directly in games, constructionists have focused their efforts on providing students with greater opportunities to construct their own games--and to construct new relationships with knowledge in the process. Research has only begun to build a body of experience that willmake us believe in the value of playing and making games for learning.}, 15016 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/36}, 15017 author = {Kafai, Yasmin B.} 15018 } 15019 @conference {, 15020 title = {Playing for keeps: Gaming as a language learning tool}, 15021 booktitle = {ACM SIGGRAPH 2006 Educators Program - International Conference on Computer Graphics and Interactive Techniques}, 15022 year = {2006}, 15023 abstract = {We propose a methodology for evaluating second language acquisition in the context of massive multi-player online role-playing games (MMORPG). Careful examination of learning opportunities present in gaming requires us to direct our attention to the characteristics of MMORPGs and how these characteristics support learning. MMORPGs accommodate active learners who assume the role of characters they have selected, create immersive environments that promote the development of conceptual knowledge and engage players in social interaction among a community of players. Since MMORPGs support social interaction between players, MMORPGs serve as the catalyst for fostering students language proficiency as students interact in a foreign language while playing the game. For these reasons, we believe that MMORPGs embody an interesting and underutilized learning environment for second language acquisition. Based upon this premise, we introduce a game-language learning model and explore Sony Online Entertainments 3D game Ever Quest II as a pedagogical tool for students learning English as a second language.}, 15024 author = {Rankin, Y. A. and Gold, R. and Gooch, B.} 15025 } 15026 @article {, 15027 title = {The Pleasures and Dangers of the Game: Up Close and Personal}, 15028 journal = {Games and Culture}, 15029 volume = {1}, 15030 number = {1}, 15031 year = {2006}, 15032 pages = {119-122}, 15033 abstract = {What are the pleasures and the dangers of theway that the study of digital games has crystallized over the past 3 years? The author argues here that a pluralistic approach is required if the full complexity of games is to be addressed and analyzed, and as such, textual approaches to the analysis games should not be dismissed no matter what the particular focus of attention. To understand a game{\textquoteright}s design, the way it seeks to shape the player{\textquoteright}s experience and to make the game meaningful, it is essential to take account of the formal features of a given game. Being up close and personal forces one to think through the specificities of a game and what it is like to play that game. The author therefore advocates a combination of a formal and phenomenological approach as a means of exploring the complex relationship between game text and player.}, 15034 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/119}, 15035 author = {Krzywinska,Tanya} 15036 } 15037 @conference {, 15038 title = {Power analysis of computer game algorithms for handheld embedded system}, 15039 booktitle = {2006 1st IEEE Conference on Industrial Electronics and Applications}, 15040 year = {2006}, 15041 abstract = {Handheld PDAs are rapidly gaining in popularity and the capabilities of such devices are increasing at an accelerated pace. Computer game is one of the software applied in most mobile embedded devices that be requested to handle more and more functions in recent year. Most researches of computer games focus on AI performance, computer vision, even social sciences. On the other hand, a large and increasing number of embedded systems are subject to tight power constraints, but strangely no one pays attention to the games on mobile embedded device at present. Our work recognizes the need to provide embedded software designers with feedback about the effect of different algorithms of computer games on energy consumption early in the design cycle. The ability to efficiently analyze battery life under different design choices of games is an important aid in designing battery-efficient systems. In this paper, we present a comprehensive analysis of energy requirements in a wide range of the most used algorithms in different computer game types. Based on our results, we conclude and discuss various opportunities for realizing energy-efficient implementations of game algorithms. We believe that such investigations will be an important first step towards addressing the challenges of energy efficient algorithms for battery-constrained systems.}, 15042 author = {Lai, Y. R. and Ruan, S. J.} 15043 } 15044 @article {, 15045 title = {Productive Play: Game Culture From the Bottom Up}, 15046 journal = {Games and Culture}, 15047 volume = {1}, 15048 number = {1}, 15049 year = {2006}, 15050 pages = {17-24}, 15051 abstract = {In this article, the author argues against the assertion, originating with "canonical" game studies texts such as Homo Ludens and Man, Play, and Games, that inherent in the definition of games is that they are "unproductive." Instead, she makes a case for the notion of productive play, in which creative production for its own sake (as opposed to production for hire) is an active and integral part of play activities, particularly those enabled by networks. Citing from her recent ethnographic research studying intergame immigration between massively multiplayer online games (MMOGs), the author describes one case in which players ejected from the MMOGUru: Ages Beyond Myst became highly productive, creating artifacts from Uru in other virtual worlds like There and Second Life. Over time, the Uru Diaspora expanded the game{\textquoteright}s culture, eventually creating their own original Uru-and Myst-inspired artifacts, including an entirely new game.}, 15052 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/17}, 15053 author = {Pearce,Celia} 15054 } 15055 @article {, 15056 title = {The Question of Computer Games}, 15057 journal = {Games and Culture}, 15058 volume = {1}, 15059 number = {1}, 15060 year = {2006}, 15061 pages = {72-77}, 15062 abstract = {A short, speculative account of the state of play in the formation of a discipline or field of computer games studies. The processes of academic teaching, research, and institutional positioning in regard to computer games are viewed from the perspective of wider currents and crises influencing knowledge formation today. It is argued that the different approaches to computer games cannot ignore the differences in their conceptions of the object of study in a naive pluralism. These different conceptions of games as parts of the technocultural milieu must encounter each other in the name of the struggle against the avoidance of critical thought concerning the nature and forms of technoculture that often prevails in the production of specialist "knowledge" today.}, 15063 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/72}, 15064 author = {Crogan, Patrick} 15065 } 15066 @article {, 15067 title = {Restricted Play: Synergy and the Limits of Interactivity in The Lord of the Rings: The Return of the King Video Game}, 15068 journal = {Games and Culture}, 15069 volume = {1}, 15070 number = {3}, 15071 year = {2006}, 15072 pages = {214-230}, 15073 abstract = {Although recent critical studies have begun to acknowledge the aesthetic connections that films and video games share, too often these studies neglect to extend an analysis to consumer culture. As video games now make up an important segment of the film industry{\textquoteright}s market, this critical engagement is needed to extend the scholarship on video games. Specifically, this essay critically engages the concept of interactivity as an important theoretical construction in the study of video games. Through an analysis of The Lord of the Rings: The Return of the King video game, the authors discover that interactivity can be limited in a way that augments the synergistic connections between films and video games.}, 15074 url = {http://gac.sagepub.com/cgi/content/abstract/1/3/214}, 15075 author = {Brookey,Robert Alan and Booth,Paul} 15076 } 15077 @article {, 15078 title = {Robust spoken language understanding in a computer game}, 15079 journal = {Speech Communication}, 15080 volume = {48}, 15081 number = {3-4}, 15082 year = {2006}, 15083 pages = {335-353}, 15084 abstract = {We present and evaluate a robust method for the interpretation of spoken input to a conversational computer game. The scenario- of the game is that of a player interacting with embodied fairy-tale characters in a 3D world via spoken dialogue (supplemented by graphical pointing actions) to solve various problems. The player himself cannot directly perform actions in the world, but interacts with the fairy-tale characters to have them perform various tasks, and to get information about the world and the problems to solve. Hence the role of spoken dialogue as the primary means of control is obvious and natural to the player. Naturally, this means that robust spoken language understanding becomes a critical component. To this end, the paper describes a semantic representation formalism and an accompanying parsing algorithm which works off the output of the speech recogniser{\textquoteright}s statistical language model. The evaluation shows that the parser is robust in the sense of considerably improving on the noisy output of the speech recogniser. }, 15085 isbn = {0167-6393}, 15086 author = {Boye,J and Gustafson,J and Wiren,M} 15087 } 15088 @article {, 15089 title = {On the role of the die: A brief ludologic study of pen-and-paper roleplaying games and their rules}, 15090 journal = {Game Studies}, 15091 volume = {6}, 15092 number = {1}, 15093 year = {2006}, 15094 url = {http://gamestudies.org/0601/articles/dormans}, 15095 author = {Dormans, J.} 15096 } 15097 @article {, 15098 title = {Running Quake II on a grid}, 15099 journal = {IBM Systems Journal}, 15100 volume = {45}, 15101 number = {1}, 15102 year = {2006}, 15103 pages = {21-44}, 15104 type = {Article}, 15105 abstract = {As a genre of computer games, the massively multiplayer online game (MMOG) has the promise of enabling up to tens-or even hundreds-of thousands of simultaneous players. This paper describes how we began with an existing single-server online game engine and enhanced it to become a multiserver MMOG engine running on a grid. other approaches require that a game be specifically designed to scale to MMOG player levels. Our approach, using IBM OptimalGrid middleware (which provides an abstracted underlying grid infrastructure to an application) allowed us to reuse an existing game engine without the need to make any significant changes to it. In this paper we examine the design elements needed by an MMOG and provide a practical implementation example-the extension of the id Software Quake 110 game engine using OptimalGrid middleware. A key feature of this work is the ability to programmatically partition a game world onto a dynamically chosen and sized set of servers, each serving one or more regions of the map, followed by the reintegration of the distributed game world into a seamless presentation for game clients. We explore novel features developed in this work and present results of our initial performance validation experiments with the resulting system.}, 15106 isbn = {0018-8670}, 15107 author = {Deen, G. and Hammer, M. and Bethencourt, J. and Eiron, I. and Thomas, J. and Kaufman, J. H.} 15108 } 15109 @conference {, 15110 title = {A scalable synchronization technique for distributed virtual environments based on networked-server architectures}, 15111 booktitle = {Proceedings of the International Conference on Parallel Processing Workshops}, 15112 year = {2006}, 15113 pages = {74-81}, 15114 abstract = {In recent years, large scale distributed virtual environments have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Thus, scalability has become an essential issue for these highly interactive systems. In this paper, we propose a new synchronization technique for those distributed virtual environments that are based on networked-server architectures. Unlike other methods described in the literature, the proposed technique takes into account the updating messages exchanged by avatars, thus releasing the servers from updating the location of such avatars when synchronizing the state of the system. As a result, the communications required for synchronization are greatly reduced, and this method results more scalable. Also, these communications are distributed along the whole synchronization period, in order to reduce workload peaks. Performance evaluation results show that the proposed approach significantly reduces the percentage of CPU utilization in the servers when compared with other existing methods, therefore supporting a higher number of avatars. Additionally, the system response time is reduced accordingly.}, 15115 author = {Morillo, P. and Orduna, J. M. and Duato, J.} 15116 } 15117 @conference {, 15118 title = {Scientific challenges ingame technology}, 15119 booktitle = {Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST}, 15120 year = {2006}, 15121 pages = {1}, 15122 abstract = {Computer games play an increasingly important role, both in entertainment and in serious applications, like education, training, communication, decision support, and marketing. Games use the most modern technology (both in hardware and in software) and future games will greatly benefit from new developments in such technology.After an introduction into games and their future use, we will discuss the scientific challenges future games pose to researchers. Typical areas that will be treated are new modeling techniques, the design and behavior of virtual characters and avatars, simulating virtual worlds, and new interaction and interface techniques.}, 15123 author = {Overmars, M.} 15124 } 15125 @article {, 15126 title = {Screw the Grue: Mediality, Metalepsis, Recapture}, 15127 journal = {Game Studies}, 15128 volume = {7}, 15129 number = {1}, 15130 year = {2006}, 15131 url = {http://gamestudies.org/0701/articles/harpold}, 15132 author = {Harpold, Terry} 15133 } 15134 @inbook {, 15135 title = {Semi automatic generator of tactile video games for visually impaired children}, 15136 booktitle = {Computers Helping People with Special Needs, Proceedings}, 15137 series = {Lecture Notes in Computer Science}, 15138 volume = {4061}, 15139 year = {2006}, 15140 pages = {372-379}, 15141 publisher = {Springer-Verlag Berlin}, 15142 organization = {Springer-Verlag Berlin}, 15143 address = {Berlin}, 15144 abstract = {Currently, few video games are accessible for visually impaired people. Nevertheless, there are two ways in order to improve video games accessibility : the use of sound or the use of touch. Even if the latter turns out to be the main exploited solution, the use of touch remains substantial. Indeed, touch is the base of Braille learning and Braille knowledge is the only way for visually impaired persons to access written information alone without any technical help such as computer and vocal analysis [1]. This article introduces our works about tactile video games. It shows games like Snake or Maze, which can be played from a Braille display. Finally, these works have led us to think about the way to introduce tactile games as play aspect in Braille learning[2,3].}, 15145 isbn = {0302-9743}, 15146 author = {Sepchat, A. and Monmarche, N. and Slimane, M. and Archambault,D} 15147 } 15148 @article {, 15149 title = {Shopping for Buyers of Product Development Expertise:. How Video Games Developers Stay Ahead}, 15150 journal = {European Management Journal}, 15151 volume = {24}, 15152 number = {4}, 15153 year = {2006}, 15154 pages = {256-269}, 15155 abstract = {This paper draws upon the strategy literature to provide a number of insights into what constitute the critical external drivers influencing strategy and the nature of the internal resources firms require to sustain their competitive advantage. The paper reviews the market- and resource-based views of the firm and argues that the activities of buyers directly and indirectly contribute to the innovation process of a firm as {\textquoteright}signallers{\textquoteright}, {\textquoteright}revealers{\textquoteright} and {\textquoteright}collaborators{\textquoteright}. Examples are drawn from the video games industry which has particular constraints coupled with buyer and innovation demands arising out of fast-changing technologies, markets and resources that have ever-shortening shelf lives; namely, characters, title franchises and gaming/technology platforms. We suggest that, for the video game industry, buyers particularly value firms{\textquoteright} dynamic capabilities, specifically those capabilities that contribute to product creation and product development capabilities of {\textquoteright}super developers{\textquoteright} over other considerations.}, 15156 author = {Readman, J. and Grantham, A.} 15157 } 15158 @article {, 15159 title = {Signaling for multimedia conferencing in 4G: The case of integrated 3G/MANETs}, 15160 journal = {IEEE Communications Magazine}, 15161 volume = {44}, 15162 number = {8}, 15163 year = {2006}, 15164 pages = {90-99}, 15165 type = {Article}, 15166 abstract = {Fourth-generation wireless systems will be composed of coexisting and cooperating legacy and new networks. Mobile ad hoc networks are examples of new networks. They have several attractive characteristics and are gaining more and more momentum. Their integration with legacy third-generation networks is now being contemplated. Multimedia conferencing is the basis of a wealth of applications, including video conferences, multiparty games, and distance learning. Signaling is the central nerve of multimedia conferencing. It establishes, modifies, and tears down multimedia conferencing applications. This article is devoted to the signaling aspects of multimedia conferencing in 4G and focuses on the specific case of integrated 3G/MANETs. It reviews the standard 3G architecture and the emerging architectures for MANETs. This review shows that none of them is suitable for integrated 3G/MANETs. We propose a new architecture based on application-level clusters and conference gateways. We have implemented a prototype using the Session Initiation Protocol (SIP) technology.}, 15167 isbn = {0163-6804}, 15168 author = {Fu, C. Y. and Khendek, F. and Glitho, R.} 15169 } 15170 @article {, 15171 title = {Signifying play: The Sims and the sociology of interior design}, 15172 journal = {Game Studies}, 15173 volume = {6}, 15174 number = {1}, 15175 year = {2006}, 15176 url = {http://gamestudies.org/0601/articles/paulk}, 15177 author = {Paulk, C.} 15178 } 15179 @article {, 15180 title = {Signs, Symbols, Games, and Play}, 15181 journal = {Games and Culture}, 15182 volume = {1}, 15183 number = {1}, 15184 year = {2006}, 15185 pages = {47-51}, 15186 abstract = {This article justifies the study of video games with reference to the importance of the study of representations and the study of play.}, 15187 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/47}, 15188 author = {Myers,David} 15189 } 15190 @proceedings {, 15191 title = {Social network analysis and methods in MMO research}, 15192 journal = {Game Developers Conference}, 15193 year = {2006}, 15194 author = {Williams, Dmitri and Contractor,Noshi} 15195 } 15196 @article {, 15197 title = {Street fighter and the king of fighters in Hong Kong: A study of cultural consumption and localization of Japanese games in an Asian context}, 15198 journal = {Game Studies}, 15199 volume = {6}, 15200 number = {1}, 15201 year = {2006}, 15202 url = {http://gamestudies.org/0601/articles/ng}, 15203 author = {Ng, Benjamin Wai-ming} 15204 } 15205 @article {, 15206 title = {Sustained increase in glycaemia induced by video games through sympathetic activation in type 1 diabetic children}, 15207 journal = {Hormone Research}, 15208 volume = {65}, 15209 year = {2006}, 15210 pages = {62-62}, 15211 isbn = {0301-0163}, 15212 author = {Hug, F. P. and Thurneysen, E. and Grouzmann, E. and Theintz, G.} 15213 } 15214 @inbook {, 15215 title = {Teaching agent systems{\textquoteright} design using 3D interactive computer games}, 15216 booktitle = {Technologies for E-Learning and Digital Entertainment, Proceedings}, 15217 series = {Lecture Notes in Computer Science}, 15218 volume = {3942}, 15219 year = {2006}, 15220 pages = {572-576}, 15221 publisher = {Springer-Verlag Berlin}, 15222 organization = {Springer-Verlag Berlin}, 15223 address = {Berlin}, 15224 abstract = {In this paper, we introduce UTBot, a virtual agent platform for teaching agent systems{\textquoteright} design. UTBot implements a client for the Unreal Tournament game server and Gamebots system. It provides students with the basic functionality required to start developing their own intelligent virtual agents to play autonomously UT games. UTBot includes a generic agent architecture, CAA (Context-sensitive Agent Architecture), a domain-specific world model, a visualization tool, several basic strategies (represented by internal modes and internal behaviors), and skills (represented by external behaviors). The CAA architecture can support complex long-term behaviors as well as reactive short-term behaviors. It also realizes high context-sensitivity of behaviors. We also discuss our experience using UTBot as a pedagogical tool for teaching agent systems{\textquoteright} design in undergraduate Artificial Intelligence course.}, 15225 isbn = {0302-9743}, 15226 author = {Kim, I. C.} 15227 } 15228 @inbook {, 15229 title = {Towards capturing and enhancing entertainment in computer games}, 15230 booktitle = {Advances in Artificial Intelligence, Proceedings}, 15231 series = {Lecture Notes in Computer Science}, 15232 volume = {3955}, 15233 year = {2006}, 15234 pages = {432-442}, 15235 publisher = {Springer-Verlag Berlin}, 15236 organization = {Springer-Verlag Berlin}, 15237 address = {Berlin}, 15238 abstract = {This paper introduces quantitative measurements/metrics of qualitative entertainment features within computer game environments and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. A human-verified metric of interest (i.e. player entertainment in real-time) for predator/prey games and a neuro-evolution on-line learning (i.e. during play) approach have already been reported in the literature to serve this purpose. In this paper, an alternative quantitative approach to entertainment modeling based on psychological studies in the field of computer games is introduced and a comparative study of the two approaches is presented. Artificial neural networks (ANNs) and fuzzy ANNs are used to model player satisfaction (interest) in real-time and investigate quantitatively how the qualitative factors of challenge and curiosity contribute to human entertainment. We demonstrate that appropriate non-extreme levels of challenge and curiosity generate high values of entertainment and we discuss the extensibility of the approach to other genres of digital entertainment and edutainment.}, 15239 isbn = {0302-9743}, 15240 author = {Yannakakis, G. N. and Hallam, J.} 15241 } 15242 @conference {, 15243 title = {Traffic recognition and characterization analysis of MMORPG}, 15244 booktitle = {International Conference on Communication Technology Proceedings, ICCT}, 15245 year = {2006}, 15246 abstract = {A significant share of today{\textquoteright}s Internet traffic is generated by online games. Unlike traditional services provided by Internet, such as WWW, FTP, SMTP, etc, online games use dynamic ports in transport layer, which causes trouble to traffic recognition from massive Internet traffic. In this paper, a way to recognize MMORPG (Massive Multiplayer online Role Playing Games) traffic is proposed. In this method, MMORPG traffic is recognized by payload inspection. As an illustration of this method, the whole procedure of traffic recognition of Legend in Mir, a popular MMORPG in China, is presented. Furthermore, traffic bandwidth of upload and download, packet length distribution and packet interval distribution are analyzed in detail.}, 15247 author = {Fang, L. and Guotao, Y. and Wenli, Z.} 15248 } 15249 @article {, 15250 title = {Tragedies of the ludic commons - understanding cooperation in multiplayer games}, 15251 journal = {Game Studies}, 15252 volume = {7}, 15253 number = {1}, 15254 year = {2006}, 15255 url = {http://gamestudies.org/0701/articles/smith}, 15256 author = {Smith, Jonas Heide} 15257 } 15258 @article {, 15259 title = {User-system-experience model for user centered design in computer games}, 15260 journal = {Adaptive Hypermedia and Adaptive Web-Based Systems, Proceedings}, 15261 volume = {4018}, 15262 year = {2006}, 15263 pages = {419-424}, 15264 abstract = {This paper details the central ideas to date, from a PhD entitled {\textquoteright}Player Profiling for Adaptive Artificial Intelligence in Computer and Video Games{\textquoteright}. Computer and videogames differ from other web and productivity software in that games are much more highly interactive and immersive experiences. Whereas usability and user modelling for other software may be based on productivity alone, games require an additional factor that takes account of the quality of the user experience in playing a game. In order to describe that experience we describe a model of User, System and Experience (USE) in which the primary construct for evaluation of a player{\textquoteright}s experience will be the Experience Fluctuation Model (EFM), taken from Flow theory. We illustrate with a straightforward example how this system may be automated in real-time within a commercial game.}, 15265 isbn = {0302-9743}, 15266 author = {Cowley,B and Charles,D and Black,M and Hickey,R} 15267 } 15268 @article {, 15269 title = {Using game-audio tools to build audio research applications}, 15270 journal = {Journal of the Audio Engineering Society}, 15271 volume = {54}, 15272 number = {11}, 15273 year = {2006}, 15274 pages = {1102--+}, 15275 publisher = {AUDIO ENGINEERING SOC}, 15276 address = {NEW YORK}, 15277 abstract = {There are many reasons that audio researchers need tools that can acquire, process, or playback sound in real time. Examples of such tools include listening-test software, measurement software, and tools with real-time controls that can be used to tune DSP algorithms. The process of getting audio in and out of the computer is not always clear to the uninitiated, even to an otherwise experienced programmer. This article is the first part of a two-part tutorial showing the steps required to access a computer{\textquoteright}s audio hardware using high-level audio application programming interfaces (APIs), used primarily in the games industry. The tutorial shows how audio applications can be developed from scratch and tailored to the needs of the audio researcher. It is aimed at researchers in the audio field with some C or C++ programming experience but who are unfamiliar with audio input and output. The tutorial does not require an understanding of game-audio programming but provides the necessary background to produce real-time audio research tools. The second part of this article consists of online tutorials with step-by-step instructions for a number of widely or freely available audio APIs.}, 15278 isbn = {1549-4950}, 15279 author = {Kelly, M.} 15280 } 15281 @article {, 15282 title = {Video game induced knuckle pad}, 15283 journal = {Pediatric Dermatology}, 15284 volume = {23}, 15285 number = {5}, 15286 year = {2006}, 15287 pages = {455-457}, 15288 type = {Article}, 15289 abstract = {Controversy and concern surround the video game playing fascination of children. Scientific reports have explored the negative effects of video games on youth, with a growing number recognizing the actual physical implications of this activity. We offer another reason to discourage children{\textquoteright}s focus on video games: knuckle pads. A 13-year-old black boy presented with an asymptomatic, slightly hyperpigmented plaque over his right second distal interphalangeal joint. A punch biopsy specimen confirmed knuckle pad as the diagnosis, and a traumatic etiology from video game playing was suspected. Knuckle pads can be painful, cosmetically unappealing, and refractory to treatment. They can now be recognized as yet another potential adverse consequence of chronic video game playing.}, 15290 isbn = {0736-8046}, 15291 author = {Rushing, M. E. and Sheehan, D. J. and Davis, L. S.} 15292 } 15293 @article {, 15294 title = {What Are We Really Looking at?: The Future-Orientation of Video Game Play}, 15295 journal = {Games and Culture}, 15296 volume = {1}, 15297 number = {2}, 15298 year = {2006}, 15299 pages = {127-140}, 15300 abstract = {This article looks at the specificity of the image within contemporary video games and examines what might be thought of as the distinct qualities of a game gaze that is different from the cinema gaze. This necessitates a consideration of the specific temporality of video game play where the aesthetic is generated in a maelstrom of anticipation, speculation, and action. Video games prioritize the participation of the player as he or she plays, and that player always apprehends the game as a matrix of future possibility. The focus, always, is not on what is before the player or the {\textquoteright}what happens next{\textquoteright} of traditionally unfolding narrative but on the {\textquoteright}what happens next if I{\textquoteright} that places the player at the center of experience as its principle creator, necessarily engaged in an imaginative act, and always orientated toward the future.}, 15301 url = {http://gac.sagepub.com/cgi/content/abstract/1/2/127}, 15302 author = {Atkins, Barry} 15303 } 15304 @article {, 15305 title = {What yellowface hides: Video games, whiteness, and the American racial order}, 15306 journal = {Journal of Popular Culture}, 15307 volume = {39}, 15308 number = {1}, 15309 year = {2006}, 15310 pages = {109-125}, 15311 type = {Article}, 15312 isbn = {0022-3840}, 15313 author = {Shiu, A. S. F.} 15314 } 15315 @article {, 15316 title = {Why Game (Culture) Studies Now?}, 15317 journal = {Games and Culture}, 15318 volume = {1}, 15319 number = {1}, 15320 year = {2006}, 15321 pages = {97-102}, 15322 abstract = {Games are an extremely valuable context for the study of cognition as inter(action) in the social and material world. They provide a representational trace of both individual and collective activity and how it changes over time, enabling the researcher to unpack the bidirectional influence of self and society. As both designed object and emergent culture, g/Games (a) consist of overlapping well-defined problems enveloped in ill-defined problems that render their solutions meaningful; (b) function as naturally occurring, selfsustaining, indigenous versions of online learning communities; and (c) simultaneously function as both culture and cultural object--as microcosms for studying the emergence, maintenance, transformation, and even collapse of online affinity groups and as talkaboutable objects that function as tokens in public conversations of broader societal issues within contemporary offline society. In this article, the author unpacks each of these claims in the context of the massively multiplayer online games.}, 15323 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/97}, 15324 author = {Steinkuehler,Constance A} 15325 } 15326 @article {, 15327 title = {Why Game Studies Now? Gamers Don{\textquoteright}t Bowl Alone}, 15328 journal = {Games and Culture}, 15329 volume = {1}, 15330 number = {1}, 15331 year = {2006}, 15332 pages = {13-16}, 15333 abstract = {Researchers are encouraged to study the social uses and effects of gaming before stereotypes form and guide both their own and the public{\textquoteright}s thinking. The rise of online games comes at a particular historical moment for social reasons as well as technological ones and prompts a wide array of questions. The transition of public life from common spaces to private ones is exemplified in the move of game play from arcades to homes. As our real-world civic and social institutions experience steady decay, what is the impact of transferring our social networks and communities into virtual spaces? Will games become our new third places, and how will that affect us? These are questions researchers can answer but ones that need to be addressed before ideologues, defenders, and attackers muddle empiricism.}, 15334 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/13}, 15335 author = {Williams, Dmitri} 15336 } 15337 @article {, 15338 title = {Why Game Studies Now? Video Games: A New Art Form}, 15339 journal = {Games and Culture}, 15340 volume = {1}, 15341 number = {1}, 15342 year = {2006}, 15343 pages = {58-61}, 15344 abstract = {Video games are a new art form, and this, the author argues, is one good reason why now is the right time for game studies. As a new art form, one largely immune to traditional tools developed for the analysis of literature and film, video games will challenge researchers to develop new analytical tools and will become a new type of "equipment for living," to use Kenneth Burke{\textquoteright}s phrase for the role of literature. This article discusses several of the features that make video games a unique art form, features that will, the author believes, come to play a role in analyses of games in the emerging field of game studies.}, 15345 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/58}, 15346 author = {Gee,James Paul} 15347 } 15348 @article {, 15349 title = {Why Study New Games?}, 15350 journal = {Games and Culture}, 15351 volume = {1}, 15352 number = {1}, 15353 year = {2006}, 15354 pages = {107-110}, 15355 abstract = {This article recalls the New Games Tournament of 1966 and with it, twoways to imagine play in the period: one, military war gaming and the other, the protest-oriented play of the counterculture. It then analyzes the legacy of these cultural styles for contemporary forms of gaming.}, 15356 url = {http://gac.sagepub.com/cgi/content/abstract/1/1/107}, 15357 author = {Turner,Fred} 15358 } 15359 @article {, 15360 title = {WoW is the New MUD: Social Gaming from Text to Video}, 15361 journal = {Games and Culture}, 15362 volume = {1}, 15363 number = {4}, 15364 year = {2006}, 15365 pages = {397-413}, 15366 abstract = {With the immense popularity of massively multiplayer games such as World of Warcraft (WoW), other media as well as game research have discovered gaming as a topic of discussion and study. These discussions, however, tend to ignore the history of both games and of game studies. This article addresses the connections between one of the old and, today, obscure forms of using computers for multiplayer gaming--the text-based Multi-User Dungeon (MUD)--and the current, highly visible and massively used graphic interface game World of Warcraft. These connections range from player style through game-play options to social interaction and player-controlled social modifiers within both types of games. The comparison is based on play, observation, and interviews with players in MUDs and in WoW.}, 15367 url = {http://gac.sagepub.com/cgi/content/abstract/1/4/397}, 15368 author = {Mortensen,Torill Elvira} 15369 } 15370 @inbook {, 15371 title = {WPAN platform design in handset integrating cellular network and its application to mobile games}, 15372 booktitle = {Emerging Directions in Embedded and Ubiquitous Computing}, 15373 series = {Lecture Notes in Computer Science}, 15374 volume = {4097}, 15375 year = {2006}, 15376 pages = {103-111}, 15377 publisher = {Springer-Verlag Berlin}, 15378 organization = {Springer-Verlag Berlin}, 15379 address = {Berlin}, 15380 abstract = {Various network technologies have been developed towards ubiquitous computing. Actually, the specific network technology has its own protocol layer, characteristics and objectives. Due to these limitations, though cellular network and WPAN are being used in handset together, the services using both networks are not so popular until now. This paper presents a platform design integrating cellular network and WPAN and its application to the mobile game service. To develop services and applications which utilize cellular network and WPAN, we discuss the WPAN platform for handset. Various aspects are considered on the connection, which can expand the area of mobile services and applications. An illustrative application of this platform is introduced as a mobile game service. In the proposed game service, downloading games or game items, managing players, etc. are provided using cellular network. The actual game traffic between players utilizes WPAN. As shown in the proposed game service design, various applications are being expected through the WPAN platform.}, 15381 isbn = {0302-9743}, 15382 author = {Kim, I. H. and Kim,H J and Jeong, G. M.} 15383 } 15384 @inbook {, 15385 title = {{\textquoteright}You{\textquoteright}re in our world now{\textquoteright}{\texttrademark} Ownership and access in the proprietary community of an MMOG}, 15386 booktitle = {Information Communication Technologies and Emerging Business Strategies}, 15387 year = {2006}, 15388 pages = {76-96}, 15389 publisher = {Idea Group Publishing}, 15390 organization = {Idea Group Publishing}, 15391 address = {Hershey, PA}, 15392 author = {Humphreys, Sal}, 15393 editor = {Van Der Graaf,Shenja and Washida,Yuichi} 15394 } 15395 @article {, 15396 title = {Gaming{\textquoteright}s Non-Digital Predecessors}, 15397 journal = {The International Digital Media \& Arts Association Journal}, 15398 volume = {1}, 15399 year = {2005}, 15400 month = {Spring 2005}, 15401 pages = {25-29}, 15402 abstract = {While video games have been analyzed in comparison to other new media forms by scholars like Lev Manovich, and to older media like novels and plays by scholars like Janet Murray and Brenda Laurel, few studies have examined the influence of older toys on video games. Despite this neglect, however, the connections between older toys and video games point to several important issues in hurnanities-based game studies, including those that investigate the place of game studies in academia and the archiving and preservation of games. By connecting video games to a variety of nonelectronic predecessors, this article raises several questions linked to video game classification, the hybridity of video games, and the problems that hybrid forms must negotiate. Toward this end, we specifically address movable books and toy theaters in relation to video games like Paper Mario: The Thousand Year Door (2004) to show how video games both draw on and change earlier interactive entertainment formats. Overall, this article explicates the relationship between games and older forms like movable books to show how comparative studies of older forms can elucidate and inform current scholarship. 15403 }, 15404 keywords = {history, New Game Cultures, Video Games}, 15405 author = {Taylor, L. N. and Martin, C.} 15406 } 15407 @article {, 15408 title = {Modding Education: Engaging Today{\textquoteright}s Learners}, 15409 journal = {The International Digital Media \& Arts Association Journal}, 15410 volume = {1}, 15411 year = {2005}, 15412 month = {Spring 2005}, 15413 pages = {75-80}, 15414 abstract = {Educators are poised to fail the next generation of learners. Students are showing educators by their entertainment choices and information seeking behaviors (and sources) the way they want to learn and engage with media. There is now, and will continue to be, a dissonance between the ways current and coming generations of learners prefer to learn, and the tools used to teach them. 15415 }, 15416 keywords = {education, New Game Cultures, video game modding}, 15417 author = {Paul, N. and Hansen, K. A. and Taylor, M.} 15418 } 15419 @article {, 15420 title = {Real-Time Performance: Machinima and Game Studies}, 15421 journal = {The International Digital Media \& Arts Association Journal}, 15422 volume = {1}, 15423 year = {2005}, 15424 month = {Spring 2005}, 15425 pages = {10-17}, 15426 abstract = {In computer and video games, the player resides at the interface of viewer and actor. This position makes possible the player's creative participation in these interactive media, a contribution that cannot be described in terms of the traditional roles of creator or consumer. The player is more than a consumer of what game developers and designers have created, and more than a reader or viewer. A game designer {\textquotedblleft}creates a context to be encountered by a participant, from which meaning emerges{\textquotedblright} (Salen and Zimmerman 41). In the last decade or so, game players have used computer games as platforms for creating their own games, narratives, texts, and performances. They have reshaped the context of computer play, not simply by creating personal artifacts equivalent to a home movie, doodle, or diary, but by fully exploiting games as a new medium for performance and artistic expression. These efforts on occasion have challenged storytelling technologies such as frame-based animation, and have entered the mainstream through music videos, web-based serial programming, and other popular formats. The performer has pushed forward into the spotlight of game culture. So, how might game studies reveal players as performers? Learning more about the meanings players attach to play gestures, studying high-level competitive play, understanding what it means to watch others as they play, examining more closely the significance of replays and game movies in game culture, describing the formation of player identities, documenting in-game social dynamics, and tracing the networked virtual communities that thrive around computer games are but a few of many topics that might contribute to better understanding of game performance. This article presents a few ideas about players' active participation in game culture through one mode of visible public performance: machinima and related game movies. 15427 }, 15428 keywords = {Game-Based Filmmaking, Machinima, New Game Cultures}, 15429 author = {Lowood, H.} 15430 } 15431 @article {, 15432 title = {Teaching Media Culture with Computer Games}, 15433 journal = {The International Digital Media \& Arts Association Journal}, 15434 volume = {1}, 15435 year = {2005}, 15436 month = {Spring 2005}, 15437 pages = {10-17}, 15438 abstract = {A common complaint among those who teach in wired classrooms is that students often become immersed in games of MS-Solitaire or Minesweeper instead of their class work. Pew Senior Research Fellow Steve Jones\&$\#$39; recent report found, in fact, that 32\% of the college students he surveyed (sample size= 1,162) \"admitted playing games that were not part of the instructional activities during classes\" (2). Despite students\&$\#$39; best efforts to hide their play, in-class gaming is rarely clandestine; the phenomenon is easily detectable from across the room by the \"game glaze\" on players\&$\#$39; faces. The intensity and ubiquity of this play, as well as the proliferation of personal computers, cell phones, PDAs and other gaming devices in college classrooms, prompted us to ask how we might use games to our pedagogical advantage. This article describes several strategies we have developed over the past several years for teaching media culture- that is, teaching students about the socio-cultural, economic and ideological elements of the mass media- with the most recent addition to the media stable, computer games. 15439 }, 15440 keywords = {learning, Media Culture, New Game Cultures, Video Games}, 15441 author = {Ruggill, J. E. and Moeller, R. and Pearce, B. and McAllister, K. S.} 15442 } 15443 @conference {, 15444 title = { Utility of Autoamtic Lighting Design in Games}, 15445 booktitle = {Game Developers Conference.}, 15446 year = {2005}, 15447 month = {7/3/2005}, 15448 address = {San Fran}, 15449 author = {Magy Seif El-Nasr} 15450 } 15451 @article {, 15452 title = {Digital Broadband Content: The online computer and video game industry}, 15453 year = {2005}, 15454 month = {5/2005}, 15455 institution = {OECD}, 15456 address = {Paris}, 15457 url = {http://www.oecd.org/dataoecd/19/5/34884414.pdf}, 15458 author = {Beinisch, Yischai and Paunov, Caroline} 15459 } 15460 @conference {, 15461 title = {Using the Crytek Game Engine in the Dublin Institute of Technology}, 15462 booktitle = {7th International Conference on Computer Games: AI, Animation, Mobile, Educational \& Serious Games}, 15463 year = {2005}, 15464 month = {28/11/2005}, 15465 pages = {5}, 15466 address = {CNBDI at Magelis, Angoul{\^e}me, France}, 15467 abstract = {It is envisaged that within the next 10 years. the Dublin Institute of Technology (DIT), Ireland{\textquoteright}s largest third level university, will move to a new campus in Grangegorman, located in the north 15468 inner city of Dublin This site is currently being used as a hospital. It has twelve listed buildings 15469 and is located in a densely populated urban community. This paper describes how the Crytek 3D Game engine is being used to create a game MOD (modification) of the current hospital site, how it will be used in the construction and public consultation process of the new campus and how students in the DIT are learning computer science in an new way. 15470 }, 15471 keywords = {architecture, Game Engines, mods}, 15472 url = {http://www.comp.dit.ie/bduggan/Research/games_0539.PDF}, 15473 author = {McAtamney, H. and Duggan, B. and Mtenzi, F. J.} 15474 } 15475 @article {, 15476 title = {Intelligent Lighting for Game Environments}, 15477 journal = {Journal of Game Development}, 15478 volume = {1}, 15479 year = {2005}, 15480 month = {2005}, 15481 abstract = {Lighting design is an important topic of game development. There are many functions 15482 that lighting assumes in game environments, including directing attention, establishing 15483 good action visibility, evoking emotions, setting atmosphere, and providing depth. 15484 Current lighting design techniques rely on static manually designed lighting, where designers 15485 set up the positions, angles, and colors for each light in a level. Game environments are 15486 dynamic and unpredictable; physical and narrative scene content, including character locations, 15487 tension, and narrative goals, change unpredictably in real time due to user interaction. 15488 Thus, current static techniques often do not adequately adapt to serve desired aesthetic and 15489 communicative functions or perceptual effects. Recently, Doom 3 incorporated dynamic 15490 real-time lighting and demonstrated many advantages of using real-time dynamic lighting in 15491 games, including heightening the emotional engagement and enhancing the overall interactive 15492 experience. However, the technique is scripted and tightly coupled to game content. In 15493 this article, we present ELE (Expressive Lighting Engine), an intelligent lighting system that 15494 automatically sets and adjusts scene lighting in real time to achieve aesthetic and communicative 15495 functions, including evoking emotions, directing visual focus, and providing visibility 15496 and depth. ELE operates as a separate system that interacts with game/graphics engines 15497 through a standard interface. In this article, we will discuss ELE and its interface with Unreal 15498 Tournament 2003. We will also present results showing ELE in action. These results show: 15499 {\textbullet} Utility of real-time adaptive lighting in providing visual focus, setting atmosphere, 15500 evoking emotions, and establishing visibility during interaction in interactive 15501 environments 15502 {\textbullet} Acceleration in the development process due to the introduction of an automatic 15503 system for lighting that can be overridden by designers at a high level, thus eliminating 15504 the time-consuming process of setting individual light parameters for each level and 15505 scene.}, 15506 keywords = {automatic lighting, graphics, interactive narrative, lighting design}, 15507 author = {Magy Seif El-Nasr} 15508 } 15509 @article {3200, 15510 title = {The Use of Complex Digital Games and Simulations in the Classroom to Enhance Engagement and Learning}, 15511 year = {2005}, 15512 month = {2005}, 15513 pages = {39}, 15514 institution = {Concordia University}, 15515 address = {Irvine, California}, 15516 abstract = {The purpose of this study is to present an overview of the current writings and research in the field of educational complex games and simulations and their use in the classroom. In addition, it will look at the complex gaming software currently being used and/or developed to help meet the learning needs of the digital age student. It will consider the implications of using games in the classroom and make recommendations for future research.}, 15517 keywords = {digital games, learning, Simulations}, 15518 url = {http://homepage.mac.com/markdouglaswagner/.Public/Ibbitson.doc}, 15519 author = {Ibbitson, K. E. and Irvine, C.} 15520 } 15521 @proceedings {, 15522 title = {Cognitive Callisthenics: Do FPS computer games enhance the player{\textquoteright}s cognitive abilities?}, 15523 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15524 year = {2005}, 15525 month = {16/06/2005}, 15526 address = {Vancouver, British Columbia}, 15527 abstract = {This document details an initial study into cognitive abilities that may be enhanced from playing computer games. Using a neuro-psychological assessment software package titled SynWin, participants were tested for their ability to function in a synthetic work environment. Scores were recorded and after playing computer games for specified lengths of time, the participants were tested again. The computer game employed was Counter Strike. This game is categorised as a first-person shooter (FPS), and is a multiplayer networked game. Differences between this game and other first-person shooters such as Quake III include the realism that Counter Strike achieves and the immersive qualities that surround that player. Different experiments were completed; group one, the control group, where the participants were tested three times without playing computer games between tests and group two where they were only tested twice, but played Counter Strike for two hours before the second test. This group showed a statistically significant improvement in their multitasking abilities. In summary, this study indicates that certain types of computer games can improve cognitive functions, and suggests further research to ascertain if these abilities are retained and what other skills can be enhanced by games similar to Counter Strike.}, 15528 keywords = {Cognitive abilities, FPS, multiplayer, Multitasking}, 15529 url = {http://www.digra.org/dl/db/06276.14516.pdf}, 15530 author = {Kearney,Paul} 15531 } 15532 @proceedings {, 15533 title = {{\textquoteright}Have Fun Working with Our Product!{\textquoteright}: Critical Perspectives On Computer Game Mod Competitions}, 15534 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15535 year = {2005}, 15536 month = {16/06/2005}, 15537 address = {Vancouver, Canada}, 15538 abstract = {This paper suggests that the digital games industry products are not limited to games-related<br /> 15539 hardware and software or the related spin-off industry products. Further, consumers {\textquotedblleft}labour{\textquotedblright}<br /> 15540 with games is transformed into a product that is sold to advertisers and sponsors. In case of<br /> 15541 gamer-made modifications, this commodification of leisure is taken into extreme. It is obvious<br /> 15542 that the cultivation of unpaid modder labour necessitates different methods than the traditional<br /> 15543 forms of labour. It is suggested that mod competitions are used as a strategy of control over the<br /> 15544 hobbyist developers. Through competitions modders become interpellated as important members<br /> 15545 of the industry and simultaneously end up surprisingly comfortably harnessed. Finally, the paper<br /> 15546 suggests that the competitions that offer an attractive means to monitor the mod scene,<br /> 15547 paradoxically also work against industry{\textquoteright}s advantages by revealing the laborious nature of<br /> 15548 computer game development to the hobbyists. 15549 }, 15550 keywords = {free labour, game industry, mod competitions, modders, mods, political economy}, 15551 url = {http://www.digra.org/dl/}, 15552 author = {Sotamaa,Olli} 15553 } 15554 @proceedings {, 15555 title = {How Are Games Educational? Learning Theories Embodied in Games}, 15556 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15557 year = {2005}, 15558 month = {16/06/2005}, 15559 address = {Vancover, Canada}, 15560 abstract = {Through the combined efforts of many dedicated researchers across the globe, the {\textquotedblleft}message{\textquotedblright} of 15561 the value of games for learning is starting to be heard in formal education, but there remains 15562 considerable resistance. One way to help overcome this resistance and influence the acceptance 15563 and integration of games as educational technology is through the connection of existing game 15564 design with scholarly and widely accepted pedagogy. This paper outlines the theories of Robert 15565 Gagn{\'e}, and Howard Gardner to demonstrate how good games, even purely commercial ones, 15566 already embody the fundamental elements of these learning and instructional theories. In this 15567 way, it can be shown that good games constitute sound educational pedagogy.}, 15568 keywords = {Gagn{\'e}{\textquoteright}s Nine Events, Games, Learning Theory, Multiple Intelligences, pedagogy}, 15569 url = {http://www.digra.org/dl/}, 15570 author = {Becker,Katrin} 15571 } 15572 @proceedings {, 15573 title = {Machinima: digital performance and emergent authorship}, 15574 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15575 year = {2005}, 15576 month = {16/06/2005}, 15577 address = {Vancouver, British Columbia, Canada}, 15578 abstract = {This workshop investigates the emergent online dramatic form of \"machinima\", the co-option of video game engines or off-the-shelf software for dramatic production in a rapidly developing digital performance form. Workshop participants will engage with short examples of popular machinima productions. There will be discussion and demonstration of the machinima production process. The nexus between dramatic conventions, gameplay and traditional video production techniques will be explored. Participants will work with a short piece of a machinima, in the form of a scene created using the Sims 2 game. Participants will improvise, script and perform dialogue to provide meaning for the action. This workshop applies the insights of process drama, a field well developed in educational settings, to the development of machinima. It includes demonstration and participation in dramatic role, focusing on how the conventions of Role Distance and Role Protection apply to this developing field of digital game-based performance. 15579 }, 15580 keywords = {Agency, Machinima, Performance, process drama, role distance, role protection}, 15581 url = {http://www.digra.org/dl/db/06276.32151.pdf}, 15582 author = {John Carroll and David Cameron} 15583 } 15584 @conference {, 15585 title = {From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games}, 15586 booktitle = {The Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)}, 15587 year = {2005}, 15588 month = {11/2005}, 15589 publisher = {NTSA}, 15590 organization = {NTSA}, 15591 address = {Orlando, Florida}, 15592 abstract = {Computer-based alternatives to live training have become more common in recent years. These alternatives are simulators, computer-based training systems, and video games. Simulators are systems that emulate visual stimuli and physical controls from the operational environment (Bonk \& Dennen, 2005), common examples being flight and driving simulators. Computer-based training systems, sometimes referred to as {\textquotedblleft}lightweight simulations,{\textquotedblright} are web or PC-based systems designed to provide individual instruction on specific mission skills. These systems represent the physical and behavioral characteristics of military systems with very high fidelity. These differ slightly from video games, which are also web- or PC-based systems. Video games are most often played using a 15593 handheld device or controller, and are designed primarily for entertainment purposes under current usage standards. However, the applications underlying video games may be identical to those used in lightweight simulations.}, 15594 keywords = {Buy-in, Fidelity, immersion, Presence, Transfer}, 15595 author = {Alexander, A. L. and Bruny{\'e}, T. and Sidman, J. and Weil, S. A.} 15596 } 15597 @conference {, 15598 title = {Am I Mod or Not? - An analysis of First Person Shooter modification culture}, 15599 booktitle = {Creative Gamers Seminar - Exploring Participatory Culture in Gaming}, 15600 year = {2005}, 15601 month = {11/01/2005}, 15602 pages = {16}, 15603 address = {Hypermedia Laboratory (University of Tampere)}, 15604 abstract = {The aim of this paper is to mainly look at the current trends regarding co-created content for First Person Shooter games. The question what constitutes a mod and if there is a need for a definition of mods seems neglected by many authors who simply use the term {\textquoteleft}mod{\textquoteright} for a wide array of user-created game texts. The agency of gamers and the power they can wield when they are collaborative results in implications in relation to the game industry and the content and themes of user-created game modifications. Analysis of the Unreal Universe show game developers and game publishers tapping into the open-source ethos of mod communities and appropriating and institutionalising the mod community. The Battlefield franchise shows the creative energy of modders using original themes in a creative fashion but also the implications of using existing Intellectual Property. 15605 }, 15606 keywords = {Battlefield franchise., First-Person-Shooter, Games, modification, mods, Unreal Universe}, 15607 url = {http://www.uta.fi/hyper/gamelab/creativegamers/}, 15608 author = {Nieborg, David} 15609 } 15610 @article {, 15611 title = {Machinima and the Filmmakers Virtual Immersion}, 15612 journal = {Metro Magazine, Australia{\textquoteright}s Film and media Magazine}, 15613 year = {2005}, 15614 note = {Metro Magazine is a partially-refereed quarterly magazine so I called it a journal entry which may be a bit of a stretch but it isn\&$\#$39;t a magazine in the traditional sense either. 15615 }, 15616 month = {09/2005}, 15617 pages = {134-137}, 15618 abstract = {The modern era of digital video cameras and cheap home computer editing systems (that are more powerful than the avid systems of six years ago and sell for one tenth the cost!) is often lauded as the great digital revolution of the cinematic form: the delivery of cinema-making tools into the hands of the masses. 15619 }, 15620 keywords = {filmmaking, Machinima, Video}, 15621 url = {www.metromagazine.com.au}, 15622 author = {Jones, Mike} 15623 } 15624 @article {, 15625 title = {Precarious Playbour: Modders and the Digital Games Industry}, 15626 journal = {Fibreculture Journal}, 15627 volume = {3}, 15628 year = {2005}, 15629 month = {09/2005}, 15630 abstract = {The following paper analyses the relationship between the modding community and the games industry from a political economy perspective, without disregarding the pleasures and rewards individual modders may derive from their work. Within this context, the questions of whether modders can be regarded in terms of a \"dispersed multitude\", and how the power that comes with this status can be realised more fully, deserve special attention. At the same time, this paper seeks to gain insight into the changing relationship between work and play in the creative industries, and the ideological ramifications of this change. 15631 }, 15632 keywords = {games industry, labor, modding, New Game Cultures, political economy}, 15633 issn = {1449-1443}, 15634 url = {http://www.journal.fibreculture.org/issue5/kucklich.html}, 15635 author = {K{\"u}cklich,J} 15636 } 15637 @conference {, 15638 title = {Information Visualisation Utilising 3D Computer Game Engines Case Study: a source code comprehension tool}, 15639 booktitle = {6th ACM SIGCHI New Zealand chapter{\textquoteright}s international conference on Computer-human interaction}, 15640 year = {2005}, 15641 month = {06/07/2006}, 15642 pages = {53-60}, 15643 publisher = {ACM}, 15644 organization = {ACM}, 15645 address = {Christchurch, New Zealand}, 15646 abstract = {Information visualisation applications have been facing ever-increasing demands as the amount of available information has increased exponentially. With this, the number and complexity of visualisation tools for analysing and exploring data has also increased dramatically, making development and evolution of these systems difficult. We describe an investigation into reusing technology developed for computer games to create collaborative information visualisation tools. A framework for using game engines for information visualisation is presented together with an analysis of how the capabilities and constraints of a game engine influence the mapping of data into graphical representations and the interaction with it. Based on this research a source code comprehension tool was implemented using the Quake 3 computer game engine. It was found that game engines can be a good basis for an information visualisation tool, provided that the visualisations and interactions required meet certain criteria, mainly that the visualisation can be represented in terms of a limited number of discrete, interactive, and physical entities placed in a static 3-dimensional world of limited size. <br /> 15647 <br /> 15648 }, 15649 keywords = {collaborative visualisation, Game Engines, Human-computer interaction, Information visualisation, software visualisation.}, 15650 url = {http://portal.acm.org/citation.cfm?id=1073954}, 15651 author = {Kot, B. and Wuensche, B. and Grundy, J. and Hosking, J.} 15652 } 15653 @conference {, 15654 title = {Interactive 3D Environments by Using Videogame Engines}, 15655 booktitle = {Ninth International Conference on Information Visualisation}, 15656 year = {2005}, 15657 month = {06/-7/2005}, 15658 pages = {515-520}, 15659 publisher = {IEEE Computer Society}, 15660 organization = {IEEE Computer Society}, 15661 address = {London, England}, 15662 abstract = {In this paper we study state-of-the-art technologies to design interactive and cooperative 3D environments that are based on videogame 3D engines. We provide, first, a categorization of videogame 3D engines from the point of view of their usage in creating interactive 3D worlds and show a comparison of the most important characteristics. Then, we show an example of how we used a commercial videogame engine to create an interactive an enjoyable visit to an archaeological site. 15663 }, 15664 keywords = {educational, GameEngines, modding}, 15665 isbn = {0-7695-2397-8}, 15666 url = {http://csdl2.computer.org/persagen/DLAbsToc.jsp?resourcePath=/dl/proceedings/\&toc=comp/proceedings/iv/2005/2397/00/2397toc.xml\&DOI=10.1109/IV.2005.64}, 15667 author = {Andreoli, R. and De Chiara, R. and Erra, U. and Scarano, V.} 15668 } 15669 @conference {, 15670 title = {Learning=playing: Interactive learning with game-based design principles}, 15671 booktitle = {Balance, Fidelity, Mobility: Maintaining the Momentum?}, 15672 year = {2005}, 15673 month = {05/12/2007}, 15674 publisher = {Australasian Society for Computers in Learning in Tertiary Education (ASCiLiTE)}, 15675 organization = {Australasian Society for Computers in Learning in Tertiary Education (ASCiLiTE)}, 15676 address = {Brisbane, QLD, Australia}, 15677 abstract = {This paper explores the rapid escalation of demand for information in both complex and 15678 convergent forms of accessible technology. The authors contend that this growth creates a 15679 concomitant demand for a highly skilled information technology workforce. To ensure the 15680 preservation and continued development of this workforce, education of the information 15681 technology professional is increasingly acknowledged as one of the primary challenges 15682 confronting educators and educational institutions. Many institutions have sought solutions to 15683 this educational conundrum in populist concepts of e-learning}, 15684 keywords = {Game analysis, game design}, 15685 url = {http://www.ascilite.org.au/conferences/brisbane05/blogs/proceedings/25_Fladen.pdf}, 15686 author = {Fladen, E and Blashki, K.} 15687 } 15688 @proceedings {, 15689 title = {Digital Game Based Learning-Proceedings of the 4th International Symposium for Information Design}, 15690 journal = {4th International Symposium for Information Design}, 15691 year = {2005}, 15692 month = {02/06/2005}, 15693 publisher = {SIG-GLUE}, 15694 address = {Stuttgart Media University}, 15695 abstract = {Proceedings of Digital Game Based Learning Conference: 15696 }, 15697 keywords = {conference proceedings, game based learning, serious games}, 15698 url = {http://www.uvka.de/univerlag/volltexte/2006/144/pdf/Digital_Game_Based_Learning.pdf}, 15699 author = {Burmester, M. and Gerhard, D. and Thissen, F.} 15700 } 15701 @proceedings {, 15702 title = {Games based learning or learning based games? A case study}, 15703 journal = {Digital Game Based Learning-4th International Symposium for Information Design}, 15704 year = {2005}, 15705 month = {02/06/2005}, 15706 address = {Stuttgart Media University}, 15707 abstract = {Educators have concerns over the learning value of educational computer games, this is a key barrier to the widespread adoption of such technologies with education. 15708 We describe our work at Caspian Learning in approaching this problem embedding pedagogy, content mapping and assessment into learning based games. This article explores the reactions of educators and students to learning based games in a formal classroom situation. Tangible examples are provided.}, 15709 keywords = {pedagogy, video games for education}, 15710 url = {http://www.uvka.de/univerlag/volltexte/2006/144/pdf/Digital_Game_Based_Learning.pdf}, 15711 author = {Brannigan, C and Owen, A.} 15712 } 15713 @book {2678, 15714 title = {21st Century Game Design}, 15715 year = {2005}, 15716 publisher = {Charles River Media}, 15717 organization = {Charles River Media}, 15718 address = {Boston, MA}, 15719 abstract = {21st Century Game Design is not just a book about game design. It{\textquoteright}s an answer to two important questions: who are we designing games for and how do we do it best? Written by industry pros, the book teaches designers how to design better games from a why perspective. All good designers know the fundamentals of how to design a game, but learning to design games that really satisfy your players takes more than technical skill. To do this successfully, you need to know your intended audience and understand their needs. Throughout the book you{\textquoteright}ll learn about defining and investigating player needs. A model of play styles is then presented that was developed by applying psychological metrics to survey data and case studies. This model identifi es some of the core themes in player needs as represented by four player types-- Conqueror, Manager, Wanderer, and Participant. In addition to discussing player needs, the book also explores how games can reach wider audiences by appealing to the interests of the core gaming community, and it considers the fundamental principles of game design. Methods such as interface design, structural elements, and game world abstractions are discussed in relation to the needs of the audience. The book does not attempt to present an absolute view of the craft of game design, but rather it demonstrates how an audience model can inform the design process and take the games industry forward at a time when it is facing a schism between the games that the audience would like to play, and the games the development community would like to make. Game designers, producers, marketing executives, and anyone who wishes to understand the relationship between a game and its audience will find much to learn from 21st Century Game Design.}, 15720 isbn = {1584504293}, 15721 url = {http://ihobo.com/WP/}, 15722 author = {Chris Bateman and Richard Boon} 15723 } 15724 @proceedings {, 15725 title = {24-1: The Flashback Game Jam}, 15726 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15727 year = {2005}, 15728 url = {http://www.digra.org/dl/}, 15729 author = {Salen, Katie} 15730 } 15731 @article {, 15732 title = {Acquiring spatial knowledge while traveling simple and complex paths with immersive and nonimmersive interfaces}, 15733 journal = {Presence-Teleoperators and Virtual Environments}, 15734 volume = {14}, 15735 number = {3}, 15736 year = {2005}, 15737 pages = {249-263}, 15738 type = {Article}, 15739 abstract = {Exploration of virtual environments may be accomplished with different interface metaphors. Previous research suggests that vestibular and proprioceptive information provided by immersive interfaces facilitates spatial orientation on simple path-integration tasks. We examine whether these interface variables impact performance across paths of variable complexity. Our immersive interface provided all users the ability to conduct the search component of our task more efficiently. Our results, however, show that the immersive interface was no more effective than our nonimmersive one for maintaining orientation. In fact, the immersive interface had a negative impact on performance (absolute error) for individuals who had extensive experience with playing video games. When measured in terms of consistency of response, our results suggest that having extensive game-play experience will negatively impact orientation performance with both interfaces. We speculate that this is due to the conflicting nature of the skills that avid game players acquire in game-play versus those required to perform in our task.}, 15740 keywords = {Buildings, displays, Integration, labyrinthine function, layout, locomotion, Navigation, Orientation, Virtual Environments}, 15741 isbn = {1054-7460}, 15742 author = {Lathrop, W. B. and Kaiser, M. K.} 15743 } 15744 @article {801, 15745 title = {Acquisition of Japanese as a foreign language through a baseball video game}, 15746 journal = {Foreign Language Annals}, 15747 volume = {38}, 15748 number = {2}, 15749 year = {2005}, 15750 pages = {278-282}, 15751 abstract = {Video games have become increasingly more popular and more technologically advanced. This one-month study used interview, observation, self-report, and reading and listening test data to demonstrate and investigate how one intermediate Japanese-as-a-foreign- language (JFL) student improved his listening comprehension and kanji character recognition by playing a Japanese baseball video game. It is suggested that language acquisition was facilitated by the subjects ability to control the video game{\textquoteright}s repetitive, highly contextualized, and simultaneously presented aural and textual language. Limitations of the study and implications or the foreign language teacher are briefly discussed.}, 15752 isbn = {0015-718X}, 15753 author = {deHaan,J W} 15754 } 15755 @inbook {, 15756 title = {Adaptation of intelligent characters to changes of game environments}, 15757 booktitle = {Computational Intelligence and Security, Pt 1, Proceedings}, 15758 series = {Lecture Notes in Artificial Intelligence}, 15759 volume = {3801}, 15760 year = {2005}, 15761 pages = {1064-1073}, 15762 publisher = {Springer-Verlag Berlin}, 15763 organization = {Springer-Verlag Berlin}, 15764 address = {Berlin}, 15765 abstract = {This paper addresses how intelligent characters, having learning capability based on the neural network technology, automatically adapt to environmental changes in computer games. Our adaptation solution includes an autonomous adaptation scheme and a cooperative adaptation scheme. With the autonomous adaptation scheme, each intelligent character steadily assesses changes of its game environment while taking into consideration recently earned scores, and initiates a new learning process when a change is detected. Intelligent characters may confront various opponents in many computer games. When each intelligent character has fought with just part of the opponents, the cooperative adaptation scheme, based on a genetic algorithm, creates new intelligent characters by composing their partial knowledge of the existing intelligent characters. The experimental results show that intelligent characters can properly accommodate to the changes with the proposed schemes.}, 15766 keywords = {AIS, Interactive Computer Games}, 15767 isbn = {0302-9743}, 15768 author = {Cho, B. H. and Jung, S. H. and Shim, K. H. and Seong, Y. R. and Oh, H. R.} 15769 } 15770 @article {, 15771 title = {Age, ethnicity, and socioeconomic patterns in early computer use - A national survey}, 15772 journal = {American Behavioral Scientist}, 15773 volume = {48}, 15774 number = {5}, 15775 year = {2005}, 15776 pages = {590-607}, 15777 type = {Article}, 15778 abstract = {Parents were interviewed about the media habits of their 6-month to 6-year-old children. For children who had used computers, linear increases in computer usage occurred across this age range with a shift from using a computer on a parents lap at about age 2112 to autonomous computer and mouse use at about age 3(1)/(2). There were almost no gender differences in early computer patterns. Families with higher incomes and higher education levels were more likely to own computers and to have Internet access from home. Latino families were least likely to own a computer; Latino and African American families were less likely than Caucasian families to have Internet access at home. Parents perceived computers favorably for children{\textquoteright}s learning. No relationship was found between the frequency with which children play computer games and the likelihood that they can read, but increased nongame computer use was associated with increased likelihood of reading.}, 15779 keywords = {Computers, education, ethnicity, Gender, infants, Media, preschoolers}, 15780 isbn = {0002-7642}, 15781 author = {Calvert, S. L. and Rideout, V. J. and Woolard, J. L. and Barr, R. F. and Strouse, G. A.} 15782 } 15783 @proceedings {, 15784 title = {Among pasta-loving Mafiosos, drug-selling Columbians and noodle-eating Triads: Race, humour and interactive ethics in Grand Theft Auto III}, 15785 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15786 year = {2005}, 15787 abstract = {This paper explores the intersection of race, humour and interactivity in Grand Theft Auto 3. We argue that video games not only diffuse cultural and symbolic meanings, but also provide new loci for reflection and critique of issues of inter alia race. Two different analytical perspectives are juxtaposed when studying racial issues of GTA3. The first perspective is Critical Race Theory (CRT). The second perspective derives from the phthonic and incongruity theory of humour (Morreall 1986). We will argue that the CRT perspective is consistent with the phthonic theory of humour, while the incongruity theory goes beyond CRT presenting a novel way of interpreting games. This theoretical framework is applied when analysing the controversial game GTA3. By presenting stereotypical images of race in GTA3 as humorous, the player is provided with cues for reflecting and evaluating his/her own perspectives on issues of race.}, 15788 keywords = {ethics, Grand Theft Auto 3, humour, Race}, 15789 url = {http://www.digra.org/dl/db/06276.49210.pdf}, 15790 author = {Dymek, Mikolaj and Lennerfors, Thomas} 15791 } 15792 @booklet {, 15793 title = {An{\'a}lise das estruturas interativas em jogos multiplayer: caso Counter-Strike}, 15794 year = {2005}, 15795 note = {Translated title: "Analyses of the interactive structures of multiplayer games: A case study of Counter-Strike"}, 15796 abstract = {A presente investiga{\c c}{\~a}o de mestrado apresenta uma proposta de an{\'a}lise das estruturas interativas em jogos realizados em ambientes digitais, e sua poss{\'\i}vel reutiliza{\c c}{\~a}o em novos processos comunicacionais em coopera{\c c}{\~a}o com as ci{\^e}ncias da computa{\c c}{\~a}o e a hiperm{\'\i}dia. Analisa os processos de autoria de games do ponto de vista hist{\'o}rico, conceitual e as perspectivas interdisciplinares presentes atualmente, dentro das pesquisas realizadas na academia, no que diz respeito {\`a}s matrizes da linguagem e pensamento. O modelo referencial multi-jogador (Counter-Strike) estudado envolve estrat{\'e}gias de reutiliza{\c c}{\~a}o e interatividade complexas. A pesquisa identificou como elementos fundamentais do processo o trabalho em equipes qualificadas, seja no planejamento, desenvolvimento e mesmo na condu{\c c}{\~a}o das pr{\'a}ticas de utiliza{\c c}{\~a}o ao n{\'\i}vel de usu{\'a}rio. O conceito de equipe utilizado {\'e} o de interdisciplinaridade, o que torna a pesquisa interessante para os contextos do entretenimento e educa{\c c}{\~a}o. O conceito de reutiliza{\c c}{\~a}o se torna operativo quando {\'e} incrementado pelas investiga{\c c}{\~o}es atuais sobre a interatividade, a qual {\'e} apresentada a partir das pesquisas em semi{\'o}tica e hiperm{\'\i}dia, deixando a possibilidade aberta de sua extens{\~a}o para a {\'a}rea da educa{\c c}{\~a}o.The present inquiry presents a proposal of analyzes of the interactive structures in games carried through in digital environments and its possible reuse in new communication processes in cooperation with the computer sciences and the hypermedia. It currently analyzes the processes of authoring of games of the historical, conceptual point of view and the perspectives of interdisciplinary concept gifts inside of the research carried through in the academy in that it says respect the matrices of the language and thought. The referencial model multi-player (Counter-Strike) studied involves strategies of complex reuses and interactive. The research identified as basic elements of the process the work in qualified teams, either in the planning, same development and in the conduction of the practical ones of use to the user level. The used concept of team is of interdisciplinary concept, what it becomes the interesting research for the contexts of the entertainment and education. The reuses concept if becomes operative when it is developed by the current inquiries on the interactive, which is presented from the research in semiotics and hypermedia, leaving the open possibility of its extension for the area of the education.}, 15797 keywords = {authoring, autoria, counter-strike, Exatas e da Terra, Game, hiperm{\'\i}dia, hypermedia, imers{\~a}o, immersion, interactive, interatividade, Jogos, multi-jogador, multiplayer, videogames}, 15798 url = {http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=783}, 15799 author = {Vicente,Victor Emmanuel Jos{\'e} de Sousa} 15800 } 15801 @article {, 15802 title = {Animating reactive motion using momentum-based inverse kinematics}, 15803 journal = {Computer Animation and Virtual Worlds}, 15804 volume = {16}, 15805 number = {3-4}, 15806 year = {2005}, 15807 pages = {213-223}, 15808 type = {Article}, 15809 abstract = {Interactive generation of reactive motions for virtual humans as they are hit, pushed and pulled are very important to many applications, such as computer games. In this paper, we propose a new method to simulate reactive motions during arbitrary bipedal activities, such as standing, walking or running. It is based on momentum based inverse kinematics and motion blending. When generating the animation, the user first imports the primary motion to which the perturbation is to be applied to. According to the condition of the impact, the system selects a reactive motion from the database of pre-captured stepping and reactive motions. It then blends the selected motion into the primary motion using momentum-based inverse kinematics. Since the reactive motions can be edited in real-time, the criteria for motion search can be much relaxed than previous methods, and therefore, the computational cost for motion search can be reduced. Using our method, it is possible to generate reactive motions by applying external perturbations to the characters at arbitrary moment while they are performing some actions.}, 15810 keywords = {computer animation, inverse kinematics, real-time animation}, 15811 isbn = {1546-4261}, 15812 author = {Komura, T. and Ho, E. S. L. and Lau, R W H} 15813 } 15814 @article {, 15815 title = {Applying Principles from Performance Arts to an Interactive Aesthetic Experience}, 15816 year = {2005}, 15817 abstract = {Heightening tension and drama in 3-D interactive environments is a hard, but important problem. It is 15818 important for its potential utility in increasing motivation, involvement, engagement, and providing an 15819 overall pleasing aesthetic experience. These constructs are not only useful for entertainment applications, 15820 but can also impact training and edutainment applications due to the impact of emotions on learning. To 15821 stimulate emotional engagement, many researchers have explored several techniques, including enhancing 15822 the story content, developing new algorithms for dynamically creating stunning visual effects, and 15823 enhancing 3-D sound. In this paper, I describe a set of new design techniques based on a study of film and 15824 theatre theories, including acting and screenwriting. These design techniques are integrated within a multiagent 15825 interactive drama architecture. In this paper, I will discuss this architecture elaborating on the 15826 implementation of the theories studied and discussed from film and performance arts.}, 15827 url = {http://www.intelligentagent.com/}, 15828 author = {Magy Seif El-Nasr} 15829 } 15830 @book {, 15831 title = {The Art of Producing Games}, 15832 year = {2005}, 15833 publisher = {Premier Press}, 15834 organization = {Premier Press}, 15835 isbn = {1592006116}, 15836 author = {David McCarthy and Ste Curran and Simon Byron} 15837 } 15838 @article {, 15839 title = {Assessment of a web-based learning game in an information systems course}, 15840 journal = {Journal of Computer Information Systems}, 15841 volume = {45}, 15842 number = {4}, 15843 year = {2005}, 15844 pages = {42-49}, 15845 type = {Article}, 15846 abstract = {For decades, instructors have used games to facilitate student learning. More recently, the availability of the World Wide Web and Web authoring tools have greatly expanded the opportunities for instructors to utilize online learning games. Web-based learning games would appear to have particular appeal to the "digital generation" of learners who have grown up playing computer and video games. However few previous studies have evaluated the use of online learning games. This study addresses this issue through the application of an online game called FlashGame, developed using Macromedia (R) Flash (TM), in two mass sections of an introductory information systems course. A survey was administered at mid-semester to assess participants{\textquoteright} usage and perceptions of this game. Since web-based learning games are at an early stage of development, the findings provide important insight and raise implications for instructors about the use of online games to support student learning.}, 15847 keywords = {learning games for IS instruction, Macromedia Flash, online learning, tools, Web authoring}, 15848 isbn = {0887-4417}, 15849 author = {Huang, Z. Y. and Cappel, J. J.} 15850 } 15851 @proceedings {, 15852 title = {Augmented Board Games - Using Electronics to Enhance Gameplay in Board Games}, 15853 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15854 year = {2005}, 15855 abstract = {This paper examines Augmented Board Games, the result of using computational power to extend functionality and gameplay in board games. Experimental interaction design has been used as the primary research method, through the use of numerous models and design tools, including social and functional roles, game design patterns, and task analysis. The paper is concluded with descriptions of concepts and prototypes as well as novel game design possibilities within the design space of augmented board games.}, 15856 keywords = {board games, game design, ubiquitous computing}, 15857 url = {http://www.digra.org/dl/db/06278.47142.pdf}, 15858 author = {Peitz,Johan and Eriksson,Daniel and Bj{\"o}rk,Staffan} 15859 } 15860 @proceedings {, 15861 title = {Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge}, 15862 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15863 year = {2005}, 15864 abstract = {A chorus of proclamations have arisen in recent years about the potential of games and simulations to facilitate learning. Yet few discussions focus on the fundamental issue surrounding the implementation of games and simulations: to what learning objectives and pedagogical strategies are they most relevant? Through an examination of perspectives on the suitability of games for learning, as well as recent examples of digital game-based training in two vocational settings, this paper examines the design of authentic learning experiences as a way of thinking about the appropriateness and unique potential of games and simulations in a range of educational and training settings.}, 15865 keywords = {Construction, constructivist, education, Games, knowledge, learning, Simulations, training}, 15866 url = {http://www.digra.org/dl/db/06276.47486.pdf}, 15867 author = {Galarneau,Lisa} 15868 } 15869 @conference {, 15870 title = {Automatic computer game balancing: A reinforcement learning approach}, 15871 booktitle = {Proceedings of the International Conference on Autonomous Agents}, 15872 year = {2005}, 15873 pages = {1229-1230}, 15874 abstract = {Designing agents whose behavior challenges human players adequately is a key issue in computer games development. This work presents a novel technique, based on reinforcement learning (RL), to automatically control the game level, adapting it to the human player skills in order to guarantee a good game balance. RL has commonly been used in competitive environments, in which the agent must perform as well as possible to beat its opponent. The innovative use of RL proposed here makes use of a challenge function, which estimates the current player\&$\#$39;s level, as well as changes on the action selection mechanism of the RL framework. The technique is applied to a fighting game, Knock\&$\#$39;em, to provide empirical validation of the approach. 15875 }, 15876 keywords = {Adaptive Agents, Game Balancing, reinforcement learning}, 15877 author = {Andrade, G. and Ramalho, G. and Santana, H. and Corruble, V.} 15878 } 15879 @article {, 15880 title = {Automatic generation of human animation based on motion programming}, 15881 journal = {Computer Animation and Virtual Worlds}, 15882 volume = {16}, 15883 number = {3-4}, 15884 year = {2005}, 15885 pages = {305-318}, 15886 type = {Article}, 15887 abstract = {In motion simulations, video games and animation films, lots of interactions between characters and virtual environments are needed. Even though realistic motion data can be derived from MoCap system, motion editing and synthesis, animators must adapt these motion data to specific virtual environment manually, which is a boring and time-consuming job. Here we propose a framework to program the movements of characters and generate navigation animations in virtual environment. Given a virtual environment, a visual user interface is provided for animators to interactively generate motion scripts, describing the characters{\textquoteright} movements in this scene and finally used to retrieve motion clips from MoCap database and generate navigation animations automatically. This framework also provides flexible mechanism for animators to get varied resulting animations by configurable table of motion bias coefficients and interactive visual user interface.}, 15888 keywords = {human animation, motion programming, motion scripts}, 15889 isbn = {1546-4261}, 15890 author = {Zhuang, Y. T. and Xiao, J. and Wu, Y. Z. and Yang, T. and Wu, F.} 15891 } 15892 @proceedings {, 15893 title = {Baldur{\textquoteright}s Gate and History: Race and Alignment in Digital Role-Playing Games}, 15894 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15895 year = {2005}, 15896 abstract = {Games studies today are characterised by both the novelty of interpreting the unfolding digital revolution, and insecurity about where the discipline stands in terms of other academic fields of inquiry. The ludology/narratology debate exhibits two important features: anxiety about the proximity of the discipline to the games industry, and a formalist bias that dominates the field. Focussing on race and alignment in role playing games, this paper addresses this bias by asserting the relevance of cultural materialist and postcolonial modes of critique to commercially-produced computer games. It is argued that games like Baldur{\textquoteright}s Gate I and II cannot be properly understood without reference to the fantasy novels that inform them. When historicised, the genre of fantasy reveals an implicit reliance on notions of race and moral alignment. The ways these notions re-appear in digital role playing games is shown to be relevant to current political and social realities of the West.}, 15897 keywords = {alignment, cultural materialism, ludology, Narratology, Race, role playing games}, 15898 url = {http://www.digra.org/dl/db/06276.04067.pdf}, 15899 author = {Warnes, Christopher} 15900 } 15901 @book {, 15902 title = {Beginning Game Level Design}, 15903 year = {2005}, 15904 publisher = {Course Technology PTR}, 15905 organization = {Course Technology PTR}, 15906 edition = {1 edition}, 15907 isbn = {1592004342}, 15908 author = {Feil, John Harold and Scattergood, Marc} 15909 } 15910 @proceedings {, 15911 title = {Beyond P-1: Who Plays Online?}, 15912 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15913 year = {2005}, 15914 abstract = {Academics and industry professionals alike have long been interested in developing a nuanced and empirically sound typography of online gamers. Designers and engineers are aware of the value of well-considered "personas" to help guide the software development process. This study takes a new, quantitative approach to analyzing the aggregation of empirical characteristics for more than 1100 gamers. A statistical process called {\textquotedblleft}factor analysis{\textquotedblright} reduces the dimensionality of this study{\textquoteright}s survey data and mathematically suggests four distinct archetypes of online gamers that statistically account for more than two-thirds of play preferences. The significance of these findings is that they offer quantitative support for characterizing different kinds of online gamers in the way that other researchers have qualitatively interpreted their experiences.}, 15915 keywords = {archetype, computer game, Internet, persona, prototype, Video Game}, 15916 url = {http://www.digra.org/dl/db/06276.52412.pdf}, 15917 author = {Avery, Alix} 15918 } 15919 @book {, 15920 title = {Beyond Reality Gaming: A Guide to Alternate Reality Gaming}, 15921 year = {2005}, 15922 publisher = {Premier Press}, 15923 organization = {Premier Press}, 15924 isbn = {1592007376}, 15925 author = {John Gosney} 15926 } 15927 @proceedings {, 15928 title = {Bringing New HOPE to Networked Games: Using Optimistic Execution to Improve Quality of Service}, 15929 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15930 year = {2005}, 15931 abstract = {As more games of a wider variety of genres move online to provide multiplayer experiences to their players, there is an increasing need to improve the quality of service delivered to the players of these games. Players tend to have the same performance and consistency expectations of their online multiplayer games as they do of their single player games, without realizing the issues and problems introduced by networking their games together. This results in a tremendous challenge for developers of networked games, because issues such as latency work strongly against meeting the needs of players. In this paper, we discuss the concept of optimistic execution to help game developers mask or hide the effects of latency in their networked games. We introduce the notion of optimistic execution, present our work in this area, dubbed New HOPE, and comment on its ability to assist game developers in this important area.}, 15932 keywords = {and delay reduction, lag, latency, optimistic execution, quality of service}, 15933 url = {http://www.digra.org/dl/db/06276.39174.pdf}, 15934 author = {Katchabaw, Michael and Hanna,Ryan} 15935 } 15936 @proceedings {, 15937 title = {B.Sc. Computer Game Development ... Why not?}, 15938 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15939 year = {2005}, 15940 abstract = {We were motivated to consider proposing/adopting a new curriculum by the decrease in student enrolments currently experienced by our computing science programs. This requirement for re-invigorating program enrollment ({\textquotedblleft}more bums in seats{\textquotedblright}) provided the initial motivation for exploring potentially relevant curriculum/program changes and additions. Our research indicates that there exists a significant market niche in delivering suitable educational content relevant to the computer game industry. This niche, as yet remains undeveloped by the overwhelming majority of publicly funded university level academic institutions in North America. Acutely aware of the fact that a B.Sc. degree proposal with an emphasis on computer game development will draw both friendly and enemy fire, the curriculum proposed is a careful blend of both the established ACM and IGDA curriculums. It is reasoned that this will not only satisfy game industry needs, but that it will do so without sacrificing curriculum integrity of the computing science component provided by a normal B.Sc Computing Science.}, 15941 keywords = {computer science education, curriculum, game development, game programming, inter-disciplinary studies}, 15942 url = {http://www.digra.org/dl/db/06276.00539.pdf}, 15943 author = {Ficocelli,Libero and Gregg,David} 15944 } 15945 @proceedings {, 15946 title = {Build It to Understand It: Ludology Meets Narratology in Game Design Space}, 15947 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15948 year = {2005}, 15949 abstract = {Building experimental games offers an alternative methodology for researching and understanding games, beyond what can be understood by playing and studying existing games alone. Through a simultaneous process of research and artmaking in the construction of the interactive drama Fa{\c c}ade, new theoretical and design insights into several game studies questions were realized, including the hotly debated question of ludology vs. narratology. This paper describes some of the ways that building games can inform researchers about what game scholarship should be focused on and why, and ways that building games can offer new perspectives on existing forms and genres.}, 15950 keywords = {Agency, design space, Games, ludology, Narratology, wicked problems}, 15951 url = {http://www.digra.org/dl/db/06278.41489.pdf}, 15952 author = {Mateas,Michael and Stern,Andrew} 15953 } 15954 @proceedings {, 15955 title = {Building and Reconstructing Character. A Case Study of Silent Hill 3}, 15956 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15957 year = {2005}, 15958 abstract = {Characters are in an important role in many games. A good player character is likely to leave good lasting impression about the game. It has been argued that creating the personality for a player character is problematic. However, there are multiple methods used in games to inform a player about the nature of a player character: predefined functions, goals, possible and impossible actions, and more traditional audiovisual means. In this paper the player character of Silent Hill 3 is analyzed using presented categorization. This paper shows that the classification is a useful analytic tool, but it needs to be developed further to include belongings and space as elements describing a player character. The categorization also highlights aspects that need to be addressed when designing player characters.}, 15959 keywords = {Computer games, Game characters, interpretation}, 15960 url = {http://www.digra.org/dl/db/06278.03293.pdf}, 15961 author = {Lankoski, Petri} 15962 } 15963 @conference {, 15964 title = {Business models for online communities: The case of the virtual worlds industry in China}, 15965 booktitle = {Proceedings of the Annual Hawaii International Conference on System Sciences}, 15966 year = {2005}, 15967 pages = {191}, 15968 abstract = {The rapid growth of Internet usage has enabled many new online communities to develop. A particularly interesting phenomenon that has arisen through Internet communities is the virtual world (VW). This paper identifies the challenges that developers of VWs will face in their efforts to find viable business models. This is a single case study of China as an exploratory project to determine the issues surrounding business models for virtual world developers and users. The paper discusses the feedback effects between broadband adoption and online games as well as issues such as culture, history, Waigua, private servers, virtual property trade, developer control, governance, and regulation. In spite of the profitability of major Chinese VW operators, close observation of the Chinese case suggests that even the most successful VW operators are still in the early stages of their business model development.}, 15969 keywords = {business models, feedback, game theory, Industrial management, Internet, Mathematical models, Online communities, online games, Online systems, Project management, Virtual world (VW)}, 15970 url = {http://csdl2.computer.org/comp/proceedings/hicss/2005/2268/07/22680191a.pdf}, 15971 author = {MacInnes, I. and Hu, L.} 15972 } 15973 @proceedings {, 15974 title = {CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators}, 15975 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15976 year = {2005}, 15977 abstract = {Cinematography describes principles and techniques pertaining to the effective use of cameras to film live action. The correct application of these principles and techniques produces filmed content that is more engaging, compelling and absorbing for the viewer. 3D computer games employ virtual cameras in order to provide the player with an appropriate view of the game world. These virtual cameras can simulate all of the functionality of their real-world counterparts yet little effort is usually made to incorporate cinematographic techniques and principles into their operation. We introduce CameraBots, autonomous camera operators modelled closely on the non-player characters (NPCs) or bots already present in many games. CameraBots can perform a larger set of operations than their real-world counterparts since they are not subject to the same physical restraints. Thus, cinematographic principles can be applied to camera work with relative ease by reusing bot program code already present. Our system contains a director module and a cinematographer module which together are responsible for coordinating the CameraBots in a manner consistent with cinematography rules and practice. It is designed in a modular manner such that it may be applied to numerous computer games with little modification.}, 15978 keywords = {Bots, Non-Player Characters, Virtual Camera, Virtual Cinematography}, 15979 url = {http://www.digra.org/dl/db/06276.28131.pdf}, 15980 author = {Kneafsey,James and McCabe,Hugh} 15981 } 15982 @article {, 15983 title = {Can video games be used to predict or improve laparoscopic skills?}, 15984 journal = {Journal of Endourology}, 15985 volume = {19}, 15986 number = {3}, 15987 year = {2005}, 15988 pages = {372-376}, 15989 type = {Article}, 15990 abstract = {Background and Purpose: Performance of laparoscopic surgery requires adequate hand-eye coordination. Video games are an effective way to judge one{\textquoteright}s hand-eye coordination, and practicing these games may improve one{\textquoteright}s skills. Our goal was to see if there is a correlation between skill in video games and skill in laparoscopy. Also, we hoped to demonstrate that practicing video games can improve one{\textquoteright}s laparoscopic skills. Subjects and Methods: Eleven medical students (nine male, two female) volunteered to participate. On day 1, each student played three commercially available video games (Top Spin, XSN Sports; Project Gotham Racing 2, Bizarre Creations; and Amped 2, XSN Sports) for 30 minutes on an X-box (Microsoft, Seattle, WA) and was judged both objectively and subjectively. Next, the students performed four laparoscopic tasks (object transfer, tracing a figure-of-eight, suture placement, and knot-tying) in a swine model and were assessed for time to complete the task, number of errors committed, and hand-eye coordination. The students were then randomized to control (group A) or "training" (i.e., video game practicing; group B) arms. Two weeks later, all students repeated the laparoscopic skills laboratory and were reassessed. Results: Spearman correlation coefficients demonstrated a significant relation between many of the parameters, particularly time to complete each task and hand-eye coordination at the different games. There was a weaker association between video game performance and both laparoscopic errors committed and hand-eye coordination. Group B subjects did not improve significantly over those in group A in any measure (P >0.05 for all). Conclusion: Video game aptitude appears to predict the level of laparoscopic skill in the novice surgeon. In this study, practicing video games did not improve one{\textquoteright}s laparoscopic skill significantly, but a larger study with more practice time could prove games to be helpful.}, 15991 keywords = {Impact, Operative performance, Surgery, Virtual-Reality}, 15992 isbn = {0892-7790}, 15993 author = {Rosenberg, B. H. and Landsittel, D. and Averch, T. D.} 15994 } 15995 @proceedings {, 15996 title = {Canadian Content in Video Games}, 15997 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 15998 year = {2005}, 15999 abstract = {This paper investigates the culture being reflected in video games produced in Canada, from the perspective of Canada being one of the world{\textquoteright}s leading producers of video games. It examines the how Canadian culture is represented in current new media artistic output against the culture, or lack of culture, being represented in video games currently being produced. With the shift of television viewers away from culture-regulated television and onto "culture neutral" video games, is our culture being eroded or expanding to fill a new culture shared with others across borders in virtual space? Canada is one of the fastest-growing countries in broadband usage, so do our rapidly expanding virtual online gaming cultures share our real-world culture? Should we attempt to find our "national identity" in video games, or does culture travel differently through interactive media? In short, this paper a preliminary examination of the impact of the transmission and direction of our national culture through the video games we produce and consume as a cultural product.}, 16000 keywords = {BioWare, Canadian content, Canadian culture, CanCon, Electronic Arts Canada, h0z3r, Radical Entertainment, Ubisoft Montr{\'e}al, Video Games}, 16001 url = {http://www.digra.org/dl/db/06276.50521.pdf}, 16002 author = {Paul, Leonard} 16003 } 16004 @proceedings {, 16005 title = {Challenge Balance and Diversity: Playing TheSims and TheSims2}, 16006 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16007 year = {2005}, 16008 abstract = {How can we begin to empirically analyse computer games as dynamic systems that seek to motivate and facilitate meaningful and pleasurable player activity? This paper suggests that the concept of {\textquoteleft}challenge{\textquoteright} offers a promising starting point for such inquiries. First the notion of challenge will be briefly introduced. Then the The Sims and The Sims 2 will be analysed and compared with regards to their challenges in order to highlight some of their distinct characteristics as games and to identify some of their differences. These games are interesting in terms of challenge because they, according to a narrow definition of games, are borderline games due to their lack of clear overall goals and a winning condition. Still, challenge seems to offer a fruitful frame of understanding, thus showing promise as a foundation for an extended definition of games.}, 16009 keywords = {analysis, challenge, Computer games, The Sims, The Sims 2}, 16010 url = {http://www.digra.org/dl/db/06276.10020.pdf}, 16011 author = {Iversen, Sara Mosberg} 16012 } 16013 @conference {, 16014 title = {Challenge-sensitive action selection: An application to game balancing}, 16015 booktitle = {Proceedings - 2005 IEEE/WIC/ACM International Conference on Intelligent Agent Technology, IAT{\textquoteright}05}, 16016 volume = {2005}, 16017 year = {2005}, 16018 pages = {194-200}, 16019 abstract = {Dealing with users of different skills, and of variable capacity for learning and adapting over time, is a key issue in Human-Machine Interaction, particularly in highly interactive applications such as computer games. Indeed, a recognized major concern for the game developers\&$\#$39; community is to provide mechanisms to dynamically balance the difficulty level of the games in order to keep the user interested in playing. This work presents an innovative use of reinforcement learning techniques to build intelligent agents that adapt their behavior in order to provide dynamic game balancing. The idea is to couple learning with an action selection mechanism which depends on the evaluation of the current user\&$\#$39;s skills. To validate our approach, we applied it to a real-time fighting game, obtaining good results, as the adaptive agent is able to quickly play at the same level as opponents with different skills. 16020 }, 16021 author = {Andrade, G. and Ramalho, G. and Santana, H. and Corruble, V.} 16022 } 16023 @article {, 16024 title = {Changing personalities: towards realistic virtual characters}, 16025 journal = {Journal of Experimental \& Theoretical Artificial Intelligence}, 16026 volume = {17}, 16027 number = {3}, 16028 year = {2005}, 16029 pages = {221-241}, 16030 type = {Article}, 16031 abstract = {Computer modelling of personality and behaviour is becoming increasingly important in many fields of computer science and psychology. Personality and emotion-driven Believable Agents are needed in areas like human-machine interfaces, electronic advertising and, most notably, electronic entertainment. Computer models of personality can help explain personality by illustrating its underlying structure and dynamics. This work presents a neural network model of personality and personality change. The goals are to help understand personality and create more realistic and believable characters for interactive video games. The model is based largely on trait theories of personality. Behaviour in the model results from the interaction of three components: (1) personality-based predispositions for behaviour, (2) moods/emotions and (3) environmental situations. Personality develops gradually over time depending on the situations encountered. Modelling personality change produces interesting and believable virtual characters whose behaviours change in psychologically plausible ways.}, 16032 keywords = {coherence, model}, 16033 isbn = {0952-813X}, 16034 author = {Poznanski, M. and Thagard, P.} 16035 } 16036 @article {, 16037 title = {Cheating can be good for you: Educational games and multiple play styles}, 16038 journal = {On the Horizon}, 16039 volume = {13}, 16040 number = {2}, 16041 year = {2005}, 16042 pages = {95-100}, 16043 abstract = {Purpose - Aims to determine how multiple play styles and use of \"outside\" materials can be successfully taken into account when designing user experiences in educational digital games. Design/methodology/approach - This research draws on over two dozen qualitative interviews and an open-ended survey of an additional 50 game players with a wide range of gameplay experience. Findings - Findings suggest that players have different skill sets, and different beliefs about what constitutes acceptable and unacceptable help in a variety of games. These findings are analyzed to argue for different ways to enhance the educational gaming experience for players. Research limitations/implications - As with all qualitative research, the relatively small sample size makes it difficult to draw broad generalizations from the data. However, the research does suggest that there are many ways to play games, that players use many items and information \"outside\" the game to help them play or enhance their experience, and such things can be fruitfully used to improve educational games. Practical implications - Designers of educational games should take into account the materials surrounding games, such as walkthroughs and codes, as ways to enhance the game and educational experience, rather than detract from them. Originality/value - Very little research has been done examining how players perceive items and information related to game play, as well as how they use such things. This research investigates that area and relates the knowledge to ways to improve educational games, and education. 16044 }, 16045 keywords = {Behaviour modification, learning, Video Games}, 16046 url = {http://oak.cats.ohiou.edu/~consalvo/Cheating_good_for_you.pdf}, 16047 author = {Consalvo, M} 16048 } 16049 @article {, 16050 title = {Children{\textquoteright}s exposure to violent video games and desensitization to violence}, 16051 journal = {Child and Adolescent Psychiatric Clinics of North America}, 16052 volume = {14}, 16053 number = {3}, 16054 year = {2005}, 16055 pages = {387-+}, 16056 abstract = {Concern about the impact of media violence on children and adolescents is shared by the six signatories to the Joint Statement on the Impact of Entertainment Violence on Children: the American Academy of Pediatrics, the American Academy of Child and Adolescent Psychiatry, the American Medical Association, the American Psychological Association, the American Academy of Family Physicians, and the American Psychiatric Association . Although a less well-researched medium at this point, violent video and computer games (referred to simply as video games) may have particular impact because of their actively engaging, content-generating nature . Recent content analyses suggested that up to 90\% of all video games contain some sort of violent content, with at least half of these games including the potential for serious harm toward game characters . Such violent video games have become especially popular, even with relatively young children. In a recent survey of first through third graders, 53\% of the children{\textquoteright}s favorite games had violent content, as rated by the children themselves (Jeanne Funk, PhD, Margaret Chan, unpublished data, 2004). In another recent survey of middle school volunteers, students listed and rated up to three favorite games using a list of six categories and descriptors developed with the help of children and adolescents and used in several previous studies. In that study, 99\% of boys and 84\% of girls categorized at least one of their current preferred video games as having violent content . The inescapable conclusion is that across childhood and adolescence and across gender, violent video games enjoy considerable popularity.}, 16057 keywords = {Adolescent Offenders, Aggressive-Behavior, Attitudes, Cognitive Mediators, Community Violence, Empathy, intervention, Ratings, Real-life, Television}, 16058 isbn = {1056-4993}, 16059 author = {Funk,J B} 16060 } 16061 @inbook {, 16062 title = {Children{\textquoteright}s Social Behavior during Video Game Play}, 16063 booktitle = {Handbook of Computer Game Studies}, 16064 year = {2005}, 16065 pages = {133-144}, 16066 publisher = {MIT Press}, 16067 organization = {MIT Press}, 16068 address = {Cambridge, MA}, 16069 isbn = {0262182408}, 16070 author = {Robyn M. Holmes and Anthony D. Pellegrini}, 16071 editor = {Raessens,Joost and Goldstein,Jeffrey} 16072 } 16073 @inbook {, 16074 title = {Click Reading: Screenwriting and Screen-Reading Practices in Film and Multimedia Fictions}, 16075 booktitle = {Handbook of Computer Game Studies}, 16076 year = {2005}, 16077 pages = {81-95}, 16078 publisher = {MIT Press}, 16079 organization = {MIT Press}, 16080 address = {Cambridge, MA}, 16081 isbn = {0262182408}, 16082 author = {Isabelle Raynauld}, 16083 editor = {Raessens,Joost and Goldstein,Jeffrey} 16084 } 16085 @inbook {, 16086 title = {Cognitive Effects of Video Games}, 16087 booktitle = {Handbook of Computer Game Studies}, 16088 year = {2005}, 16089 pages = {125-131}, 16090 publisher = {MIT Press}, 16091 organization = {MIT Press}, 16092 address = {Cambridge, MA}, 16093 isbn = {0262182408}, 16094 author = {Sandra L. Calvert}, 16095 editor = {Raessens,Joost and Goldstein,Jeffrey} 16096 } 16097 @proceedings {, 16098 title = {A Cognitive Psychological Approach to Gameplay Emotions}, 16099 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16100 year = {2005}, 16101 abstract = {Although emotions elicited by the fictional world or the artefact play a part in story-driven video games, they are certainly not the focus of the experience. From a cognitive psychological perspective, this paper studies the appraisal and action dimensions of emotions arising from gameplay. As it relies on cognitive film theories about popular narrative movies, it also revisits their conceptual sources in order to better reflect on the specificity of those gameplay emotions.}, 16102 keywords = {action tendency, appraisal, emotion, film theory, gameplay, Video Game}, 16103 url = {http://www.digra.org/dl/db/06276.58345.pdf}, 16104 author = {Perron, Bernard} 16105 } 16106 @article {, 16107 title = {Combining software games with education: Evaluation of its educational effectiveness}, 16108 journal = {Educational Technology \& Society}, 16109 volume = {8}, 16110 number = {2}, 16111 year = {2005}, 16112 pages = {54-65}, 16113 type = {Article}, 16114 abstract = {Computer games are very popular among children and adolescents. In this respect, they could be exploited by educational software designers to render educational software more attractive and motivating. However, it remains to be explored what the educational scope of educational software games is. In this paper, we explore several issues concerning the educational effectiveness, appeal and scope of educational software games through an evaluation study of an Intelligent Tutoring System ( ITS) that operates as a virtual reality educational game. The results of the evaluation show that educational virtual reality games can be very motivating while retaining or even improving the educational effects on students. Moreover, one important finding of the study was that the educational effectiveness of the game was particularly high for students who used to have poor performance in the domain taught prior to their learning experience with the game.}, 16115 keywords = {educational software games, evaluation, intelligent, student model, tutoring systems, virtual reality}, 16116 isbn = {1436-4522}, 16117 author = {Virvou, M. and Katsionis, G. and Manos, K.} 16118 } 16119 @inbook {, 16120 title = {Computer Games and Learning: Digital Game-Based Learning}, 16121 booktitle = {Handbook of Computer Game Studies}, 16122 year = {2005}, 16123 pages = {97-122}, 16124 publisher = {MIT Press}, 16125 organization = {MIT Press}, 16126 address = {Cambridge, MA}, 16127 isbn = {0262182408}, 16128 author = {Prensky,Marc}, 16129 editor = {Raessens,Joost and Goldstein,Jeffrey} 16130 } 16131 @inbook {, 16132 title = {Computer Games as Evocative Objects: From Projective Screens to Relational Artifacts}, 16133 booktitle = {Handbook of Computer Game Studies}, 16134 year = {2005}, 16135 pages = {267-279}, 16136 publisher = {MIT Press}, 16137 organization = {MIT Press}, 16138 address = {Cambridge, MA}, 16139 isbn = {0262182408}, 16140 author = {Turkle,Sherry}, 16141 editor = {Raessens,Joost and Goldstein,Jeffrey} 16142 } 16143 @inbook {, 16144 title = {Computer Games as Participatory Media Culture}, 16145 booktitle = {Handbook of Computer Game Studies}, 16146 year = {2005}, 16147 pages = {373-388}, 16148 publisher = {MIT Press}, 16149 organization = {MIT Press}, 16150 address = {Cambridge, MA}, 16151 isbn = {0262182408}, 16152 author = {Raessens,Joost}, 16153 editor = {Raessens,Joost and Goldstein,Jeffrey} 16154 } 16155 @proceedings {, 16156 title = {Configuring the player - subversive behaviour in Project Entropia}, 16157 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16158 year = {2005}, 16159 abstract = {This paper presents the concept of a {\textquotedblleft}black box{\textquotedblright} as a tool for analyzing virtual worlds. The concept comes from the field of Science \& Technology Studies (STS) and we employ it here more specifically to study one such virtual world in particular, Project Entropia. The concept of a {\textquotedblleft}black box{\textquotedblright} is used to describe the developers{\textquoteright} efforts to hide or to build certain assumptions into the very fabric of the virtual world in order to get the players to perform certain prescribed roles. The concept is also used to describe players{\textquoteright} efforts to open up this black box in order to get access to and play other roles {\textendash} roles not prescribed by the game publisher and that in some cases function as a threat to the publisher{\textquoteright}s business model. The focus of the analysis is on the imperative to {\textquotedblleft}pay to play{\textquotedblright}. This imperative is essential to the developers of the game since Project Entropia does not employ the usual subscription-based revenue model that most other Massively Multiplayer Online Games (MMOGs) use.}, 16160 keywords = {MMOG, player strategies, Project Entropia, subversion}, 16161 url = {http://www.digra.org/dl/db/06276.20328.pdf}, 16162 author = {Jakobsson,Peter and Pargman,Daniel} 16163 } 16164 @proceedings {, 16165 title = {Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle}, 16166 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16167 year = {2005}, 16168 abstract = {From a cultural history and game theoretical perspective my work focuses on the relationship between the fantasy subculture, fantasy role-playing games and the daily life of their participants in the Netherlands. Main research themes are the construction of game/play space and identities. Within this context I elaborate in this paper on the usefulness of the term magic circle (Johan Huizinga). I will argue why in game research the current use of the term magic circle is problematic. We can understand the term differently when returning to the context in which Huizinga introduced the magic circle as ritual play-ground. According to him ritual is play and play is ritual. Referring back to his work Homo Ludens (1938) I will discuss the various relationships between role-play and ritual performance. I will argue that fantasy role-playing consists of collections of performances or ritual acts, in which players construct the game/play space, identities and meaning.}, 16169 keywords = {fantasy role-playing games, fantasy subculture, identity, magic circle, Performance, ritual, space}, 16170 url = {http://www.digra.org/dl/db/06278.50594.pdf}, 16171 author = {Copier,Marinka} 16172 } 16173 @proceedings {, 16174 title = {Consumer Driven Computer Game Design}, 16175 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16176 year = {2005}, 16177 abstract = {The Critical Incident Techniques (CIT) is widely used to study customer satisfaction and dissatisfaction in the service industry and provides respondents with an open format to describe in their own words incidents that create lasting impressions. The purpose of this research is to develop a methodology for computer game design with the goal of creating games that increase the consumer{\textquoteright}s satisfaction. Too often, game designers create games that satisfy their own perceptions of a good game without considering the needs of the consumers that will play the games. Customer driven computer game design applies the critical incident technique as a means to define the elements of good and bad game. A methodology is described whereby game designers establish the goal and intentions of the game by listening to the voice of the consumer. The concept was tested by distributing CIT surveys to active game players who each wrote two stories about their game playing behavior and experiences. The first story described the respondent{\textquoteright}s best experience playing games and the second story described their worst experience. The stories were archived and content analyzed using Gremler{\textquoteright}s best-practice methods for identifying categories and critical incidents. A summary sheet describing the frequency of good and bad incidents was derived by three coders. The respondents{\textquoteright} original game playing stories were further abstracted into key good and bad descriptions and appended to the summary CIT frequency data sheet to create a consumer game report. The report was then used by creative designers as a reference point for designing new games.}, 16178 keywords = {consumer, Critical Incident Technique (CIT), game design, qualitative survey}, 16179 url = {http://www.digra.org/dl/db/06276.28330.pdf}, 16180 author = {Trappey,Charles and Chang,Claire and Hsiao,Teng-Tai and Che,Ming-Hung and Chiu,Wei-Jie} 16181 } 16182 @article {, 16183 title = {Contexts, gaming pleasures, and gendered preferences}, 16184 journal = {Simulation and Gaming}, 16185 volume = {36}, 16186 number = {4}, 16187 year = {2005}, 16188 pages = {464-482}, 16189 abstract = {In this article, the author explores computer gaming preferences of girls through observations of a games club at an all-girl state school in the United Kingdom. The author argues that gaming tastes are alterable and site specific. Gaming preferences certainly relate to the attributes of particular games, but they will also depend on the player\&$\#$39;s recognition and knowledge of these attributes. Players accumulate these competencies according to the patterns of access and peer culture they encounter. The constituents of preference, such as access, are shaped by gender, and as a result, gaming preferences may manifest along gendered lines. It is not difficult to generate data, indicating that gendered tastes exist, but it is shortsighted to separate such outcomes from the various practices that contribute to their formation. 16190 }, 16191 keywords = {Access, Attributes, Computer games, Context, Gaming competence, Gender, Peer culture, Pleasure, Preferences, Tastes}, 16192 url = {http://www.childrenyouthandmediacentre.co.uk/Pics/SimAndGameCarr.pdf}, 16193 author = {Carr, D.} 16194 } 16195 @article {, 16196 title = {Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior}, 16197 journal = {Personality and Social Psychology Bulletin}, 16198 volume = {31}, 16199 number = {11}, 16200 year = {2005}, 16201 pages = {1573-1586}, 16202 abstract = {Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained. elusive. Also, potential differences in short-term and long term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A tab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE, effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.}, 16203 keywords = {children, Desensitization, Female Victims, Individual-Differences, Media Violence, Physiological Arousal, Television Violence, Thoughts, Trait Aggressiveness, Women}, 16204 isbn = {0146-1672}, 16205 author = {B D Bartholow and Sestir,M A and Davis,E B} 16206 } 16207 @article {4466, 16208 title = {Data Mining the Kids: Surveillance and Market Research Strategies in Children{\textquoteright}s Online Games}, 16209 journal = {Canadian Journal of Communication}, 16210 volume = {30}, 16211 year = {2005}, 16212 pages = {527-48}, 16213 chapter = {527}, 16214 abstract = {This paper explores privacy issues in relation to the growing prominence of marketing research and data mining in websites for children. Whereas increasing protection is given to individuals{\textquoteright} personal information, little attention is paid to information that is aggregated, electronically scanned, and sorted{\textemdash}despite the fact that aggregate information is often highly valued by the marketing industry. The authors review current trends in Internet market research, data mining techniques, policy initiatives, and the contents of some of the most highly frequented children{\textquoteright}s game sites. The paper demonstrates how common data mining practices constitute a threat to children{\textquoteright}s emerging rights online.}, 16215 keywords = {advertising, Children{\textquoteright}s games, data-mining, ethics, market research, policy, privacy}, 16216 url = {http://www.cjc-online.ca/index.php/journal/article/view/1525/1654}, 16217 author = {Chung, Grace and Grimes, Sara M} 16218 } 16219 @article {, 16220 title = {Deciding to defect: The effects of video-game violence on cooperative behavior}, 16221 journal = {Psychological Science}, 16222 volume = {16}, 16223 number = {5}, 16224 year = {2005}, 16225 pages = {354-357}, 16226 type = {Article}, 16227 abstract = {This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom (TM) in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.}, 16228 keywords = {Aggressive-Behavior, Prosocial Behavior}, 16229 isbn = {0956-7976}, 16230 author = {Sheese, B. E. and Graziano, W. G.} 16231 } 16232 @article {, 16233 title = {Demographic predictors of media use among infants, toddlers, and preschoolers}, 16234 journal = {American Behavioral Scientist}, 16235 volume = {48}, 16236 number = {5}, 16237 year = {2005}, 16238 pages = {539-561}, 16239 abstract = {A great deal of research during the past four decades has explored the effects of media use on children, but remarkably little work has explored the factors that determine how much time a child spends interacting with various media. This article does so with a focus on very young children, ages 6 months to 6 years, and on demographic predictors of media use. Using data from a large-scale national survey sponsored by the Kaiser Family Foundation, the authors conducted multiple regressions predicting time spent watching television, watching videos/ DVDs, reading, playing video games, and using computers. Child{\textquoteright}s age, race, parents{\textquoteright} education, and parents{\textquoteright} marital status had significant effects across most types of media use, whereas child{\textquoteright}s gender birth order, languages spoken at home, parents I employment status, and parents{\textquoteright} age had only occasional, isolated effects. Family income had no impact at all. Findings suggest various intriguing hypotheses about the processes that might explain the relations observed, thereby setting the stage for future research testing these possibilities.}, 16240 keywords = {Adolescents, Childrens Use, Electronic Media, Television, Time}, 16241 isbn = {0002-7642}, 16242 author = {Anand,S and Krosnick,J A} 16243 } 16244 @proceedings {, 16245 title = {The design of narrative as an immersive simulation}, 16246 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16247 year = {2005}, 16248 abstract = {This paper proposes a concept of narrative as the design of an immersive simulation to be experienced by the interactor in a video game. We face this narrative status as the ongoing shift of a process faced with the nature of the video game format: in one side, the immersive nature of character-oriented games, and on the other, the simulative nature of god games and such. We believe the combination of these two features allows for the emergence of a new and promising narrative game format.}, 16249 keywords = {immersion, narrative, simulation, Umwelt, Video Game}, 16250 url = {http://www.digra.org/dl/db/06276.21047.pdf}, 16251 author = {Gomes,Renata} 16252 } 16253 @proceedings {, 16254 title = {Designing Goals for Online Role-Players}, 16255 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16256 year = {2005}, 16257 abstract = {The increasing popularity of persistent worlds and the predicted rise of pervasive gaming, both having a strong inherent potential for role-playing, stress a classical challenge of persistent world industry: in addition to the regular gamer audience, the role-player audience is growing. Catering to role-players requires re-thinking in the design of game structures and narrative structures. The most fundamental conceptual differences between role-player and regular gamer playing styles regard goals, game worlds and the idea of meaningful play.}, 16258 keywords = {goal, LARP, meaningful play, MMORPG, persistent world, role-playing, rule}, 16259 url = {http://www.digra.org/dl/db/06276.39565.pdf}, 16260 author = {Montola, Markus} 16261 } 16262 @proceedings {, 16263 title = {Designing Sound for a Pervasive Mobile Game}, 16264 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16265 year = {2005}, 16266 abstract = {We examine the role of sound design in designing pervasive mobile games. As a case study, we examine the sound design process and solutions of a working prototype game called The Songs of North. The goal has been a design that allows sounds to be used as a primary information channel facilitating the use of physical movement as a main game mechanics. We discuss insights from the sound design process and also generally consider the role of sound in producing immersive gaming experiences.}, 16267 keywords = {obile games, pervasive gaming, sound design}, 16268 url = {http://www.digra.org/dl/db/06278.11008.pdf}, 16269 author = {Ekman, Inger and Lahti, Jussi and Nummela, Jani and Lankoski, Petri and M{\"a}yr{\"a}, Frans} 16270 } 16271 @conference {, 16272 title = {Desktop 3-D Interactive Drama {\textendash} Applying Design Principles from the Performance Arts}, 16273 booktitle = {Human Computer Interaction International.}, 16274 year = {2005}, 16275 abstract = {Increasing emotional engagement in 3-D interactive environments is a hard, but important problem. It is important 16276 for its potential utility in increasing motivation, involvement, and engagement. These constructs are not only useful 16277 for entertainment applications, but also impact training and edutainment applications due to the impact of emotions 16278 on learning (Ulate, 2002; Wolfe, 2001). Many researchers have explored several techniques, including enhancing 16279 the story content to stimulate emotional engagement, developing new algorithms for dynamically creating stunning 16280 visual effects, and enhancing 3-D sound. Theatre and film have integrated many techniques that increase 16281 engagement, attention, and emotional involvement. In this paper, I describe a set of new design techniques 16282 integrated in an architecture that uses theatric and cinematic theories, specifically acting and screenwriting methods, 16283 to stimulate and improve emotional engagement in 3-D interactive narratives. In this paper, I discuss two research 16284 directions: (1) defining an interaction model for 3-D interactive narrative based on screenwriting theories, and (2) 16285 developing an actor-based agent architecture to simulate believable actions within an interactive narrative. The 16286 resulting architecture was implemented and tested within Mirage, an interactive story based on the Greek Tragedy 16287 Electra. Based on the critiques from several participants, I deduce that the resulting architecture presents 16288 significantly encouraging design techniques that can potentially increase emotional involvement and dramatic 16289 content of an interactive desktop 3D VR experience. The system and approach presented in this paper demonstrates 16290 an important new direction that adds to the set of techniques currently used and expand the design methodologies to 16291 include methods from disciplines, such as performance arts, theatre, and film.}, 16292 keywords = {AI and Games, Arts and Interaction and AI, Interactive drama, interactive narrative}, 16293 author = {Magy Seif El-Nasr} 16294 } 16295 @inbook {, 16296 title = {Detection of auto programs for MMORPGs}, 16297 booktitle = {AI 2005: Advances in Artificial Intelligence}, 16298 series = {Lecture Notes in Artificial Intelligence}, 16299 volume = {3809}, 16300 year = {2005}, 16301 pages = {1281-1284}, 16302 abstract = {Auto-playing programs are often used on behalf of human players ill a MMORPG(Massively Multi-player Online Role Playing Game). By playing automatically and continuously, it helps to speed up the game character\&$\#$39;s levelup process. However, the auto-playing programs, either software or hardware, do harm to games servers in various ways including abuse of resources. In this paper, we propose a way of detecting the auto programs by analyzing the window event sequences produced by the game players. In our proposed method, the event sequences are transformed into a set of attributes, and various leaming algorithms are applied to classify the data represented by the set of attribute values into human or auto player. The results from experiments with several MMORPGs show that the Decision Tree learning with proposed method can identify the auto-playing programs with high accuracy. 16303 }, 16304 keywords = {data mining, entertainment and AI, intelligent data analysis, machine learning}, 16305 isbn = {0302-9743}, 16306 author = {Kim, H. and Hong, S. W. and Kim, J.} 16307 } 16308 @article {, 16309 title = {The development of a computer-assisted cognitive remediation program for patients with schizophrenia}, 16310 journal = {Israel Journal of Psychiatry and Related Sciences}, 16311 volume = {42}, 16312 number = {1}, 16313 year = {2005}, 16314 pages = {5-14}, 16315 keywords = {Activation, Card Sorting Test, Cortical Network, Deficits, memory, Performance, Problem-Solving Skills, Symptom Dimensions, Therapy}, 16316 isbn = {0333-7308}, 16317 author = {Bellack,A S and Dickinson,D and Morris,S E and Tenhula,W N} 16318 } 16319 @book {, 16320 title = {Digital Gameplay: Essays on the Nexus of Game and Gamer}, 16321 year = {2005}, 16322 publisher = {McFarland \& Company}, 16323 organization = {McFarland \& Company}, 16324 isbn = {0786422920}, 16325 author = {Garrelts,Nate} 16326 } 16327 @proceedings {, 16328 title = {Digital Games: A Motivational Perspective}, 16329 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16330 year = {2005}, 16331 abstract = {Information technologies have improved dramatically in the last decade, enhancing the potential of digital games to create realistic and engaging environments where players use different cognitive approaches to solve problems, such as, thinking outside of the box, collaborating in groups and searching for information. Unfortunately not all genres of digital games have taken advantage of the new technology and game design knowledge now available. Commercial and educational games have evolved in different ways. For instance, while the commercial game market has experienced continuous growth, the educational game market is almost non-existent. Users{\textquoteright} preference for commercial games indicates that people have different motivations for playing commercial games and for playing educational games. Motivation theories provide a framework to study how users engage with these games, so that designers can apply the best features of both computer applications to create powerful learning tools.}, 16332 keywords = {digital games, interest, intrinsic motivation, learning, motivation, self-determination}, 16333 url = {http://www.digra.org/dl/db/06276.30561.pdf}, 16334 author = {Medina,Eliana} 16335 } 16336 @article {, 16337 title = {Digital Gaming, Sport and Gender}, 16338 journal = {Leisure Studies}, 16339 volume = {24}, 16340 year = {2005}, 16341 pages = {259-270}, 16342 abstract = {This paper has developed out of ongoing research into the associated patterns of sport and digital gaming interests and participation. Specifically, this paper presents the major findings of a questionnaire based survey distributed to undergraduate students at Sheffield{\textquoteright}s two universities, and a number of follow up interviews. Contrary to popular perceptions, this research finds no evidence to suggest that participating in digital gaming can have a negative effect on levels of sports participation. Moreover, the paper argues that, for some, digital gaming may increase their interest and knowledge of sport, and can prove for many a popular source of conversation that can cross-cut and inform conversations on sport. However, contrary to many previous studies, this research indicates that there continues to be distinct gender differences in gaming patterns.}, 16343 keywords = {Gender, Sport}, 16344 author = {Crawford, Garry} 16345 } 16346 @article {, 16347 title = {A direct circuit experiment system in non-immersive virtual environments for education and entertainment}, 16348 journal = {Computer Applications in Engineering Education}, 16349 volume = {13}, 16350 number = {2}, 16351 year = {2005}, 16352 pages = {146-152}, 16353 type = {Article}, 16354 abstract = {This article proposes to contribute to the goal of "The Popular Science Teaching Research Project" as well as to enhance the programming abilities of mechanical engineering students. Topics being included as example are in physical science, which include battery, lamp, and electric circuit. These materials are designed, based on virtual-reality technology that is suitable for students as early as fourth-grade students of primary school. it will help the students become familiar with new computer technology and provide an opportunity to study while playing virtual reality computer games. The benefits of the developed application software system of virtual reality are virtualization of teaching equipment, cost reduction of teaching materials, unlimited teaching style, and optimization of learning procedures. }, 16355 keywords = {circuit experiment, design, physical modeling, software, virtual experiment, virtual reality}, 16356 isbn = {1061-3773}, 16357 author = {Hsu, Q. C.} 16358 } 16359 @article {, 16360 title = {Do video games evoke specific types of epileptic seizures?}, 16361 journal = {Epilepsy \& Behavior}, 16362 volume = {7}, 16363 number = {3}, 16364 year = {2005}, 16365 pages = {524-530}, 16366 type = {Article}, 16367 abstract = {We determined whether epileptic clinical manifestations evoked by playing video games (VG) differ from those evoked by intermittent photic stimulation (IPS) or striped patterns (P). We exposed nine children who had TV- and VG-evoked seizures in daily life to 12 VG after standardized photic stimulation and pattern stimulation. Their EEGs were recorded continuously, analyzed, and then correlated with a video of their behavior. Similar types of clinical signs were seen during VG, P, and IPS, but the signs we observed were more subtle during the VG. Eight patients showed a clear lateralization. A new observation was the lowering of the eyelids to a state of half-closed. Our study suggests that the type of visual stimulus provoking a photoparoxysmal response or seizure is not particularly relevant. The children belonged to different epilepsy groups, and our findings add to the discussion on the boundaries of the epilepsy types.}, 16368 keywords = {children, classification, clinical, electroencephalogram, Epilepsy, epileptiform discharges, occipital lobe epilepsy, photoparoxysmal response, Stimulation, symptomatology, Video Games}, 16369 isbn = {1525-5050}, 16370 author = {Piccioli, M. and Vigevano, F. and Buttinelli, C. and Trenite, Dgakn} 16371 } 16372 @inbook {, 16373 title = {Does Video Games Addiction Exist?}, 16374 booktitle = {Handbook of Computer Game Studies}, 16375 year = {2005}, 16376 pages = {359-369}, 16377 publisher = {MIT Press}, 16378 organization = {MIT Press}, 16379 address = {Cambridge, MA}, 16380 isbn = {0262182408}, 16381 author = {Griffiths,Mark and Mark N. O. Davies}, 16382 editor = {Raessens,Joost and Goldstein,Jeffrey} 16383 } 16384 @article {, 16385 title = {Educational design: Bridging the gap between computer-based learning and experimental learning environments}, 16386 journal = {International Journal of Continuing Engineering Education and Life-Long Learning}, 16387 volume = {15}, 16388 number = {1-2}, 16389 year = {2005}, 16390 pages = {5-18}, 16391 abstract = {Of the rapidly growing amount of digital educational material, very little bridges the gap between experimental learning environments and computer-based learning environments. In this paper, a concept that bridges this gap is presented. The concept is based on observations in the subject of home economics in Danish primary and lower secondary school. The work is based on the theory of flow, storyline and computer games. The concept is exemplified by a prototype of a MOO storyline. The prototype proposes a way to integrate the technology in a way that makes use of children\&$\#$39;s natural curiosity and motivation for game playing combined with the joy of working with food and thus is a step on the road to producing a learning resource in an area that until now has been dominated by electronic recipe managers and digital health-tracking managers. 16392 }, 16393 keywords = {Curricula, Distance education, economics, Enjoyment, flow, Home economics, Information technology, Integration, IT integration, learning systems, MOO environments, Nutrition, Storyline, Students}, 16394 author = {Andersen, K. and Witfelt, C.} 16395 } 16396 @article {, 16397 title = {Effect of {\textquoteright}PC Game Room{\textquoteright} use and polycyclic aromatic hydrocarbon exposure on plasma testosterone concentrations in young male Koreans}, 16398 journal = {Human Reproduction}, 16399 volume = {20}, 16400 number = {3}, 16401 year = {2005}, 16402 pages = {598-603}, 16403 type = {Article}, 16404 abstract = {BACKGROUND: {\textquoteright}PC Game Rooms{\textquoteright} were first popularized in Korea, although the concept is now becoming popular worldwide. PC Game Rooms provide users with high-performance PC connected to the high-speed internet, and access to computer games. However, PC Game Room users are exposed to various hazardous agents such as cigarette smoke in a confined environment, and thus it is likely that excessive PC Game Room use involves abnormal exposure to polycyclic aromatic hydrocarbons (PAH) as well as being associated with disturbed sleep or circadian rhythm. METHODS: In this cross-sectional study, the exposure to PAH was evaluated by measuring urinary 1-hydroxypyrene (1-OHP) and 2-naphthol. The correlations between PC Game Room use and PAH exposure and plasma testosterone and LH levels were analysed in 208 young male Koreans. RESULTS: Urinary 1-OHP concentrations increased (P=0.0001) and plasma testosterone levels decreased (P=0.0153) significantly with increased duration of PC Game Room use. Correlation analysis showed that plasma testosterone concentrations were significantly negatively correlated with urinary 1-OHP (r=-0.22, P=0.0012) and 2-naphthol (r=-0.15, P=0.0308) concentrations. Moreover, these associations persisted after adjusting for other independent variables. However, the duration of PC Game Room use itself was not found to be an independent significant determinant of plasma testosterone level. Rather, PC Game Room use increased PAH exposure, which decreased plasma testosterone level. The younger age group (15-19 years) showed a more prominent decrease in plasma testosterone concentrations with increasing duration of PC Game Room use than the older age group (20-24 years) (r(2)=0.355, P=0.0301 versus r(2)=0.213, P=0.0001). CONCLUSIONS: These results imply that the excessive use of PC Game Rooms is related to an adverse impact on sex hormonal status in young male Koreans via PAH exposure. This effect was more prominent in the younger age group.}, 16405 keywords = {1-hydroxypyrene, 2-naphthol, Alcohol, ESTRADIOL, hormone-binding globulin, hydrocarbon, lipoproteins, middle-aged men, PC Game Room, polycyclic aromatic, Sex-hormones, Smokers, Smoking, Steroids, testosterone}, 16406 isbn = {0268-1161}, 16407 author = {Kim, H. and Kang, J. W. and Ku, S. Y. and Kim, S. H. and Cho, S. H. and Koong, S. S. and Kim, Y. D. and Lee, C. H.} 16408 } 16409 @proceedings {, 16410 title = {The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD}, 16411 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16412 year = {2005}, 16413 abstract = {Certain interventions that ameliorate impairments in reading and attention disorders operate on the physiological level and, therefore, lend themselves to technology-based applications. This study investigates the effects of Dance Dance Revolution (DDR){\textemdash}a consumer-oriented, multimedia game{\textemdash}on the reading disorders of sixth-grade students with ADHD. It was hypothesized that by matching movements to visual and rhythmic auditory cues, DDR may strengthen neural networks involved in reading and attention and thereby improve student outcomes. Sixty-two students, randomly assigned to treatment and control groups, participated in the test-retest study using the Process Assessment of the Learner: Testing Battery for Reading and Writing as a measure of reading impairment. The results suggest that the treatment may have had an effect on participants{\textquoteright} ability to perform on the Receptive Coding subtest. Furthermore, the results suggest a positive relationship between the number of treatment sessions a student completed and gains made on Receptive Coding and Finger Sense Recognition subtests.}, 16414 keywords = {attention-deficit/hyperactivity disorder (ADHD), control group, Dance Dance Revolution (DDR), dyslexia, Process Assessment of the Learner, random assignment, reading disorder, sixth-grade students, Technology, test-retest, treatment group, Video Game}, 16415 url = {http://www.digra.org/dl/db/06278.02012.pdf}, 16416 author = {McGraw,Tammy and Burdette,Krista and Chadwick,Kristine} 16417 } 16418 @article {, 16419 title = {The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search}, 16420 journal = {Acta Psychologica}, 16421 volume = {119}, 16422 number = {2}, 16423 year = {2005}, 16424 pages = {217-230}, 16425 abstract = {The ability to efficiently search the visual environment is a critical function of the visual system, and recent research has shown that experience playing action video games can influence visual selective attention. The present research examined the similarities and differences between video game players (VGPs) and non-video game players (NVGPs) in terms of the ability to inhibit attention from returning to previously attended locations, and the efficiency of visual search in easy and more demanding search environments. Both groups were equally good at inhibiting the return of attention to previously cued locations, although VGPs displayed overall faster reaction times to detect targets. VGPs also showed overall faster response time for easy and difficult visual search tasks compared to NVGPs, largely attributed to faster stimulus-response mapping. The findings suggest that relative to NVGPs, VGPs rely on similar types of visual processing strategies but possess faster stimulus-response mappings in visual attention tasks. }, 16426 keywords = {Attention, Skills}, 16427 isbn = {0001-6918}, 16428 author = {Castel,A D and Pratt,J and Drummond,E} 16429 } 16430 @article {, 16431 title = {Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep}, 16432 journal = {Journal of Sleep Research}, 16433 volume = {14}, 16434 number = {3}, 16435 year = {2005}, 16436 pages = {267-273}, 16437 type = {Article}, 16438 abstract = {Epidemiological studies have shown that playing a computer game at night delays bedtime and shortens sleeping hours, but the effects on sleep architecture and quality have remained unclear. In the present study, the effects of playing a computer game and using a bright display on nocturnal sleep were examined in a laboratory. Seven male adults (24.7 +/- 5.6 years old) played exciting computer games with a bright display (game-BD) and a dark display (game-DD) and performed simple tasks with low mental load as a control condition in front of a BD (control-BD) and DD (control-DD) between 23:00 and 1:45 hours in randomized order and then went to bed at 2:00 hours and slept until 8:00 hours. Rectal temperature, electroencephalogram (EEG), heart rate and subjective sleepiness were recorded before sleep and a polysomnogram was recorded during sleep. Heart rate was significantly higher after playing games than after the control conditions, and it was also significantly higher after using the BD than after using the DD. Subjective sleepiness and relative theta power of EEG were significantly lower after playing games than after the control conditions. Sleep latency was significantly longer after playing games than after the control conditions. REM sleep was significantly shorter after the playing games than after the control conditions. No significant effects of either computer games or BD were found on slow-wave sleep. These results suggest that playing an exciting computer game affects sleep latency and REM sleep but that a bright display does not affect sleep variables.}, 16439 keywords = {circadian rhythm, core body-temperature, electroencephalogram, Exposure, eye-movement sleep, heart rate, human circadian pacemaker, humans, light, mental task, Night, ONSET, Power-density, rectal, Suppression, Temperature, video display terminal}, 16440 isbn = {0962-1105}, 16441 author = {Higuchi, S. and Motohashi, Y. and Liu, Y. and Maeda, A.} 16442 } 16443 @article {, 16444 title = {The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior}, 16445 journal = {Psychological Science}, 16446 volume = {16}, 16447 number = {11}, 16448 year = {2005}, 16449 pages = {882-889}, 16450 abstract = {Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking.}, 16451 keywords = {Arousal, Catharsis, Electronic Games, Exposure, Feelings, Habits, Media, model, School Performance, Thoughts}, 16452 isbn = {0956-7976}, 16453 url = {http://www.psychology.iastate.edu/faculty/caa/abstracts/2005-2009/05CA.pdf}, 16454 author = {Nicholas Carnagey and Anderson, Craig} 16455 } 16456 @article {, 16457 title = {The emotional appeal of violent video games for adolescent males}, 16458 journal = {Communication Theory}, 16459 volume = {15}, 16460 number = {3}, 16461 year = {2005}, 16462 pages = {219-241}, 16463 type = {Article}, 16464 abstract = {This article proposes a theoretical explanation for the popularity of violent video games among adolescent male gamers. The author uses theories about media and emotion as well as theories about emotion as a process to develop a model for the unfolding of emotion in violent video games. It is argued that violent video games provide a gratifying context for the experience of emotions. The fact that gamers are largely in control of the game implies that they can voluntarily select the emotional situations they confront. This freedom is attractive for adolescents who are in the midst of constructing an identity. For them, the violent game is a safe, private laboratory where they can experience different emotions, including those that arc controversial in ordinary life. Gamers may deliberately select emotions that sustain dominant masculine identity (e.g., anger), as well as emotions that are at odds with dominant masculinity (e.g., fear).}, 16465 keywords = {Aggressive-Behavior, Computer games, Experience, identity, Media, PERCEPTIONS, Self, Sex-Differences, Stereotype, Television}, 16466 isbn = {1050-3293}, 16467 author = {Jansz, J.} 16468 } 16469 @proceedings {, 16470 title = {End of story? Quest, narrative and enactment in computer games}, 16471 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16472 year = {2005}, 16473 abstract = {Espen Aarseth recently claimed that all games referred to as {\textquoteright}narrative games{\textquoteright} could better be described as {\textquoteright}quest games{\textquoteright}. The writer of this paper suggests that Max Payne is a possible counter-example to this hypothesis; i.e. a game with a strong focus on narrative which is not easily understood as a quest game. The writer suggests that this, and other similar games, could better be understood in terms of a theory of {\textquoteright}enactment{\textquoteright}, which is seen as related to, but not similar to theatrical acting. Extending this idea, the concept of {\textquoteright}the estrangement effect{\textquoteright} in theatre theory is used to analyze a collection of small computer games from the perspective of theory about {\textquotedblright}serious games{\textquotedblright}.}, 16474 keywords = {Agency, enactment, Max Payne, narrative, quest, serious games}, 16475 url = {http://www.digra.org/dl/db/06276.38324.pdf}, 16476 author = {L{\o}vlie,Anders Sundnes} 16477 } 16478 @article {, 16479 title = {Establishing user requirements: incorporating gamer preferences into interactive games design}, 16480 journal = {Design Studies}, 16481 volume = {26}, 16482 number = {3}, 16483 year = {2005}, 16484 pages = {243-255}, 16485 type = {Article}, 16486 abstract = {In a previous paper we investigated how various aspects of rally/racing game design can be quantified for the development of future titles. This paper explores how gamer preferences can be prioritised, analysed, and incorporated into the design of rally games by structuring information via a technique known as the Analytic Hierarchy Process, so as to allow the data to be put to practical effect by games designers. Combined with other techniques developed by the authors of this paper, the results can be used for a holistic management of the design and development process for many categories of interactive video games. }, 16487 keywords = {analytic hierarchy process, design strategy, design techniques, interactive games, product design, product development}, 16488 isbn = {0142-694X}, 16489 author = {Jacobs, G. and Ip, B.} 16490 } 16491 @proceedings {, 16492 title = {The Ethics of Computer Game Design}, 16493 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16494 year = {2005}, 16495 abstract = {Every choice implies responsibility. Responsibility implies ethical values imprinted in those choices. Computer games have been considered {\textquotedblleft}a series of interesting choices{\textquotedblright} . Is it possible to think of games as moral objects? Or, more precisely: is the design of computer games morally accountable? Computer game design is the craft of gameplay, the challenge of creating a balanced and enjoyable game. In a way, computer game design is the art of creating interesting, entertaining choices. What are the ethics this activity imprints in computer games? What are the ethics of game design? This paper will argue for the analysis of computer games as moral objects because of the ethical values that can be imprinted in their design. Understanding the importance of design as a creative ethical activity, will allow the analysis of computer games{\textquoteright} rethorics and the ways they are or could be used for conveying engaging ethical experiences. Understanding the morality of the digital expression can show us both the ways for new expressions, and the moral being of computer game as a form of art.}, 16496 keywords = {Computer game design, Computer games, ethics, philosophy}, 16497 url = {http://www.digra.org/dl/db/06276.55524.pdf}, 16498 author = {Sicart,Miguel} 16499 } 16500 @article {, 16501 title = {Evaluations of emotional noninterpersonal situations by patients with borderline personality disorder}, 16502 journal = {Journal of Behavior Therapy and Experimental Psychiatry}, 16503 volume = {36}, 16504 number = {3}, 16505 year = {2005}, 16506 pages = {209-225}, 16507 type = {Article}, 16508 abstract = {According to cognitive models of borderline personality disorder (BPD), an important cause for the instability of patients with BPD is dichotomous thinking (DT). Object-relation theories assume that the similar phenomenon of splitting is central in BPD. Previous studies focusing on interpersonal situations found support for DT being prominent in BPD. The aim of this study was to investigate whether patients with BPD also make use of dichotomous and schema-specific evaluations in noninterpersonal situations. An experiment was designed in which a frustrating and rewarding situation was induced by computer games that subjects had to play. Participants evaluated both themselves and the games. Patients with BPD (n = 24) were characterized by somewhat more extreme game evaluations in the emotionally negative situations than normal controls (n = 25), participants with a cluster C (n = 10) or an antisocial personality disorder (ASPD) (n = 16). Patients with BPD appeared to be characterized best by a general negative evaluative style, more than by DT or splitting. ASPD participants showed a positivity bias in both conditions.}, 16509 keywords = {anti-social personality disorder, Attachment, borderline personality disorder, cluster C personality disorder, noninterpersonal evaluation, Object relations, schemas}, 16510 isbn = {0005-7916}, 16511 author = {Sieswerda, S. and Arntz, A. and Wolfis, M.} 16512 } 16513 @article {2976, 16514 title = {Evolution in the Classroom: What Teachers Need to Know about the Video Game Generation}, 16515 journal = {TechTrends: Linking Research \& Practice to Improve Learning}, 16516 volume = {49}, 16517 year = {2005}, 16518 pages = {17-22}, 16519 abstract = {Research driving the mandates of the current education reform law, No Child Left Behind, indicates a 300\% increase during the last 10 years in students being labeled with specific learning disabilities. In addition there has been a dramatic increase in the number of minority students labeled as having learning and emotional disabilities (U.S. Department of Education, 2002). One possible reason for this disturbing evidence is that our teachers and schools are not prepared to assess the skills or meet the needs of a new generation of learners entering their classrooms. The new generation the author is referring to are those students who have daily access to interactive 3D environments, spend a significant amount of time exploring that environment and have the skills to maneuver and problem-solve within it. These environments are the 3D worlds of video games. There is evidence indicating the same students who are most at risk for failure in the traditional classroom setting also spend an average of twenty-seven minutes per day more than their counterparts using video games. The author of this article asserts that the use of video games as a teaching tool deserves serious consideration as a means of presenting information and bridging learning concepts. She argues that exploring the use of video games in the classroom forces educators to reevaluate their role as \&$\#$39;teacher\&$\#$39;. Video games allow teachers to share learning experiences with the students and to label and extend the student\&$\#$39;s learning in such a way as to truly prepare the child for future challenges. The author recommends today\&$\#$39;s teachers, and especially those just entering the profession, partner with the students and get on board--the students are already there. 16520 }, 16521 keywords = {Computers, Federal Legislation, Games, Learning Disabilities, Minority Groups, Video Games}, 16522 url = {http://eric.ed.gov/ERICWebPortal/custom/portlets/recordDetails/detailmini.jsp?_nfpb=true\&_\&ERICExtSearch_SearchValue_0=EJ737691\&ERICExtSearch_SearchType_0=eric_accno\&accno=EJ737691}, 16523 author = {Simpson, Elizabeth S.} 16524 } 16525 @proceedings {897, 16526 title = {Evolution Of Space Configuration In Videogames}, 16527 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16528 year = {2005}, 16529 url = {http://www.digra.org/dl/}, 16530 author = {Fern{\'a}ndez-Vara,Clara and Zagal, Jose P. and Mateas,Michael} 16531 } 16532 @article {, 16533 title = {Excessive computer usage in adolescents - a psychometric evaluation}, 16534 journal = {Wiener Klinische Wochenschrift}, 16535 volume = {117}, 16536 number = {5-6}, 16537 year = {2005}, 16538 pages = {188-195}, 16539 abstract = {Excessive computer and video game playing among children is being critically discussed from a pedagogic and public health point of view. To date, no reliable data for this phenomenon in Germany exists. In the present study, the excessive usage of computer and video games is seen as a rewarding behavior which can, due to learning mechanisms, become a prominent and inadequate strategy for children to cope with negative emotions like frustration, uneasiness and fears. In the survey, 323 children ranging in age from 11 to 14 years were asked about their video game playing behavior. Criteria for excessive computer and video game playing were developed in accordance with the criteria for dependency and pathological gambling (DSM-IV, ICD-10). Data show that 9.3\% (N = 30) of the children fulfill all criteria for excessive computer and video game playing. Furthermore, these children differ from their class mates with respect to watching television, communication patterns, the ability to concentrate in school lectures and the preferred strategies coping with negative emotions. In accordance with findings in studies about substance-related addiction, data suggest that excessive computer and video game players use their excessive rewarding behavior specifically as an inadequate stress coping strategy.}, 16540 keywords = {Addictions, children, Video Games}, 16541 isbn = {0043-5325}, 16542 author = {Grusser,S M and Thalemann,R and Albrecht,U and Thalemann,C N} 16543 } 16544 @article {, 16545 title = {An experimental study of the emergence of human communication systems}, 16546 journal = {Cognitive Science}, 16547 volume = {29}, 16548 number = {5}, 16549 year = {2005}, 16550 pages = {737-767}, 16551 abstract = {The emergence of human communication systems is typically investigated via 2 approaches with complementary strengths and weaknesses: naturalistic studies and computer simulations. This study was conducted with a method that combines these approaches. Pairs of participants played video games requiring communication. Members of a pair were physically separated but exchanged graphic signals through a medium that prevented the use of standard symbols (e.g., letters). Communication systems emerged and developed rapidly during the games, integrating the use of explicit signs with information implicitly{\textquoteright} available to players and silent behavior-coordinating procedures. The systems that emerged suggest 3 conclusions: (a) signs originate from different mappings; (b) sign systems develop parsimoniously; (c) sign forms are perceptually distinct, easy to produce, and tolerant to variations.}, 16552 keywords = {conversation, Coordination, evolution, language-acquisition device, model, Sign}, 16553 isbn = {0364-0213}, 16554 author = {Galantucci,B} 16555 } 16556 @proceedings {, 16557 title = {The Expressions of Colours}, 16558 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16559 year = {2005}, 16560 abstract = {A whole world is presented in front of the eyes of a gamer. This world has shapes and colours. What do colours transmit? Is this considered in digital games? These are the main issues of this work. We are part of a culture which has been decanting meanings for ages, including those of colours. These coded meanings are shared connotations of feelings, sensations, atmosphere, thoughts, and moods. Repeatedly, this symbolism is used without realizing how colours communicate. So, if colours can express, gamers would get messages which contain reactions and sensations. Diverse elements of digital games will be taken into account: characters, landscapes, clothes, objects, interfaces. A better understanding of the uses of colours would improve game experience.}, 16561 keywords = {colour, emotion, game aesthetic, Game Art, Psychology}, 16562 url = {http://www.digra.org/dl/db/06278.05074.pdf}, 16563 author = {Zammitto,Veronica} 16564 } 16565 @proceedings {, 16566 title = {Extending Soft Models to Game Design: Flow, Challenges and Conflicts}, 16567 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16568 year = {2005}, 16569 abstract = {Challenge and conflict are elements that all game designers strive to engineer into their games. Research shows that challenge is what drives a high proportion of games players yet there are few published tools that can be used to assist the game designer in constructing useful challenges and conflict leading many new game designers to resort to the {\textquoteleft}tried and trusted{\textquoteright} techniques used in previous games and hence limiting the originality of new games. In this paper we apply the Soft Systems Methodology to game design and assess its suitability as a tool for structured idea formulation in games. 16570 }, 16571 keywords = {conflict, designing challenges, game design, idea formulation, soft systems modelling}, 16572 url = {http://www.digra.org/dl/db/06276.25259.pdf}, 16573 author = {Rhalibi,Abdennour El and Hanneghan, Martin and Tang, Stephen and England,David} 16574 } 16575 @article {, 16576 title = {Family conflict and violent electronic media use in school-aged children}, 16577 journal = {Media Psychology}, 16578 volume = {7}, 16579 number = {1}, 16580 year = {2005}, 16581 pages = {73-86}, 16582 type = {Article}, 16583 abstract = {Using a national sample of children aged 6 to 12 (N = 1,075), this study examined the relative merits of 3 theoretical perspectives on the relation between family conflict and children{\textquoteright}s use of electronic media (television and electronic games with violent content): (a) the family context hypothesis, whereby family conflict is positively related to violent electronic media use because family tensions will be reflected in children{\textquoteright}s interest in media with violent content; (b) the reaction hypothesis, whereby family conflict is positively related to nonviolent media use because children seek out nonviolent media content as a reaction against conflict in their family environment; and (c) the escape hypothesis, whereby family conflict is positively related to total electronic media use because children use media to escape family conflict regardless of content. Results supported the family context hypothesis. There was no support for the reaction and escape hypotheses.}, 16584 keywords = {Behavior, discord, Television Violence, Video Games}, 16585 isbn = {1521-3269}, 16586 author = {Vandewater,E A and Lee,J H and Shim, M. S.} 16587 } 16588 @article {, 16589 title = {Fan based production for computer games: User led innovation, the {\textquoteright}drift of value{\textquoteright} and the negotiation of intellectual property rights}, 16590 journal = {Media International Australia}, 16591 number = {114}, 16592 year = {2005}, 16593 pages = {16-29}, 16594 abstract = {Fan based or third party content creation has assumed an integral place in the multimillion dollar computer games industry. The emerging production ecology that involves new kinds of distributed organisations and ad-hoc networks epitomises the {\textquoteleft}drift of value{\textquoteright} from producer to consumer and allows us to understand how user-led innovation influences the creative industries. But the ability to control intellectual property rights in content production is critical to the power structures and social dynamic that are being created in this space. Trainz, a train simulation game released by Brisbane developer Auran, which relies heavily on fan created content for its success is used as a case study. The licence agreements between Auran and the fan creators are analysed in order to understand how the balance between the commercial and non-commercial is achieved and how the tension between open networks of collaboration and closed structures of commercial competitive environments are negotiated. It explains the intellectual property issues involved and highlights how the interface between copyright and contract will have a critical impact on this example of user led innovation.}, 16595 keywords = {fan-based production, Intellectual property, modding}, 16596 url = {http://eprints.qut.edu.au/archive/00005010/}, 16597 author = {Humphreys, Sal and Fitzgerald,Brian and Banks,John and Suzor,Nic} 16598 } 16599 @proceedings {, 16600 title = {Feel It, Don{\textquoteright}t Think: the Significance of Affect in the Study of Digital Games}, 16601 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16602 year = {2005}, 16603 abstract = {Game studies methodologies which focus on the visual, narrative, and semiotic content of digital games overlook the way that embodied perception and physiological response contribute to the meaningfulness of games. Gameplay also needs to be understood in terms of affective response: the embodied, multisensory perception of the game environment. Distinguishing between affect and emotion, this paper frames the former in terms of the unquantifiable bodily dimensions of gameplay {\textendash} the {\textquoteleft}feel{\textquoteright} of a game. It argues that affective response incorporates physiological and temporal dimensions that lie outside the domain of linear time and conscious choice, using examples of games like Rez that link positive player experience to bodily awareness and uncontrollable biological responses. It then proposes some ways that a theory of affect can further our understanding of what digital games are and why people play them.}, 16604 keywords = {Affect, embodiment, emotion, Interactivity, physiological response, research methodologies, theoretical perspectives}, 16605 url = {http://www.digra.org/dl/db/06276.00216.pdf}, 16606 author = {Shinkle, Eug{\'e}nie} 16607 } 16608 @inbook {, 16609 title = {Film Live: An Excursion into Machinima}, 16610 booktitle = {Developing Interactive Narrative Content}, 16611 year = {2005}, 16612 note = {http://www.ibusiness.de/shop/db/ib_shop.7544hr.html}, 16613 pages = {210-243}, 16614 publisher = {HighText-Verlag}, 16615 organization = {HighText-Verlag}, 16616 address = {Munich, Germany}, 16617 abstract = {Machinima is a technique that relies on the use of 3D game engines to generate a 16618 recorded performance in virtual worlds. It is rooted in the gaming community and the 16619 interactive access that is part of games{\textquoteright} nature but it also applies cinematic 16620 language. Technically, it can be realized as a linear video, a recorded event-world, or 16621 a {\textquoteleft}live performance,{\textquoteright} with each form offering different possibilities and limitations. All 16622 three forms are interconnected and share some key elements. Four of these 16623 elements are the remediation of cinematic effects and of the underlying game engine 16624 that leads to a form of virtual puppetry and hyperrealism. These features describe a 16625 wide range of expressions {\textendash} especially concerning the rich visual stylization {\textendash} as well 16626 as severe limitations {\textendash} particularly in the actors{\textquoteright} controls and animations. They 16627 position Machinima in a rough framework of expressive features. Offering the highest 16628 level of interactive functionality, the {\textquoteleft}live performance{\textquoteright} Machinima has the most 16629 potential for interactive storytelling. Three main examples from different fields 16630 exemplify this potential. It is here that Machinima offers access to new forms that 16631 combine cinematic visualization and live performance.}, 16632 keywords = {Game Engines, Machinima, video capture, Video Game}, 16633 isbn = {978-3-933269-928}, 16634 url = {http://www.lcc.gatech.edu/~nitsche/download/Nitsche_machinima_DRAFT4.pdf}, 16635 author = {Nitsche,M}, 16636 editor = {Bushoff, Brunhild} 16637 } 16638 @article {, 16639 title = {Formal models and game design}, 16640 journal = {Game Studies}, 16641 volume = {5}, 16642 number = {1}, 16643 year = {2005}, 16644 abstract = {In this article results from mathematics are used to create a formalism for games. Games are considered as systems and the design of games as the creation of models for games. By abstract control systems, a formalism for describing models of games is introduced. Methods to create new models from given ones are described. To handle complexity problems in game design, simulations of models by other models are explained. The general role of formal models for game design and the corresponding chances and problems are discussed. 16645 }, 16646 url = {http://www.gamestudies.org/0501/gruenvogel/}, 16647 author = {Gr{\"u}nvogel, S. M.} 16648 } 16649 @proceedings {, 16650 title = {Frame and Metaphor in Political Games}, 16651 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16652 year = {2005}, 16653 abstract = {This paper offers an approach to analyzing political rhetoric in videogames intended to carry ideological bias, based on cognitive linguist George Lakoff{\textquoteright}s notion of metaphor and frame as the principle organizers or political discourse. I then argue for three ways games function in relation to ideological frames: reinforcement, contestation, and exposition through examples of political games (Tax Invaders), art games (Vigilance 1.0), and commercial games (Grand Theft Auto: San Andreas). Secondarily, I offer thoughts on issues likely to arise from the hypothetical adoption of political frame and metaphor as design principles.}, 16654 keywords = {cognitive linguistics, Grand Theft Auto, Political videogames}, 16655 url = {http://www.digra.org/dl/db/06276.36533.pdf}, 16656 author = {Bogost,Ian} 16657 } 16658 @proceedings {, 16659 title = {Fundamental Components of the Gameplay Experience: Analysing Immersion}, 16660 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16661 year = {2005}, 16662 abstract = {This paper presents a gameplay experience model, assesses its potential as a tool for research and presents some directions for future work. The presented model was born from observations among game-playing children and their non-player parents, which directed us to have a closer look at the complex nature of gameplay experience. Our research led into a heuristic gameplay experience model that identifies some of the key components and processes that are relevant in the experience of gameplay, with a particular focus on immersion. The model includes three components: sensory, challenge-based and imaginative immersion (SCI-model). The classification was assessed with self-evaluation questionnaires filled in by informants who played different popular games. It was found that the gameplay experiences related to these games did indeed differ as expected in terms of the identified three immersion components.}, 16663 keywords = {Experience, gameplay, immersion}, 16664 url = {http://www.digra.org/dl/db/06276.41516.pdf}, 16665 author = {Ermi,Laura and M{\"a}yr{\"a}, Frans} 16666 } 16667 @inbook {, 16668 title = {Future of Games: Mobile Gaming}, 16669 booktitle = {Handbook of Computer Game Studies}, 16670 year = {2005}, 16671 pages = {47-55}, 16672 publisher = {MIT Press}, 16673 organization = {MIT Press}, 16674 address = {Cambridge, MA}, 16675 isbn = {0262182408}, 16676 author = {Justin Hall}, 16677 editor = {Raessens,Joost and Goldstein,Jeffrey} 16678 } 16679 @inbook {, 16680 title = {Fuzzeval: A fuzzy controller-based approach in adaptive learning for backgammon game}, 16681 booktitle = {MICAI 2005: Advances in Artificial Intelligence}, 16682 series = {Lecture Notes in Artificial Intelligence}, 16683 volume = {3789}, 16684 year = {2005}, 16685 pages = {224-233}, 16686 publisher = {Springer-Verlag Berlin}, 16687 organization = {Springer-Verlag Berlin}, 16688 address = {Berlin}, 16689 abstract = {In this paper we investigate the effectiveness of applying fuzzy controllers to create strong computer player programs in the domain of backgammon. Fuzzeval, our proposed mechanism, consists of a fuzzy controller that dynamically evaluates the perceived strength of the board configurations it receives. Fuzzeval employs an evaluation function that adjusts the membership functions linked to the linguistic variables employed in the knowledge base. The membership functions are aligned to the average crisp input that was successfully used in the past winning games. Fuzzeval mechanisms are adaptive and have the simplicity associated with fuzzy controllers. Our experiments show that Fuzzeval improves its performance up to 42\% after a match of only one hundred backgammon games played against Pubeval, a strong intermediate level program.}, 16690 keywords = {artificial neural networks, Computer games, fuzzy controller, machine learning, reinforcement learning}, 16691 isbn = {0302-9743}, 16692 author = {Heinze, M. and Ortiz-Arroyo, D. and Larsen, H. L. and Rodriguez-Henriquez, F.} 16693 } 16694 @proceedings {, 16695 title = {A Game Architecture for Emergent Story-Puzzles in a Persistent World}, 16696 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16697 year = {2005}, 16698 abstract = {This paper presents the design of an architecture for narrative games with story-puzzles like classic graphic adventures. The system is able to create new short stories in each session, combining a basic set of narrative elements in an emergent way but maintaining coherency with the storyline of previous sessions. As a test-bed of this proposal we use a simple detective game inspired on the famous Cluedo{\textquoteright}s characters.}, 16699 keywords = {Automatic Generation of Puzzles, Game AI, Game Architecture Design, Interactive Storytelling}, 16700 url = {http://www.digra.org/dl/db/06275.15203.pdf}, 16701 author = {Peinado,Federico and G{\'o}mez-Mart{\'\i}n, Pedro Pablo and G{\'o}mez-Mart{\'\i}n, Marco Antonio} 16702 } 16703 @inbook {, 16704 title = {Game Design and Meaningful Play}, 16705 booktitle = {Handbook of Computer Game Studies}, 16706 year = {2005}, 16707 pages = {59-79}, 16708 publisher = {MIT Press}, 16709 organization = {MIT Press}, 16710 address = {Cambridge, MA}, 16711 isbn = {0262182408}, 16712 author = {Salen, Katie and Zimmerman, Eric}, 16713 editor = {Raessens,Joost and Goldstein,Jeffrey} 16714 } 16715 @book {, 16716 title = {The Game Design Reader: A Rules of Play Anthology}, 16717 year = {2005}, 16718 publisher = {The MIT Press}, 16719 organization = {The MIT Press}, 16720 isbn = {0262195364}, 16721 author = {Salen, Katie and Zimmerman, Eric} 16722 } 16723 @proceedings {, 16724 title = {Game Engineering for a Multiprocessor Architecture}, 16725 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16726 year = {2005}, 16727 abstract = {This paper explores the idea that future game consoles and computers may no longer be single processor units, but instead symmetrical multiprocessor units. If this were to occur games would need to be programmed with concurrency in mind so that they could take advantage of the additional processing units. We explore past research and works in the field of parallel computing to find principles applicable to computer game programming. Concepts such as the Flynn{\textquoteright}s classification, task, task-dependency graphs, dependency analysis, and Bernstein{\textquoteright}s conditions to concurrency are applied to computer game programming to develop a new model for computer games that is meant to replace the standard sequential game loop. 16728 }, 16729 keywords = {Concurrency, cyclic-task-dependency graphs, game loop, parallelism, processes, queues, synchronisation mechanisms, task manager, task-dependency graphs, tasks, threads, Workers}, 16730 url = {http://www.digra.org/dl/db/06278.34239.pdf}, 16731 author = {Rhalibi,Abdennour El and Costa,Steve and England,David} 16732 } 16733 @proceedings {, 16734 title = {Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron{\textquoteright}s Call}, 16735 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16736 year = {2005}, 16737 abstract = {Videogame play requires the negotiation of multiple synchronic points-of-view enabled through the use of cameras, avatars, interfaces, and vignettes (the cut-scenes, dialogue, and other attributes normally attributed to the {\textquotedblleft}story{\textquotedblright}). Concurrent mastery of these points-of-view contributes to the game field of play and enables a greater possibility to complete the game{\textquoteright}s goals. Using Prince of Persia: The Sands of Time and Asheron{\textquoteright}s Call as examples, this paper examines the interface as one of the various mechanisms that establish and control the player{\textquoteright}s point-of-view in videogames. By understanding the use of point-of-view as one of many components that establish game fiction, we can theorize the imaginary inventions that shape games, even those that do not resemble more traditional narrative forms.}, 16738 keywords = {Game fiction, Genre, interface, point-of-view}, 16739 url = {http://www.digra.org/dl/db/06276.06108.pdf}, 16740 author = {Rhody, Jason} 16741 } 16742 @proceedings {, 16743 title = {Game Graphics Beyond Realism: Then, Now, and Tomorrow}, 16744 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16745 year = {2005}, 16746 abstract = {Photorealism is one of the most quoted aspects of nowadays games. However, realistic game graphics is not the only style desirable. This paper surveys the many graphical styles used in past and current games, analyzes graphical aspects of computer games and discuss the use of realism with respect to game graphics. We show several examples and make references to current research, encouraging game developers to experiment with alternative, more artistic rendering styles, such as non-photorealistic rendering.}, 16747 keywords = {cel-shading, Game graphics, gameplay, non-photorealistic rendering, realism in games}, 16748 url = {http://www.digra.org/dl/db/05150.48223}, 16749 author = {Masuch,Maic and R{\"o}ber,Niklas} 16750 } 16751 @proceedings {, 16752 title = {Game mediated communication: Multiplayer games as the medium for computer based communication}, 16753 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16754 year = {2005}, 16755 abstract = {As multiplayer games evolve in functionality and with respect to the number of participants, in-game communication between players is increasing. As in-game communication increases, games may be considered the natural medium for computer based communication in general. Special issues may arise due to the real-time nature of many games, as intraplayer communication must not interfere with other parts of the gameplay. To obtain information on the extent to which computer based chat is spontaneously associated with multiplayer games, an empirical study was conducted. Children from age 10 to age 15 were interviewed about their computer based communications. To ensure unbiased results, game related issues were never brought up by the interviewer. Results show that multiplayer games were spontaneously pinpointed by 16.83\% of the interview subjects being asked about their computer chat habits. Positive remarks dominated, but some negative aspects were also mentioned, such as difficulty chatting and playing simultaneously.}, 16756 keywords = {chat, game mediated communication, in-game communication, Multiplayer games}, 16757 url = {http://www.digra.org/dl/db/06278.39122.pdf}, 16758 author = {Wiklund,Mats} 16759 } 16760 @proceedings {, 16761 title = {Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design}, 16762 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16763 year = {2005}, 16764 abstract = {As new technologies enable increasingly sophisticated game experiences, the potential for the integration of games and learning becomes ever more significant. Motivation has long been considered as an important step in learning. Researchers suggest Csikszentmihalyi{\textquoteright}s Flow Theory as a method for understanding and implementing motivation. This bears significance since games foster play, which produces a state of flow, which increases motivation, which supports the learning process. However, this relationship is not as straightforward as it first seems. Research also shows that reflection is an important part of the learning process and while in the state of flow, players rarely reflect on the learning that is taking place. This paper explains how games can act as effective learning environments by integrating reflection into the process of play, producing an endogenous learning experience that is intrinsically motivating.}, 16765 keywords = {flow, Games, motivation, PLAY, Reflection}, 16766 url = {http://www.digra.org/dl/db/06276.18065.pdf}, 16767 author = {Paras,Bradley S and Bizzocchi,Jim} 16768 } 16769 @inbook {, 16770 title = {The Game of Life: Narrative and Ludic Identity Formation in Computer Games}, 16771 booktitle = {Handbook of Computer Game Studies}, 16772 year = {2005}, 16773 pages = {251-266}, 16774 publisher = {MIT Press}, 16775 organization = {MIT Press}, 16776 address = {Cambridge, MA}, 16777 isbn = {0262182408}, 16778 author = {de Mul,Jos}, 16779 editor = {Raessens,Joost and Goldstein,Jeffrey} 16780 } 16781 @inbook {, 16782 title = {Game Reconstruction Workshop: Demolishing and Evolving PC Games and Gamer Culture}, 16783 booktitle = {Handbook of Computer Game Studies}, 16784 year = {2005}, 16785 pages = {405-414}, 16786 publisher = {MIT Press}, 16787 organization = {MIT Press}, 16788 address = {Cambridge, MA}, 16789 isbn = {0262182408}, 16790 author = {Schleiner,Anne-Marie}, 16791 editor = {Raessens,Joost and Goldstein,Jeffrey} 16792 } 16793 @proceedings {749, 16794 title = {Game Styles, Innovation, and New Audiences: An Historical View}, 16795 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16796 year = {2005}, 16797 abstract = {From the earliest times, it{\textquoteright}s been possible to discern clear genre divisions among games, genres based on a collection of game mechanics. The pattern can be seen even in games of the Neolithic, and continues with digital games today. Since the inception of games as a commercial industry (in the 18th century), it also appears that new genres have, over time, attracted new audiences; in recent years, the rise in development cost has reduced publishers{\textquoteright} willingness to experiment with games sufficiently innovative to potentially create new game genres, which may be a risk to the industry{\textquoteright}s long-term health.}, 16798 keywords = {game genre, game history}, 16799 url = {http://www.darkshire.net/jhkim/rpg/theory/styles.html}, 16800 author = {Costikyan,Greg} 16801 } 16802 @proceedings {, 16803 title = {The GameCreator: Self-Created Mobile Games on the Internet}, 16804 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16805 year = {2005}, 16806 abstract = {In this paper we introduce the GameCreator an Internet platform that enables consumers to create and download their own mobile java games on the Internet without any programming skills, totally from scratch, or by adjusting a preconfigured ready made top game. Further, we shed light on the motivational aspects of self-created mobile games, and discuss the challenge of toolkit design for heterogeneous user groups. As self-created games are unique and an expression of oneself, they may be used as personal gift, invitation, or personal message. A new genre of mobile games - {\textquotedblleft}Game Messaging{\textquotedblright} may emerge.}, 16807 keywords = {community, Mobile Gaming, Self-Creation, Toolkit}, 16808 url = {http://www.digra.org/dl/db/06276.44285.pdf}, 16809 author = {F{\"u}ller, Johann and Ihl, Christoph and Rieger, Markus} 16810 } 16811 @proceedings {, 16812 title = {Games, Montage and the First Person Point of View}, 16813 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16814 year = {2005}, 16815 abstract = {Interactive montage combines the elements of play and visual representation. The analysis of four examples of interactive montage in reference to a first person point of view highlights the importance of control and spatial reference between player-character and virtual environment. Both emerge as conditions for meaningful interactive montage. The resulting visualization style adjusts to the new conditions and refers to but often breaks cinematic rules. A critical view at the value of classic film theory for this style concludes the paper.}, 16816 keywords = {cinema, first person, montage, point of view, Video Game}, 16817 url = {http://www.digra.org/dl/db/06276.11074.pdf}, 16818 author = {Nitsche,Michael} 16819 } 16820 @proceedings {, 16821 title = {Games, Simulations and Simulation Games: theoretical underpinnings}, 16822 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16823 year = {2005}, 16824 url = {http://www.digra.org/dl/}, 16825 author = {Sauv{\'e}, Louise and Kaufman,David and Renaud, Lise} 16826 } 16827 @inbook {, 16828 title = {Games Telling Stories?}, 16829 booktitle = {Handbook of Computer Game Studies}, 16830 year = {2005}, 16831 pages = {219-226}, 16832 publisher = {MIT Press}, 16833 organization = {MIT Press}, 16834 address = {Cambridge, MA}, 16835 isbn = {0262182408}, 16836 author = {Juul,Jesper}, 16837 editor = {Raessens,Joost and Goldstein,Jeffrey} 16838 } 16839 @inbook {, 16840 title = {Games, the New Lively Art}, 16841 booktitle = {Handbook of Computer Game Studies}, 16842 year = {2005}, 16843 pages = {175-189}, 16844 publisher = {MIT Press}, 16845 organization = {MIT Press}, 16846 address = {Cambridge, MA}, 16847 isbn = {0262182408}, 16848 author = {Jenkins,Henry}, 16849 editor = {Raessens,Joost and Goldstein,Jeffrey} 16850 } 16851 @article {, 16852 title = {Gaming at a LAN event: the social context of playing video games}, 16853 journal = {New Media \& Society}, 16854 volume = {7}, 16855 number = {3}, 16856 year = {2005}, 16857 pages = {333-355}, 16858 type = {Article}, 16859 abstract = {An exploratory survey was undertaken about the appeal of playing video games at a Local Area Network (LAN) event where personal computers are linked in order to play both face-to-face and online. First, we wanted to know who the visitors of a LAN event were, because there is hardly any research available about this class of gamers. Second, we wanted to know why they participated in a LAN event. The survey showed that LAN gamers were almost exclusively male, with a mean age of 19.5 years. They devoted about 2.6 hours each day to gaming. They were motivated by social contact and a need to know more about games. The competition motive was third in the total sample. A subgroup of heavy gamers obtained a higher score on competition. This article emphasizes the importance of the social context of gaming and interprets its results as a nuance of the stereotype of the solitary, adolescent gamer.}, 16860 keywords = {Adolescent Development, Aggressive-Behavior, experiences, Gender Differences, Home, interactive media, LAN event, Media, motives, Patterns, Television, Video Games, Violence}, 16861 isbn = {1461-4448}, 16862 author = {Jansz, J. and Martens, L.} 16863 } 16864 @proceedings {, 16865 title = {Gaming Mind, Gaming Body: The Mind/Body Split For a New Era}, 16866 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16867 year = {2005}, 16868 abstract = {Drawing on the phenomenologically inspired works of drew Leder and Randy Martin, this paper examines the ways in which playing a First-Person Shooter first creates a secondary body for the player and then, because of the first-person perspective, proceeds to erase that body from the player{\textquoteright}s consciousness. The paper explores the notion of and the ways in which First-Person Shooters complicate our conception of embodiment. Offering an ethnographically-influenced semiotic analysis of playing a FPS, the paper begins by declaring that we are typically not aware of our bodies and that playing a FPS gives us another body on which to concentrate causing an erasure of the physical body. It is then asserted that the virtual body is also rendered invisible due to the perspective and speed of the game resulting in a double erasure of the body leaving behind only the mind.}, 16869 keywords = {disembodiment, embodiment, First-Person-Shooter, phenomenology}, 16870 url = {http://www.digra.org/dl/db/06278.12199.pdf}, 16871 author = {Young, Brian-Mitchell} 16872 } 16873 @inbook {, 16874 title = {Gaming with Grrls: Looking for Sheroes in Computer Games}, 16875 booktitle = {Handbook of Computer Game Studies}, 16876 year = {2005}, 16877 pages = {283-300}, 16878 publisher = {MIT Press}, 16879 organization = {MIT Press}, 16880 address = {Cambridge, MA}, 16881 isbn = {0262182408}, 16882 author = {Birgit Richard and Jutta Zaremba}, 16883 editor = {Raessens,Joost and Goldstein,Jeffrey} 16884 } 16885 @article {, 16886 title = {Gaze-guided viewing of interactive movies}, 16887 journal = {Digital Creativity}, 16888 volume = {16}, 16889 number = {4}, 16890 year = {2005}, 16891 pages = {193-204}, 16892 type = {Article}, 16893 abstract = {The idea of gaze-interactive movies is illustrated by a simple example movie that unfolds nondeterministically via an analysis of the interest of the viewer measured by the interpreted input from an eye tracker. We demonstrate how the amount of relative attention paid to key subjects of narrative importance may guide the outcome of a narrative branching. An experiment was conducted to test the operation of gaze guided film. The experiment involved 11 subjects influencing a two-minute film clip by gaze in two scenarios. In the first case subjects were aware that gaze could be used to control the narrative, and in the second case the subjects were unaware of this control. The outcome was found to be quite uniform across subjects, and it was not influenced by repetitions or by knowledge about the control option. Comments from the aware users indicated that they were looking for confirmation of gaze selections from the system. Thus, non-intrusive feedback seems to be fundamental for a successful gaze-interactive media. We suggest a range of discrete audio and visual effects that may serve this purpose and present some narrative control principles.}, 16894 keywords = {Computer games, gaze tracking, interactive narrative, movies, multimodal interaction}, 16895 isbn = {1462-6268}, 16896 author = {Vesterby, T. and Voss, J. C. and Hansen, J. P. and Glenstrup, A. J. and Hansen, D. W. and Rudolph, M.} 16897 } 16898 @inbook {, 16899 title = {Gendered Gaming in Gendered Space}, 16900 booktitle = {Handbook of Computer Game Studies}, 16901 year = {2005}, 16902 pages = {301-310}, 16903 publisher = {MIT Press}, 16904 organization = {MIT Press}, 16905 isbn = {0262182408}, 16906 author = {Bryce, Jo and Rutter, Jason}, 16907 editor = {Raessens,Joost and Goldstein,Jeffrey} 16908 } 16909 @article {, 16910 title = {Girlish Counter-Playing Tactics}, 16911 journal = {Game Studies}, 16912 volume = {5}, 16913 number = {1}, 16914 year = {2005}, 16915 abstract = {The primary goal of this paper is to argue that female players have to counter-play male-targeted computer games in order to experience the game features they prefer. Research concentrates on three computer games: Arcanum: of Steamworks and Magick Obscura (2001), Warcraft III: the Reign of Chaos (2002) and The Sims (1998), as well as game features suggested to be favoured by females. The paper aims to show that there could be more entertaining and interesting computer games for female players than the example games. While culture and attitudes affect female players\&$\#$39; interest in playing, games studied in this research also have their deficiencies. The paper concludes that the example games respond in different ways to the female players\&$\#$39; way of playing, but the relationship between females and computer games is not trouble-free. 16916 }, 16917 keywords = {Computer games, Female player, Game playing, Gender}, 16918 url = {http://www.gamestudies.org/0501/nakamura_wirman/}, 16919 author = {Wirman, H. and Nakamura, R.} 16920 } 16921 @article {, 16922 title = {GPU simulation and rendering of volumetric effects for computer games and virtual environments}, 16923 journal = {Computer Graphics Forum}, 16924 volume = {24}, 16925 number = {3}, 16926 year = {2005}, 16927 pages = {685-693}, 16928 type = {Article}, 16929 abstract = {As simulation and rendering capabilities continue to increase, volumetric effects like smoke, fire or explosions will be frequently encountered in computer games and virtual environments. In this paper, we present techniques for the visual simulation and rendering of such effects that keep up with the demands for frame rates imposed by such environments. This is achieved by leveraging functionality on recent graphics programming units (GPUs) in combination with a novel approach to model non physics-based, yet realistic variations in flow fields. We show how to use this mechanism for simulating effects as demonstrated in Figure 1. Physics-based simulation is performed on 2D proxy geometries, and simulation results are extruded to 3D using particle or texture based approaches. Our method allows the animator to model and to flexibly control the dynamic behavior of volumetric effects, and it can be used to create plausible animations of a variety of natural phenomena.}, 16930 keywords = {animation, Smoke}, 16931 isbn = {0167-7055}, 16932 author = {Kruger, J. and Westermann, R.} 16933 } 16934 @book {, 16935 title = {Half-Real: Video Games between Real Rules and Fictional Worlds}, 16936 year = {2005}, 16937 publisher = {The MIT Press}, 16938 organization = {The MIT Press}, 16939 isbn = {0262101106}, 16940 author = {Juul,Jesper} 16941 } 16942 @book {, 16943 title = {Handbook of Computer Game Studies}, 16944 year = {2005}, 16945 publisher = {The MIT Press}, 16946 organization = {The MIT Press}, 16947 isbn = {0262182408}, 16948 author = {Raessens,Joost and Goldstein,Jeffrey} 16949 } 16950 @proceedings {, 16951 title = {/hide: The aesthetics of group and solo play}, 16952 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16953 year = {2005}, 16954 abstract = {In this essay, I examine differences between individual and social play and, in particular, the differences between individual and social play within digital media forms designed to promote both: massively multi-player online computer games (MMOGs). The analysis considers in most depth differences between group and solo play within the NCSoft{\textquoteright}s and Cryptic Studios{\textquoteright} MMOG, City of Heroes. Based on over 1000 hours of play within City of Heroes, observation of online forums and other texts devoted to social activities within City of Heroes, and conversations with City of Heroes players inside and outside of the game context, the essay describes an antithetical relationship between group and solo computer game play. Conclusions present a semiotic model of play in which game designs promoting social play are ineffective in significantly altering individual play forms and functions.}, 16955 keywords = {animal play, cognitive play, grief play, play aesthetics, play taxonomy, semiotics, social play}, 16956 url = {http://www.digra.org/dl/db/06276.04321.pdf}, 16957 author = {Myers,David} 16958 } 16959 @proceedings {, 16960 title = {History of Digital Games in Turkey}, 16961 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 16962 year = {2005}, 16963 abstract = {As an important entertainment tool, {\textquotedblleft}digital games{\textquotedblright} has been used by several hundred millions of people all around the world for almost 30 years. Although the number of game players and total game-play time in Turkey shows parallel figures to the world average, unfortunately very limited digital game development activities and academic studies regarding this issue exist. Therefore, this study aims to summarize the history and current situation of digital games and game industry in Turkey.}, 16964 keywords = {Local game history, Turkish digital games}, 16965 url = {http://www.digra.org/dl/db/06276.58368.pdf}, 16966 author = {Yilmaz,Erdal and Cagiltay,Kursat} 16967 } 16968 @inbook {, 16969 title = {The History of the Video Game}, 16970 booktitle = {Handbook of Computer Game Studies}, 16971 year = {2005}, 16972 pages = {23-45}, 16973 publisher = {MIT Press}, 16974 organization = {MIT Press}, 16975 address = {Cambridge, MA}, 16976 isbn = {0262182408}, 16977 author = {Malliet, Steven and de Meyer, Gust}, 16978 editor = {Raessens,Joost and Goldstein,Jeffrey} 16979 } 16980 @article {, 16981 title = {How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability}, 16982 journal = {Sex Roles}, 16983 volume = {53}, 16984 number = {5-6}, 16985 year = {2005}, 16986 pages = {433-441}, 16987 type = {Article}, 16988 abstract = {Researchers interested in the associations of gender with spatial experience and spatial ability have not yet focused on several activities that have become common in the modern digital age. In this study, using a new questionnaire called the Survey of Spatial Representation and Activities (SSRA), we examined spatial experiences with computers and videogames in a sample of nearly 1,300 undergraduate students. Large gender differences, which favored men, were found in computer experience. Although men and women also differed on SAT scores, gender differences in computer experience were still apparent with SAT factored out. Furthermore, men and women with high and low levels of computer experience, who were selected for more intensive study, were found to differ significantly on the Mental Rotations Test (MRT). Path analyses showed that computer experience substantially mediates the gender difference in spatial ability observed on the MRT. These results collectively suggest that the "Digital Divide" is an important phenomenon and that encouraging women and girls to gain spatial experiences, such as computer usage, might help to bridge the gap in spatial ability between the sexes.}, 16989 keywords = {3-Dimensional objects, Accuracy, Computer, Experience, expertise, Game, Gender Differences, mental rotation, meta-analysis, Performance, Sex-Differences, spatial ability, Visualization}, 16990 isbn = {0360-0025}, 16991 author = {Terlecki, M. S. and Newcombe, N. S.} 16992 } 16993 @inbook {, 16994 title = {I Am What I Play: Participation and Reality as Content}, 16995 booktitle = {Handbook of Computer Game Studies}, 16996 year = {2005}, 16997 pages = {389-403}, 16998 publisher = {MIT Press}, 16999 organization = {MIT Press}, 17000 address = {Cambridge, MA}, 17001 isbn = {0262182408}, 17002 author = {Jan-Willem Huisman and Hanne Marckmann}, 17003 editor = {Raessens,Joost and Goldstein,Jeffrey} 17004 } 17005 @mastersthesis {, 17006 title = {I videogiochi e le interfacce}, 17007 volume = {Master{\textquoteright}s}, 17008 year = {2005}, 17009 school = {Universit{\`a} di Bologna}, 17010 type = {Masters Thesis}, 17011 abstract = {Review thesis}, 17012 keywords = {serious-games}, 17013 url = {http://tesi.fabio.web.cs.unibo.it/Tesi/UsabilitaEVideoGiochi}, 17014 author = {Venturi,Mirko} 17015 } 17016 @article {, 17017 title = {The Impact of Telepresence on Cultural Transmission through Bishoujo Games}, 17018 journal = {PsychNology}, 17019 volume = {3}, 17020 number = {3}, 17021 year = {2005}, 17022 pages = {292-311}, 17023 abstract = {Japanese bishoujo videogames take on the characteristics of highly detailed "choose your own adventure" novels. The current case study seeks to present a series of "classic" bishoujo videogames and explain how they function to orient the Western player to the culture of modern Japan through the phenomenon of telepresence. Aspects of telepresence that include transportation and immersion are considered toward the end of offering the player a degree of access to some aspects of modern Japanese culture. It is suggested that, by experiencing a sense of telepresence through inhabiting a Japanese avatar, the non-Japanese player has the potential to obtain a heightened level of competence in negotiating Japanese culture.}, 17024 keywords = {Bishoujo, Cultural Transmission, Telepresence, videogames}, 17025 url = {http://www.psychnology.org/336.php}, 17026 author = {Jones, Matthew T.} 17027 } 17028 @article {, 17029 title = {The influence of violent media on children and adolescents: a public-health approach}, 17030 journal = {Lancet}, 17031 volume = {365}, 17032 number = {9460}, 17033 year = {2005}, 17034 pages = {702-710}, 17035 abstract = {There is continuing debate on the extent of the effects of media violence on children and young people, and how to investigate these effects. The aim of this review is to consider the research evidence from a public-health perspective. A search of published work revealed five meta-analytic reviews and one quasi-systematic review, all of which were from North America. There is consistent evidence that violent imagery in television, film and video, and computer games has substantial short-term effects on arousal, thoughts, and emotions, increasing the likelihood of aggressive or fearful behaviour in younger children, especially in boys. The evidence becomes inconsistent when considering older children and teenagers, and long-term outcomes for all ages. The multifactorial nature of aggression is emphasised, together with the methodological difficulties of showing causation. Nevertheless, a small but significant association is shown in the research, with an effect size that has a substantial effect on public health. By Contrast, only weak evidence from correlation studies links media violence directly to crime.}, 17036 keywords = {Aggressive-Behavior, Antisocial-Behavior, Exposure, film violence, Impact, metaanalysis, music videos, Television Violence, TV violence, Video Games}, 17037 isbn = {0140-6736}, 17038 url = {http://www.fair-play.se/source.php/42930/Lancet\%202005.pdf}, 17039 author = {Browne, K. D. and Hamilton-Giachritsis, C.} 17040 } 17041 @proceedings {, 17042 title = {Information Behavior and the Formation and Maintenance of Peer Cultures: A Case Study of MMORPG{\textquoteright}}, 17043 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17044 year = {2005}, 17045 url = {http://www.digra.org/dl/}, 17046 author = {Adams, Suellen} 17047 } 17048 @article {, 17049 title = {Interact Magazine: Issue on "Learning from Games and Simulations"}, 17050 year = {2005}, 17051 note = {<p> 17052 Published by 17053 </p> 17054 <p> 17055 Learning Technology Support Service (LTSS)<br /> 17056 Institute for Learning and Research Technology<br /> 17057 <strong>University of Bristol</strong><br /> 17058 10 Berkeley Square, Bristol BS8 1HH 17059 </p> 17060 }, 17061 abstract = {<p> 17062 Numerous short articles on Games and SImulations in education: 17063 </p> 17064 <p> 17065 The games people play 3<br /> 17066 <strong>Showcasing {\textendash} games and simulation</strong><br /> 17067 They{\textquoteright}re manikins {\textendash} not mannequins 4<br /> 17068 The virtual stock market game 5<br /> 17069 First steps in using high fidelilty Human Patient Simulators 6<br /> 17070 Return on investment? 7<br /> 17071 Steelmaking simulations @steeluniversity.org 8<br /> 17072 Self-organizing communities for knowledge production 10<br /> 17073 Online games and simulations as aids to learning ethos, challenges and evaluation 12<br /> 17074 THEATRON 14<br /> 17075 Low cost, low tech web-based simulations 15 17076 </p> 17077 <p> 17078 <strong>Research {\textendash} games and simulation</strong><br /> 17079 How can e-learning games and simulations compete in the market place? 16<br /> 17080 SimAcademy 17<br /> 17081 Computer games: the most powerful learning technology of our age? 18<br /> 17082 A quick look at Quandary 19<br /> 17083 Commercial games in the classroom 20<br /> 17084 Research into computer games and learning: a brief overview 22 17085 </p> 17086 <p> 17087 \ 17088 </p> 17089 <p> 17090 Magazine is online. 17091 </p> 17092 }, 17093 keywords = {Games, overview, research, Simulations}, 17094 issn = {1368-4590}, 17095 url = {http://www.ltss.bristol.ac.uk/interact/31/INTERACT_31.pdf}, 17096 author = {Butland, Gill} 17097 } 17098 @article {, 17099 title = {Interactive effects of life experience and situational cues on aggression: The weapons priming effect in hunters and nonhunters}, 17100 journal = {Journal of Experimental Social Psychology}, 17101 volume = {41}, 17102 number = {1}, 17103 year = {2005}, 17104 pages = {48-60}, 17105 abstract = {Recent research (Anderson, Benjamin, \& Bartholow, 1998) indicates that the presence of guns increases the accessibility of aggressive thoughts via automatic priming. Our research examined whether this {\textquoteright}weapons priming effect{\textquoteright} differs depending on the structure of an individual{\textquoteright}s knowledge about guns, and if so, whether that difference results in corresponding differences in aggressive behavior. Experiment 1 revealed that individuals with prior gun experience (hunters) have more detailed and specific information about guns than do individuals with no direct gun experience (nonhunters), and that hunting experience interacts with gun type (hunting versus assault) in predicting affective and cognitive reactions to guns. Experiment 2 revealed that pictures of hunting guns were more likely to prime aggressive thoughts among nonhunters, whereas pictures of assault guns were more likely to prime aggressive thoughts among hunters. Experiment 3 showed differences in aggressive behavior following gun primes that correspond to differences in affective and cognitive responses to gun cues. Our findings are discussed in light of the General Aggression Model.}, 17106 keywords = {Accessibility, Behavior, Construct, Feelings, Ownership, Physiological Arousal, Spreading Activation, Temperature, Thoughts, Violent Video Games}, 17107 isbn = {0022-1031}, 17108 author = {B D Bartholow and Anderson,C A and Carnagey,N L and Benjamin,a J} 17109 } 17110 @proceedings {, 17111 title = {Interactive Story Writing in the Classroom: Using Computer Games}, 17112 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17113 year = {2005}, 17114 abstract = {Interactive story writing is a new medium for creative expression. The story {\textquotedblleft}writer{\textquotedblright} uses a computer game (such as BioWare{\textquoteright}s Neverwinter Nights) to create an interactive story where the {\textquotedblleft}reader{\textquotedblright} is an active participant. The state of the art is that the story (plot, character behaviors, character interactions, conversations, etc.) is specified by writing scripts. Unfortunately, scripting is too low level for non-programmers. ScriptEase is a tool for writing interactive stories in role-playing games that frees the author from doing explicit computer programming. Stories are created by selecting and customizing familiar patterns. From this specification, ScriptEase automatically generates Neverwinter Nights scripting code. To test the usability of ScriptEase, the tool has been used as an aid to help with the short story unit of a Grade 10 Alberta high school English curriculum. This paper describes ScriptEase and reports on our experience in using it in the classroom.}, 17115 keywords = {Interactive story writing, Neverwinter Nights, role-playing games, scripting}, 17116 url = {http://www.digra.org/dl/db/06276.35222.pdf}, 17117 author = {Schaeffer,Jonathan and Carbonaro,Mike and Szafron,Duane and Cutumisu,Maria and McNaughton,Matthew and Onuczko,Curtis and Roy,Thomas and Gillis,Stephanie and Kratchmer,Sabrina} 17118 } 17119 @book {, 17120 title = {The Internet Playground: Children{\textquoteright}s Access, Entertainment, and Mis-education}, 17121 year = {2005}, 17122 note = {From the publisher{\textquoteright}s web site: 17123 Based on four years of experience teaching computers to 8-12 year olds, media scholar Ellen Seiter offers parents and educators practical advice on what children need to know about the Internet and when they need to know it. The Internet Playground argues that, contrary to the promises of technology boosters, teaching with computers is very difficult. Seiter points out that the Internet today resembles a mall more than it does a library. While children love to play online games, join fan communities, and use online chat and instant messaging, the Internet is also an appallingly aggressive marketer to children and, as this book passionately argues, an educational boondoggle. 17124 }, 17125 publisher = {Peter Lang}, 17126 organization = {Peter Lang}, 17127 address = {New York}, 17128 isbn = {0820471240}, 17129 author = {Seiter, Ellen} 17130 } 17131 @article {, 17132 title = {Introduction: The Ethics of E-Games}, 17133 journal = {International Review of Information Ethics}, 17134 volume = {4}, 17135 year = {2005}, 17136 abstract = {E-games are a dramatically expanding dimension of contemporary exploitations of computing and computer network technologies - one that, thus far, has evoked much more heat (often, in the form of "moral panics") among parents and politicians than light in the form of serious scholarly and philosophical analysis. We argue that e-games deserve such analysis in part because of their intrinsic philosophical interest as they raise primary philosophical questions of ontology, epistemology, human nature, the character of "gameplay," - and most especially, of ethics. We further suggest that such analyses - exemplified by the articles collected here - may also contribute to resolving the larger social and political debates evoked by e-games.}, 17137 url = {http://www.i-r-i-e.net/inhalt/004/Buchanan-Ess.pdf}, 17138 author = {Buchanan, Elizabeth A. and Ess, Charles} 17139 } 17140 @proceedings {, 17141 title = {Introduction to Game Design Research}, 17142 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17143 year = {2005}, 17144 url = {http://www.digra.org/dl/}, 17145 author = {J{\"a}rvinen,Aki} 17146 } 17147 @inbook {, 17148 title = {Introduction [to the Handbook of Computer Game Studies]}, 17149 booktitle = {Handbook of Computer Game Studies}, 17150 year = {2005}, 17151 pages = {xi-xvii}, 17152 publisher = {MIT Press}, 17153 organization = {MIT Press}, 17154 address = {Cambridge, MA}, 17155 isbn = {0262182408}, 17156 url = {http://mitpress.mit.edu/books/chapters/0262182408intro1.pdf}, 17157 author = {Raessens,Joost and Goldstein,Jeffrey}, 17158 editor = {Raessens,Joost and Goldstein,Jeffrey} 17159 } 17160 @article {, 17161 title = {Layering and heterogeneity as design principles for animated embedded agents}, 17162 journal = {Information Sciences}, 17163 volume = {171}, 17164 number = {4}, 17165 year = {2005}, 17166 pages = {355-376}, 17167 type = {Article}, 17168 abstract = {Animation of three-dimensional digital characters is still a major hurdle in the production of films and video games. This paper analyzes the technology of autonomous embedded agents as a solution to this challenge. Multi-layering and heterogeneity are chosen as desirable principles for the design of digital characters. The FreeWill+ animation framework has been developed with these principles in mind. Its general structure as well as some of its special features are presented. Automatic action acquisition based on the Q-learning technique has been presented as an extended example of the system capabilities.}, 17169 keywords = {animated agents, animation, crowds, learning systems, lifelike characters, multi-layering, Q-learning, three-dimensional}, 17170 isbn = {0020-0255}, 17171 author = {Szarowicz,A and Francik, J. and Mittmann, M. and Remagnino, P.} 17172 } 17173 @proceedings {, 17174 title = {Learning Games as a Platform for Simulated Science Practice}, 17175 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17176 year = {2005}, 17177 abstract = {In recent years, science education has been the focus of study and development of new game-based learning environments. It has been argued that active and critical learning about rich semiotic systems, learning through learning communities and the complex problem-solving that good games involve, resemble science learning as being an active process of inquiry just as real life science practice. In this paper, I present the first studies from a test of the cross-disciplinary science educational game {\textquoteleft}Homicide{\textquoteright}, a forensic investigation game developed at Learning Lab Denmark. The goal with Homicide is to use the game media to simulate an {\textquoteleft}authentic{\textquoteright} learning situation of science experts. In the game the players go through the process of inquiry similar to that of forensic experts. In this paper I present the first observations from a play test of Homicide and discuss the potential in this type of game-based learning spaces.}, 17178 keywords = {game-based learning, Learning games, science education}, 17179 url = {http://www.digra.org/dl/db/06278.37511.pdf}, 17180 author = {Magnussen,Rikke} 17181 } 17182 @conference {, 17183 title = {Learning through Game Modding}, 17184 booktitle = {Games, Learning and Society (GLS)}, 17185 year = {2005}, 17186 abstract = {Some researchers have suggested that designing and implementing games 17187 can lead to deeper forms of learning than simply playing games created 17188 by others. Learner design efforts may benefit from the increasing 17189 number of computational engines that allow users to customize and 17190 expand game behaviors. We seek to understand how modifying, or modding, 17191 existing games can lead to various forms of learning. 17192 Game design can be a powerful motivator for learning complex skills. 17193 For instance, studies of elementary school children who designed 17194 educational games suggested that programming could be a medium for 17195 personal and creative expression as well as helping learners develop 17196 informal notions of mathematical and computational formalisms (Harel, 17197 1991; Kafai, 1994). Learning by designing provides opportunities to 17198 engage in rich problem solving activities that resemble those of expert 17199 game designers. 17200 Unfortunately, designing and implementing games is a daunting task. 17201 Building games with high-level computer languages requires a great deal 17202 of work unrelated to game play, and simpler authoring tools often fail 17203 to provide the realism that learners see in modern video games. 17204 Fortunately, designers began abstracting their games from the 17205 underlying engines that handle graphical rendering, camera control, 17206 lighting and so. These engines allow games to be modified, and 17207 communities of players now routinely alter and share modded games with 17208 others. Modding also involves some degree of learning, but the overhead 17209 of tweaking these game engines is significantly less than other 17210 options, especially if the goal is to produce products that resemble 17211 current, commercial games. More so, we believe that modding can lead to 17212 opportunities to learn by designing. 17213 Presentation 17214 Our session will describe the types of learning that can occur while 17215 modding games, e.g., computer programming, mathematics, physics, 17216 artificial intelligence, and software engineering. We will present 17217 these ideas through case studies of high school and college students{\textquoteright} 17218 modding in classroom settings and qualitative analyses of what they 17219 learned by creating working demonstrations of video games. We will 17220 focus on the curricular activities designed to ease the complexity of 17221 modding game engines and discuss difficulties that emerged during the 17222 courses. Student comments on the degree of effort required to work with 17223 different game engines will also be presented, as those have helped us 17224 to understand how to design modding exercises that promote learning of 17225 various domain skills. In the end, we hope to promote a new direction 17226 for research, in particular promote the research in the design and 17227 development of tools that can emphasize learning by modding. 17228 }, 17229 keywords = {game modding, Learning and games, learning sciences}, 17230 url = {http://portal.acm.org/citation.cfm?id=1111293.1111301}, 17231 author = {Magy Seif El-Nasr and Brian Smith} 17232 } 17233 @proceedings {, 17234 title = {Liberal Sims?: Simulated Difference and the Commodity of Social Diversity}, 17235 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17236 year = {2005}, 17237 abstract = {This paper outlines how representations of gender, sexuality, race and ethnicity intersect with strategies of late capitalism in The Sims, arguably the most popular video game of all time. Within an industry known for its social stereotyping, The Sims has been praised as socially progressive for its liberal views towards same-sex relationships, racial equality, and non-sexualized presentation of women. However, I will argue, using the theory of Stuart Hall, Naomi Klein, Henry Jenkins and others, that below its progressive fa{\c c}ade The Sims amounts to an exploitation of diversity initiated by targeting untraditional markets to better tap into the consuming potential of millions of non-white, non-male, non-heterosexual people {\textendash} what Hall sees as the commercial appropriation of difference. I want to suggest that the spike in social liberalism may not be the result of a socio-cultural change in ideology, but instead reflects a change in how traditionally marginalized people are marketed to in late capitalism. The Sims, in this formation, becomes a hybrid entity, fueling both progressive liberal discourse and the relentless pursuit of profit at the expense to those it (mis)represents.}, 17238 keywords = {commodification of diversity, representation, The Sims}, 17239 url = {http://www.digra.org/dl/db/06276.47199.pdf}, 17240 author = {Curlew,Brady A} 17241 } 17242 @article {, 17243 title = {Location based services: new challenges for planning and public administration?}, 17244 journal = {Futures}, 17245 volume = {37}, 17246 number = {6}, 17247 year = {2005}, 17248 pages = {547-561}, 17249 abstract = {The massive spread of mobile phones and their social acceptance is an important information-technological feature of the beginning of the 21st century. In addition to making calls, mobile phones are associated with various additional services and games, which are becoming part of everyday life. As the location of mobile phones can be precisely tracked in space, they can be used for investigating the space-time behaviour of society. In this paper we will introduce the Social Positioning Method and its possible applications in the organisation and planning of public life. The Social Positioning Method (SPM) studies social flows in time and space by analysing the location coordinates of mobile phones and the social identification of the people carrying them. So far, relatively few SPM surveys have been carried out-the reason for that is related to people{\textquoteright}s anxieties about the idea of being tracked, as well as technical aspects. In this article we assert that SPM will become very wide-spread in the future and will fundamentally change public life and administration. Due to the widespread use of telephones and the possibilities of social positioning, the questions of privacy and freedom of the individual are already being discussed. Despite this, there has still been only a limited discussion concerning live-map geography and real-time planning in relation to privacy issues. }, 17250 keywords = {Future, GIS, Information-Systems}, 17251 isbn = {0016-3287}, 17252 author = {Ahas,R and Mark,U} 17253 } 17254 @article {, 17255 title = {Long-term effects of computer training of phonological awareness in kindergarten}, 17256 journal = {Journal of Computer Assisted Learning}, 17257 volume = {21}, 17258 number = {1}, 17259 year = {2005}, 17260 pages = {17-27}, 17261 type = {Article}, 17262 abstract = {The present study examined the long-term effects of a computer intervention for the development of phonological awareness in Dutch kindergartners. Native Dutch and immigrant children worked with the software 15 min/week during one school year. Following a pretest - interim test - post-test - retention test design, the effects on rhyming, phonemic segmentation, auditory blending, and grapheme knowledge were assessed. The intervention showed significant immediate effects on rhyming and grapheme knowledge. The time spent on the computer games also correlated with the learning gains for the experimental group. In the first grade, retention effects were demonstrated after 4 months of formal reading education.}, 17263 keywords = {CD-ROM, children, classroom, control group, experiment, Instruction, kindergarten, metaanalysis, multimedia, phonological awareness, Readers, Reading acquisition, second language learning, Sensitivity, Skills}, 17264 isbn = {0266-4909}, 17265 author = {Segers, E. and Verhoeven, L.} 17266 } 17267 @article {, 17268 title = {Mah-Jong-induced epilepsy: a special reflex epilepsy in Chinese society}, 17269 journal = {Seizure-European Journal of Epilepsy}, 17270 volume = {14}, 17271 number = {1}, 17272 year = {2005}, 17273 pages = {19-22}, 17274 type = {Article}, 17275 abstract = {We present five patients of epilepsy in which seizures were triggered by playing or watching the traditional Chinese gambling game "Mah-Jong." One patient also experienced seizures white playing a computer version of the Mah-Jong game. This condition appeared to have a predominance of mates (80\%) and middle-aged onset (39.4 years). Four patients had generalized tonic-clonic seizures and one patient had partial seizures with secondary generalization. No spontaneous seizure occurred in these patients. Three patients had been receiving antiepileptic drug therapy, butt without effective control over their seizures. Mah-Jong-induced epilepsy is a very peculiar form of complex reflex epilepsy that involves the higher mental activities. This phenomenon may consist of distinct pathophysiologic mechanisms from other reflex epilepsy induced by thinking and spatial tasks in idiopathic generalized epilepsies. This unusual reflex epilepsy is relatively benign in nature and antiepileptic drug therapy has uncertain benefits. It may be necessary to avoid playing the Mah-Jong game in order to prevent seizures. }, 17276 keywords = {Activation, Card Games, Computer games, Drafts, Mah-Jong, reflex epilepsy, Seizures}, 17277 isbn = {1059-1311}, 17278 author = {Wan, C. L. and Lin, T K and Lu, C H and Chang, C. S. and Chen, S D and Chuang, Y C} 17279 } 17280 @proceedings {, 17281 title = {Making Right(s) Decision: Artificial life and Rights Reconsidered}, 17282 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17283 year = {2005}, 17284 abstract = {With the proliferation of robotics in industry, education and entertainment, artificial intelligent robots challenge the way we think about relationships between humans and machines. This study examines critical issues in artificial life and rights, which are an emergent but, as yet, little understood area of educational inquiry through one of the most popular video game, The Sims. Since The Sims deals with simulated people and relationships, this game introduces important issues about ethics and morals [12, 13]. Drawing from examples through The Sims discussion forums, I will discuss our very notion of rights and what this means for artificial life in order to raise moral questions about social simulation and gaming.}, 17285 keywords = {Artificial life, gaming, moral dilemma, rights, The Sims}, 17286 url = {http://www.digra.org/dl/db/06276.15163.pdf}, 17287 author = {Kim, Juyun} 17288 } 17289 @article {, 17290 title = {Managing infinite variability}, 17291 journal = {Software-Practice \& Experience}, 17292 volume = {35}, 17293 number = {6}, 17294 year = {2005}, 17295 pages = {513-537}, 17296 type = {Article}, 17297 abstract = {Mobile terminals have evolved from basic portable telephones to complex and diverse devices that encompass dozens of other features, ranging from tri-dimensional games to office suites with data transmission capabilities. Variability is value: mobile terminal manufacturers must succeed in fulfilling the requirements of hundreds of mobile telecom operators worldwide, and at the same time increase the value of their brand by adopting a common user interface style while offering the features that the target end-user category desires. This makes for practically infinite variability and creates a business problem. The complexity of the variability problem increases due to issues such as the ability to {\textquoteright}plug and play{\textquoteright} and {\textquoteright}feature descension{\textquoteright} (the down-scaling of high-end features and their introduction into lower-end models). The main lesson we have learned from our experience in this field is that the application of relatively simple architectural patterns usually eases up management of the complexity at the architectural level. However, tackling the variability problem at the technical level is ineffective unless the organization is able to ensure the application of the solutions. We analyze the main challenges that lie behind the variability problem in mobile terminals, at both technical and organizational level, and illustrate some of the solutions we have implemented together with our product developers and system architects. Our experience calls for more applied research in the area of variability management, as well as for a number of enhancements to academic curricula. Copyright \© 2005 John Wiley \& Sons, Ltd.}, 17298 keywords = {evolution, mobile terminal, product family architecture, software, variability management}, 17299 isbn = {0038-0644}, 17300 author = {Maccari, A. and Hele, A.} 17301 } 17302 @article {, 17303 title = {Mass media consumption in adolescence}, 17304 journal = {Anales de Pediatria}, 17305 volume = {63}, 17306 number = {6}, 17307 year = {2005}, 17308 pages = {516-525}, 17309 type = {Article}, 17310 abstract = {Objectives To describe mass media use in teenagers (television, mobile phones, computers, Internet and video games) and to analyze its influence on teenagers{\textquoteright} health and development. Material and methods We performed a cross sectional study by means of a survey of 884 teenagers aged between 14 and 18 years old who were in the third and fourth years of high school in six towns in Cantabria (Spain) in June 2003. The statistical analysis consisted of uni- and bivariable descriptive statistics. Results All the teenagers had a television set at home and 24\% of families had four or more television sets. The presence of distinct mass media in teenagers{\textquoteright} rooms was 52.5\% for televisions, 57.8\% for computers, 52\% for the Internet and 38.7\% for games consoles. The most frequently found media in teenagers{\textquoteright} bedrooms were radio/cassette players and compact disks with 76.8\% and 67.4\%, respectively. Teenagers watched television for an average of 3 hours per day on weekdays and 3.2 hours per day at weekends. They played games consoles for an average of 0.69 hours per day on weekdays (41 min) and an average of 1.09 hours per day (65 min) at weekends and used the Internet on weekdays for an average of 0.83 hours per day (49 min) and an average of 1.15 hours per day (69 min) at weekends. A total of 87.2\% of the teenagers, especially girls, had a mobile phone (91.6\% of girls versus 82.4\% of boys; p < 0.001). The average age at which teenagers had the first mobile phone was 13 years old. Expenditure on mobile phones amounted to 15 (sic) a month in girls and 10 (sic) a month in boys, and mobiles were mainly used for sending messages. Nearly half the teenagers (46.4\%) took their mobile phones to high school and reported they had an average of three mobile phones at home. Most (82.1\%) surfed the net but boys preferred surfing and downloading games and girls preferred chatting and sending e-mails. Sixty-two percent of teenagers had been to a cybercafe and 40.8\% has visited a pornographic web site, especially boys (33.1\% of boys versus 7.7\% of girls; p < 0.001). Nearly two-thirds of teenagers (71.5\%) had a video console, especially boys (87\% of boys versus 57.2\% of girls; p < 0.001) and they started playing with them at an average age of 8.8 years. Boys preferred video games with shooting, fights, sports and driving, while girls preferred adventure video games. Nearly a quarter (22.2\%) spent money on video games and cybercafes (an average of 27.06 (sic) a month in boys and 16.81 (sic) a month in girls) with no significant differences between sexes. Conclusions Society as a whole and especially health professionals should increase health education on mass media consumption, by stimulating reasonable use of mass media and teaching teenagers to be critical. Parents should set a limit of less than 2 hours/day to the use of mass media and should avoid their presence in teenagers{\textquoteright} bedrooms. Prepay mobile phone should be used and switched off in inappropriate places. Parents should supervise and educate teenagers about video games, Internet access and e-mail usage in adolescence.}, 17311 keywords = {adolescence, Association, Behavior, Childhood Obesity, childrens television, Computer, Games, Health, Internet, mass media, mobile phones, Physical-Activity, Sex, Television, Video Games, Violence}, 17312 isbn = {1695-4033}, 17313 author = {Sanz, A. B. and Figuero, C. R. and Alonso, R. P. and Del Rio, Z. G. and Herrero, M. H. and Gonzalez, N. C.} 17314 } 17315 @proceedings {, 17316 title = {Matchmaker, Matchmaker, Make Me a Match: Artificial Societies vs. Virtual Worlds}, 17317 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17318 year = {2005}, 17319 url = {http://www.digra.org/dl/}, 17320 author = {Burke, Timothy} 17321 } 17322 @proceedings {, 17323 title = {Mechanized Humanity: How Digital Games Tend to Present People}, 17324 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17325 year = {2005}, 17326 url = {http://www.digra.org/dl/}, 17327 author = {Schut, Kevin} 17328 } 17329 @article {, 17330 title = {Media literacy for clinicians and parents}, 17331 journal = {Child and Adolescent Psychiatric Clinics of North America}, 17332 volume = {14}, 17333 number = {3}, 17334 year = {2005}, 17335 pages = {523-+}, 17336 type = {Article}, 17337 abstract = {Families and children are in the midst of a media revolution. Television, Internet access, instant messaging, cell phones, and interactive video games are delivering more information for more hours than ever in history. Exposure is occurring at younger and younger ages, often without parental oversight or interpretation. The impact on children is just beginning to be studied. Does media exposure prepare children for the world in which they live or deprive them of critical developmental opportunities? Does the steady display of violence contribute to violent behavior? This article presents a developmental context, discusses the research conducted to date, reviews the recommendations of major organizations, and tries to take a balanced perspective in the midst of a rising tide of media, technology; commercialism, and controversy.}, 17338 keywords = {Adolescents, Aggressive-Behavior, computer use, Exposure, preschool-children, Randomized Controlled-Trial, Ratings, Reducing children{\textquoteright}s television, Video Games, Violent, Youth}, 17339 isbn = {1056-4993}, 17340 author = {Villani, V. S. and Olson, C. K. and Jellinek, M. S.} 17341 } 17342 @article {, 17343 title = {Media violence exposure and executive functioning in aggressive and control adolescents}, 17344 journal = {Journal of Clinical Psychology}, 17345 volume = {61}, 17346 number = {6}, 17347 year = {2005}, 17348 pages = {725-737}, 17349 type = {Article}, 17350 abstract = {The relationship between media violence exposure and executive functioning was investigated in samples of adolescents with no psychiatric diagnosis or with a history of aggressive-disruptive behavior. Age-, gender-, and IQ-matched samples of adolescents who had no Diagnostic and Statistical Manual of Mental Disorders-fourth edition (DSM-IV: American Psychiatric Association, 19 94) diagnosis (N = 2 7) and of adolescents who had DSM-IV Disruptive Behavior Disorder diagnoses (N = 27) completed measures of media violence exposure and tests of executive functioning. Moderate to strong relationships were found between higher amounts of media violence exposure and deficits in self-report, parent-report, and laboratory-based measures of executive functioning. A significant diagnosis by media violence exposure interaction effect was found for Conners{\textquoteright} Continuous Performance Test scores, such that the media violence exposure-executive functioning relationship was stronger for adolescents who had Disruptive Behavior Disorder diagnoses. Results indicate that media violence exposure is related to poorer executive functioning, and this relationship may be stronger for adolescents who have a history of aggressive-disruptive behavior. }, 17351 keywords = {Behavior, children, deficit-hyperactivity disorder, executive functioning, frontal lobe, Games, Media Violence, Television, Video}, 17352 isbn = {0021-9762}, 17353 author = {Kronenberger, W. G. and Mathews, V. R. and Dunn, D. W. and Wang, Y. and Wood, E. A. and Giauque, A. L. and Larsen, J. J. and Rembusch, M. E. and Lowe, M. J. and Li, T. Q.} 17354 } 17355 @article {, 17356 title = {Media violence exposure in aggressive and control adolescents: Differences in self- and parent-reported exposure to violence on television and in video games}, 17357 journal = {Aggressive Behavior}, 17358 volume = {31}, 17359 number = {3}, 17360 year = {2005}, 17361 pages = {201-216}, 17362 type = {Article}, 17363 abstract = {The purpose of present study was to investigate differences in media violence exposure between groups of adolescents with and without Disruptive Behavior Disorders with Aggressive Features, using a case-controlled design and multimethod assessment. Samples of 27 adolescents aged 13-17 with Disruptive Behavior Disorder with Aggressive Features and 27 age-gender-IQ matched controls completed a semistructured interview about exposure to violence on television and video games; parents completed a corresponding questionnaire measure. Moderate intercorrelations were found between most self- and parent-report television and video game violence exposure measures. Compared to control adolescents, adolescents with Disruptive Behavior Disorder with Aggressive Features had higher aggregate media violence exposure, higher exposure to video game violence, and higher parent-reported exposure to television violence. Results show that adolescents and parents agree about the adolescent{\textquoteright}s level of media violence exposure, that exposure to violence on television tends to be accompanied by exposure to violence in video games, and that the association between media violence exposure and Disruptive Behavior Disorder with Aggressive Features is not due to a spurious effect of gender or IQ.}, 17364 keywords = {Aggression, Behavior, Media Violence, Television, Video Games}, 17365 isbn = {0096-140X}, 17366 author = {Kronenberger, W. G. and Mathews, V. P. and Dunn, D. W. and Wang, Y. and Wood, E. A. and Larsen, J. J. and Rembusch, M. E. and Lowe, M. J. and Giauque, A. L. and Lurit, J. T.} 17367 } 17368 @article {, 17369 title = {Meet the Gamers: They research, teach, learn, and collaborate. So far, without libraries}, 17370 journal = {Library Journal}, 17371 volume = {130}, 17372 year = {2005}, 17373 pages = {38-41}, 17374 url = {http://www.libraryjournal.com/article/CA516033.html}, 17375 author = {Squire,Kurt and Steinkuehler,Constance} 17376 } 17377 @proceedings {, 17378 title = {Megamen: Masculinities at Play in a Campus Arcade}, 17379 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17380 year = {2005}, 17381 url = {http://www.digra.org/dl/}, 17382 author = {Taylor, Nick} 17383 } 17384 @conference {, 17385 title = {Mise-en-sc{\`e}ne Applied to Level Design: Adapting a Holistic Approach to Level Design}, 17386 booktitle = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17387 year = {2005}, 17388 abstract = {As game developers strive to introduce a stronger sense of emotion into their games, new opportunities are presented to the level designer to imbue their virtual spaces with deeper symbols and meaning. Since the very beginning of film, the exploration of the concept of mise-en-sc{\'e}ne (literally {\textquotedblleft}put in the scene{\textquotedblright}) has allowed filmmakers to convey sub-text to the viewer by the careful consideration of how each frame looks. A definition of mise-en-sc{\'e}ne is given; its connections to level design are explained and then illustrated by an analysis of Stanley Kubrick{\textquoteright}s The Shining and Konami{\textquoteright}s Silent Hill 4: The Room.}, 17389 keywords = {level design, mise-en-sc{\`e}ne}, 17390 url = {http://www.digra.org/dl/db/06276.13262.pdf}, 17391 author = {Logas, Heather and Muller, Daniel} 17392 } 17393 @article {, 17394 title = {Mobile learning with a mobile game: design and motivational effects}, 17395 journal = {Journal of Computer Assisted Learning}, 17396 volume = {21}, 17397 number = {3}, 17398 year = {2005}, 17399 pages = {204-216}, 17400 type = {Article}, 17401 abstract = {Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype. The main part of the paper focuses on the evaluation of design issues and the effects observed in two trials. Design issues include: Supporting work on the move poses difficult interface questions, the accuracy of current outdoor, and indoor positioning systems is still problematic and the game requires near real-time response time. The evaluation of the effects shows that features such as {\textquoteright}map-navigation{\textquoteright} and {\textquoteright}hunting and hiding{\textquoteright} lead to excitement and fun. The participants immerse into a mixed reality that augments both physical and social space. The game success is based on the motivating design of the game itself. The paper concludes with open issues for future research, especially with the need to thoroughly evaluate the learning benefits.}, 17402 keywords = {computer supported cooperative, computer supported cooperative learning, e-learning, mobile \& wireless games, mobile learning, PLAY, positioning, systems}, 17403 isbn = {0266-4909}, 17404 author = {Schwabe, G. and Goth, C.} 17405 } 17406 @article {, 17407 title = {Mobilizing fun in the production and consumption of children{\textquoteright}s software}, 17408 journal = {Annals of the American Academy of Political and Social Science}, 17409 volume = {597}, 17410 year = {2005}, 17411 pages = {82-102}, 17412 type = {Article}, 17413 abstract = {This article describes the relation between the production, distribution, and consumption of children{\textquoteright}s software, focusing on how genres of "entertainment" and "education" structure everyday practice; institutions; and our understandings of childhood, play, and learning. Starting with a description of how the vernaculars of popular visual culture and entertainment found their way into children{\textquoteright}s educational software and how related products are marketed, the article then turns to examples of play with children{\textquoteright}s software that are drawn from ethnographic fieldwork. The cultural opposition between entertainment and education is a compelling dichotomy-a pair of material, semiotic, technical genres-that manifests in a range of institutionalized relations. After first describing a theoretical commitment to discursive analysis, this article presents the production and marketing context that structures the entertainment genre in childrens software and then looks at instance of play in the after-school computer clubs that mobilize entertainment and fair as social resources.}, 17414 keywords = {children{\textquoteright}s media, childrens software, Computer games, interactive inedia, PLAY, software industry}, 17415 isbn = {0002-7162}, 17416 author = {Ito, M.} 17417 } 17418 @proceedings {, 17419 title = {Modding NeverWinter Nights: a Simulation for Reinforcing Information Seeking Concepts for Mass Communication Students}, 17420 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17421 year = {2005}, 17422 url = {http://www.digra.org/dl/}, 17423 author = {Paul, Nora and Hansen, Kathleen and Taylor, Matt} 17424 } 17425 @article {, 17426 title = {Moderating effects of task type on wireless technology acceptance}, 17427 journal = {Journal of Management Information Systems}, 17428 volume = {22}, 17429 number = {3}, 17430 year = {2005}, 17431 pages = {123-157}, 17432 type = {Article}, 17433 abstract = {The technology acceptance model (TAM) is one of the most widely used models of information technology (IT) adoption. According to TAM, IT adoption is influenced by two perceptions: usefulness and ease of use. In this study, we extend TAM to the mobile commerce context. We categorize the tasks performed on wireless handheld devices into three categories: (1) general tasks that do not involve transactions and gaming, (2) gaming tasks, and (3) transactional tasks. We propose a unified conceptual model for wireless technology adoption. In this model, task type moderates the effects of four possible determinants: perceived usefulness, perceived ease of use, perceived playfulness, and perceived security. We postulate that, under the mobile context, user intention to perform general tasks that do not involve transactions and gaming is influenced by perceived usefulness and perceived ease of use, user intention to play games is affected by perceived playfulness, and user intention transact is influenced by perceived usefulness and perceived security. A survey was conducted to collect data about user perception of 12 tasks that could be performed on wireless handheld devices and user intention to use wireless technology. Multiple regression analyses supported the proposed research model.}, 17434 keywords = {information-technology, microcomputer, mobile commerce, perceived ease of use, perceived playfulness, perceived security, perceived usefulness, TAM, task, task performance, type, user acceptance, user intention, wireless handheld devices, world-wide-web}, 17435 isbn = {0742-1222}, 17436 author = {Fang, X. W. and Chan, S. and Brzezinski, J. and Xu, S.} 17437 } 17438 @article {, 17439 title = {Mood swings: Expressive speech animation}, 17440 journal = {ACM Transactions on Graphics}, 17441 volume = {24}, 17442 number = {2}, 17443 year = {2005}, 17444 pages = {331-347}, 17445 abstract = {Motion capture-based facial animation has recently gained popularity in many applications, such as movies, video games, and human-computer interface designs. With the use of sophisticated facial motions from a human performer, animated characters are far more lively and convincing. However, editing motion data is difficult, limiting the potential of reusing the motion data for different tasks. To address this problem, statistical techniques have been applied to learn models of the facial motion in order to derive new motions based on the existing data. Most existing research focuses on audio-to-visual mapping and reordering of words, or on photo-realistically matching the synthesized face to the original performer. Little attention has been paid to modifying and controlling facial expression, or to mapping expressive motion onto other 3D characters. This article describes a method for creating expressive facial animation by extracting information from the expression axis of a speech performance. First, a statistical model for factoring the expression and visual speech is learned from video. This model can be used to analyze the facial expression of a new performance or modify the facial expressions of an existing performance. With the addition of this analysis of the facial expression, the facial motion can be more effectively retargeted to another 3D face model. The blendshape retargeting technique is extended to include subsets of morph targets that belong to different facial expression groups. The proportion of each subset included in a final animation is weighted according to the expression information. The resulting animation conveys much more emotion than if only the motion vectors were used for retargeting. Finally, since head motion is very important in adding liveness to facial animation, we introduces an audio-driven synthesis technique for generating new head motion.}, 17446 keywords = {Models}, 17447 isbn = {0730-0301}, 17448 author = {Chuang,E and Bregler,C} 17449 } 17450 @proceedings {, 17451 title = {Motif Definition and Classification to Structure Non-linear Plots and to Control the Narrative Flow in Interactive Dramas}, 17452 journal = {International Conference on Virtual Storytelling}, 17453 year = {2005}, 17454 pages = {158-167}, 17455 author = {Hartmann, Knut and Hartmann, Sandra and Feustel, Matthias} 17456 } 17457 @proceedings {, 17458 title = {Motivations of Play in MMORPGs}, 17459 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17460 year = {2005}, 17461 abstract = {An empirical model of player motivations in MMORPGs provides the foundation to understanding and assessing how players differ from one another and how motivations of play relate to age, gender, usage patterns and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into 3 overarching components (Achievement, Social, and Immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.}, 17462 keywords = {massive multiplayer online games, MMORPGs, motivations, online games}, 17463 url = {http://www.digra.org/dl/db/06276.26370.pdf}, 17464 author = {Yee, Nicholas K} 17465 } 17466 @proceedings {, 17467 title = {Multiplayer Play: Designing Social Interaction in Games}, 17468 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17469 year = {2005}, 17470 url = {http://www.digra.org/dl/}, 17471 author = {Salen, Katie and Zimmerman, Eric} 17472 } 17473 @article {, 17474 title = {Multiple-object tracking in children: The {\textquoteright}Catch the Spies{\textquoteright} task}, 17475 journal = {Cognitive Development}, 17476 volume = {20}, 17477 number = {3}, 17478 year = {2005}, 17479 pages = {373-387}, 17480 abstract = {Multiple-object tracking involves simultaneously tracking positions of a number of target-items as they move among distractors. The standard version of the task poses special challenges for children, demanding extended concentration and the ability to distinguish targets from identical-looking distractors, and may thus underestimate children{\textquoteright}s tracking abilities. As a result, a modified version of the task called "Catch the Spies" was developed. Participants tracked one to four moving "spies" (targets) that had "disguised" themselves so that they could blend in with a crowd of 10 people (happy-faces). Tracking accuracy was measured in live age groups (6, 8, 10, 12, and 19 years old). All performed well above chance though there were age-related increases in the number that could be tracked at once. Overall, when the effects of age were statistically controlled, tracking performance was significantly better for action videogame players than non-players, and marginally better for action-sports participants than non-participants.}, 17481 keywords = {Age, Fractionation, Selective Attention, vision, Working-Memory}, 17482 isbn = {0885-2014}, 17483 author = {Trick, L. M. and Jaspers-Fayer,F. and Sethi, N.} 17484 } 17485 @inbook {, 17486 title = {Narrativity in Computer Games}, 17487 booktitle = {Handbook of Computer Game Studies}, 17488 year = {2005}, 17489 pages = {227-245}, 17490 publisher = {MIT Press}, 17491 organization = {MIT Press}, 17492 address = {Cambridge, MA}, 17493 isbn = {0262182408}, 17494 author = {Britta Neitzel}, 17495 editor = {Raessens,Joost and Goldstein,Jeffrey} 17496 } 17497 @article {, 17498 title = {A Nash game algorithm for SIR-based power control in 3G wireless CDMA networks}, 17499 journal = {IEE-ACM Transactions on Networking}, 17500 volume = {13}, 17501 number = {5}, 17502 year = {2005}, 17503 pages = {1017-1026}, 17504 type = {Article}, 17505 abstract = {We propose a new algorithm for distributed power control in cellular communication systems. We define a cost for each mobile that consists of a weighted sum of power and square of signal-to-interference ratio (SIR) error and obtain the static Nash equilibrium for the resulting costs. The algorithm requires only interference power measurements and/or SIR measurements from the base station and converges even in cases where limits on available power render the target SIRs unattainable. Examples generated using realistic data demonstrate that, in demanding environments, the Nash equilibrium power provides substantial power savings as compared to the power balancing algorithm while reducing the achieved SIR only slightly. Additional simulations show that the benefit of the Nash equilibrium power control over the power balancing solution increases as the receiver noise power or number of users in the cell increases. The algorithm has the advantage that it can be implemented distributively. An additional benefit of the algorithm is that, based on their chosen cost function, mobiles may choose to "opt out" i.e., stop transmitting, if they determine that the power required to achieve their SIR objectives is more expensive to them than not transmitting at all.}, 17506 keywords = {cellular radio systems, channels, communications, convergence, mobile systems, Nash equilibrium, noncooperative games, Performance, power control, wireless}, 17507 isbn = {1063-6692}, 17508 author = {Koskie, S. and Gajic, Z.} 17509 } 17510 @article {, 17511 title = {National trends in hospitalization of youth with intentional self-inflicted injuries}, 17512 journal = {American Journal of Psychiatry}, 17513 volume = {162}, 17514 number = {7}, 17515 year = {2005}, 17516 pages = {1328-1335}, 17517 type = {Article}, 17518 abstract = {Objective: The authors examined national trends from 1990 to 2000 in the utilization of community hospital inpatient services by young people (5-20 years of age) with intentional self-inflicted injuries. Method: Discharge abstracts from a nationally representative sample of community hospitals were analyzed, with a focus on youth discharges (N = 10,831) with a diagnosis of intentional self-inflicted injury (ICD-9-CM: E950-E959). Census data were used to derive national population-based rates of self-inflicted injuries requiring inpatient treatment. Overall population-based trends in hospitalizations for self-inflicted injury were calculated and stratified by gender and age. Among youths hospitalized with a self-inflicted injury, trends were also calculated for length of stay, inpatient costs, method of injury, and associated mental disorder diagnoses. Results: The annual hospitalization rate of youths with self-inflicted injuries declined from 49.1 per 100,000 in 1990 to 44.9 per 100,000 in 2000, and the mean length of inpatient stay significantly declined from 3.6 days to 2.7 days. Among the hospitalized patients, there were increases in the rate of cutting (4.3\% to 13.2\%) and ingestion of acetaminophen (22.1\% to 26.9\%), antidepressants (10.0\% to 14.0\%), and opiates (2.3\% to 3.3\%) as a cause of injury, whereas there were decreases in the ingestion of salicylates (14.9\% to 10.2\%) and barbiturates (1.5\% to 0.7\%). There were significant increases in the proportion of subjects with primary mental disorder discharge diagnoses of depressive disorder (29.2\% to 46.0\%), bipolar disorder (1.3\% to 8.2\%), and substance use disorder (5.4\% to 10.7\%) and significant decreases in the rate of adjustment disorders (22.2\% to 11.4\%) and non-mental disorders (31.9\% to 13.6\%). After excluding cutting, which may be more closely related to self-mutilation than suicidal self-injury, the annual hospitalization rate of youths with self-inflicted injuries declined from 47.2 per 100,000 in 1990 to 39.4 per 100,000 in 2000. Conclusions: Over the decade of study, young people admitted to community hospitals with self-inflicted injuries tended to have more severe psychiatric diagnoses and to be treated during shorter inpatient stays. These trends suggest that the role of youth inpatient care has narrowed, becoming focused on those with severe psychiatric disorders.}, 17519 keywords = {Adolescent Suicide, Bipolar disorder, completed suicide, cost-containment, deficit hyperactivity disorder, mental-health, Risk-Factors, Substance-abuse, Video Games, young adulthood}, 17520 isbn = {0002-953X}, 17521 author = {Olfson, M. and Gameroff, M. J. and Marcus, S. C. and Greenberg, T. and Shaffer, D.} 17522 } 17523 @proceedings {, 17524 title = {Neomancer: An Exercise in Interdisciplinary Academic Game Development}, 17525 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17526 year = {2005}, 17527 abstract = {Academic interest in game development and game studies has grown steadily in recent years, with many institutions now offering courses or programs in this area. To provide a truly rich and realistic experience to students, some form of interdisciplinary or collaborative work is clearly needed as part of their education. Successful games draw upon a diverse set of talents and backgrounds from their creators, and so an interdisciplinary exposure is crucial to students studying games and game development. This paper presents the experiences from precisely this sort of academic exercise{\textemdash}an interdisciplinary game development project called Neomancer. This project has involved nearly 50 participants from the University of Western Ontario and Seneca College of Applied Arts and Technology, working together for the past several months. This paper discusses the background and history of the Neomancer project, and presents some of the lessons learned to date from this collaborative venture.}, 17528 keywords = {academic game development, Interdisciplinary game studies}, 17529 url = {http://www.digra.org/dl/db/06275.08442.pdf}, 17530 author = {Katchabaw, Michael and Elliott,Derek and Danton, Stephen} 17531 } 17532 @article {4467, 17533 title = {Neopian Economics of Play: Children{\textquoteright}s Cyberpets and Online Communities as Immersive Advertising in Neopets.com}, 17534 journal = {International Journal of Media \& Cultural Politics}, 17535 volume = {1}, 17536 year = {2005}, 17537 pages = {181-98}, 17538 chapter = {181}, 17539 abstract = {This article examines NeoPets, an online community for children where members create or adopt a virtual pet. The NeoPets Corporation is examined, with attention paid to their practice of {\textquoteleft}immersive advertising{\textquoteright} amidst concerns over the increasing commercialization and branding of children{\textquoteright}s web-based content and culture. Ethical issues explored include privacy and intellectual property.}, 17540 keywords = {children{\textquoteright}s media commercialization, children{\textquoteright}s online communities, immersive advertising, marketing to children, online games, virtual pets}, 17541 url = {http://www.intellectbooks.co.uk/journals/view-Article,id=5081/}, 17542 author = {Grimes, Sara M and Shade, Leslie Regan} 17543 } 17544 @proceedings {, 17545 title = {The Nip and the Bite}, 17546 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17547 year = {2005}, 17548 abstract = {An examination of the contributions that can be made by the field of non-mechanistic cybernetics (as elaborated by Gregory Bateson and Anthony Wilden) to a theory of videogames that views them as complex open systems in dynamic relation to players. Bateson, observing animal play, suggests that the playful nip has a complex relation to the earnest bite. This paper contends that the relation of player, avatar and game constitutes a similar system and that Wilden{\textquoteright}s development of the theory of play has great potential for the study of videogames.}, 17549 keywords = {Bateson, complexity, cybernetics, feedback, multifinality, open systems, Wilden}, 17550 url = {http://www.digra.org/dl/http://www.digra.org/dl/db/06276.21027.pdf}, 17551 author = {Jayemanne, Darshana} 17552 } 17553 @proceedings {, 17554 title = {{\textquoteright}No Fair!{\textquoteright}: Intellectual Property and Cultural Participation in Children{\textquoteright}s Online Gaming}, 17555 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17556 year = {2005}, 17557 url = {http://www.digra.org/dl/}, 17558 author = {Grimes, Sara M} 17559 } 17560 @proceedings {, 17561 title = {OceanQuest: A University-Based Serious Game Project}, 17562 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17563 year = {2005}, 17564 abstract = {A case study of a game design project is presented, in which both traditional game goals and educational goals exist. One way to create a design that respects both sets of goals is illustrated.}, 17565 keywords = {Computer games, education, interactive media, serious games}, 17566 url = {http://www.digra.org/dl/db/06276.11525.pdf}, 17567 author = {Parker,Jim and Chan,Sonny} 17568 } 17569 @proceedings {, 17570 title = {The online game world as a product and the behavioral characteristics of online game consumers as role player}, 17571 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17572 year = {2005}, 17573 url = {http://www.digra.org/dl/}, 17574 author = {Whang,Leo Sang-Min and Kim, Jee Yeon} 17575 } 17576 @proceedings {, 17577 title = {Online Gaming as a Virtual Forum}, 17578 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17579 year = {2005}, 17580 abstract = {Young people{\textquoteright}s participation in online digital culture is one of the most efficient means by which they become proficient in the management of Information and Communications Technologies and the new literacies emerging there. This paper reports on a small project investigating the gendered dimensions of teenagers{\textquoteright} engagement in and out of school with stand-alone and multiplayer computer games. The study explored the game playing practices of a group of students in an English curriculum unit and the social and game playing practices of a group of young women of South East Asian backgrounds in a LAN caf{\'e} who had formed their own Counterstrike clan. It found that expertise is not just a matter of specific skills, strategies and familiarity, but is more broadly located within the complex dynamics of in- and out-of-school discourses and contexts that need to be factored in to the construction of gender-equitable pedagogy and curriculum.}, 17581 keywords = {Computer games, curriculum, English, Gender, identity, learning}, 17582 url = {http://www.digra.org/dl/db/06276.30483.pdf}, 17583 author = {Payne,Matthew} 17584 } 17585 @proceedings {, 17586 title = {On the Ontology of MMORPG Beings: A Theorethical Model for Research}, 17587 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17588 year = {2005}, 17589 abstract = {In the Game Studies field, the study of MMORPG{\textquoteright}s have been approached by four mayor research traditions: social aspects tradition, individual player issues, narratological themes and ludological themes. Although these are not mutually exclusive, focusing in one or two aspects of MMORPG{\textquoteright}s usually means omitting elements of other themes. One fundamental theme that has been usually ommited is that of the essential characteristics, or ontology, of the online beings that inhabit MMORPGs. This paper focuses on this aspect, by providing a practical example of how, by applying a theoretical model that has at its vertex the Ontology of MMORPG Being, all the other themes and levels of analysis can be taken into account in one single theoretical framework.}, 17590 keywords = {MMORPG, online being, ontology, theoretical model, virtual community, virtual identity}, 17591 url = {http://www.digra.org/dl/db/06276.36443.pdf}, 17592 author = {Salazar, Javier} 17593 } 17594 @proceedings {, 17595 title = {Opening the Production Pipeline: Unruly Creators}, 17596 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17597 year = {2005}, 17598 abstract = {This paper explores the implications and uptakes of game developers{\textquoteright} increasing reliance on the creative labour of fan content creators. It draws on an ethnographic account of Australian game developer Auran{\textquoteright}s increasing reliance on train and rail fans in the process of developing Trainz: a train and railroad simulation. I argue that this is not simply a case of the exploitation of unknowing fans as a source of free labour. This research demonstrates that gamers are not only well aware of these practices; they are also sophisticated practitioners who participate in them. These complex entanglements of the proprietary and the non-proprietary, the commercial and the non-commercial, are not necessarily an appropriation of fandom by corporate bottom-line agendas. However, Auran{\textquoteright}s effort to integrate fan content creation into the commercial game development process struggles with the problem of fundamentally reorganising the project to support this kind of collaborative work.}, 17599 keywords = {ethnography, games industry, participatory culture}, 17600 url = {http://www.digra.org/dl/db/06276.19386.pdf}, 17601 author = {Banks,John} 17602 } 17603 @article {, 17604 title = {Personality correlates of employees{\textquoteright} personal use of work computers}, 17605 journal = {Cyberpsychology \& Behavior}, 17606 volume = {8}, 17607 number = {2}, 17608 year = {2005}, 17609 pages = {143-153}, 17610 type = {Article}, 17611 abstract = {The advent of the desktop computer has allowed organizations to help their employees become faster and more productive workers. Some employees, however, use their work computers in unproductive ways as well, such as sending personal email and playing computer games. We call this Personal Use of Work Computers (PUWC). Using a work computer for personal reasons deviates from many organizations{\textquoteright} norms. In the current study, we surveyed employees at an educational institution and asked them to report how they use their computers at work. These respondents also answered questions related to their sensation seeking, impulsiveness, conscientiousness, and job satisfaction as well as demographic information. We found that people who use their computers in unproductive ways tend to be men, younger, more impulsive, and less conscientious. We also found that those who use their computers for riskier PUWC behaviors (like viewing sexual content) tended to have sensation seeking personalities.}, 17612 keywords = {impulsiveness, internet use, Scale, Sensation seeking}, 17613 isbn = {1094-9313}, 17614 author = {Everton, W. J. and Mastrangelo, P. M. and Jolton, J. A.} 17615 } 17616 @proceedings {, 17617 title = {Persuasive Games and Simulations for Personal Health Management}, 17618 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17619 year = {2005}, 17620 url = {http://www.digra.org/dl/}, 17621 author = {Saari,Timo and Ravaja,Niklas and Laarni,Jari and Marko Turpeinen} 17622 } 17623 @article {, 17624 title = {Physical activity is inversely related to waist circumference in 12-y-old French adolescents}, 17625 journal = {International Journal of Obesity}, 17626 volume = {29}, 17627 number = {1}, 17628 year = {2005}, 17629 pages = {9-14}, 17630 type = {Article}, 17631 abstract = {Background and Objective: Waist circumference (W) has been shown to be a good predictor of cardiovascular risk. The aim of this study was to investigate whether physical activity (PA) is related to W in adolescents as previously shown in adults. Design and Subjects: Cross-sectional population-based survey of 2714 12-y-old adolescents from the eastern part of France. MEASUREMENTS: Body mass index (BMI) and W were measured. Structured PA, active commuting to and from school and sedentary activities (SED), for example television viewing, computer/video games and reading and different potential confounders (dietary habits, parental overweight, family annual income tax and educational level) were assessed by a questionnaire. Results: The adolescents had a mean BMI of 19.0+/-3.4 kg/m(2), and 20.2\% of them were overweight, with no gender difference. Boys had a greater W than girls (67.6+/-9.1 vs 65.7+/-8.9 cm, P<0.0001). In all, 42\% of the girls and 25\% of the boys did not practice any structured PA outside school and less than 40\% of the adolescents commuted actively to school more than 20 min/day. About one-third of the adolescents devoted more than 2 h/day to SED. In univariate analyses, BMI was negatively associated with structured PA but significantly only for girls (P<0.01) and positively associated with SED for both genders (P<0.0001 for girls, P<0.01 for boys). W was negatively associated with structured PA and positively associated with SED both in girls (P<0.0001 and P=0.03, respectively) and boys (P<0.01 and P=0.08, respectively). Multiple general linear models show that SED is associated with BMI, independently of structured PA, in both genders. On the other hand, structured PA was inversely associated with W, independently of SED. The inverse relation between structured PA and W persisted after additional adjustment on BMI, with a greater effect of PA for the adolescents with higher BMI. Conclusions: In 12-y-old adolescents, structured PA is inversely associated with W, an indicator of total adiposity but also more specifically of abdominal fat. This suggests that PA may have a beneficial effect on youth metabolic and cardiovascular risks, in particular in the presence of overweight.}, 17632 keywords = {Adolescents, body mass index, Body-Mass Index, Childhood Obesity, children, Exercise, Health, Overweight, physical activity, Risk-Factors, Sports Participation, US youth, waist circumference, Weight}, 17633 isbn = {0307-0565}, 17634 author = {Klein-Platat, C. and Oujaa, M. and Wagner, A. and Haan, M. C. and Arveiler, D. and Schlienger, J. L. and Simon, C.} 17635 } 17636 @proceedings {, 17637 title = {Place Space and Monkey Brains: Cognitive Mapping in Games and Other Media}, 17638 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17639 year = {2005}, 17640 abstract = {This paper attempts to ground the relationship of architecture to game space, suggest ways in which real world design of places can help the design of game spaces, and distinguish between our experience and recall of episodic space as scene via film and literature, to our experience and recall of sequential and interstitial space in three-dimensional games. The following argument is based on informal feedback of game players, formal observations of navigation in virtual environments, and from discussions with researchers of medical visualization technologies. My hypothesis is that having an ergodically embodied sense of self (such as in computer games) enhances sequential spatial memory over traditional non-ergodic forms of entertainment (such as adventure books with survey maps, or traditional cinematic media). My proposed method of evaluation for analyzing and evaluating spatial cognition in an interactive virtual environment (such as a computer game), is to use brain scanning equipment.}, 17641 keywords = {brain scanning, cognitive mapping, Computer games, place theory, wayfinding}, 17642 url = {http://www.digra.org/dl/db/06276.06512.pdf}, 17643 author = {Champion,Erik} 17644 } 17645 @inbook {, 17646 title = {Player modeling impact on player{\textquoteright}s entertainment in computer games}, 17647 booktitle = {User Modeling 2005, Proceedings}, 17648 series = {Lecture Notes in Artificial Intelligence}, 17649 volume = {3538}, 17650 year = {2005}, 17651 pages = {74-78}, 17652 publisher = {Springer-Verlag Berlin}, 17653 organization = {Springer-Verlag Berlin}, 17654 address = {Berlin}, 17655 abstract = {In this paper we introduce an effective mechanism for obtaining computer games of high interest (i.e. satisfaction for the player). The proposed approach is based on the interaction of a player modeling tool and a successful on-line learning mechanism from the authors{\textquoteright} previous work on prey/predator computer games. The methodology demonstrates high adaptability into dynamical playing strategies as well as reliability and justifiability to the game user.}, 17656 keywords = {learning Bayesian networks}, 17657 isbn = {0302-9743}, 17658 author = {Yannakakis, G. N. and Maragoudakis, M.} 17659 } 17660 @proceedings {, 17661 title = {Players as Authors: Conjecturing Online Game Creation Modalities and Infrastructure}, 17662 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17663 year = {2005}, 17664 abstract = {As we outline a movement beyond the apparent creative stagnation in the videogames industry we envision possible transformations, beyond the gridlock a producer-consumer dichotomy, that propose to mobilize players as creative actors in a holistic experience. We propose to recognize the authoring roles players develop in their relation to the industry and the gaming community, that configure an emancipation from the current producer-consumer dichotomy. Building on this conjecture we review possible meanings of a player as author perspective and conjecture modalities of authorship and participation. We close by outlining some of the design challenges for an infrastructure to support those roles.}, 17665 keywords = {Emancipatory Paradigm, game development, Moding, Player as Author, Player Roles}, 17666 url = {http://www.digra.org/dl/db/06278.49263.pdf}, 17667 author = {Tavares,Jos{\'e} and Gil,Rui and Roque,Licinio} 17668 } 17669 @proceedings {, 17670 title = {Playful Play with Games: Linking Level Editing to Learning in Art and Design}, 17671 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17672 year = {2005}, 17673 abstract = {The title {\textquoteleft}Playful Play with Games{\textquoteright} refers to the possibility of creative involvement with games by altering their structure in a playful way. The focus of this paper is on modifying the first person shooter game Unreal Tournament as a learning process. Modifying the game means to become a creator or writer in addition to a reader and player, but nonetheless with a playful attitude and a good understanding of the game at hand. Understanding the game involves an understanding of the different levels of meaning of the game. Three levels of meaning produced in and around games can be distinguished: Meaningful play, meaning beyond play, and creatively added meaning. Five examples from courses to media management, architecture, and media art students as well as a group of activists illustrate the design of courses that are based on level editing.}, 17674 keywords = {Art, design, First person shooter games, game modding, learning, level editing, meaningful play}, 17675 url = {http://www.digra.org/dl/db/06276.54243.pdf}, 17676 author = {Engeli, Maia} 17677 } 17678 @proceedings {, 17679 title = {Playing And Learning Without Borders: A Real-time Online Play Environment}, 17680 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17681 year = {2005}, 17682 abstract = {Funded by CANARIE Inc., the ENJEUX{\textendash}S project (ENvironnement {\'e}volu{\'e} de JEUX {\'e}ducatifs et de Simulations en ligne) aims to develop a real-time communication interface that enriches the environments of educational games and simulations developed in the SAGE project. This interface allows for the exploration of a wealth of real-time interpersonal communications in educational situations which utilize online games and simulations. The elements of the interface are built on a Web services environment which rests on a SOA architecture. This novel approach permits universal broadcasting of games and simulations over the Web without any prior loading of software, assuring an increased accessibility of services, the interoperability of platforms and the re-utilization of components. The advances of the User-Controlled Light Paths (UCLP) CAnet*4 fiber optics network guarantee the ENJEUX-S project the instantaneity of communications and a wider visibility. The project is an extension of current work of the SAGE network. This article presents a brief description of the ENJEUX-S interface, its architecture and the design stages on which its development is based.}, 17683 keywords = {Communication interface, educational games, Generic game shells, Simulations, SOA (Services-Oriented Architecture), Synchronism, Web services}, 17684 url = {http://www.digra.org/dl/db/06276.15565.pdf}, 17685 author = {Sauv{\'e}, Louise and Kaufman,David and S{\'a}nches, Arias V. G. and Power, M. , Villardier L. and Probst, W.} 17686 } 17687 @proceedings {, 17688 title = {Playing Audio-only Games: A compendium of interacting with virtual, auditory Worlds}, 17689 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17690 year = {2005}, 17691 abstract = { Talking about games refers in today{\textquoteright}s world often to the play of audio-visual computer games. Since their first introduction in the 1960s, computer games have evolved in many ways and are today one of the fastest growing industries. Besides the classic visual games, another niche has emerged over the last decade: audio-only computer games. The main difference to conventional games is that these games can only be played and perceived through sound and acoustics. Although, initially developed by and for the visually impaired community, these games posses huge potentials for mobile (transportable) gaming and can be enjoyed by all hearing. In this work we present an overview of audio-only games, and discuss the methods and techniques to play and design such auditory worlds. We further explore the evolved genres and address the advantages, as well as the limitations of audio based gaming. Our work is motivated by our own research in this area and the development of a framework, which allows an easy design and setup of audio-only computer games.}, 17692 keywords = {3D sound, Audio-only computer games, auditory environments, interaction, sonification}, 17693 url = {http://www.digra.org/dl/db/06276.30120.pdf}, 17694 author = {R{\"o}ber,Niklas and Masuch,Maic} 17695 } 17696 @article {, 17697 title = {Playing to learn: Case-injected genetic algorithms for learning to play computer games}, 17698 journal = {IEEE Transactions on Evolutionary Computation}, 17699 volume = {9}, 17700 number = {6}, 17701 year = {2005}, 17702 pages = {669-681}, 17703 type = {Article}, 17704 abstract = {We use case-injected genetic algorithms (CIGARs) to learn to competently play computer strategy games. CIGARs periodically inject individuals that were successful in past games into the population of the GA working on the current game, biasing search toward known successful strategies. Computer strategy games are fundamentally resource allocation games characterized by complex long-term dynamics and by imperfect knowledge of the game state. CIGAR plays by extracting and solving the game{\textquoteright}s underlying resource allocation problems. We show how case injection can be used to learn to play better from a human{\textquoteright}s or system{\textquoteright}s game-playing experience and our approach to acquiring experience from human players showcases an elegant solution to the knowledge acquisition bottleneck in this domain. Results show that with an appropriate representation, case injection effectively biases the GA toward producing plans that contain important strategic elements from previously successful strategies.}, 17705 keywords = {Computer games, genetic algorithms, real-time strategy}, 17706 isbn = {1089-778X}, 17707 author = {Louis, S. J. and Miles, C.} 17708 } 17709 @proceedings {, 17710 title = {Playing with non-humans: digital games as technocultural form}, 17711 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17712 year = {2005}, 17713 abstract = {Game studies has yet to engage with a sustained debate on the implications of its fundamentally technologically based foundation {\textendash} i.e. the {\textquoteleft}digitality{\textquoteright} of digital games. This paper calls for such a debate and offers some initial thoughts on issues and directions. The humanities and social sciences are founded on the principle that historical and cultural agency reside solely in the human and the social. Drawing on Science and Technology Studies, Actor-Network Theory and cybercultural studies, this paper argues that a full understanding of both the playing of digital games, and the wider techno-cultural context of this play, is only possible through a recognition and theorisation of technological agency. Taking the Gameboy Advance game Advance Wars 2 as a case study, the paper explores the implications for game studies of attention to non-human agency {\textendash} specifically the agency of simulation and artificial life software - in digital game play.}, 17714 keywords = {Actor-Network Theory, artificial intelligence, Artificial life, cyberculture, game studies, simulation, Technoculture, technological agency}, 17715 url = {http://www.digra.org/dl/db/06278.24323.pdf}, 17716 author = {Giddings, Seth} 17717 } 17718 @article {, 17719 title = {Playing with Race: The Ethics of Racialized Representations in E-Games}, 17720 journal = {International Review of Information Ethics}, 17721 volume = {4}, 17722 year = {2005}, 17723 abstract = {Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre-sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of {\textquoteleft}ghetto play{\textquoteright} in urban street games; and the pathologization and fetishization of race in {\textquoteleft}crime sim{\textquoteright} action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games.}, 17724 url = {http://www.i-r-i-e.net/inhalt/004/Chan.pdf}, 17725 author = {Chan, Dean} 17726 } 17727 @article {, 17728 title = {The play{\textquoteright}s the thing: A clinical-developmental perspective on video games}, 17729 journal = {Child and Adolescent Psychiatric Clinics of North America}, 17730 volume = {14}, 17731 number = {3}, 17732 year = {2005}, 17733 pages = {491-+}, 17734 abstract = {In this article, computer and video games are discussed as electronic play. Major perspectives on play and salient developmental issues are presented, along with similarities and differences between electronic play and other types of play. The authors consider possible benefits and risks associated with this type of play, with particular attention paid to cognitive and socioemotional development. Recommendations for clinicians in their work with children, adolescents, and parents are discussed, as are future directions for research.}, 17735 keywords = {Adolescents, Aggression, chemotherapy, Childhood, children, dimensions, distraction, Prosocial Behavior, Real-life, Violence}, 17736 isbn = {1056-4993}, 17737 author = {Gelfond,H S and Salonius-Pasternak,D E} 17738 } 17739 @proceedings {, 17740 title = {The Play{\textquoteright}s the Thing: Practicing Play as Community Foundation and Design Technique}, 17741 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17742 year = {2005}, 17743 abstract = {Earth balls, parachutes, word plays, provocative magic ... This session is a discussion of the USC Game Design Community, an attempt to encourage inter-disciplinary game design and research through community play experiments. The USC Game Design Community is a cross-departmental student group responsible for initiating a series of social play experiments designed to bring students and researchers from various schools of the University together. The play experiments of the previous year culminated in a game innovation research grant offered to an inter-disciplinary student team and a test of our overall assumption that playing together can provide disparate groups with common vocabulary, social relationships and collaboratively generated design concepts.}, 17744 keywords = {community, design, Game play, Innovation, new games, social games}, 17745 url = {http://www.digra.org/dl/db/06276.24389.pdf}, 17746 author = {Fullerton,Tracy} 17747 } 17748 @book {, 17749 title = {Playstation Nation: ProtectYour Child from Video Game Addiction}, 17750 year = {2005}, 17751 publisher = {Center Street}, 17752 organization = {Center Street}, 17753 isbn = {1931722749}, 17754 author = {Olivia Bruner and Kurt D. Bruner} 17755 } 17756 @proceedings {, 17757 title = {The pleasures and practices of virtualised consumption in digital spaces}, 17758 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17759 year = {2005}, 17760 abstract = {Videogames now enable players to spend virtual fortunes on exotic virtual goods and even create and sell virtual artefacts. Online consumers may also browse endlessly through virtual marketplaces and create and display virtual goods. These virtual commodities are desired and enjoyed as if they were real, but are not actually bought, or owned in a material sense {\textendash} often resulting in frustration amongst marketers. In this paper we account for virtualised consumption by highlighting its pleasures. We start by historicising the trend towards imaginary consumption practices, depicting virtual consumption as the latest stage in an ongoing transformation of consumption from a focus on utility through to emotional value, sign value and finally playful experience. Viewed from this perspective, we consider the role of emerging virtual consumption spaces as liminoid, transformational play-spaces and explore examples of consumer practices found in these spaces. Ultimately we argue that virtual spaces encourage the development of new consumption practices and therefore constitute the ability of the market to stimulate consumers{\textquoteright} imaginations in new and exciting ways based on digital play.}, 17761 keywords = {consumption, experiential marketing, liminoid, Video Games, virtual}, 17762 url = {http://www.digra.org/dl/db/06276.33335.pdf}, 17763 author = {Molesworth,Mike and Dengeri-Knott,Janice} 17764 } 17765 @proceedings {, 17766 title = {Possibilities of Non-Commercial Games: The Case of Amateur Role Playing Game Designers in Japan}, 17767 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17768 year = {2005}, 17769 abstract = {This paper examines amateur role-playing games designers in Japan and their games. By combining sociological studies of amateur game designers and content analysis of their games, it examines how non-commercial production of games by amateurs allows production of games of different kinds from commercial ones.}, 17770 keywords = {amateur game designer, game culture in Japan, non-commercial game, RPG Tkool 2000}, 17771 url = {http://www.digra.org/dl/db/06278.00101.pdf}, 17772 author = {Ito,Kenji} 17773 } 17774 @article {, 17775 title = {Practical and robust stenciled shadow volumes for hardware-accelerated rendering}, 17776 journal = {Computer Graphics Forum}, 17777 volume = {24}, 17778 number = {1}, 17779 year = {2005}, 17780 pages = {51-60}, 17781 type = {Article}, 17782 abstract = {Computer Graphics (CG) animations of natural phenomena are currently widely used for movies and in video games. Granular materials occur widely in nature, and therefore it is necessary that CG animations represent ground surfaces composed of a granular material as well as model deformations when the granular material comes into contact with other physical rigid objects (called solid objects). In this paper, we propose a deformation algorithm for ground surfaces composed of granular material. The deformation algorithm is divided into three steps: (1) detection of the collision between a solid object and the ground surface, (2) displacement of the granular material and (3) erosion of the material at steep slopes. The proposed algorithm can handle solid objects of various shapes, including concave polyhedra by additionally using a layered data structure called the Height Span Map. Furthermore, a texture sliding technique is presented to render the motion of granular materials. In addition, our implementation of the deformation algorithm can be used at interactive frame rates.}, 17783 keywords = {animation, deformation, granular material, ground surface}, 17784 isbn = {0167-7055}, 17785 author = {Onoue, K. and Nishita, T.} 17786 } 17787 @proceedings {, 17788 title = {The problem of other players; In-game collaboration as collective action}, 17789 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17790 year = {2005}, 17791 abstract = {This paper explores the development in game design of collaborative relationships between players, proposes a typology of such relationships and argues that one type of game design makes games a continuous experiment in collective action (Olson, 1971). By framing in-game conflict within the framework of economic game theory the paper seeks to highlight the importance of already well-developed models from other fields for the study of electronic games.}, 17792 keywords = {collective action, cooperation, economic game theory, Multiplayer games}, 17793 url = {http://www.digra.org/dl/db/06276.16354.pdf}, 17794 author = {Smith, Jonas Heide} 17795 } 17796 @article {, 17797 title = {Productive Players: online computer games{\textquoteright} challenge to conventional media forms}, 17798 journal = {Journal of Communication and Critical/Cultural Studies}, 17799 volume = {2}, 17800 number = {1}, 17801 year = {2005}, 17802 pages = {36-50}, 17803 abstract = {The online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated around ongoing development of the game features and playercreated content. The line between production and consumption of the text has become blurred, and the lines between social and economic relationships must be redrawn. This article explores these relationships, using EverQuest as a case study. It suggests that the dynamic, mutable, and emergent qualities of the online multiplayer game exceed the limits of the reifying processes embodied by copyright law and content regulation regimes.}, 17804 keywords = {MMOG}, 17805 url = {http://eprints.qut.edu.au/archive/00005232/}, 17806 author = {Humphreys, Sal} 17807 } 17808 @article {, 17809 title = {Productive users, intellectual property and governance: the challenges of computer games}, 17810 journal = {Media Arts Law Review}, 17811 volume = {10}, 17812 number = {4}, 17813 year = {2005}, 17814 pages = {299-310}, 17815 abstract = {Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This paper explores how production has moved from linear to networked and recursive models, involving users as producers in a variety of ways. It suggests that intellectual property and copyright law are based on linear models unsuited to these new forms. The paper further explores the definition of content in the context of social software such as Massively Multi-user Online Games and raises issues pertaining to community governance by publishers, who have moved beyond their traditional role as managers of property rights and into the role of managers of communities.}, 17816 keywords = {governance, Intellectual property}, 17817 url = {http://www.law.unimelb.edu.au/cmcl/malr/10-4-4\%20Humphreys\%20formatted\%20for\%20web.pdf}, 17818 author = {Humphreys, Sal} 17819 } 17820 @inbook {, 17821 title = {Psychological Effects of Video Games}, 17822 booktitle = {Handbook of Computer Game Studies}, 17823 year = {2005}, 17824 pages = {145-160}, 17825 publisher = {MIT Press}, 17826 organization = {MIT Press}, 17827 address = {Cambridge, MA}, 17828 isbn = {0262182408}, 17829 author = {Gunter,Barrie}, 17830 editor = {Raessens,Joost and Goldstein,Jeffrey} 17831 } 17832 @article {, 17833 title = {Psychological predictors of problem mobile phone use}, 17834 journal = {Cyberpsychology \& Behavior}, 17835 volume = {8}, 17836 number = {1}, 17837 year = {2005}, 17838 pages = {39-51}, 17839 type = {Article}, 17840 abstract = {Mobile phone use is banned or illegal under certain circumstances and in some jurisdictions. Nevertheless, some people still use their mobile phones despite recognized safety concerns, legislation, and informal bans. Drawing potential predictors from the addiction literature, this study sought to predict usage and, specifically, problematic mobile phone use from extraversion, self-esteem, neuroticism, gender, and age. To measure problem use, the Mobile Phone Problem Use Scale was devised and validated as a reliable self-report instrument, against the Addiction Potential Scale and overall mobile phone usage levels. Problem use was a function of age, extraversion, and low self-esteem, but not neuroticism. As extraverts are more likely to take risks, and young drivers feature prominently in automobile accidents, this study supports community concerns about mobile phone use, and identifies groups that should be targeted in any intervention campaigns.}, 17841 keywords = {Abuse, Addiction, cellular phones, computer use, Games, internet use, Personality, RISK, Sensation seeking, Traffic accidents}, 17842 isbn = {1094-9313}, 17843 author = {Bianchi, A. and Phillips, J. G.} 17844 } 17845 @proceedings {, 17846 title = {Public Diplomacy and Virtual Worlds}, 17847 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17848 year = {2005}, 17849 url = {http://www.digra.org/dl/}, 17850 author = {Fouts, Joshua and Thomas, Douglas} 17851 } 17852 @proceedings {, 17853 title = {A Realistic Reaction System for Modern Video Games}, 17854 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17855 year = {2005}, 17856 abstract = {The substantial growth of the video game industry has fueled a search for new technologies and methodologies for providing rich and rewarding experiences for players of modern video games. Many of the most popular games offer visually rich and compelling environments to support a higher level of believability and immersion for the players. Recent generations of games have also offered great advancements in areas like realistic physics, engaging audio, and believable artificial intelligence. Our current work, however, focuses on oft-overlooked and neglected area of development{\textendash}providing societal-like relationships between the characters and objects of the game world. A dynamic and reactive relationship system opens up new directions for interaction within a game world to be explored. In this paper, we discuss our work on the development of a realistic reaction system to support relationship modeling and representation in modern video games, and outline our experiences in using it to date.}, 17857 keywords = {Relationship modeling, relationship networks, relationships in video games}, 17858 url = {http://www.digra.org/dl/db/06276.19076.pdf}, 17859 author = {Gruenwodlt, Leif and Katchabaw, Michael and Danton, Stephen} 17860 } 17861 @article {, 17862 title = {Realistic real-time rendering of landscapes using billboard clouds}, 17863 journal = {Computer Graphics Forum}, 17864 volume = {24}, 17865 number = {3}, 17866 year = {2005}, 17867 pages = {507-516}, 17868 abstract = {We present techniques for realistic real-time rendering of complex landscapes that consist of many highly detailed plant models. The plants are approximated by dynamically changing sets of billboards. Realistic illumination is approximated using spherical harmonics. Since even the rendering of simple billboard cloud plants is too time consuming, the landscape in the background is approximated with shell textures. The combination of these techniques allows us to render large scenes in real-time with varying illumination, which is interesting for computer games and interactive visualization in landscaping and architecture as well as modelling.}, 17869 keywords = {Trees}, 17870 isbn = {0167-7055}, 17871 author = {Behrendt,S and Colditz,C and Franzke,O and Kopf,J and Deussen,O} 17872 } 17873 @article {, 17874 title = {Realizing the bullet time effect in multiplayer games with local perception filters}, 17875 journal = {Computer Networks}, 17876 volume = {49}, 17877 number = {1}, 17878 year = {2005}, 17879 pages = {27-37}, 17880 type = {Article}, 17881 abstract = {Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distortions in the rendered view, they can be modified to realize the bullet time effect, where a player can get more reaction time by slowing down the surrounding game world. In this paper, we examine the concepts behind local perception filters and extend them to cover artificially increased delays. The presented methods are implemented in a testbench program, which is used to study the usability and limitations of the approach. }, 17882 keywords = {bullet time, Computer games, environments, latency, multiplayer, networking, virtual}, 17883 isbn = {1389-1286}, 17884 author = {Smed,J and Niinisalo, H. and Hakonen,H} 17885 } 17886 @article {, 17887 title = {Real-time animation of water with rigid body interaction}, 17888 journal = {Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers}, 17889 volume = {59}, 17890 number = {10}, 17891 year = {2005}, 17892 pages = {1488-1493}, 17893 abstract = {Real-time rendering of realistic motion of fluids is a method that immerses a player into an interactive application such as computer games. Interaction of fluids with rigid bodies is important because fluids and rigid bodies move influencing each other. Fluid simulation based on Computational Fluid Dynamics (CFD) is useful for rendering a visually plausible behaviour of fluids. However, due to the high computational cost of CFD, real-time rendering of fluids needs a fast simulation. This paper describes the particle-based fluid simulation based on Smoothed Particle Hydrodynamics which includes interactions between fluids and rigid bodies, its fast implementation, and the manner of rendering a realistic water surface with optical phenomena such as reflection, refraction, and the Fresnel effect. The proposed method enables real-time animation of water with rigid body interaction. 17894 }, 17895 keywords = {animation, Computational fluid dynamics, Computer games, computer simulation, Flow of fluids, Fluid simulation, Hydrodynamics, Real time systems, real-time animation, Rigid body interactions, Water}, 17896 author = {Amada, T. and Imura, M. and Yasumuro, Y. and Manabe, Y. and Chihara, K.} 17897 } 17898 @article {, 17899 title = {Real-time neuroevolution in the NERO video game}, 17900 journal = {IEEE Transactions on Evolutionary Computation}, 17901 volume = {9}, 17902 number = {6}, 17903 year = {2005}, 17904 pages = {653-668}, 17905 type = {Article}, 17906 abstract = {In most modern video games, character behavior is scripted; no matter how many times the player exploits a weakness, that weakness is never repaired. Yet, if game characters could learn through interacting with the player, behavior could improve as the game is played, keeping it interesting. This paper introduces the real-time Neuroevolution of Augmenting Topologies (rtNEAT) method for evolving increasingly complex artificial neural networks in real time, as a game is being played. The rtNEAT method allows agents to change and improve during the game. In fact, rtNEAT makes possible an entirely new genre of video games in which the player trains a team of agents through a series of customized exercises. To demonstrate this concept, the Neuroevolving Robotic Operatives (NERO) game was built based on rtNEAT. In NERO, the player trains a team of virtual robots for combat against other players{\textquoteright} teams. This paper describes results from this novel application of machine learning, and demonstrates that rtNEAT makes possible video games like NERO where agents evolve and adapt in real time. In the future, rtNEAT may allow new kinds of educational and training applications through interactive and adapting games.}, 17907 keywords = {Algorithm, artificial neural-networks, augmenting topologies (NEAT), evolution, genes, interactive, neural networks, neuroevolution, neuroevolving robotic operatives (NERO), online, real-time, Topologies, Video Games}, 17908 isbn = {1089-778X}, 17909 url = {http://www.cse.unr.edu/~bdbryant/papers/stanley.ieeetec05.pdf}, 17910 author = {Stanley, K. O. and Bryant, B. D. and Miikkulainen, R.} 17911 } 17912 @article {, 17913 title = {Relationship between gambling and video-game playing: A response to Johansson and Gotestam}, 17914 journal = {Psychological Reports}, 17915 volume = {96}, 17916 number = {3}, 17917 year = {2005}, 17918 pages = {644-646}, 17919 type = {Article}, 17920 abstract = {This paper reviews the many similarities and commonalities between video-game playing and slot machine gambling in response to Johansson and Gorestam in 2004.}, 17921 keywords = {adolescence, Arousal, Computer games, gamblers}, 17922 isbn = {0033-2941}, 17923 author = {Griffiths, M} 17924 } 17925 @article {, 17926 title = {Relationships between spatial activities and scores on the mental rotation test as a function of sex}, 17927 journal = {Perceptual and Motor Skills}, 17928 volume = {100}, 17929 number = {3}, 17930 year = {2005}, 17931 pages = {877-881}, 17932 abstract = {Previous results suggested that female college students{\textquoteright} scores on the Mental Rotations Test might be related to their prior experience with spatial tasks. For example, women who played video games scored better on the test than their non-game-playing peers, whereas playing video games was not related to men{\textquoteright}s scores. The present study examined whether participation in different types of spatial activities would be related to women{\textquoteright}s performance on the Mental Rotations Test. 31 men and 59 women enrolled at a small, private church-affiliated university and majoring in art or music as well as students who participated in intercollegiate athletics completed the Mental Rotations Test. Women{\textquoteright}s scores on the Mental Rotations Test benefitted from experience with spatial activities; the more types of experience the women had, the better their scores. Thus women who were athletes, musicians, or artists scored better than those women who had no experience with these activities. The opposite results were found for the men. Efforts are currently underway to assess how length of experience and which types of experience are related to scores.}, 17933 keywords = {difference, gender-differences, Girls, Orientation, Performance, task}, 17934 isbn = {0031-5125}, 17935 author = {Ginn,S R and Pickens,S J} 17936 } 17937 @inbook {, 17938 title = {Renaissance Now! The Gamers{\textquoteright} Perspective}, 17939 booktitle = {Handbook of Computer Game Studies}, 17940 year = {2005}, 17941 pages = {415-421}, 17942 publisher = {MIT Press}, 17943 organization = {MIT Press}, 17944 address = {Cambridge, MA}, 17945 isbn = {0262182408}, 17946 author = {Rushkoff,Douglas}, 17947 editor = {Raessens,Joost and Goldstein,Jeffrey} 17948 } 17949 @proceedings {, 17950 title = {Research as Design-Design as Research}, 17951 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 17952 year = {2005}, 17953 abstract = {This paper details a research methodology that emerged during an inquiry into game design aimed at promoting conceptual learning in physics. The methodology, Research as Design-Design as Research (RADDAR), is outlined and a case study example is provided as means to illustrate its application.}, 17954 keywords = {design, Game, methodology, RADDAR, research}, 17955 url = {http://www.digra.org/dl/db/06278.40383.pdf}, 17956 author = {Stapleton,Andrew} 17957 } 17958 @article {, 17959 title = {Is the resource-based {\textquoteright}view{\textquoteright} a useful perspective for SHRM research? The case of the video game industry}, 17960 journal = {International Journal of Technology Management}, 17961 volume = {31}, 17962 number = {3-4}, 17963 year = {2005}, 17964 pages = {204-221}, 17965 abstract = {The purpose of this paper is to present the results of an exploratory empirical research carried out in 2001-2002, amongst 20 firms in the French video game industry. The objective of this research was to analyse the SHRM of these companies and to test the relevance of the Resource Based View of the firm, which states that Human Resources are all the more crucial for a given firm as they are specific, non imitable and socially complex (Coff, R. (1997) Academy of Management Review, Vol. 22, No. 2, pp.374-402.). On the basis of semi-directive interviews of HR operators, the stake was to characterise the HR practices of each company in connection with its strategy and development stage. We thus obtained a snapshot of SHRM{\textquoteright}s various profiles existing in this sector. We further analyse the possible rationales to explain a paradoxical finding: video games companies, as they grow, tend to get rid of their specific, socially complex and causally ambiguous assets (namely the creative skills) in favour of more generic set of skills (namely, the management skills).}, 17966 keywords = {Assets, Firm, Management}, 17967 isbn = {0267-5730}, 17968 author = {Autier, F and Picq, T} 17969 } 17970 @inbook {, 17971 title = {The Role of Artificial Intelligence in Computer Game Genres}, 17972 booktitle = {Handbook of Computer Game Studies}, 17973 year = {2005}, 17974 pages = {205-215}, 17975 publisher = {MIT Press}, 17976 organization = {MIT Press}, 17977 address = {Cambridge, MA}, 17978 isbn = {0262182408}, 17979 author = {John E. Laird and Michael van Lent}, 17980 editor = {Raessens,Joost and Goldstein,Jeffrey} 17981 } 17982 @article {, 17983 title = {The role of computer games in measuring spirometry in healthy and {\textquoteright}asthmatic{\textquoteright} preschool children}, 17984 journal = {Chest}, 17985 volume = {128}, 17986 number = {3}, 17987 year = {2005}, 17988 pages = {1146-1155}, 17989 type = {Article}, 17990 abstract = {Study objectives: To explore the role of respiratory interactive computer games in teaching spirometry to preschool children, and to examine whether the spirometry data achieved are compatible with acceptable criteria for adults and with published data for healthy preschool children, and whether spirometry at this age can assess airway, obstruction. Design: Feasibility study. Settings: Community kindergartens around Israel and a tertiary pediatric pulmonary clinic. Participants: Healthy and asthmatic preschool children (age range, 2.0 to 6.5 years). Intervention: Multitarget interactive spirometry games including three targets: full inspiration before expiration, instant forced expiration, an long expiration to residual volume. Measurements and results: One hundred nine healthy, and 157 asthmatic children succeeded in performing adequate spirometry using a multitarget interactive spirometry game. American Thoracic Society (ATS)/European Respiratory, Society spirometry criteria for adults for the start of the test, and repeatability were met. Expiration time increased with age (1.3 +/- 0.3 s at 3 years to 1.9 +/- 0.3 s at 6 years [+/- SD], p < 0.05). FVC and flow rates increased with age, while FEV1/FVC decreased. Healthy children had FVC and FEV1 values similar to those of previous preschool studies, but flows were significantly higher (> 1.5 SD for forced expiratory flow at 50\% of vital capacity [FEF50] and forced expiratory flow at 75\% of vital capacity, [FEF75] p < 0005). The descending part of the flow/volume curve was convex in 2.5- to 3.5-year-old patients, resembling that of infants, while in 5- to 6-year-old patients, there was linear decay. Asthma severity by Global Initiative for Asthma guidelines correlated with longer expiration time (1.7 +/- 0.4 s; p < 0.03) and lower FEF50 (32 to 63\%; p < 0.001) compared to healthy children. Bronchodilators improved FEV1 by 10 to 13\% and FEF50 by 38 to 56\% of baseline. Conclusions: Interactive respiratory games can facilitate spirometry in very young children, yielding results that conform to most of the ATS criteria established for adults and published data for healthy preschool children. Spirometric indexes correlated with degree of asthma severity.}, 17991 keywords = {Abnormalities, asthma, Disease, infants, lung, preschool children, Pulmonary-function, respiratory interactive computer games, spirometry}, 17992 isbn = {0012-3692}, 17993 author = {Vilozni, D. and Barak, A. and Efrati, O. and Angarten, A. and Springer, C. and Yahav, Y. and Bentur, L.} 17994 } 17995 @article {, 17996 title = {Rule Sets, Cheating, and Magic Circles: Studying Games and Ethics}, 17997 journal = {International Review of Information Ethics}, 17998 volume = {4}, 17999 year = {2005}, 18000 abstract = {This paper provides frameworks for understanding how ethics might be expressed in gameplay situations, and how we can study the ethical frameworks that games offer to players. There are many ways to delve into such topics, and this paper considers only a few approaches. It briefly surveys some of the important ques-tions and critiques arising from audience studies, theories of play and games, and work on cheating, and begins to build a framework for considering ethics in relation to games and players that transcends the {\textquotedblleft}place apart{\textquotedblright} that games are often constructed as.}, 18001 url = {http://www.i-r-i-e.net/inhalt/004/Consalvo.pdf}, 18002 author = {Consalvo,Mia} 18003 } 18004 @proceedings {, 18005 title = {Scenejo: An Interactive Storytelling Platform}, 18006 journal = {International Conference on Virtual Storytelling}, 18007 year = {2005}, 18008 pages = {77-80}, 18009 author = {Weiss, Sebastian and M{\"u}ller, Wolfgang and Spierling,Ulrike and Steimle, Florian} 18010 } 18011 @article {, 18012 title = {The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design}, 18013 journal = {Game Studies}, 18014 volume = {5}, 18015 number = {1}, 18016 year = {2005}, 18017 abstract = {The concept of a ludic systems encompasses a family of media forms and experiences involving elements of simulation, game play and narrative or story construction. These three elements can be regarded as different classes of semiotic systems, or systems of meaning, having their own structuring principles and methods of informing experience. For any particular ludic system, such as a computer game, time structure can be considered in terms of a number of distinct layers of meaning analogous to the levels of encoding identified in structuralist narrative theory: a generation level, a simulation level, a performance level and a discourse level. The simulation, performance and discourse levels correspond to the semiotic domains of simulations, games and narratives. For any specific ludic system, the overall design approach relating to how the designer intends the players{\textquoteright} experience to be structured, as the core of interactive engagement and immersion, can be based upon emphasizing one of these three primary forms, or integrating more than one form by various strategies. Adopting a structural semiotic approach to modeling these layers of meaning provides a foundation for more clearly integrating design choices within a coherent overall concept, as well as laying the foundations for a more systematic study of possible correlations between design features and player affects.}, 18018 keywords = {Academic-achievement, analysis, game design, measurements, methodologies, semiotics}, 18019 url = {http://gamestudies.org/0501/lindley/}, 18020 author = {Lindley,Craig A} 18021 } 18022 @inbook {, 18023 title = {Serious Play: Playing with Race in Contemporary Gaming Culture}, 18024 booktitle = {Handbook of Computer Game Studies}, 18025 year = {2005}, 18026 pages = {311-325}, 18027 publisher = {MIT Press}, 18028 organization = {MIT Press}, 18029 address = {Cambridge, MA}, 18030 isbn = {0262182408}, 18031 author = {Anna Everett}, 18032 editor = {Raessens,Joost and Goldstein,Jeffrey} 18033 } 18034 @proceedings {, 18035 title = {Sex in Games: Representing and Desiring the Virtual}, 18036 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18037 year = {2005}, 18038 abstract = {No sooner is a visual medium invented than it becomes used for pornographic representation - games are no exception. This paper chronicles depictions of sexual intercourse within game content and the presence of pornographic imagery that utilizes the game aesthetic whilst attempting to examine some of the motivation behind its creation and use. Unlike historical accounts of the stimulating effects of art, such as men{\textquoteright}s arousal at the realism of Sansorino{\textquoteright}s nude Venus, or Pliny{\textquoteright}s account of a man{\textquoteright}s infatuation with the sculpture of Aphrodite of Caridos, sex in games exists within a cyber-culture that offers access to a broad range of erotic, graphic and specialized pornographic materials. The authenticity of digitally mediated experiences {\textendash} desire-driven assemblages of the social and technological {\textendash} is given consideration in terms of whether the perceptual nature of sexuality is undergoing a transformation, allowing for wider patterns of variation in erotic sub-cultures. This paper recognizes how these sub-cultures remain focused upon, and constructed around phallocentric fantasies and desires, but begins to reflect on how the substance of the body and the sexual object is continuing to shift and diversify.}, 18039 keywords = {Arousal, Celebrity, Effects Debate, Pornography, Sex, Visual Culture}, 18040 url = {http://www.digra.org/dl/db/06276.54317.pdf}, 18041 author = {Schott, Gareth} 18042 } 18043 @proceedings {, 18044 title = {Simulating the Storytelling Qualities of Life: Telling Stories with the Sims}, 18045 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18046 year = {2005}, 18047 abstract = {The stories vs. games debate has been prominent during the early years of game studies, and few other perspectives have been introduced to the discussion. In the paper, Game Researcher and Concept Designer Satu Heli{\"o} from Sulake Corporation introduces new concepts with which to approach the supposed divide. She argues that concepts such as narrative mindset and social schema provide better means to understand game features and player motivations regarding such game genres as role-playing games and popular game series such as The Sims.}, 18048 keywords = {ludology, narrative mindset, narrativity, Narratology, The Sims}, 18049 url = {http://www.digra.org/dl/db/06276.29242.pdf}, 18050 author = {Heli{\"o}, Satu} 18051 } 18052 @inbook {, 18053 title = {Simulation, History, and Computer Games}, 18054 booktitle = {Handbook of Computer Game Studies}, 18055 year = {2005}, 18056 pages = {327-338}, 18057 publisher = {MIT Press}, 18058 organization = {MIT Press}, 18059 address = {Cambridge, MA}, 18060 isbn = {0262182408}, 18061 author = {William Uricchio}, 18062 editor = {Raessens,Joost and Goldstein,Jeffrey} 18063 } 18064 @article {, 18065 title = {Single view compositing with shadows}, 18066 journal = {Visual Computer}, 18067 volume = {21}, 18068 number = {8-10}, 18069 year = {2005}, 18070 pages = {639-648}, 18071 abstract = {In this paper, we describe how geometrically correct and visually realistic shadows may be computed for objects composited into a single view of a target scene. Compared to traditional single view compositing methods, which either do not deal with the shadow effects or manually create the shadows for the composited objects, our approach efficiently utilizes the geometric and photometric constraints extracted from a single target image to synthesize the shadows consistent with the overall target scene for the inserted objects. In particular, we explore (i) the constraints provided by imaged scene structure, e.g. vanishing points of orthogonal directions, for camera calibration and thus explicit determination of the locations of the camera and the light source; (ii) the relatively weaker geometric constraint, the planar homology, that models the imaged shadow relations when explicit camera calibration is not possible; and (iii) the photometric constraints that are required to match the color characteristics of the synthesized shadows with those of the original scene. For each constraint, we demonstrate the working examples followed by our observations. To show the accuracy and the applications of the proposed method, we present the results for a variety of target scenes, including footage from commercial Hollywood movies and 3D video games.}, 18072 keywords = {Camera Calibration, Video}, 18073 isbn = {0178-2789}, 18074 author = {Cao,X C and Shen,Y P and Shah,M and Foroosh,H} 18075 } 18076 @inbook {, 18077 title = {Slots of Fun, Slots of Trouble: An Archaeology of Arcade Gaming}, 18078 booktitle = {Handbook of Computer Game Studies}, 18079 year = {2005}, 18080 pages = {3-21}, 18081 publisher = {MIT Press}, 18082 organization = {MIT Press}, 18083 address = {Cambridge, MA}, 18084 isbn = {0262182408}, 18085 url = {http://mitpress.mit.edu/books/chapters/0262182408chap1.pdf}, 18086 author = {Erkki Huhtamo}, 18087 editor = {Raessens,Joost and Goldstein,Jeffrey} 18088 } 18089 @inbook {, 18090 title = {SMIL-based eLearning wrapper for incorporating computer games on personalized multimedia course materials}, 18091 booktitle = {Web and Communication Technologies and Internet -Related Social Issues - Hsi 2005}, 18092 series = {Lecture Notes in Computer Science}, 18093 volume = {3597}, 18094 year = {2005}, 18095 pages = {270-281}, 18096 publisher = {Springer-Verlag Berlin}, 18097 organization = {Springer-Verlag Berlin}, 18098 address = {Berlin}, 18099 abstract = {A dramatic increase in the development of technology-based teaching and learning has been witnessed in the past decade. Many universities and corporations have started to rethink the design and implementation of learning systems. In particular, these systems do not have powerful multimedia retrieval features for responding to student enquiries based on individual students{\textquoteright} background and interests. In this paper, we present a SMIL-based approach to manage text, graphics, audios, and videos for incorporating computer games on personalized media-based course materials to satisfy the needs of individual students. In particular, we incorporate computer games in the personalized course materials so as to further promote learning interest, motivate thinking, and retain students learning on the Internet. The facilities and capabilities of user profiles, XML, game engine, and SMIL are incorporated and utilized in a prototype system that has been presented by RealOne on the PC platform.}, 18100 isbn = {0302-9743}, 18101 author = {Leung, Elvis Wai Chung and Li, Frederick W. B. and Li, Qing and Lau, Rynson W. H.} 18102 } 18103 @article {, 18104 title = {Social and ethical considerations in virtual worlds}, 18105 journal = {Electronic Library}, 18106 volume = {23}, 18107 number = {5}, 18108 year = {2005}, 18109 pages = {539-546}, 18110 type = {Article}, 18111 abstract = {Purpose - The computer has evolved from a tool used solely for business, research and governmental purposes to an instrument characterized by social interaction in virtual worlds. In this context, like-minded people can converse and interact online in ways that are both enjoyable and satisfying. However, virtual worlds also bring with them cause for concern. These concerns include but are not limited to - the loss of one{\textquoteright}s privacy, the fear of being exploited, and the loss of identity. This paper seeks to investigate the cur-rent state of affairs of online virtual worlds in terms of what many people deem acceptable and unacceptable forms of behavior. Design/methodology/approach - A study is presented that explores the unmonitored distribution of electronic materials through the internet. Available technologies are surveyed and recommendations made based on these analyses. Findings - This paper has shown that effective enforcement of online behavior is, at least, a very complicated undertaking - not one that will be quickly or easily solved. However, it demonstrates a number of techniques people may use today to protect themselves and those around them. Originality/value - A number of techniques are described to help people traverse virtual worlds in a safe secure and confident manner. This includes recommendations for people of all ages, from children through to adults.}, 18112 keywords = {ethics, privacy, social interaction, Video Games}, 18113 isbn = {0264-0473}, 18114 author = {Kerbs, R. W.} 18115 } 18116 @proceedings {, 18117 title = {Socially Adaptable Games}, 18118 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18119 year = {2005}, 18120 abstract = {This paper introduces the concept of Social Adaptability, a characteristic of games that are explicitly designed to function in changing social environments, and provides initial guidelines for how to design games so that they have this characteristic. The guidelines are based upon analysis of related concepts, types of social roles players can have in games, and how social environments in games can change during gameplay.}, 18121 keywords = {board games, game design, social adaptability}, 18122 url = {http://www.digra.org/dl/db/06276.45288.pdf}, 18123 author = {Eriksson,Daniel and Bj{\"o}rk,Staffan and Peitz,Johan} 18124 } 18125 @proceedings {, 18126 title = {socio-ec(h)o: Ambient Intelligence and Gameplay}, 18127 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18128 year = {2005}, 18129 abstract = {This paper describes the preliminary research of an ambient intelligent system known as socio-ec(h)o. socio-ec(h)o explores the design and implementation of an ambient intelligent system for sensing and display, user modeling, and interaction models based on game structures. Our interaction model is based on a game structure including levels, body states, goals and game skills. Body states are the body movements and positions that players must discover in order to complete a level and in turn represent a learned game skill. The paper provides an overview of background concepts and related research. We describe the game structure and prototype of our environment. We discuss games research concepts we utilized and our approach to group user models based on Richard Bartle{\textquoteright}s game types. We explain the role of embodied cognition within our design and elaborate on what we chose to encode as embodied actions, cognition and communication. We describe how we utilized selective responses that were real-time, gradient, provided rewards and were unique to different group user models. We introduce our approach to designing ambient intelligent systems that is ecologically inspired. We stress the empirical nature of the design work and the role of participatory design in developing our system.}, 18130 keywords = {Ambient intelligence, audio, embodied, motion-capture, physical play, puzzles, responsive environment, user model}, 18131 url = {http://www.digra.org/dl/db/06276.35072.pdf}, 18132 author = {Wakkary, Ron and Hatala, Marek and Lovell, Robb and Droumeva, Milena and Antle, Alissa Nicole and Evernden, Dale and Bizzocchi,Jim} 18133 } 18134 @proceedings {, 18135 title = {A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences}, 18136 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18137 year = {2005}, 18138 abstract = {The advent of multiplayer online games brings new actors into the development scene and redefines traditional roles and interactions. Anchored on studies of the role of context in human interaction we argue for a view of multiplayer online games as sociotechnical constructs, and of their {\textquotedblleft}development{\textquotedblright} as an ongoing process of context engineering. By recognizing the new interplay of actors that extends from design time well into play time we attempt to transcend the technological determinism of approaches that focus on technological devices as determinants of the game experience. Using Actor-Network Theory constructs we propose an alternative perspective that takes context as the development object and technical artifacts, social and game rules, roles, playing and organizational strategies and practices as media designed to influence the emergence of the heterogeneous sociotechnical networks governing online game experiences. Finally, we outline challenges for the innovation of designer and player roles.}, 18139 keywords = {Actor-Network Theory, Context Engineering, Multiplayer Online Games, Sociotechnical Development Approach}, 18140 url = {http://www.digra.org/dl/db/06276.22478.pdf}, 18141 author = {Roque,Licinio} 18142 } 18143 @article {, 18144 title = {Space-themed videogames: an effective way to promote space}, 18145 journal = {Electronic Library}, 18146 volume = {23}, 18147 number = {5}, 18148 year = {2005}, 18149 pages = {553-566}, 18150 type = {Article}, 18151 abstract = {Purpose - The aim of this paper is to describe the potential of the videogame as a mass communication medium and to propose a videogame-based public outreach strategy for education and inspiration to space science and space activities. Design/methodology/approach - The objective was achieved by means of a semiotic approach to the medium under discussion. The subject scope of the paper was further developed and supported by an overview of existing case studies related to the topic. Based on the aforementioned analysis and on original ideas, new concepts and strategies on the subject are proposed. Findings - The videogame medium has excellent potential for promotion, marketing and educational applications. Moreover, spin-off applications in the field of simulation-based research can also be envisioned. The proposed concepts, although specifically referring to the space sector, are applicable to many other industrial and non-industrial fields, including libraries. Practical implications - The paper hints at many possible spin-off applications for videogames in the field of communication, marketing and simulation-based research. Originality/value - The concepts proposed in the paper outline novel marketing and outreach strategies (together with other spin-off applications) based on a rather underestimated medium, i.e. the videogame, which has yet to receive proper attention from scholars.}, 18152 keywords = {education, simulation, space sciences, Video Games}, 18153 isbn = {0264-0473}, 18154 author = {Scatteia, L.} 18155 } 18156 @article {, 18157 title = {Stand up and take your place: identifying narrative elements in narrative adventure and role-play games}, 18158 journal = {ACM Computers in Entertainment}, 18159 volume = {3}, 18160 number = {1}, 18161 year = {2005}, 18162 pages = {6-6}, 18163 isbn = {1544-3574}, 18164 author = {Mallon, Bride and Webb, Brian} 18165 } 18166 @inbook {, 18167 title = {A structured expert evaluation method for the evaluation of children{\textquoteright}s computer games}, 18168 booktitle = {Human-Computer Interaction - Interact 2005, Proceedings}, 18169 series = {Lecture Notes in Computer Science}, 18170 volume = {3585}, 18171 year = {2005}, 18172 pages = {457-469}, 18173 publisher = {Springer-Verlag Berlin}, 18174 organization = {Springer-Verlag Berlin}, 18175 address = {Berlin}, 18176 abstract = {Inspection-based evaluation methods predicting usability problems can be applied for evaluating products without involving users. A new method (named SEEM), inspired by Norman{\textquoteright}s theory-of-action model [18] and Malone{\textquoteright}s concepts of fun [15], is described for predicting usability and fun problems in children{\textquoteright}s computer games. This paper describes a study to assess SEEM{\textquoteright}s quality. The results show that the experts in the study predicted about 76\% of the problems found in a user test. The validity of SEEM is quite promising. Furthermore, the participating experts were able to apply the inspection-questions in an appropriate manner. Based on this first study ideas for improving the method are presented.}, 18177 keywords = {design, Usability evaluation methods}, 18178 isbn = {0302-9743}, 18179 author = {Baauw, E. and Bekker, M. A. and Barendregt, W.} 18180 } 18181 @book {, 18182 title = {Synthetic Worlds: The Business and Culture of Online Games}, 18183 year = {2005}, 18184 publisher = {University Of Chicago Press}, 18185 organization = {University Of Chicago Press}, 18186 isbn = {0226096262}, 18187 author = {Castronova, Edward} 18188 } 18189 @proceedings {, 18190 title = {A systematic classification of cheating in online games}, 18191 journal = {NetGames {\textquoteright}05: Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games}, 18192 year = {2005}, 18193 pages = {1-9}, 18194 address = {Hawthorne, NY}, 18195 isbn = {1-59593-156-2}, 18196 author = {Yan, Jeff and Randell, Brian} 18197 } 18198 @proceedings {, 18199 title = {Tangible Interfaces for Pervasive Gaming}, 18200 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18201 year = {2005}, 18202 abstract = {With pervasive gaming, novel types of games have recently emerged. The idea is to apply pervasive computing technology - which embeds computers in real-world, everyday environments - to games. By bringing gaming back to natural, social interaction spaces, pervasive gaming aims to overcome some restrictions of conventional computer games: Players are no longer tied to computer screens and human-human interaction is not constrained by graphical user interfaces (GUIs), which is a crucial aspect of traditional non-computer games. Our approach to pervasive gaming also builds on tangible user interfaces (TUIs) where players interact with the game environment by physically grasping and moving real-world objects. In this paper, we propose a simple and cost-effective, but efficient and powerful approach to tangible and pervasive gaming based on Phidgets. The framework, as well as two example games, have been developed as part of a Game Design course at the ISNM.}, 18203 keywords = {pervasive gaming, Phidgets, Tangible Interfaces}, 18204 url = {http://www.digra.org/dl/db/06278.36260.pdf}, 18205 author = {Schrader,Andreas and Jung,Bernhard and Carlson,Darren} 18206 } 18207 @proceedings {, 18208 title = {Telling Stories Knowing Nothing: Tackling the Lack of Common Sense Knowledge in Story Generation Systems}, 18209 journal = {International Conference on Virtual Storytelling}, 18210 year = {2005}, 18211 pages = {189-198}, 18212 author = {Struck, Hans-Georg} 18213 } 18214 @article {, 18215 title = {Texture mapping on surfaces of arbitrary topology using norm preserving-based optimization}, 18216 journal = {Visual Computer}, 18217 volume = {21}, 18218 number = {8-10}, 18219 year = {2005}, 18220 pages = {783-790}, 18221 type = {Article}, 18222 abstract = {A simple and yet highly efficient, high-quality texture mapping method for surfaces of arbitrary topology is presented. The new method projects the given surface from the 3D object space into the 2D texture space to identify the 2D texture structure that will be used to texture the surface. The object space to texture space projection is optimized to ensure minimum distortion of the texture mapping process. The optimization is achieved through a commonly used norm preserving minimization process on edges of the surface. The main difference here is, by using an initial value approach, the optimization problem can be set up as a quadratic programming problem and, consequently, solved by a linear least squares method. Three methods to choose a good initial value are presented. Test cases show that the new method works well on surfaces of arbitrary topology, with the exception of surfaces with exceptionally abnormal curvature distribution. Other advantages of the new method include uniformity and seamlessness of the texture mapping process. The new method is suitable for applications that do not require precise texture mapping results but demand highly efficient mapping process such as computer animation or video games.}, 18223 keywords = {Bounds, optimization, realistic rendering, Subject, texture mapping}, 18224 isbn = {0178-2789}, 18225 author = {Lai, S. H. and Cheng, F. H.} 18226 } 18227 @proceedings {, 18228 title = {Theory as Game: Designing the Game Game}, 18229 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18230 year = {2005}, 18231 abstract = {Is there a way to analyze games by the means of a game? Is there a way to brainstorm game ideas and design solutions through theory? Finnish scholar and game designer Aki J{\"a}rvinen presents an approach where a card game meets design meets game studies. The approach presented in the paper is similar to Scott McCloud{\textquoteright}s Understanding Comics: a theory of comics in the form of a comic book. Respectively, the {\textquoteleft}Gamegame{\textquoteright} is a card game where the players design games by collecting elements that make up a design for a game. This paper introduces the theoretical premises of the case study and situates it into the contexts of game studies and design. In addition, the paper summarises some aspects of the design process and the dilemmas it has presented, and analyses their subsequent solutions. Experiences form play-testing and using the game in industry contexts are also discussed briefly.}, 18232 keywords = {brainstorming, concept design, design research, edugaming, game design, game studies}, 18233 url = {http://www.digra.org/dl/db/06276.43287.pdf}, 18234 author = {J{\"a}rvinen,Aki} 18235 } 18236 @inbook {, 18237 title = {The Therapeutic Value of Video Games}, 18238 booktitle = {Handbook of Computer Game Studies}, 18239 year = {2005}, 18240 pages = {161-171}, 18241 publisher = {MIT Press}, 18242 organization = {MIT Press}, 18243 address = {Cambridge, MA}, 18244 isbn = {0262182408}, 18245 author = {Griffiths,Mark}, 18246 editor = {Raessens,Joost and Goldstein,Jeffrey} 18247 } 18248 @proceedings {, 18249 title = {The things we learned on Liberty Island: designing games to help people become competent game players}, 18250 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18251 year = {2005}, 18252 abstract = {The relationship between games and learning has, predominantly, either treated games as potential educational content or only considered the social contexts of learning from games at a general level. A methodology has been developed that permits the detailed analysis of how people learn from particular instances of game play. This is used to study two approaches to playing Deus Ex, one involving the training level and one neglecting this. The study reveals what players learnt, the playing strategies they developed, the way in which these strategies evolved and also how previous experience was transferred to this new context. Conclusions are drawn about the value of training levels and the importance of designing games in a way that recognizes previous gaming experience. The study also has implications for defining game genres, for decisions about the inclusion of design features such as quick saves and for the design of AI scripts.}, 18253 keywords = {Activity Theory, game design, learning, PLAY}, 18254 url = {http://www.digra.org/dl/db/06276.22378.pdf}, 18255 author = {Oliver, Martin and Pelletier, Caroline} 18256 } 18257 @book {, 18258 title = {This Is Not A Game: A Guide to Alternate Reality Gaming}, 18259 year = {2005}, 18260 note = {See also http://www.lulu.com/content/99444}, 18261 publisher = {Lulu.com}, 18262 organization = {Lulu.com}, 18263 abstract = {Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where reality ends and fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to this exciting new world.}, 18264 isbn = {1411625951}, 18265 url = {http://www.immersivegaming.com/}, 18266 author = {Dave Szulborski} 18267 } 18268 @article {, 18269 title = {To enter the castle of fear: Engendering children{\textquoteright}s story writing from home to school at KS2}, 18270 journal = {Gender and Education}, 18271 volume = {17}, 18272 number = {1}, 18273 year = {2005}, 18274 pages = {57-73}, 18275 type = {Article}, 18276 abstract = {This paper describes a small-scale writing project in which a class of KS 2 primary pupils were invited to import their own narrative interests into a task designed by their teacher and the researcher within the constraints of the National Literacy Strategy. By employing an adventure genre, based on problem and puzzle solving, pupils were encouraged to introduce familiar scenarios and characters from their favourite stories in books, comics, videos or computer games. The work produced has been analyzed to highlight the different ways in which boys and girls engaged with key aspects of narrative and how this enabled discussion of gendered literacy practices in which boys and girls held an equal stake. The author discusses the importance of developing strategies by means of which children{\textquoteright}s understanding and transformations of their preferred modes of narrative pleasures can be housed within the current literacy framework.}, 18277 keywords = {literacy}, 18278 isbn = {0954-0253}, 18279 author = {Millard, E.} 18280 } 18281 @proceedings {, 18282 title = {{\textquoteright}A Totally Different World{\textquoteright}: Playing and Learning in Multi-User Virtual Environments}, 18283 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18284 year = {2005}, 18285 abstract = {This study examines children{\textquoteright}s perceptions of their experiences in two science-oriented multi-user virtual environments (MUVEs), River City and Whyville. Sixth-grade students were asked how they would rate and compare different features of these environments. The children rated River City as providing greater educational benefits but preferred communicating with real people in Whyville as opposed to River City{\textquoteright}s computer-based agents. They felt more integrated into the community in Whyville, where they enjoyed equal participation with other members, than as guests to the virtual town of River City. Finally, children rated their enjoyment at customizing their unique Whyville avatars higher than when selecting a pre-constructed avatar in River City; however, they rated both MUVEs highly when asked about seeing their avatars onscreen.}, 18286 keywords = {Computers, learning environments, Science, Technology}, 18287 url = {http://www.digra.org/dl/db/06276.05114.pdf}, 18288 author = {Kao,Linda and Galas,Cathleen and Kafai, Yasmin B.} 18289 } 18290 @proceedings {2344, 18291 title = {Towards an Ontological Language for Game Analysis}, 18292 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18293 year = {2005}, 18294 abstract = {The Game Ontology Project (GOP) is creating a framework for describing, analyzing and studying games, by defining a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or particular research questions are explored. The top level of the ontology (interface, rules, goals, entities, and entity manipulation) is described as well as a particular ontological entry. Finally, by engaging in three short discussions centered on relevant games studies research questions, the ontology{\textquoteright}s utility is demonstrated.}, 18295 keywords = {Game analysis, game design, ontology}, 18296 url = {http://www.digra.org/dl/db/06276.09313.pdf}, 18297 author = {Zagal, Jose P. and Mateas,Michael and Fern{\'a}ndez-Vara,Clara and Hochhalter, Brian and Lichti, Nolan} 18298 } 18299 @proceedings {, 18300 title = {Towards Emotionally Adapted Games based on User Controlled Emotion Knobs}, 18301 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18302 year = {2005}, 18303 abstract = {The paper presents an approach to a gaming personalization system to systematically facilitate or avoid user-selected emotions during gameplay with control knobs that regulate the emotional impact of the game. Underlying the framework is a Psychological Customization system that entails personalization of the way of presenting information (user interface, visual layouts, modalities, narrative and temporal structures and other factors) per user or user group to create desired transient psychological effects and states (such as emotion, attention, involvement, presence, persuasion and learning).}, 18304 keywords = {emotional regulation, Games, personalization, psychological customization}, 18305 url = {http://www.digra.org/dl/db/06278.06445.pdf}, 18306 author = {Saari,Timo and Ravaja,Niklas and Laarni,Jari and Marko Turpeinen} 18307 } 18308 @proceedings {, 18309 title = {Towards the unification of intuitive and formal game concepts with applications to computer chess}, 18310 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18311 year = {2005}, 18312 abstract = {A general technique is proposed to deal with the formalization of intuition and human-oriented concepts in competition thinking games like chess, such as defensive play, attack, tactical play, etc. We present a manner of transferring these intuitions, which are in general ambiguous and not well defined, into formal definitions, and then directly to use them in game play. Among other concepts we define notions of attack, threat, defensive play and strategic play. Experiments are made in computer chess to empirically evaluate this technique. There are applications to machine learning, such as the possibility of combining different evaluation functions into a single one. There are also important applications in education such as teaching and evaluation of human players.}, 18313 keywords = {chess, evaluation function, heuristics, intuition, null-mover}, 18314 url = {http://www.digra.org/dl/db/06278.09267.pdf}, 18315 author = {Arbiser,Ariel} 18316 } 18317 @article {, 18318 title = {Toys for Boys? Women{\textquoteright}s Marginalization and Participation As Digital Gamers}, 18319 journal = {Sociological Research Online}, 18320 volume = {10}, 18321 number = {1}, 18322 year = {2005}, 18323 abstract = {This paper develops out of ongoing research into the location and use of digital gaming in practices of everyday life. Specifically this paper draws on a questionnaire based survey of just under four hundred undergraduate students and twenty-three follow up interviews. This paper suggests that the women in this research play digital games significantly less than their male counterparts, and suggests that this is largely due to digital games continuing to be viewed, both culturally and by the gaming industry, as belonging to men. However, this paper suggests that for some women video and computer gaming can be an important social activity, and for others mobile telephone based gaming can offer a less restricted and more accessible leisure activity.}, 18324 keywords = {Digital Gaming, Gender}, 18325 url = {http://www.socresonline.org.uk/10/1/crawford.html}, 18326 author = {Crawford, Garry and Gosling, Victoria K.} 18327 } 18328 @proceedings {, 18329 title = {Troubling {\textquoteright}Games for Girls{\textquoteright}: Notes from the Edge of Game Design}, 18330 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18331 year = {2005}, 18332 abstract = {This paper presents notes from the field focused on a large project to design an activist, multi-user game aimed at middle school girls. A thorny issue in developing games for girls is the categorization of female players and universalizing their preferences. In the paper I provide diverse feedback on current game-based research project, RAPUNSEL, hoping to provide a multiplicity in the category of "girl" so that new game designs may challenge the many stereotypes inherent in computer culture. I then discuss the game design in RAPUNSEL and how a designer may provide for multiple play styles.}, 18333 keywords = {activism, game design, Gender, human factors, pedagogy, social issues}, 18334 url = {http://www.digra.org/dl/db/06278.14520.pdf}, 18335 author = {Flanagan Mary} 18336 } 18337 @article {, 18338 title = {Two-part tariffs in the online gaming industry: The role of creative destruction and network externalities}, 18339 journal = {Information Economics and Policy}, 18340 volume = {17}, 18341 number = {4}, 18342 year = {2005}, 18343 pages = {457-470}, 18344 type = {Article}, 18345 abstract = {Playing computer games online is a fast growing, billion dollar industry which has received little academic attention, The industry exhibits a number of interesting economic features. The industry structure is determined by creative destruction as in Aghion and Howitt (1992) [Aghion, P., Howitt, P. 1992. A model of growth through creative destruction, Econometrica, 60(2), 323-351], with game makers experiencing market power within a genre until the game is superceded. Furthermore, the attractiveness of playing a game online depends on the existence of opponents (positive network externalities) while technical and reputational problems eventually arise (negative network externalities). We model the choice of two-part tariffs by a monopolist under creative destruction and network externalities and derive conditions for the multiple equilibria which currently exist in the industry. }, 18346 keywords = {Computer games, creative destruction, goods, Internet, network externalities, two-part tariff}, 18347 isbn = {0167-6245}, 18348 author = {Meagher, K. and Teo, E. G. S.} 18349 } 18350 @article {, 18351 title = {Urine collection jars versus video games: Perceptions of three stakeholder groups toward drug and impairment testing programs}, 18352 journal = {Journal of Drug Issues}, 18353 volume = {35}, 18354 number = {4}, 18355 year = {2005}, 18356 pages = {885-916}, 18357 type = {Article}, 18358 abstract = {The use of drug testing in the workplace is a controversial practice. Scholars, practitioners, unions, and organizations have therefore begun to explore whether there are alternative approaches to reduce counterproductive behaviors at work. We investigated the perceptions of labor relations experts, drivers of transportation vehicles, and users of public transportation services toward drug and impairment testing programs in the workplace. Impairment testing was viewed as more favorable in terms of combating and controlling counterproductive behaviors at work than drug testing. Perceptions of fairness, effectiveness in detecting impaired performance, and the potential to enhance a safer working environment were higher in the impairment testing condition as compared to the drug testing condition. Perceived invasiveness was lower in the impairment testing condition relative to the drug testing condition. Labor relations experts showed the least enthusiasm for both drug testing and impairment testing programs.}, 18359 keywords = {Alcohol, Applicants attitudes, Issues, justice, Perceived fairness, Perspective, Policies, privacy, Urinalysis, Workplace}, 18360 isbn = {0022-0426}, 18361 author = {Seijts, G. H. and O{\textquoteright}Farrell, G.} 18362 } 18363 @proceedings {, 18364 title = {The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in Sports}, 18365 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18366 year = {2005}, 18367 abstract = {This paper describes a framework for investigating and manipulating the attentional components of video game play in order to affect learning transfer across different task environments. Several groups of video game players (VGP) and non video game players {\textendash} both hockey and non-hockey groups (NVGPH, NVGP) will be tested at baseline on several aspects of visual processing skill. The NVGP and NVGPH groups will then train for one week in an action video game playing environment. They will then be re-tested for attentional efficiency. The hockey group will also be tested before and after training on a pattern and cue recognition sport video test. We intend to show that, not only does video game play alter basic components of visual attentional resources, but that it can also enhance perceptual learning transfer across unrelated task domains.}, 18368 keywords = {Attention, Cognition, ice hockey, perceptual learning, sports, Video Games, visual processing}, 18369 url = {http://www.digra.org/dl/db/06278.58570.pdf}, 18370 author = {Mulligan,Desmond E and Dobson,Michael W and McCracken,Janet} 18371 } 18372 @article {, 18373 title = {User toolkits for innovation: Consumers support each other}, 18374 journal = {Journal of Product Innovation Management}, 18375 volume = {22}, 18376 number = {4}, 18377 year = {2005}, 18378 pages = {347-362}, 18379 type = {Article}, 18380 abstract = {User toolkits for innovation were recently proposed as a means to eliminate (costly) exchange of need-related information between users and manufactures in the product development process. The method transfers certain development tasks to users and thereby empowers them to create their own desired product features. This article examines the implications of different levels of opportunities for consumer involvement (OCI) in product development to learn what happens when firms pass design tasks on to consumers. It explores this issue by studying the relation between the employment of user toolkits and the need for firms to support their consumers. An analysis of 78 computer games products and the amount of support given by firms to the consumers of these products suggests that a share of the costs firms save on information acquisition by letting consumers "do it themselves" may eventually reemerge as costs in consumer support. In other words, an increase in opportunities for consumer involvement seems to increase the need for supporting consumers. A promising solution to the problem of support costs is identified, namely, the establishment of consumer-consumer support interaction. A case study of an outlier in terms of firm support to consumers-Westwood Studios-shows that consumers who use toolkits may be willing to support each other. Such interactive problem solving in a firm-established user community is advantageous to the firm, because the process reduces the amount of resources that the firm itself needs to dedicate to the support of consumers using toolkits. Generally, consumer-to-consumer interaction can facilitate problem-solving in the consumer domain, can aid the diffusion of toolkit related knowledge, and potentially can enhance the outcomes produced by the toolkit approach.}, 18381 keywords = {complaints, Firm, Information, Perspective, product development}, 18382 isbn = {0737-6782}, 18383 author = {Jeppesen, L. B.} 18384 } 18385 @article {, 18386 title = {The uses of literacy in studying computer games: comparing students{\textquoteright} oral and visual representations of games}, 18387 journal = {English Teaching: Practice and Critique}, 18388 volume = {4}, 18389 year = {2005}, 18390 pages = {40-59}, 18391 abstract = {This paper compares the oral and visual representations which 12 to 13-year-old students produced in studying computer games as part of an English and Media course. It presents the arguments for studying multimodal texts as part of a literacy curriculum and then provides an overview of the games course devised by teachers and researchers. The analysis of a group interview and a set of six drawings is designed to highlight the relationship between knowledge of games gained outside the classroom and knowledge developed through formal study; the role of gender in students{\textquoteright} interpretations of games; and the literacy practices manifested in different forms of texts, in particular visual texts. Judith Butler{\textquoteright}s notion of performativity is used alongside a multimodal theory of sign-making to argue that the way students interpret and produce texts is socially motivated to achieve a certain subjectivity within the context of the classroom and the peer group. The conclusion examines implications for the study of games in English and Media classrooms, particularly with regard to the teaching of genre.}, 18392 keywords = {Computer games, Gender, media education, media production, multimodality, performativity, popular culture, social semiotics, visual literacy}, 18393 url = {http://education.waikato.ac.nz/journal/english_journal/uploads/files/2005v4n1art3.pdf}, 18394 author = {Pelletier, C} 18395 } 18396 @proceedings {, 18397 title = {Video games: A significant cognitive artifact of contemporary youth culture}, 18398 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18399 year = {2005}, 18400 abstract = {Video games are not just an important cultural artifact of youth culture but have considerable cognitive worth. Centered within an information processing theory and mediating processes{\textquoteright} framework, the empirical qualitative study investigated, via stimulated recall methods, the thinking skills and strategies of five teenagers while playing an action-adventure video game. Sixteen types and 600 instances of cognitive skills and 11 types and 155 instances of cognitive strategies were identified. The thinking skills included high engagement with school valued cognitive skills, such as metacognition, and deduction and induction strategies. The findings support the informal educative value of playing recreation video games and their inclusion in schools.}, 18401 keywords = {metacognition, stimulated recall, Strategies, Teenagers, Thinking skills, Video Games}, 18402 url = {http://www.digra.org/dl/db/06276.11341.pdf}, 18403 author = {Henderson,Lyn} 18404 } 18405 @article {, 18406 title = {Video games and health - Video gaming is safe for most players and can be useful in health care}, 18407 journal = {British Medical Journal}, 18408 volume = {331}, 18409 number = {7509}, 18410 year = {2005}, 18411 pages = {122-123}, 18412 keywords = {Adolescents, chemotherapy, children, Computer games, distraction, Epilepsy, nintendinitis, Skills}, 18413 isbn = {0959-8146}, 18414 url = {http://www.bmj.com/cgi/content/full/bmj\%3B331/7509/122}, 18415 author = {Griffiths, M} 18416 } 18417 @article {, 18418 title = {Video Games, Mind and Learning}, 18419 journal = {The International Digital Media \& Arts Association Journal}, 18420 volume = {1}, 18421 year = {2005}, 18422 pages = {37-42}, 18423 abstract = {In this essay, I will stress the contribution Game Studies can make to our thinking about learning, knowledge, and the human mind. Video games are a relatively new technology replete with important, and not yet fully understood, implications (Gee, What Video Games Have to Teach Us About Learning and Literacy). 18424 }, 18425 keywords = {learning, New Game Cultures, Video Games}, 18426 author = {Gee, J. P.} 18427 } 18428 @article {, 18429 title = {Videogames decoupled discrete event simulation}, 18430 journal = {Computers \& Graphics}, 18431 volume = {29}, 18432 number = {2}, 18433 year = {2005}, 18434 pages = {195-202}, 18435 type = {Article}, 18436 abstract = {Real-time graphic applications and specifically videogames, follow a paradigm of continuous simulation that couples the simulation phase and the rendering phase. This paradigm can be inefficient (inadequate computer power distribution) or it can produce incorrect simulations (disordered events execution or events lost). The use of a decoupled discrete paradigm avoids incorrect simulations, besides it improves the simulation quality and efficiency. GDESK is a discrete decoupled simulation kernel that can be integrated in any videogame or real-time graphic application to change its simulation paradigm to a discrete decoupled one. Once GDESK is integrated inside the videogame, it becomes into a set of objects being communicated by messages. Messages are modeled using discrete events. GDESK manages the messages exchange process (events synchronization, messages sending and reception process, etc.). }, 18437 keywords = {discrete events, simulation, videogames}, 18438 isbn = {0097-8493}, 18439 author = {Garc{\'\i}a, Inmaculada and Moll{\'a}, Ram{\'o}n} 18440 } 18441 @article {, 18442 title = {Violent computergames: Distribution via and discussion on the internet}, 18443 journal = {Praxis Der Kinderpsychologie Und Kinderpsychiatrie}, 18444 volume = {54}, 18445 number = {9}, 18446 year = {2005}, 18447 pages = {755-766}, 18448 type = {Article}, 18449 abstract = {The spread and use of computer-games including (interactive) depictions of violence are considered a moral problem, particularly if played by children and youths. This essay expresses an opinion on H. Volper{\textquoteright}s (2004) demand of condemning certain contents by media ethics. At the same time, an overview on the spread and use of "violent games" by children and youths is offered. As a matter of fact, the share of these titles in the complete range must not be estimated too high, certain titles on the other hand are extremely wide-spread. Finally, Fritz{\textquoteright}s and Fehr{\textquoteright}s thesis of the cultural conflict "computer game" (2004) is discussed, demonstrated at the example of the discussion on the internet, and on the basis of this thesis a mediating position between the two cultures including audience ethics (Funiok 1999) is presented.}, 18450 keywords = {censorship, information ethics, Internet, videogames, Violence}, 18451 isbn = {0032-7034}, 18452 author = {Nagenborg, M.} 18453 } 18454 @inbook {, 18455 title = {Violent Video Games}, 18456 booktitle = {Handbook of Computer Game Studies}, 18457 year = {2005}, 18458 pages = {341-357}, 18459 publisher = {MIT Press}, 18460 organization = {MIT Press}, 18461 address = {Cambridge, MA}, 18462 isbn = {0262182408}, 18463 author = {Goldstein,Jeffrey}, 18464 editor = {Raessens,Joost and Goldstein,Jeffrey} 18465 } 18466 @article {, 18467 title = {Violent video games induce an affect processing bias}, 18468 journal = {Media Psychology}, 18469 volume = {7}, 18470 number = {3}, 18471 year = {2005}, 18472 pages = {239-250}, 18473 type = {Article}, 18474 abstract = {This study investigated the effects of violent video game play and trait hostility on attentional bias toward negatively valenced words. Following video game play, participants completed an emotional Stroop task. Results indicated greater Stroop interference for participants high in trait hostility and for participants playing violent video games. Implications of these findings are discussed with respect to current models of aggressive behavior.}, 18475 keywords = {Aggressive-Behavior, Hostility, Individual-Differences, Media Violence, memory, mood}, 18476 isbn = {1521-3269}, 18477 author = {Kirsh,S J and Olczak,P V and Mounts, J. R. W.} 18478 } 18479 @proceedings {, 18480 title = {Virtual Worlds in Asia: Business Models and Legal Issues}, 18481 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18482 year = {2005}, 18483 abstract = {This paper uses two Asian case studies to illustrate the issues that developers of virtual worlds should address as they mature. The Korean case emphasizes the phenomenon of item trading. This involves emergent markets linking real world currency to items existing on company servers. The practice has resulted in controversial and unresolved legal issues. Companies such as ItemBay have grown to take advantage of these opportunities. The Chinese case emphasizes the transformation of business models over time as well as community control. The paper discusses feedback effects between broadband adoption and online games as well as issues such as Waigua, private servers, virtual property trade, and developer control. The experience of these countries shows that initial technical challenges for business models were overcome but new ones are beginning to emerge as the industry evolves. The new environment requires a change in the assumptions under which the game industry has operated.}, 18484 keywords = {business models, item trade, online game industry, virtual worlds}, 18485 url = {http://www.digra.org/dl/db/06276.02460.pdf}, 18486 author = {MacInnes,Ian} 18487 } 18488 @proceedings {, 18489 title = {Virtually Visual: The effects of visual technologies on online identification}, 18490 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18491 year = {2005}, 18492 abstract = {Identification is regarded as an important aspect of beneficial online interaction. In addition to providing the individual with potential psychological benefits, identification with an online self or avatar can also increase individual and social understanding and tolerance of difference. The ability to create a character, or avatar, that can be identified with is the initial, and arguably the most important, step in the process of identification. However, this process has changed significantly with the advent and development of visually oriented games. Through participant-observation conducted in World of Warcraft and textual analysis of online forums associated with the game, this paper investigates the ways in which visual elements of online games affect the process of identifying with an online self. Ultimately, it argues that although interacting in a virtual environment where everything is immediately visible can ease the identification process, limits on character appearance, movement, and interaction imposed by visually rendering the game could simultaneously compromise this benefit. 18493 }, 18494 keywords = {identification, identity, immersion, online interaction, Self, visuality, World of Warcraft}, 18495 url = {http://www.digra.org/dl/db/06278.08106.pdf}, 18496 author = {Martin, Jennifer} 18497 } 18498 @proceedings {, 18499 title = {What happens if you catch Whypox? Children{\textquoteright}s learning experiences of infectious disease in a multi-user virtual environment}, 18500 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18501 year = {2005}, 18502 abstract = {This study investigated students{\textquoteright} understanding of a virtual infectious disease in relation to their understanding of natural infectious diseases. Two sixth grade classrooms of students between the ages 10 to 12 (46 students) participated in a participatory simulation of a virtual infectious disease as part of their science curriculum that took place in a university-laboratory school in Los Angeles, California. The results from our analyses revealed that the immersive components of the simulation afforded students the opportunity to discuss their understandings of natural disease and to compare them to their experiences with the virtual disease. We found that while the virtual disease capitalized on students{\textquoteright} knowledge of natural infectious disease through virtual symptoms, these symptoms and a missing curricular piece of computational viruses may have led students to think of its transfer more as an observable or mechanical event rather than as a biological process. These findings provide helpful indicators to science educators and educational designers interested in creating and implementing such online simulations to further students{\textquoteright} conceptual understanding.}, 18503 keywords = {multi-user virtual environment, science education, simulation}, 18504 url = {http://www.digra.org/dl/db/06276.08169.pdf}, 18505 author = {Neulight, Nina and Kafai, Yasmin B.} 18506 } 18507 @proceedings {, 18508 title = {Where Everybody Knows Your (Screen) Name: Online Games as {\textquoteright}Third Places{\textquoteright}}, 18509 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18510 year = {2005}, 18511 url = {http://www.digra.org/dl/}, 18512 author = {Steinkuehler,Constance and Williams, Dmitri} 18513 } 18514 @proceedings {, 18515 title = {Wherever Hardware, There{\textquoteright}ll be Games. The evolution of hardware and shifting industrial leadership in the gaming industry 1968-2004}, 18516 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18517 year = {2005}, 18518 abstract = {Video game was the first truly digital entertainment medium, requiring processing power both in the production and consumption stage. Born out of the transistor, it was also intimately connected with its logic: the doubling of the processor capacity every 18th month or the halving of the price for the same processing capacity in the same time. Transistor technology and video games have been able to conquer society in an evolutionary process. Hence, video games have had an unprecedented ability to conquer new platforms and incorporate new technologies. In this regard it is the foremost example that growth of a medium succeeds not by digital convergence but digital divergence (1). What started out on a mainframe has later moved to the arcade, the home console, handhelds, the personal computer, and the mobile phone. The development of new platforms has made gaming experience possible trough a more diversified market that incorporate a larger part of our life (work, home, travel time, leisure time) and economic segments. Today, games are available on five different platforms (2), in some cases these different platforms have been non-competitive in the sense that they have complemented each other (such as the handheld and the console), in other cases they have been competitive to a large degree (e.g. the console and the PC). The game mediums{\textquoteright} unique ability to utilize and adapt to different platform makes it metaphorical to its nature. For every gaming platform, games have developed its own expression and the platform diversification in itself has also been one of the reasons behind the long term viability and growth of the game industry; when one platform for various reasons has stagnated, another platform has been able to continue to innovate. The development of hardware has also changed the nature of games and gamers from a socio-cultural point of view. When the main gaming market moved from the arcade to the home console market, adventures with developed characters became possible. When the CD-ROM was introduced to the console market with Playstation and Sega Saturn, the ability to incorporate music, video and high quality pictures made lifestyle oriented games possible that could follow different cultural trends. The evolution of communication technology made different kind of online games possible, making games a social experience. The move from the arcade to the home meant, from a sociological point of view, that the group of players became more diverse. People who previously would or could not play computer games due to the fact that the games were placed in public meeting places mostly dominated by young males, could now enter the game worlds from home: elderly people, children, and women. Recent surveys of Massively Multi-Player Online Role-Playing Games (MMORPGs) (3) show, for example, that the average age of players is unexpectedly high, and that a comparatively large fraction of the players are women. The domestication of computer games also led to a higher degree of social complexity in- and outside the games. In addition to the interaction with players in the game the home backdrop allows interaction with family members and friends physically present. The use of home communication technologies for gaming purposes increases the interaction complexity further. The result is a multi-faceted and simultaneous on- and offline interaction process. Object Our paper explores how the shifts and diversification of video game platforms have affected both the industry, as well as its socioeconomic context. We argue that the technological development in primarily processing capacity and later on storage capacity and communication technologies profoundly has changed the comparative advantages of different business model over the history of video games. The nature of this transformation can explain the shift in industrial leadership for companies producing hardware, as well as the outcomes of the battle between firms from different industries competing for this leadership. The paper will study the hardware and industry system in three major periods, the Atari era, the Nintendo era and the Sony era. Each period has had its own market logic and the shift has been unexpected but fast, regardless of the strong position held by the dominant firm. As digital technology has transformed boundaries between industries, firms from many earlier separated industries have entered the game hardware market. Repeatedly, the disruptive nature of technology has changed the competitive marketplace. Industrial leaders have been unable to change when the technological development has transformed the competitive advantages of different business models. To a large degree, the situation resembles what has been described as {\textquotedblleft}the innovator{\textquoteright}s dilemma{\textquotedblright} (4). We argue that the proliferation of platforms have been essential to the evolution of the video game industry. When one platform stagnated, new forms of software could evolve in entirely unexpected places. The multitude of platforms made it possible to overcome tendencies of stagnation. It has also made it harder for dominant actors to monopolize or control the market. Technology has always found a way to slip through. The recent emergence of on-line gaming has increased the room for innovation in several unexpected ways. Indeed, it has added a new dimension to gaming. As communities evolve around games an interactive social context is added. The effects of Metcalfe{\textquoteright}s law are added to Moore{\textquoteright}s law, and a vast expanse of innovative possibilities is created. The new social context of gaming might call for a very different kind of entrepreneurial capabilities. (1) Jenkins, H. (2001) {\textquotedblright}Convergence? I Diverge{\textquotedblright} Technology Review, June issue. (2) Console, handheld, PC, arcade, mobile phone. (3) Yee, N. (2004) {\textquotedblleft}The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage{\textquotedblright} in Schroeder, R. \& Axelsson, AS. (eds.) Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments. London: Springer-Verlag. (in press) and Axelsson, AS. \& Regan, T. {\textquotedblleft}Playing Online{\textquotedblright} in Peter Vorderer \& Jennings Bryant Playing Video Games: Motives, Responses, and Consequences. Hillsdale, N.J.: L. Erlbaum Associates. (4) Christensen, C. (2000) The Innovator{\textquoteright}s Dilemma. HarperBusiness Essential.}, 18519 url = {http://ir.lib.sfu.ca/handle/1892/1600?mode=full}, 18520 author = {J{\"o}rnmark, Jan and Axelsson, Ann-Sofie and Ernkvist, Mirko} 18521 } 18522 @proceedings {, 18523 title = {Who owns my avatar? Rights in virtual property}, 18524 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18525 year = {2005}, 18526 abstract = {This paper presents a framework for discussing issues of ownership in connection to virtual worlds. We explore how divergent interests in virtual property can be mediated by applying a constructivist perspective to the concept ownership. The simple solutions offered today entail that a contract between the game producer and the gamer gives the game developer exclusive rights to all virtual property. This appears to be unsatisfactory. A number of legitimate interests on part of both producers and gamers may be readily distinguished. More complex distributions of rights would allow many of these interests to be consistently respected.}, 18527 keywords = {conflicting interests, online games, Ownership, property rights, virtual worlds}, 18528 url = {http://www.digra.org/dl/db/06276.23429.pdf}, 18529 author = {Eriksson,Anders and Grill,Kalle} 18530 } 18531 @book {992, 18532 title = {Why Video Games are Good for Your Soul}, 18533 year = {2005}, 18534 publisher = {Common Ground}, 18535 organization = {Common Ground}, 18536 isbn = {186335574X}, 18537 author = {Gee,James Paul} 18538 } 18539 @proceedings {, 18540 title = {2, 443 Quenkers and counting, or What in us really wants to grind? Examining the grind in Star Wars Galaxies: An Empire Divided}, 18541 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18542 year = {2005}, 18543 url = {http://www.digra.org/dl/}, 18544 author = {Thomas, Douglas} 18545 } 18546 @proceedings {, 18547 title = {The Ability of Online Branded Games to Build Brand Equity: An Exploratory Study}, 18548 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18549 year = {2005}, 18550 url = {http://www.digra.org/dl/}, 18551 author = {Deal,David} 18552 } 18553 @proceedings {, 18554 title = {Abstract of Dynamic Range: When Game Design and Narratives Unite}, 18555 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18556 year = {2005}, 18557 url = {http://www.digra.org/dl/}, 18558 author = {Arsenault,Dominic} 18559 } 18560 @proceedings {, 18561 title = {Accessible video games for visually impaired children}, 18562 journal = {The Third Annual International Conference in Computer Game Design and Technology}, 18563 year = {2005}, 18564 pages = {58-67}, 18565 author = {Sepchat,Alexis and Monmarch{\'e},Nicolas and Archambault,Dominique and Slimane,Mohamed} 18566 } 18567 @proceedings {, 18568 title = {Action Planning for Virtual Human Performances}, 18569 journal = {International Conference on Virtual Storytelling}, 18570 year = {2005}, 18571 pages = {53-62}, 18572 author = {L{\"o}ckelt,Markus} 18573 } 18574 @proceedings {, 18575 title = {Addressing social dilemmas and fostering cooperation through computer games}, 18576 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18577 year = {2005}, 18578 url = {http://www.digra.org/dl/}, 18579 author = {Chen,Mark} 18580 } 18581 @proceedings {, 18582 title = {Affective Gaming: Using pupil dilation to determine player arousal}, 18583 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18584 year = {2005}, 18585 url = {http://www.digra.org/dl/}, 18586 author = {Stevenson,Craig} 18587 } 18588 @proceedings {, 18589 title = {Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE)}, 18590 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18591 year = {2005}, 18592 url = {http://www.digra.org/dl/}, 18593 author = {Gilleade,Kiel Mark and Dix,Alan J and Allanson,Jennifer} 18594 } 18595 @proceedings {, 18596 title = {Agency and the {\textquoteright}Emotion Machine{\textquoteright}}, 18597 journal = {International Conference on Virtual Storytelling}, 18598 year = {2005}, 18599 pages = {125-128}, 18600 author = {Anstey,Josephine} 18601 } 18602 @proceedings {, 18603 title = {Albert Goes Narrative Contracting}, 18604 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18605 year = {2005}, 18606 url = {http://www.digra.org/dl/}, 18607 author = {Newman,Ken and Grigg,Robert} 18608 } 18609 @article {, 18610 title = {An analysis of online gaming crime characteristics}, 18611 journal = {Internet Research}, 18612 volume = {15}, 18613 number = {3}, 18614 year = {2005}, 18615 pages = {246-261}, 18616 isbn = {1066-2243}, 18617 author = {Chen,Y C and Chen,P S and Hwang,J J and Korba,L and Song,R and Yee,G} 18618 } 18619 @proceedings {, 18620 title = {Architecting Scalability for Massively Multiplayer Online Gaming Experiences}, 18621 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18622 year = {2005}, 18623 url = {http://www.digra.org/dl/}, 18624 author = {Gil,Rui and Tavares,Jos{\'e} and Roque,Licinio} 18625 } 18626 @booklet {, 18627 title = {An Artificial Intelligence Middleware for Digital Games}, 18628 year = {2005}, 18629 abstract = {The usage of artificial intelligence (AI) techniques in digital games iscurrently facing a steady need of improvements, so it can cater to playershigher and higher expectations that require realism and believabilityin the game environment and in its characters{\textquoteright} behaviours. In order toease the fulfillment of these goals, software engineering techniques andmethodologies have started to be used during game development. However,the use of such techniques and the creation of AI middleware are still farfrom being a generic and flexible enough tool for developing this kind ofapplication. Another important factor to be mentioned in this discussion isthe lack of available literature related to studies in this field.This dissertation discusses the research effort in developing a flexiblearchitecture that can be applied to diferent game styles, provides supportfor several game AI functionalities and serves as basis for the introductionof more powerful techniques that can improve gameplay and user experience.This work presents: design issues of such system and its integration withgames; a study on AI middleware architecture for games; an analysisof the state-of-the-art in the field; and a survey of the availablerelevant literature. Taking this research as starting point, the design andimplementation of the proposed AI middleware architecture was conductedand is also described here. Besides the implementation itself, a study on theuse of design patterns in the context of the development and evolution ofan AI framework for digital games is also presented. A aplica{\c c}{\~a}o de intelig{\^e}ncia artificial (IA) em jogos digitais atualmente se encontra sob uma constante necessidade de melhorias, na tentaiva de atender as crescentes demandas dos jogadores por realismo e credibilidade no comportamento dos personagens do universo do jogo. De modo a facilitar o atendimento destas demandas, t{\'e}cnicas e metodologias de engenharia de software v{\^e}m sendo utilizadas no desenvolvimento de jogos. No entanto, o uso destas t{\'e}cnicas e a constru{\c c}{\~a}o de middlewares na {\'a}rea de IA ainda est{\'a} longe de gerar ferramentas gen{\'e}ricas e flex{\'\i}veis o suficiente para o uso nesse tipo de aplica{\c c}{\~a}o. Outro fator importante {\'e} a falta de literatura dispon{\'\i}vel tratando de propostas relacionadas a esse campo de estudo. Esta disserta{\c c}{\~a}o discute o esfor{\c c}o de pesquisa no desenvolvimento de uma arquitetura flex{\'\i}vel aplic{\'a}vel a diferentes estilos de jogos, que d{\^e} suporte a v{\'a}rias funcionalidades de IA em jogos e sirva com base a introdu{\c c}{\~a}o de novas t{\'e}cnicas que possam melhorar a jogabilidade. Neste trabalho s{\~a}o apresentadas: quest{\~o}es de projeto de tal sistema e de sua integra{\c c}{\~a}o com jogos; um estudo sobre a arquitetura de middlewares de IA; uma an{\'a}lise dos poucos exemplos desse tipo de software dispon{\'\i}veis; e um levantamento da literatura dispon{\'\i}vel. Com base nessa pesquisa, foi realizado o projeto e a implementa{\c c}{\~a}o da arquitetura de um middleware de IA; tamb{\'e}m descritos nesse trabalho. Al{\'e}m da implementa{\c c}{\~a}o propriamente dita, {\'e} apresentado um estudo sobre a aplica{\c c}{\~a}o de padr{\~o}es de projeto no contexto do desenvolvimento e evolu{\c c}{\~a}o de um framework de IA para jogos.}, 18630 url = {http://www.maxwell.lambda.ele.puc-rio.br/cgi-bin/db2www/PRG_0651.D2W/SHOW?CdLinPrg=pt\&Cont=7861:pt}, 18631 author = {Borje Felipe Fernandes Karlsson-Bkarlsson} 18632 } 18633 @proceedings {, 18634 title = {Ascending Abstraction: Form and Content in Go and Nethack}, 18635 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18636 year = {2005}, 18637 url = {http://www.digra.org/dl/}, 18638 author = {Jordan,Will} 18639 } 18640 @proceedings {, 18641 title = {Auditory Perception in Games}, 18642 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18643 year = {2005}, 18644 url = {http://www.digra.org/dl/}, 18645 author = {Folmann,Troels B} 18646 } 18647 @proceedings {, 18648 title = {Automatic Conversion from E-Content into Virtual Storytelling}, 18649 journal = {International Conference on Virtual Storytelling}, 18650 year = {2005}, 18651 pages = {260-269}, 18652 author = {Sumi,Kaoru and Tanaka,Katsumi} 18653 } 18654 @inbook {, 18655 title = {Automatic state abstraction for pathfinding in real-time video games}, 18656 booktitle = {Abstraction, Reformulation and Approximation, Proceedings}, 18657 series = {Lecture Notes in Artificial Intelligence}, 18658 volume = {3607}, 18659 year = {2005}, 18660 pages = {362-364}, 18661 publisher = {Springer-Verlag Berlin}, 18662 organization = {Springer-Verlag Berlin}, 18663 address = {Berlin}, 18664 abstract = {Real-time video games area unique domain for pathfinding and search. Traditional approaches to search have usually assumed static worlds with a single agent. But, in real-time video games there are multiple cooperative and adversarial agents. While the search space in most games is relatively small, algorithms are expected to plan in mere milliseconds. Thus, techniques such as abstraction are needed to effectively reason and act in these worlds. We provide an overview of the research we have completed in this area, as well as areas of current and future work.}, 18665 isbn = {0302-9743}, 18666 author = {Sturtevant, N. and Bulitko, V. and Buro, M.} 18667 } 18668 @proceedings {, 18669 title = {Is Bayesian Imitation Learning the Route to Believable Gamebots?}, 18670 journal = {Proceedings of the 1st Annual North American Game-On Conference}, 18671 year = {2005}, 18672 pages = {3-9}, 18673 author = {Thurau,C and Paczian,T and Bauckhage,C} 18674 } 18675 @proceedings {, 18676 title = {Beneficial Dependencies: Design Principles for Narrative Games}, 18677 journal = {International Conference on Virtual Storytelling}, 18678 year = {2005}, 18679 pages = {209-218}, 18680 author = {Iurgel,Ido} 18681 } 18682 @proceedings {, 18683 title = {Between a rock and a hard place: The role of animation design in game production}, 18684 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18685 year = {2005}, 18686 url = {http://www.digra.org/dl/}, 18687 author = {Vallius,Laura and Manninen,Tony} 18688 } 18689 @proceedings {, 18690 title = {Boyhood Spaces: Play and Social Navigation through Video Games}, 18691 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18692 year = {2005}, 18693 url = {http://www.digra.org/dl/}, 18694 author = {Dixon,Shanly and Simon,Bart} 18695 } 18696 @article {, 18697 title = {Bridging the methodological divide in game research}, 18698 journal = {Simulation \& Gaming}, 18699 volume = {36}, 18700 number = {4}, 18701 year = {2005}, 18702 pages = {447-463}, 18703 author = {Williams, Dmitri} 18704 } 18705 @proceedings {, 18706 title = {A Brief History of Wasted Time}, 18707 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18708 year = {2005}, 18709 url = {http://www.digra.org/dl/}, 18710 author = {Jayemanne, Darshana} 18711 } 18712 @proceedings {, 18713 title = {A Brief Social History of Game Play}, 18714 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18715 year = {2005}, 18716 url = {http://www.digra.org/dl/}, 18717 author = {Williams, Dmitri} 18718 } 18719 @proceedings {, 18720 title = {Building Classes of Entertaining Games for Health Education}, 18721 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18722 year = {2005}, 18723 url = {http://www.digra.org/dl/}, 18724 author = {Watters,Carolyn R and Liu,Fengan and Kharrazi,Hadi and Oore,Sageev and Kellar,Melanie and Shepherd,Michael A} 18725 } 18726 @article {, 18727 title = {Can a table stand on one leg? Critical and ludological thoughts on Star Wars: Galaxies}, 18728 journal = {Game Studies}, 18729 volume = {5}, 18730 number = {1}, 18731 year = {2005}, 18732 url = {http://www.gamestudies.org/0501/burke}, 18733 author = {Burke, T.} 18734 } 18735 @proceedings {, 18736 title = {Can you hear me now? The social impact of voice on internet communities}, 18737 journal = {Association of Internet Researchers}, 18738 year = {2005}, 18739 author = {Williams, Dmitri and Caplan,Scott and Xiong,Li} 18740 } 18741 @conference {, 18742 title = {Challenges in Collaborative Game Design: Developing Learning Environments for Creating Games}, 18743 year = {2005}, 18744 note = {Third International Conference on Creating, Connecting and Collaborating through Computing, (Yahiko Kambayashi and Katsumi Tanaka and Kim Rose, ed.)}, 18745 address = {Hawthorne, NY}, 18746 author = {Rueger,Michael and Masuch,Maic} 18747 } 18748 @proceedings {, 18749 title = {Changing Views of Commercialization in Digital Games: In-Game Advertising and Advergames as Worlds in Play}, 18750 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18751 year = {2005}, 18752 url = {http://www.digra.org/dl/}, 18753 author = {Kretchmer,Susan B} 18754 } 18755 @proceedings {, 18756 title = {{\textquoteright}Cinderella Was A Hacker! and Other Notes from the Edge of Game Design{\textquoteright}}, 18757 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18758 year = {2005}, 18759 url = {http://www.digra.org/dl/}, 18760 author = {Flanagan,Mary} 18761 } 18762 @proceedings {, 18763 title = {Cinematic Camera as Videogame Clich{\'e}: Analysis and Software Demonstration}, 18764 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18765 year = {2005}, 18766 url = {http://www.digra.org/dl/}, 18767 author = {Thomas,David and Haussmann,Gary} 18768 } 18769 @proceedings {, 18770 title = {A Comparison of Motivational Factors between Game Players}, 18771 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18772 year = {2005}, 18773 url = {http://www.digra.org/dl/}, 18774 author = {Kellar,Melanie and Watters,Carolyn R and Duffy,Jack} 18775 } 18776 @proceedings {, 18777 title = {A computer game used for moral education: some empirical results}, 18778 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18779 year = {2005}, 18780 url = {http://www.digra.org/dl/}, 18781 author = {Bergman,Patrik} 18782 } 18783 @proceedings {, 18784 title = {Computer Games and Emotional Engagement}, 18785 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18786 year = {2005}, 18787 url = {http://www.digra.org/dl/}, 18788 author = {Bigdeli,Shoaleh and Asgari,Mahboubeh} 18789 } 18790 @proceedings {, 18791 title = {Computer Games as Participatory Media Culture}, 18792 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18793 year = {2005}, 18794 url = {http://www.digra.org/dl/}, 18795 author = {Raessens,Joost and de Mul,Jos and Rushkoff,Douglas} 18796 } 18797 @proceedings {, 18798 title = {Computer Games to Visualize Music: Using a 270-year-old Tradition to Imagine Digital Possibilities}, 18799 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18800 year = {2005}, 18801 url = {http://www.digra.org/dl/}, 18802 author = {Weiler,Mark} 18803 } 18804 @article {, 18805 title = {Computing machinery and emergence: The aesthetics and metaphysics of video games}, 18806 journal = {Minds and Machines}, 18807 volume = {15}, 18808 number = {1}, 18809 year = {2005}, 18810 pages = {73-89}, 18811 abstract = {We build on some of Daniel Dennett{\textquoteright}s ideas about predictive indispensability to characterize properties of video games discernable by people as computationally emergent if, and only if: (1) they can be instantiated by a computing machine, and (2) there is no algorithm for detecting instantiations of them. We then use this conception of emergence to provide support to the aesthetic ideas of Stanley Fish and to illuminate some aspects of the Chomskyan program in cognitive science.}, 18812 isbn = {0924-6495}, 18813 author = {Cogburn,J and Silcox,M} 18814 } 18815 @proceedings {, 18816 title = {Consumption, Identity and the Work of Play in ESPN NFL 2K5}, 18817 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18818 year = {2005}, 18819 url = {http://www.digra.org/dl/}, 18820 author = {Baerg,Andrew} 18821 } 18822 @proceedings {, 18823 title = {A Context-Based Storytelling with a Responsive Multimedia System (RMS)}, 18824 journal = {International Conference on Virtual Storytelling}, 18825 year = {2005}, 18826 pages = {12-21}, 18827 author = {Lee,Youngho and Oh,Sejin and Woo,Woontack} 18828 } 18829 @proceedings {, 18830 title = {Contexts, pleasures and preferences: girls playing computer games}, 18831 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18832 year = {2005}, 18833 url = {http://www.digra.org/dl/}, 18834 author = {Carr, Diane} 18835 } 18836 @proceedings {, 18837 title = {The Control of Agents{\textquoteright} Expressivity in Interactive Drama}, 18838 journal = {International Conference on Virtual Storytelling}, 18839 year = {2005}, 18840 pages = {115-124}, 18841 author = {Szilas,Nicolas and Mancini,Maurizio} 18842 } 18843 @article {, 18844 title = {A conversation with Raph Koster}, 18845 journal = {Game Studies}, 18846 volume = {5}, 18847 number = {1}, 18848 year = {2005}, 18849 url = {http://www.gamestudies.org/0501/pearce}, 18850 author = {Pearce, C.} 18851 } 18852 @proceedings {, 18853 title = {Cooperation, Collectivism, and Morality: rural gamer identity in Vulcan, Alberta}, 18854 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18855 year = {2005}, 18856 url = {http://www.digra.org/dl/}, 18857 author = {Olson,Nils} 18858 } 18859 @proceedings {, 18860 title = {Corpus Simsi: Or Can a Body Tell a Story?}, 18861 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18862 year = {2005}, 18863 url = {http://www.digra.org/dl/}, 18864 author = {Goggin,Joyce} 18865 } 18866 @inbook {, 18867 title = {Creative User-centred Design Practices: Lessons from Game Cultures}, 18868 booktitle = {Everyday Innovators: Researching The Role of Users in Shapring ICTs}, 18869 year = {2005}, 18870 pages = {104-116}, 18871 publisher = {Springer Verlag}, 18872 organization = {Springer Verlag}, 18873 address = {London}, 18874 author = {Sotamaa,Olli}, 18875 editor = {Haddon,Leslie} 18876 } 18877 @proceedings {, 18878 title = {The Dawn of Game Studies in Japan: What Held Japanese Game Studies Back?}, 18879 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18880 year = {2005}, 18881 url = {http://www.digra.org/dl/}, 18882 author = {Hoshino,Rumiko and Shin,Kiyoshi and Baba,Akira} 18883 } 18884 @proceedings {, 18885 title = {Defining Multiplayer Computer Gaming Communities}, 18886 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18887 year = {2005}, 18888 url = {http://www.digra.org/dl/}, 18889 author = {Siitonen,Marko} 18890 } 18891 @proceedings {, 18892 title = {Design and Evaluation of a Hybrid Games System Combining Physical and Virtual Components}, 18893 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18894 year = {2005}, 18895 url = {http://www.digra.org/dl/}, 18896 author = {Magerkurth,Carsten and Memisoglu,Maral} 18897 } 18898 @article {, 18899 title = {Designing action games for appealing to buyers}, 18900 journal = {Cyberpsychology \& Behavior}, 18901 volume = {8}, 18902 number = {6}, 18903 year = {2005}, 18904 pages = {585-591}, 18905 type = {Article}, 18906 abstract = {This study aims to identify design features for action games that would appeal to game-buyers, rather than game-players. Sixteen frequent-buyers of computer games identified 39 design features that appeal to buyers by contrasting different versions of Pacman games. Twenty-eight versions of Pacman were then evaluated in terms of the identified design features by 45 participants ( 27 male and 18 female college students). Qnet2000 neural network software was used to determine the relative importance of these design features. The results indicated that the top 10 most important design features could account for more than 50\% of "perceived fun" among these 39 design features. The feature of avatar is important to game-buyers, yet not revealed in previous player-oriented studies. Moreover, six design factors underlying the 39 features were identified through factor analysis. These factors included "novelty and powerfulness,""appealing presentation,""interactivity,""challenging,""sense of control," and " rewarding," and could account for 54\% of total variance. Among these six factors, appealing presentation has not been emphasized by player-oriented research. Implications of the findings were discussed.}, 18907 isbn = {1094-9313}, 18908 author = {Hsu, S. H. and Lee, F. L. and Wu, M. C.} 18909 } 18910 @proceedings {, 18911 title = {Designing Puzzles for Collaborative Gaming Experience - CASE: eScape}, 18912 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18913 year = {2005}, 18914 url = {http://www.digra.org/dl/}, 18915 author = {Manninen,Tony and Korva,Tuomo} 18916 } 18917 @proceedings {, 18918 title = {Dialog as a Game}, 18919 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18920 year = {2005}, 18921 url = {http://www.digra.org/dl/}, 18922 author = {Border,Peter} 18923 } 18924 @proceedings {, 18925 title = {Did It Make You Cry? Creating Dramatic Agency in Immersive Environments}, 18926 journal = {International Conference on Virtual Storytelling}, 18927 year = {2005}, 18928 pages = {83-94}, 18929 author = {Murray,Janet} 18930 } 18931 @article {, 18932 title = {The Differences of Addiction Causes between Massive Multiplayer Online Game and Multi User Domain}, 18933 journal = {International Review of Information Ethics}, 18934 volume = {4}, 18935 year = {2005}, 18936 abstract = {This paper proposes research propositions to study on MMOG and MUD addictions based on their causes {\textendash} flow state and social interaction. Though previous studies relate MMOG addictions to Internet addictions based on social interactions, this study after examining the underlying theories of Use and Gratification The-ory and Flow Theory concludes that what cause MMOG addiction is flow experience not social interaction. On the other hand, the cause of MUD addiction is social interaction. After proposing the propositions of MUD and MMOG addiction causes, this study provides possible impacts of such addictions based on the reasoning between the two theories and two online game addictions.}, 18937 url = {http://www.i-r-i-e.net/inhalt/004/Chen-Park.pdf}, 18938 author = {Jengchung V. Chen and Yangil Park} 18939 } 18940 @proceedings {, 18941 title = {Digital Entertainment Culture behind the Iron Curtain}, 18942 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18943 year = {2005}, 18944 url = {http://www.digra.org/dl/}, 18945 author = {Lange,Andreas} 18946 } 18947 @inbook {, 18948 title = {Drawings as input for handheld game computers}, 18949 booktitle = {Intelligent Technologies for Interactive Entertainment, Proceedings}, 18950 series = {Lecture Notes in Computer Science}, 18951 volume = {3814}, 18952 year = {2005}, 18953 pages = {114-123}, 18954 publisher = {Springer-Verlag Berlin}, 18955 organization = {Springer-Verlag Berlin}, 18956 address = {Berlin}, 18957 abstract = {The Nintendo DS (TM) is a hand held game computer that includes a small sketch pad as one of it input modalities. We discuss the possibilities for recognition of simple line drawing on this device, with focus of attention on robustness and real-time behavior. The results of our experiments show that with devices that are now becoming available in the consumer market, effective image recognition is possible, provided a clear application domain is selected. In our case, this domain was the usage of simple images as input modality for computer games that are typical for small hand held devices.}, 18958 isbn = {0302-9743}, 18959 author = {Poel, M. and Zwiers, J. and Nijholt, A. and de Jong, R. and Krooman, E.} 18960 } 18961 @proceedings {, 18962 title = {Dream of Mee-Luck: Aspiration for a New Dawn}, 18963 journal = {International Conference on Virtual Storytelling}, 18964 year = {2005}, 18965 pages = {280-283}, 18966 author = {Lee,Youngho and Kim,Dahee and Lim,Youngil and Kim,Kyuhyung and Kim,Haesun and Woo,Woontack} 18967 } 18968 @proceedings {, 18969 title = {Early Games Production in New Zealand}, 18970 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18971 year = {2005}, 18972 url = {http://www.digra.org/dl/}, 18973 author = {Swalwell,Melanie} 18974 } 18975 @proceedings {, 18976 title = {The Effects of Aggressive and Relaxing Popular Music on Driving Game Performance and Evaluation}, 18977 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 18978 year = {2005}, 18979 url = {http://www.digra.org/dl/}, 18980 author = {Cassidy,Gianna and MacDonald,Raymond and Sykes,Jon} 18981 } 18982 @proceedings {, 18983 title = {On the effects of loose causal consistency in mobile multiplayer games}, 18984 journal = {NetGames {\textquoteright}05: Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games}, 18985 year = {2005}, 18986 pages = {1-11}, 18987 address = {Hawthorne, NY}, 18988 isbn = {1-59593-156-2}, 18989 author = {Chandler,Angie and Finney,Joe} 18990 } 18991 @inbook {, 18992 title = {An efficient player for MPEG-4 contents on a mobile device}, 18993 booktitle = {Advances in Multimedia Information Processing - Pcm 2005, Pt 2}, 18994 series = {Lecture Notes in Computer Science}, 18995 volume = {3768}, 18996 year = {2005}, 18997 pages = {900-911}, 18998 publisher = {Springer-Verlag Berlin}, 18999 organization = {Springer-Verlag Berlin}, 19000 address = {Berlin}, 19001 abstract = {We describe an implementation of an efficient player for MPEG-4 contents on a mobile device. The player uses 3 adaptation methods in order to support high efficiency when it plays MPEC-4 contents. The adaptation methods are composed of a physical adaptation, an event adaptation, and a resource adaptation. The first adaptation resolves the physical difference between the authoring environment and playback environment. The second adaptation resolves some events that cannot support on mobile devices. The last adaptation resolves the load for restricted resource on mobile device. In view of the results of the performance analysis on the player, we could find that the player showed an efficient playback of MPEC-4 contents on a mobile device. The applications for the player are as follows; mobile games, a car navigator, distance learning, etc.}, 19002 isbn = {0302-9743}, 19003 author = {Kim, S. and Kim, K.} 19004 } 19005 @article {, 19006 title = {Electronic Gaming and the Ethics of Information Ownership}, 19007 journal = {International Review of Information Ethics}, 19008 year = {2005}, 19009 abstract = {Players of electronic games, particularly on-line role-playing games, may invest a substantial degree of time, effort, and personal identity into the game scenarios they generate. Yet, where the wishes of players diverge from those of game publishers, the legal and ethical interests of players remain unclear. The most applicable set of legal principles are those of copyright law, which is often grounded in utilitarian justifications, but which may also be justified on deontological grounds. Past copyright cases involving video arcade and per-sonal computer gaming suggest that the gaming scenaria generated by players may constitute original selec-tion and arrangement of the game elements, thus qualifying such gaming sequences for copyright protection as either derivative works or works of joint authorship. But this result may be difficult to justify on utilitarian theories. Rather, the personal investment of game players suggests a deontological basis for claims of game sequence ownership.}, 19010 url = {http://www.i-r-i-e.net/inhalt/004/Burk.pdf}, 19011 author = {Dan L. Burk} 19012 } 19013 @proceedings {, 19014 title = {Embodied Reporting Agents as an Approach to Creating Narratives from Live Virtual Worlds}, 19015 journal = {International Conference on Virtual Storytelling}, 19016 year = {2005}, 19017 pages = {179-188}, 19018 author = {Tallyn,Ella and Koleva,Boriana and Logan,Brian and Fielding,Dan and Benford,Steve and Gelmini,Giulia and Madden,Neil} 19019 } 19020 @proceedings {, 19021 title = {An Emotional Architecture for Virtual Characters}, 19022 journal = {International Conference on Virtual Storytelling}, 19023 year = {2005}, 19024 pages = {63-72}, 19025 author = {Imbert,Ricardo and de Antonio,Ang{\'e}lica} 19026 } 19027 @article {, 19028 title = {Emotional spectrum developed by virtual storytelling}, 19029 journal = {Virtual Storytelling: Using Virtual Reality Technologies for Storytelling, Proceedings}, 19030 volume = {3805}, 19031 year = {2005}, 19032 pages = {105-114}, 19033 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{\textquoteright}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 \& 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).}, 19034 isbn = {0302-9743}, 19035 author = {Nelson Zagalo and Ana Torres and Vasco Branco} 19036 } 19037 @proceedings {, 19038 title = {Emotions evoked during collaborative and competitive play when players are co-located and spatially separated}, 19039 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19040 year = {2005}, 19041 url = {http://www.digra.org/dl/}, 19042 author = {Khan,Romana and Sykes,Jonathan} 19043 } 19044 @proceedings {, 19045 title = {Enabling Communications-Based Interactive Storytelling Through a Tangible Mapping Approach}, 19046 journal = {International Conference on Virtual Storytelling}, 19047 year = {2005}, 19048 pages = {229-238}, 19049 author = {Lin,Norman and Mase,Kenji and Sumi,Yasuyuki and Toriyama,Tomoji} 19050 } 19051 @proceedings {, 19052 title = {Enhancing player experience in MMORPGs with mobile features}, 19053 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19054 year = {2005}, 19055 url = {http://www.digra.org/dl/}, 19056 author = {Koivisto,Elina M I and Wenninger,Christian} 19057 } 19058 @proceedings {, 19059 title = {Environment Expression: Telling Stories Through Cameras, Lights and Music}, 19060 journal = {International Conference on Virtual Storytelling}, 19061 year = {2005}, 19062 pages = {129-132}, 19063 author = {Melo,Celso and Paiva,Ana} 19064 } 19065 @article {, 19066 title = {The Ethical Significance of Cheating in Online Computer Games}, 19067 journal = {International Review of Information Ethics}, 19068 volume = {4}, 19069 year = {2005}, 19070 abstract = {In this article cheating in network and specifically online computer games is looked into as a moral offence. Reasons for the public ignoring the issue are brought forth. We present what could be considered as cheating in generic terms and in context. Different kinds of cheating are delineated, and remedies proposed. We also identify what is not cheating.}, 19071 url = {http://www.i-r-i-e.net/inhalt/004/Kimppa-Bissett.pdf}, 19072 author = {K. K. Kimppa and A. K. Bissett} 19073 } 19074 @article {, 19075 title = {Evaluating digital entertainment system performance}, 19076 journal = {Computer}, 19077 volume = {38}, 19078 number = {7}, 19079 year = {2005}, 19080 pages = {68-+}, 19081 type = {Article}, 19082 abstract = {Digital entertainment systems have become the driving force behind the expansion of the semiconductor market, outstripping even PCs. In 2003, for example, smart phones represented about 3 percent of the 500 million mobile phones sold worldwide, with analysts expecting their sales to grow at triple-digit year-over-year rates. More than half of the 600 million mobile phones sold in 2004 included a color display and digital camera. The implementation of more advanced features such as accelerated 2D and 3D graphics, videoconferencing, mobile multimedia, and games has raised performance requirements. The same holds true for other digital entertainment devices. Rapid advances in semiconductor technology, microarchitectures, and embedded systems have made the adoption of these features possible. As a result, software complexity will continue to increase to keep pace with overall system complexities. Performance and quality provide good starting points for evaluating a digital entertainment system, but energy consumption is an equally important metric.}, 19083 isbn = {0018-9162}, 19084 author = {Levy, M.} 19085 } 19086 @proceedings {, 19087 title = {Evaluation of Web-based Games and Simulations Using the Virtual Usability Laboratory}, 19088 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19089 year = {2005}, 19090 url = {http://www.digra.org/dl/}, 19091 author = {Owston,Ron and Kushniruk,Andr{\'e} and Ho,Francis and Pitts,Kevin} 19092 } 19093 @inbook {, 19094 title = {Evolution of reactive rules in multi player computer games based on imitation}, 19095 booktitle = {Advances in Natural Computation, Pt 2, Proceedings}, 19096 series = {Lecture Notes in Computer Science}, 19097 volume = {3611}, 19098 year = {2005}, 19099 pages = {744-755}, 19100 publisher = {Springer-Verlag Berlin}, 19101 organization = {Springer-Verlag Berlin}, 19102 address = {Berlin}, 19103 abstract = {Observing purely reactive situations in modern computer games, one can see that in many cases few, simple rules are sufficient to perform well in the game. In spite of this, the programming of an artificial opponent is still a hard and time consuming task in the way it is done for the most games today. In this paper we propose a system in which no direct programming of the behaviour of the opponents is necessary. Instead, rules are gained by observing human players and then evaluated and optimised by an evolutionary algorithm to optimise the behaviour. We will show that only little learning effort is required to be competitive in reactive situations. In the course of our experiments our system proved to generate better artificial players than the original ones supplied with the game.}, 19104 isbn = {0302-9743}, 19105 author = {Priesterjahn, S. and Kramer, O. and Weimer, A. and Goebels, A.} 19106 } 19107 @inbook {, 19108 title = {Evolving defence strategies by genetic programming}, 19109 booktitle = {Genetic Programming, Proceedings}, 19110 series = {Lecture Notes in Computer Science}, 19111 volume = {3447}, 19112 year = {2005}, 19113 pages = {281-290}, 19114 publisher = {Springer-Verlag Berlin}, 19115 organization = {Springer-Verlag Berlin}, 19116 address = {Berlin}, 19117 abstract = {Computer games and simulations are commonly used as a basis for analysing and developing battlefield strategies. Such strategies are usually programmed explicitly, but it is also possible to generate them automatically via the use of evolutionary programming techniques. We focus in particular on the. use of genetic programming to evolve strategies for a single defender facing multiple simultaneous attacks. By expressing the problem domain in the form of a {\textquoteright}Space Invaders{\textquoteright} game, we show that it is possible to evolve winning strategies for an increasingly complex sequence of scenarios.}, 19118 isbn = {0302-9743}, 19119 author = {Jackson, D.} 19120 } 19121 @inbook {, 19122 title = {An Extended Behavior Network for a game agent: An investigation of action selection quality and agent performance in Unreal Tournament}, 19123 booktitle = {MICAI 2005: Advances in Artificial Intelligence}, 19124 series = {Lecture Notes in Artificial Intelligence}, 19125 volume = {3789}, 19126 year = {2005}, 19127 pages = {287-296}, 19128 publisher = {Springer-Verlag Berlin}, 19129 organization = {Springer-Verlag Berlin}, 19130 address = {Berlin}, 19131 abstract = {This work describes an application of extended behavior networks to the control of an agent in the game Unreal Tournament. Extended Behavior Networks (EBNs) are a class of action selection architectures capable of selecting a good set of actions for complex agents situated in continuous and dynamic environments. They have been successfully applied to the Robocup, but never before used in computer games, We verify the quality of the action selection mechanism and its correctness in a series of experiments. Then we asses the performance of an agent using an EBN against a plain reactive agent with identical sensory-motor apparatus and against a totally different agent built around finite-state machines. We discuss the results of our experiments, point our future work and conclude that extended behavior networks are a good control mechanism for game agents.}, 19132 isbn = {0302-9743}, 19133 author = {Pinto, H. D. and Alvares, L. O.} 19134 } 19135 @inbook {, 19136 title = {Extracting and evolving mobile games product lines}, 19137 booktitle = {Software Product Lines, Proceedings}, 19138 series = {Lecture Notes in Computer Science}, 19139 volume = {3714}, 19140 year = {2005}, 19141 pages = {70-81}, 19142 publisher = {Springer-Verlag Berlin}, 19143 organization = {Springer-Verlag Berlin}, 19144 address = {Berlin}, 19145 abstract = {For some organizations, the proactive approach to product lines may be inadequate due to prohibitively high investment and risks. As an alternative, the extractive and the reactive approaches are incremental, offering moderate costs and risks, and therefore sometimes may be more appropriate. However, combining these two approaches demands a more detailed process at the implementation level. This paper presents a method for extracting a product line and evolving it, relying on a strategy that uses refactorings expressed in terms of simpler programming laws. The approach is evaluated with a case study in the domain of games for mobile devices, where variations are handled with aspect-oriented constructs.}, 19146 isbn = {0302-9743}, 19147 author = {Alves, V. and Matos, P. and Cole, L. and Borba, P. and Ramalho, G.} 19148 } 19149 @proceedings {, 19150 title = {FELIX 3D Display: Human-Machine Interface for Interactive Real Three-Dimensional Imaging}, 19151 journal = {International Conference on Virtual Storytelling}, 19152 year = {2005}, 19153 pages = {22-31}, 19154 author = {Langhans,Knut and Oltmann,Klaas and Reil,Sebastian and Goldberg,Lars and Hatecke,Hannes} 19155 } 19156 @proceedings {, 19157 title = {Fictive affinities in Final Fantasy XI: complicit and critical play in fantastic nations}, 19158 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19159 year = {2005}, 19160 url = {http://www.digra.org/dl/}, 19161 author = {Huber,William} 19162 } 19163 @proceedings {, 19164 title = {On the Foundations of Evil in Computer Game Cheating}, 19165 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19166 year = {2005}, 19167 url = {http://www.digra.org/dl/}, 19168 author = {Sicart,Miguel} 19169 } 19170 @proceedings {, 19171 title = {Framing Virtual Law}, 19172 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19173 year = {2005}, 19174 url = {http://www.digra.org/dl/}, 19175 author = {Edelmann,Peter} 19176 } 19177 @inbook {, 19178 title = {From hunt the wumpus to EverQuest: Introduction to quest theory}, 19179 booktitle = {Entertainment Computing - ICEC 2005}, 19180 series = {Lecture Notes in Computer Science}, 19181 volume = {3711}, 19182 year = {2005}, 19183 pages = {496-506}, 19184 abstract = {The paper will explore how the landscape types and the quest types are used in various games, how they structure the gameplay, how they act as bones for the game-content (graphics, dialogue, sound) and how they sometimes form the base on which a story is imposed and related to the player. The question then becomes, how does the quest structure influence the story structure? How do the limitations of the quest combinations limit the kinds of story that are possible? How rich can the imposed story be, without breaking the gameplay? Are landscape and quest-structure the dominant factors in quest game design, to which the story-ambitions must defer? The main thesis of the paper is that if we understand the powerful but simple structure - the grammar - of quests (how they work, how they are used) we can understand both the limits and the potential of these kinds of games.}, 19185 isbn = {0302-9743}, 19186 author = {Aarseth, E.} 19187 } 19188 @proceedings {, 19189 title = {From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics}, 19190 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19191 year = {2005}, 19192 url = {http://www.digra.org/dl/}, 19193 author = {Konzack,Lars and Lindof,Thessa} 19194 } 19195 @proceedings {, 19196 title = {From the real-world data to game world experience: A method for developing plausible and engaging learning games}, 19197 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19198 year = {2005}, 19199 url = {http://www.digra.org/dl/}, 19200 author = {Dobson,Michael W and Ha,Dan and Ciavaro,Chad and Mulligan,Desmond E} 19201 } 19202 @article {, 19203 title = {From visual simulation to virtual reality to games}, 19204 journal = {Computer}, 19205 volume = {38}, 19206 number = {9}, 19207 year = {2005}, 19208 pages = {25-+}, 19209 type = {Article}, 19210 abstract = {The virtual reality field is transitioning into work influenced by video games and thus now influences that industry as well. Because much of the research and development being conducted in the games community parallels the VR community{\textquoteright}s efforts, it has the potential to affect a greater audience. Given these trends, VR researchers who want their work to remain relevant must. realign to focus on game research and development. Research in the games arena affects not just the entertainment industry but also the government and corporate organizations that could benefit from the training, simulation, and education opportunities that serious games provide.}, 19211 isbn = {0018-9162}, 19212 author = {Zyda, M.} 19213 } 19214 @proceedings {, 19215 title = {Gaining Advantage: How Videogame Players Define and Negotiate Cheating}, 19216 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19217 year = {2005}, 19218 url = {http://www.digra.org/dl/}, 19219 author = {Consalvo,Mia} 19220 } 19221 @proceedings {, 19222 title = {Game Classification as Game Design: Construction Through Critical Analysis}, 19223 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19224 year = {2005}, 19225 url = {http://www.digra.org/dl/}, 19226 author = {Elverdam,Christian and Aarseth,Espen} 19227 } 19228 @article {, 19229 title = {Game Ethics - Homo Ludens as a Computer Game Designer and Consumer}, 19230 journal = {International Review of Information Ethics}, 19231 volume = {4}, 19232 year = {2005}, 19233 abstract = {Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans involved in design-ing, administering, selling, playing etc. computer games encounter new situations in which good and bad, right and wrong, are not defined by the experience of previous generations. This article gives an account of the historical necessity of games, the development of e-games, their pros- and cons, threats and promises, focusing on the ethical awareness and attitudes of game developers.}, 19234 url = {http://www.i-r-i-e.net/inhalt/004/Larrson-Dodig-Crnkovic.pdf}, 19235 author = {Gordana Dodig-Crnkovic and Thomas Larsson} 19236 } 19237 @proceedings {, 19238 title = {Game Genre Evolution for Educational Games}, 19239 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19240 year = {2005}, 19241 url = {http://www.digra.org/dl/}, 19242 author = {Watters,Carolyn R} 19243 } 19244 @proceedings {, 19245 title = {Game Innovation Workshop (A Weeklong Atelier)}, 19246 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19247 year = {2005}, 19248 url = {http://www.digra.org/dl/}, 19249 author = {Pearce,Celia and Fullerton,Tracy and Fron,Janine} 19250 } 19251 @proceedings {, 19252 title = {Game Music - Learning from the Movies}, 19253 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19254 year = {2005}, 19255 url = {http://www.digra.org/dl/}, 19256 author = {Folmann,Troels B} 19257 } 19258 @proceedings {, 19259 title = {The Game of Life: Narrative and Ludic Identity Formation in Computer Games}, 19260 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19261 year = {2005}, 19262 url = {http://www.digra.org/dl/}, 19263 author = {de Mul,Jos} 19264 } 19265 @proceedings {, 19266 title = {Game Over}, 19267 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19268 year = {2005}, 19269 url = {http://www.digra.org/dl/}, 19270 author = {Sharp,Philip} 19271 } 19272 @article {, 19273 title = {Game, Player, Ethics: A Virtue Ethics Approach to Computer Games}, 19274 journal = {International Review of Information Ethics}, 19275 volume = {4}, 19276 year = {2005}, 19277 abstract = {As the contemporary heirs of popular music or cinema, computer games are gradually taking over the mar-kets of entertainment. Much like cinema and music, computer games are taking the spotlight in another front {\textendash} that which blames them for encouraging unethical behaviors. Apparently, computer games turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order to understand better the ways we can evaluate their morality in western cultures providing a framework to understand some of these concerns. This paper poses questions about the ontology of games and their ethical meaning, in an attempt to give ethical theory a word in the analysis of computer games.}, 19278 url = {http://www.i-r-i-e.net/inhalt/004/Sicart.pdf}, 19279 author = {Sicart,Miguel} 19280 } 19281 @article {, 19282 title = {GameFlow: a model for evaluating player enjoyment in games}, 19283 journal = {ACM Computers in Entertainment}, 19284 volume = {3}, 19285 number = {3}, 19286 year = {2005}, 19287 pages = {3-3}, 19288 isbn = {1544-3574}, 19289 author = {Sweetser,Penelope and Wyeth,Peta} 19290 } 19291 @proceedings {, 19292 title = {The Gamer and the Case Mod: Socio-Material Play and Expression in the LAN Party}, 19293 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19294 year = {2005}, 19295 url = {http://www.digra.org/dl/}, 19296 author = {Simon,Bart} 19297 } 19298 @proceedings {, 19299 title = {Games for Learning: Are Schools Ready for What{\textquoteright}s to Come?}, 19300 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19301 year = {2005}, 19302 url = {http://www.digra.org/dl/}, 19303 author = {Becker,Katrin and Jacobsen,Michele} 19304 } 19305 @proceedings {, 19306 title = {Games, Metaphor, and Learning}, 19307 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19308 year = {2005}, 19309 url = {http://www.digra.org/dl/}, 19310 author = {Sweedyk,Elizabeth and de Laet,Marianne} 19311 } 19312 @proceedings {, 19313 title = {The Gaming Body}, 19314 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19315 year = {2005}, 19316 url = {http://www.digra.org/dl/}, 19317 author = {Buter,Zuraida} 19318 } 19319 @proceedings {, 19320 title = {Gaming Mind, Gaming Bodies: Mind-Body Split For the New Millenium}, 19321 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19322 year = {2005}, 19323 url = {http://www.digra.org/dl/}, 19324 author = {Young,Bryan-Mitchell} 19325 } 19326 @proceedings {, 19327 title = {Gender, Race and Space in the Construction of Hegemonic Games Culture}, 19328 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19329 year = {2005}, 19330 url = {http://www.digra.org/dl/}, 19331 author = {Kennedy,Helen W} 19332 } 19333 @proceedings {, 19334 title = {(Gendered) Gaming Experience in Different Social Environments: From Home to Cyber Caf{\'e}s}, 19335 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19336 year = {2005}, 19337 url = {http://www.digra.org/dl/}, 19338 author = {Lin,Holin} 19339 } 19340 @inbook {, 19341 title = {Generating ambient behaviors in computer role-playing games}, 19342 booktitle = {Intelligent Technologies for Interactive Entertainment, Proceedings}, 19343 series = {Lecture Notes in Computer Science}, 19344 volume = {3814}, 19345 year = {2005}, 19346 pages = {34-43}, 19347 publisher = {Springer-Verlag Berlin}, 19348 organization = {Springer-Verlag Berlin}, 19349 address = {Berlin}, 19350 abstract = {Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors for the NPCs without investing substantial programming effort to write custom non-trivial scripts for each NPC. Current computer games have simplistic ambient behaviors for NPCs; it is rare for NPCs to interact with each other. In this paper, we describe how generative behavior patterns can be used to quickly and reliably generate ambient behavior scripts that are believable, entertaining and non-repetitive, even for the more difficult case of interacting NPCs. We demonstrate this approach using BioWare{\textquoteright}s Neverwinter Nights game.}, 19351 isbn = {0302-9743}, 19352 author = {Cutumisu, M. and Szafron, D. and Schaeffer,J and McNaughton, M. and Roy, T. and Onuczko, C. and Carbonaro, M.} 19353 } 19354 @proceedings {, 19355 title = {Generating Verbal and Nonverbal Utterances for Virtual Characters}, 19356 journal = {International Conference on Virtual Storytelling}, 19357 year = {2005}, 19358 pages = {73-76}, 19359 author = {Kempe,Benjamin and Pfleger,Norbert and L{\"o}ckelt,Markus} 19360 } 19361 @proceedings {, 19362 title = {Girls Creating Games: Challenging Existing Assumptions about Game Content}, 19363 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19364 year = {2005}, 19365 url = {http://www.digra.org/dl/}, 19366 author = {Denner,Jill and Bean,Steven and Werner,Linda L} 19367 } 19368 @proceedings {, 19369 title = {Global Heart Rate}, 19370 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19371 year = {2005}, 19372 url = {http://www.digra.org/dl/}, 19373 author = {Diamond,Sara and Donaldson,Tom and Johnston,Anita} 19374 } 19375 @proceedings {, 19376 title = {Growing Complex Games}, 19377 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19378 year = {2005}, 19379 url = {http://www.digra.org/dl/}, 19380 author = {Glean,Nicholas} 19381 } 19382 @proceedings {, 19383 title = {Half-Real: The Interplay between Game Rules and Game Fiction}, 19384 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19385 year = {2005}, 19386 url = {http://www.digra.org/dl/}, 19387 author = {Juul,Jesper} 19388 } 19389 @inbook {, 19390 title = {Hardware-accelerated template matching}, 19391 booktitle = {Pattern Recognition and Image Analysis, Pt 1, Proceedings}, 19392 series = {Lecture Notes in Computer Science}, 19393 volume = {3522}, 19394 year = {2005}, 19395 pages = {691-698}, 19396 publisher = {Springer-Verlag Berlin}, 19397 organization = {Springer-Verlag Berlin}, 19398 address = {Berlin}, 19399 abstract = {In the last decade, consumer graphics cards have increased their power because of the computer games industry. These cards are now programmable and capable of processing huge amounts of data in a SIMD fashion. In this work, we propose an alternative implementation of a very intuitive and well known 2D template matching, where the most computationally expensive task is accomplished by the graphics hardware processor. This computation approach is not new, but in this work we resume the method step-by-step to better understand the underlying complexity. Experimental results show an extraordinary performance trade-off, even working with obsolete hardware.}, 19400 isbn = {0302-9743}, 19401 author = {Cabido, R. and Montemayor, A. S. and Sanchez, A.} 19402 } 19403 @proceedings {, 19404 title = {Her Own Boss: Gender and the Pursuit of Incompetent Play}, 19405 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19406 year = {2005}, 19407 url = {http://www.digra.org/dl/}, 19408 author = {Jenson,Jennifer and de Castell,Suzanne} 19409 } 19410 @inbook {, 19411 title = {Heuristic search applied to abstract combat games}, 19412 booktitle = {Advances in Artificial Intelligence, Proceedings}, 19413 series = {Lecture Notes in Computer Science}, 19414 volume = {3501}, 19415 year = {2005}, 19416 pages = {66-78}, 19417 publisher = {Springer-Verlag Berlin}, 19418 organization = {Springer-Verlag Berlin}, 19419 address = {Berlin}, 19420 abstract = {Creating strong 41 forces in military war simulations or RTS video games poses many challenges including partially observable states, a possibly large number of agents and actions, and simultaneous concurrent move execution. In this paper we consider a tactical sub-problem that needs to be addressed on the way to strong computer generated forces: abstract combat games in which a small number of inhomogeneous units battle with each other in simultaneous move rounds until all members of one group are eliminated. We present and test several adversarial heuristic search algorithms that are able to compute reasonable actions in those scenarios using short time controls. Tournament results indicate that a new algorithm for simultaneous move games which we. call "randomized alpha-beta search" (RAB) can be used effectively in the abstract combat application we consider. In this application it outperforms the other algorithms we implemented. We. also show that RAB{\textquoteright}s performance is correlated with the degree of simultaneous move interdependence present in the game.}, 19421 isbn = {0302-9743}, 19422 author = {Kovarsky, A. and Buro, M.} 19423 } 19424 @proceedings {, 19425 title = {The Higher Education of Gaming}, 19426 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19427 year = {2005}, 19428 url = {http://www.digra.org/dl/}, 19429 author = {Squire,Kurt and Giovanetto,Levi} 19430 } 19431 @proceedings {, 19432 title = {Hit the Man: Fascination of Death and Violence in Computer Games}, 19433 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19434 year = {2005}, 19435 url = {http://www.digra.org/dl/}, 19436 author = {Stald,Gitte} 19437 } 19438 @proceedings {, 19439 title = {How Do We Build This Thing?: Imagining Frameworks for Personal Narratives.}, 19440 journal = {International Conference on Virtual Storytelling}, 19441 year = {2005}, 19442 pages = {199-208}, 19443 author = {Adams,Armele} 19444 } 19445 @proceedings {, 19446 title = {How Serious are serious games? Some lessons from Infra-games}, 19447 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19448 year = {2005}, 19449 url = {http://www.digra.org/dl/}, 19450 author = {Bekebrede,Geertje and Mayer,Igor and van Houten,Stijn-Pieter A and Chin,Roy T H and Verbraeck,Alexander} 19451 } 19452 @article {, 19453 title = {The hunt for collaborative war gaming - Case: Battlefield 1942}, 19454 journal = {Game Studies}, 19455 volume = {5}, 19456 number = {1}, 19457 year = {2005}, 19458 abstract = {This paper analyses the interaction forms of a contemporary multiplayer game in order to offer implications for multiplayer game design. The motivation for the research originates from the fact that the lack of intuitive and perceivable interaction cues is one of the distinctive features separating networked game settings from face-to-face encounters. The analysis of the interaction forms in multiplayer game sessions indicates that the players can use various forms of non- verbal communication and perceivable actions to reduce communication difficulties. However, players still tend to communicate outside the game system and they try to overcome the limitations of the systems by inventing various imaginative ways to communicate, co-ordinate and co -operate. The findings of this study support the earlier research conducted within the field. However, the improvements in game technologies have been able to slightly reduce the problems of net gaming. Nevertheless, game designers need to take versatile interaction form support into account when designing and developing multiplayer games. It is mainly perceivable and holistic manifestations of interaction that enable players to fully collaborate and cooperate in networked game settings.}, 19459 url = {http://www.gamestudies.org/0501/manninen_kujanpaa/}, 19460 author = {Manninen, T. and Kujanp{\"a}{\"a}, T.} 19461 } 19462 @proceedings {, 19463 title = {Immersion in Game Atmospheres for the Video Game Heritage Preservation}, 19464 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19465 year = {2005}, 19466 url = {http://www.digra.org/dl/}, 19467 author = {Esposito,Nicolas} 19468 } 19469 @proceedings {, 19470 title = {Implementation of a {\textquoteright}karma{\textquoteright} factor affects behaviour in a sports-action game}, 19471 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19472 year = {2005}, 19473 url = {http://www.digra.org/dl/}, 19474 author = {Ciavarro,Chad D and Bizzocchi,Jim and Bradley,Nori and Williamson,Ian and Paras,Bradley S and Goodman,David} 19475 } 19476 @article {, 19477 title = {Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002}, 19478 journal = {Journal of Industrial Economics}, 19479 volume = {53}, 19480 number = {4}, 19481 year = {2005}, 19482 pages = {515-542}, 19483 abstract = {We examine the importance of indirect network effects in the U.S. video game market between 1994 and 2002. The diffusion of game systems is analyzed by the interaction between console adoption decisions and software supply decisions. Estimation results suggest that introductory pricing is an effective practice at the beginning of the product cycle, and expanding software variety becomes more effective later. We also find a degree of inertia in the software market that does not exist in the hardware market. This observation implies that software providers continue to exploit the installed base of hardware users after hardware demand has slowed.53}, 19484 url = {http://ssrn.com/abstract=870634}, 19485 author = {Clements,Matthew T and Ohashi,Hiroshi} 19486 } 19487 @proceedings {, 19488 title = {Individual Differences in Violent Video Game Play}, 19489 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19490 year = {2005}, 19491 url = {http://www.digra.org/dl/}, 19492 author = {Bolton,Amanda and Fouts,Gregory} 19493 } 19494 @proceedings {, 19495 title = {INSCAPE: Storymodels for Interactive Storytelling and Edutainment Applications}, 19496 journal = {International Conference on Virtual Storytelling}, 19497 year = {2005}, 19498 pages = {168-171}, 19499 author = {G{\"o}bel,Stefan and Becker,Felicitas and Feix,Axel} 19500 } 19501 @proceedings {, 19502 title = {Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach}, 19503 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19504 year = {2005}, 19505 url = {http://www.digra.org/dl/}, 19506 author = {Spierling,Ulrike} 19507 } 19508 @inbook {, 19509 title = {Interactive educational games for autistic children with agent-based system}, 19510 booktitle = {Entertainment Computing - ICEC 2005}, 19511 series = {Lecture Notes in Computer Science}, 19512 volume = {3711}, 19513 year = {2005}, 19514 pages = {422-432}, 19515 publisher = {Springer-Verlag Berlin}, 19516 organization = {Springer-Verlag Berlin}, 19517 address = {Berlin}, 19518 abstract = {This article addresses design issues that are relevant in the Autism project which aims at developing a computer games, for diagnosis and training of the children with autism and accompanying mental disorders. This approach is put in the broader context of interactive environments, which computer games are a special case. The characteristic of our approach is that it has the capability of user adaptation. The user adaptation is based on the model they maintain the observation of user interactions, the knowledge of therapists and the case-based reasoning paradigm.}, 19519 isbn = {0302-9743}, 19520 author = {Sehaba, K. and Estraillier, P. and Lambert, D.} 19521 } 19522 @proceedings {, 19523 title = {Interactivity and Digital Environments: Designing a Storymap for}, 19524 journal = {International Conference on Virtual Storytelling}, 19525 year = {2005}, 19526 pages = {284-287}, 19527 author = {Sussner,Julia and Thomas,Maureen} 19528 } 19529 @proceedings {, 19530 title = {Interface and Narrative Texture}, 19531 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19532 year = {2005}, 19533 url = {http://www.digra.org/dl/}, 19534 author = {Lin,Ben and Bizzocchi,Jim and Budd,Jim} 19535 } 19536 @proceedings {, 19537 title = {Intermedial Pleasures: The Enjoyment of Digital Games in the Context of Home Media Use}, 19538 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19539 year = {2005}, 19540 url = {http://www.digra.org/dl/}, 19541 author = {Kerr,Aphra and Brereton,Pat and Flynn,Roddy and K{\"u}cklich,Julian} 19542 } 19543 @article {, 19544 title = {Internet fantasy violence: A test of aggression in an online game}, 19545 journal = {Communication Monographs}, 19546 volume = {72}, 19547 number = {2}, 19548 year = {2005}, 19549 pages = {217-233}, 19550 author = {Williams, Dmitri and Skoric,Marko} 19551 } 19552 @proceedings {, 19553 title = {An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transaction}, 19554 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19555 year = {2005}, 19556 url = {http://www.digra.org/dl/}, 19557 author = {Lee,Yu-Hao and Lin,Holin} 19558 } 19559 @proceedings {, 19560 title = {Judge for yourself: Ethical Advisor 1.0}, 19561 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19562 year = {2005}, 19563 url = {http://www.digra.org/dl/}, 19564 author = {Power,Michael and Gagnon,Michel-Fr{\'e}d{\'e}rick and Langlois,Lyse} 19565 } 19566 @proceedings {, 19567 title = {{\textquoteright}Just Who Wears the Tights in This Household?{\textquoteright}: Technological Dramas, Gender Trouble, and Cryptic Studio{\textquoteright}s City of Heros}, 19568 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19569 year = {2005}, 19570 url = {http://www.digra.org/dl/}, 19571 author = {Walls,Douglas} 19572 } 19573 @proceedings {, 19574 title = {Key Factors in the Design of Effective Games: Results of a Survey of Industry Experts and Advanced Gamers}, 19575 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19576 year = {2005}, 19577 url = {http://www.digra.org/dl/}, 19578 author = {Kaufman,David and Chandross,David and Gurr,Anthony} 19579 } 19580 @proceedings {, 19581 title = {Law, order and conflicts of interest in massively multiplayer online games}, 19582 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19583 year = {2005}, 19584 url = {http://www.digra.org/dl/}, 19585 author = {Pargman,Daniel and Eriksson,Andreas} 19586 } 19587 @proceedings {, 19588 title = {Learning and Literacies in the Social World of Tony Hawk Underground 2}, 19589 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19590 year = {2005}, 19591 url = {http://www.digra.org/dl/}, 19592 author = {Hayes,Elisabeth} 19593 } 19594 @article {, 19595 title = {Learning by feeling: Evoking empathy with synthetic characters}, 19596 journal = {Applied Artificial Intelligence}, 19597 volume = {19}, 19598 number = {3-4}, 19599 year = {2005}, 19600 pages = {235-266}, 19601 type = {Article}, 19602 abstract = {Virtual environments (VEs) are now becoming a promising new technology to be used in the development of interactive learning environments for children. Perhaps triggered by the success of computer games, VEs are seen as an emergent and engaging new way by which children can learn experimental sciences and other disciplines. Inhabiting these IVEs can be agents or intelligent characters that are responsible for events that happen in the environment and make it not predictive or completely controlled. However, to build such environments, in particular, if populated by synthetic characters, one needs to carefully address the problem of how do the learners respond to the characters in the virtual environment. Do learners like the characters? Do learners identify themselves with characters in virtual environments? This relation between learners and characters in virtual environments can be studied in several perspectives. In this paper, we will focus primarily on the issue of empathy as one desirable aspect of the affective interaction between learners and synthetic characters. In particular, we will defend that in order for such affective relations to happen, characters should be created and designed taking into account what we call the proximity factor. This is based on the fact that children are found to respond more empathically to those that are perceived as similar to the self than those who are perceived as dissimilar (Barnett 1987). This appears to be the case when similarity is defined in terms of a shared characteristic, such as sex (Bryant 1982), race or in terms of shared personal experiences ( Bryant 1982). Thus, designing characters aiming at pedagogical empathic interactions, we should carefully address how close the learner will feel with the synthetic characters developed in terms of situation, behavior or even physical appearance. In order to illustrate this factor in eliciting emotional reactions to synthetic characters, we will present a specific system called FearNot!. FearNot! was developed to address the difficult and often devastating problem of bullying in schools. By using role-playing and synthetic characters in a 3D environment, FearNot! allows children from age 8 to 12 to experience a virtual scenario where they can witness ( in a third-person perspective) bullying situations. To build empathy into FearNot, we have considered the following components: agent{\textquoteright}s architecture, the characters{\textquoteright} embodiment, the environment itself, and emotionally charged situations. All these elements were built to allow for a stronger proximity with the user and the system. In this paper, we will focus primarily on this problem and report some results achieved in the evaluation executed with 127 children and 95 adults on the system.}, 19603 isbn = {0883-9514}, 19604 author = {Paiva, A. and Dias, J. and Sobral, D. and Aylett, R. and Woods, S. and Hall, L. and Zoll, C.} 19605 } 19606 @proceedings {, 19607 title = {Legal and Organizational Issues in Collaborative User-Created Content}, 19608 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19609 year = {2005}, 19610 url = {http://www.digra.org/dl/}, 19611 author = {Sarvas,Risto and Marko Turpeinen and Virtanen,Perttu and Hietanen,Herkko and Herrera,Fernando} 19612 } 19613 @proceedings {, 19614 title = {Lessor-known Worlds: Bridging the Telematic Flows with Located Human Experience Through Game Design}, 19615 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19616 year = {2005}, 19617 url = {http://www.digra.org/dl/}, 19618 author = {Polson,Debra and Adkins,Barbara and Caceres,Marcos} 19619 } 19620 @article {, 19621 title = {Literacy as a leisure activity: Free-time preferences of older children and young adolescents}, 19622 journal = {Language Speech and Hearing Services in Schools}, 19623 volume = {36}, 19624 number = {2}, 19625 year = {2005}, 19626 pages = {93-102}, 19627 type = {Article}, 19628 abstract = {Purpose: Literacy plays an important role in the development of language in school-age children and adolescents. For example, by reading a variety of books, magazines, and newspapers, students gain exposure to complex vocabulary, and reading becomes a prime opportunity for learning new words. Despite the importance of reading for lexical development, little is known about the pleasure reading habits of today{\textquoteright}s youth. The first goal of this investigation was to examine the preferences of older children and young adolescents with respect to reading as a leisure-time activity and its relationship to other free-time options that are likely to compete for their attention. The second goal was to examine the amount of time that young people spend reading for pleasure each day and the types of materials they most enjoy reading. The third goal was to determine if preferences for free-time activities and reading materials would evince age- and gender-related differences during the period of development from late childhood through early adolescence (ages 11-15 years). The findings could serve as a reference point for understanding what is reasonable to expect of students during this age range. Method: The participants were too sixth graders (mean age = 11;7 [years;months]) and 100 ninth graders (mean age 14;8) attending public schools in western Oregon. Each group contained an equal number of boys and girls, all of whom spoke English as their primary language and were considered to be typical achievers. All participants completed a survey concerning their preferred free-time activities and reading materials. They also reported the average amount of time they spent reading for pleasure each day. 3,000 words per year (Nagy \& Scott, 2000; White, Power, \& White, 1989), resulting in a working knowledge of at least 40,000 different words by the senior year of high school (Nagy \& Herman, 1987). One factor promoting this. Results: The most popular free-time activities were listening to music/going to concerts, watching television or videos, playing sports, and playing computer or video games. Least preferred activities were cooking, running or walking, writing, and arts and crafts. Reading was moderately popular. The most popular reading materials were magazines, novels, and comics; least popular were plays, technical books, and newspapers. Interest in pleasure reading declined during this age range (11-15 years), and boys were more likely than girls to report that they spent no time reading for pleasure. Clinical Implications: Given the importance of reading to lexical development in school-age children and adolescents, reading should be promoted as a leisure activity during these years. School-based speech-language pathologists (SLPs), in their role as language consultants, can benefit from understanding the pleasure-reading patterns of today{\textquoteright}s youth. It is especially important for SLPs to monitor these patterns in students who have language disorders, as it is common for these young people to experience deficits in reading and in lexical development. Fortunately, much can be done in school settings to encourage strong literacy habits in all students if SLPs work collaboratively with teachers, principals, psychologists, librarians, parents, and students. Suggestions are offered for ways to encourage young people to spend more time reading for pleasure.}, 19629 keywords = {Acquisition, Adolescents, comprehension, knowledge, Language, lexical development, literacy, meanings, pleasure reading, Print exposure, SCHOOL, school-age children, Vocabulary growth, Words}, 19630 isbn = {0161-1461}, 19631 author = {Nippold, M. A. and Duthie, I. K. and Larsen, J.} 19632 } 19633 @proceedings {, 19634 title = {The Localization of Digital Games: A Case Study in China}, 19635 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19636 year = {2005}, 19637 url = {http://www.digra.org/dl/}, 19638 author = {Zhou,Quan and Kolko,Beth E} 19639 } 19640 @inbook {, 19641 title = {Locomotion control technique for immersive conversation environment}, 19642 booktitle = {Knowledge-Based Intelligent Information and Engineering Systems, Pt 3, Proceedings}, 19643 series = {Lecture Notes in Artificial Intelligence}, 19644 volume = {3683}, 19645 year = {2005}, 19646 pages = {875-882}, 19647 publisher = {Springer-Verlag Berlin}, 19648 organization = {Springer-Verlag Berlin}, 19649 address = {Berlin}, 19650 abstract = {Generating composite human motion such as locomotion and gesture is important for interactive applications, such as interactive storytelling and computer games. In interactive story environments, characters do not merely stand in one position, they should be able to compose gestures and locomotion based on the discourse of the story and other object locations in the scene. Thus in this paper, we propose a conversational locomotion model for virtual characters. We constructed a conversational locomotion network for a virtual environment. A multi-pass searching algorithm calculates the optimal walking path, which uses node activation from the story locations and conversation units. The character also locally adjusts its position so that it does not limit the referenced object from the user{\textquoteright}s sight. We have applied our technique to the interactive 3D movie system, and demonstrated the composite motion of the character{\textquoteright}s locomotion and conversation thus strengthens the immersion in the story environment.}, 19651 isbn = {0302-9743}, 19652 author = {Chan, R. and Takazawa, J. and Hoshino, J.} 19653 } 19654 @proceedings {, 19655 title = {The Lost Cosmonaut: An Interactive Narrative Environment on the Basis of Digitally Enhanced Paper}, 19656 journal = {International Conference on Virtual Storytelling}, 19657 year = {2005}, 19658 pages = {270-279}, 19659 author = {Vogelsang,Axel and Signer,Beat} 19660 } 19661 @proceedings {, 19662 title = {{\textquoteright}Making Sense of Manhunt{\textquoteright} or {\textquoteright}Why We Play: The Seductions of Violent Entertainment{\textquoteright}}, 19663 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19664 year = {2005}, 19665 url = {http://www.digra.org/dl/}, 19666 author = {Bittanti,Matteo} 19667 } 19668 @proceedings {, 19669 title = {Managing a Non-linear Scenario: A Narrative Evolution}, 19670 journal = {International Conference on Virtual Storytelling}, 19671 year = {2005}, 19672 pages = {148-157}, 19673 author = {Louchart,Sandy and Aylett,Ruth} 19674 } 19675 @inbook {, 19676 title = {Manipulating vibro-tactile sequences on mobile PC}, 19677 booktitle = {Engineering Human Computer Interaction and Interactive Systems}, 19678 series = {Lecture Notes in Computer Science}, 19679 volume = {3425}, 19680 year = {2005}, 19681 pages = {245-252}, 19682 publisher = {Springer-Verlag Berlin}, 19683 organization = {Springer-Verlag Berlin}, 19684 address = {Berlin}, 19685 abstract = {Tactile memory is the crucial factor in coding and transfer of the semantic information through a single vibrator. While some simulators can produce strong vibro-tactile sensations, discrimination of several tactile patterns can remain quite poor. Currently used actuators, such as shaking motor, have also technological and methodological restrictions. We designed a vibro-tactile pen and software to create tactons and semantic sequences of vibro-tactile patterns on mobile devices (iPAQ pocket PC). We proposed special games and techniques to simplify learning and manipulating vibro-tactile patterns. The technique for manipulating vibro-tactile sequences is based on gesture recognition and spatial-temporal mapping for imaging vibro-tactile signals. After training, the tactons could be used as awareness cues or the system of non-verbal communication signals.}, 19686 isbn = {0302-9743}, 19687 author = {Evreinov, G. and Evreinova, T. and Raisamo, R.} 19688 } 19689 @proceedings {, 19690 title = {Meet Death Jr.: The culture and business of cross-media productions}, 19691 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19692 year = {2005}, 19693 url = {http://www.digra.org/dl/}, 19694 author = {Aarseth,Espen} 19695 } 19696 @proceedings {, 19697 title = {Meta-Data for Interactive Storytelling}, 19698 journal = {International Conference on Virtual Storytelling}, 19699 year = {2005}, 19700 pages = {172-175}, 19701 author = {Reithinger,Norbert and Pecourt,Elsa and Nikolova,Mina} 19702 } 19703 @proceedings {, 19704 title = {Modeling and Measuring Engagement in Computer Games}, 19705 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19706 year = {2005}, 19707 url = {http://www.digra.org/dl/}, 19708 author = {Chen,Mark and Kolko,Beth E and Cuddihy,Elizabeth and Medina,Eliana} 19709 } 19710 @inbook {, 19711 title = {Modeling the user interface of multimedia applications}, 19712 booktitle = {Model Driven Engineering Languages and Systems, Proceedings}, 19713 series = {Lecture Notes in Computer Science}, 19714 volume = {3713}, 19715 year = {2005}, 19716 pages = {676-690}, 19717 publisher = {Springer-Verlag Berlin}, 19718 organization = {Springer-Verlag Berlin}, 19719 address = {Berlin}, 19720 abstract = {Multimedia applications are a branch of software development with growing importance. Typical application areas are training applications and simulations, infotainment systems - e.g. in cars - or computer games. However, there is still a lack of tailored concepts for a structured development of this kind of application. The current paper proposes a modeling approach for the user interface of multimedia applications with the goal of a model-driven development. We identify the special properties of multimedia application development and the resulting aspects to be covered by the user interface model. Existing conventional user interface modeling approaches are not sufficient, as they do not cover the media-specific aspects of the application. However, a multimedia application usually includes conventional user interface elements as well. Thus, we first propose a solution for the media-specific part. Second, we elaborate an integration of our approach with existing conventional approaches. Finally, we discuss the overall model-driven development approach and outline its benefits.}, 19721 isbn = {0302-9743}, 19722 author = {Pleuss, A.} 19723 } 19724 @inbook {, 19725 title = {Modelling user ability in computer games}, 19726 booktitle = {User Modeling 2005, Proceedings}, 19727 series = {Lecture Notes in Artificial Intelligence}, 19728 volume = {3538}, 19729 year = {2005}, 19730 pages = {521-523}, 19731 publisher = {Springer-Verlag Berlin}, 19732 organization = {Springer-Verlag Berlin}, 19733 address = {Berlin}, 19734 abstract = {User Modelling in computer games is an area that holds much research potential which can lead to practical benefits for computer game players. Our research is looking into the problem of concretely defining what makes a player {\textquoteright}good{\textquoteright} at both games in general, specific game genres and individual games. We shall then devise a way of measuring ability to produce numerical rankings. These rankings, after being put through comprehensive evaluation by players, have many potential uses including more in-depth comparison methods, opponent matching and coaching applications.}, 19735 isbn = {0302-9743}, 19736 author = {Storey, D.} 19737 } 19738 @article {, 19739 title = {Multi-device, multi-player gaming: issues and application}, 19740 journal = {Electronic Library}, 19741 volume = {23}, 19742 number = {5}, 19743 year = {2005}, 19744 pages = {521-532}, 19745 abstract = {Purpose - This paper aims to present the different issues that must be tackled when creating a viable multi-user, multi-device game. The issues tackled range from user interaction issues to graphics quality to bandwidth constraints. The paper also aims to present different configurations depending on the type of game to be created and a strategy for network gaming using heterogeneous devices focusing on the development of a game that allows users of mobile devices and desktop computers to interact and compete on a single domain. Design/methodology/approach - A tank battle game was developed that plays the same game across both a mobile device such as a phone/PDA and a desktop counterpart. Findings - Although there is a sacrifice in the richness of the game environment on mobile devices, it is possible to develop games that play across platforms and devices, and safeguards can be put in place in order not to overly handicap players using mobile devices. Research limitations/implications - The research focused on a single type of game. It would be ideal to attempt such work on other game genres or platforms. The implications of such work would be that the ubiquity of game play could be extended and the overall gaming experience improved. Originality/value - This paper allows game developers to rethink the possibilities as they develop new games.}, 19746 isbn = {0264-0473}, 19747 author = {Cheng,D C and Chu,A C S} 19748 } 19749 @proceedings {, 19750 title = {A Multidimensional Scale Model to Measure the Interactivity of Virtual Storytelling}, 19751 journal = {International Conference on Virtual Storytelling}, 19752 year = {2005}, 19753 pages = {239-248}, 19754 author = {Chung,EunKyung and Figa,Elizabeth} 19755 } 19756 @proceedings {, 19757 title = {The Narrative and Ludic Nexus in Computer Games: Diverse Worlds II}, 19758 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19759 year = {2005}, 19760 url = {http://www.digra.org/dl/}, 19761 author = {Brand,Jeffrey E and Knight,Scott} 19762 } 19763 @proceedings {, 19764 title = {Narrative comprehension in computer games: Implications for literacy and learning}, 19765 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19766 year = {2005}, 19767 url = {http://www.digra.org/dl/}, 19768 author = {Eaton,Isabelle} 19769 } 19770 @proceedings {, 19771 title = {Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games}, 19772 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19773 year = {2005}, 19774 url = {http://www.digra.org/dl/}, 19775 author = {Lindley,Craig A and Eladhari,Mirjam} 19776 } 19777 @proceedings {, 19778 title = {New Design Methods for Activist Gaming}, 19779 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19780 year = {2005}, 19781 url = {http://www.digra.org/dl/}, 19782 author = {Flanagan,Mary and Nissenbaum,Helen and Howe,Daniel C} 19783 } 19784 @proceedings {, 19785 title = {Particle-based communication among game agents}, 19786 journal = {Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment International Conference}, 19787 year = {2005}, 19788 pages = {75-5}, 19789 address = {Marina del Rey, CA}, 19790 isbn = {1-57735-235-1}, 19791 author = {Mike Klaas Tristram Southey,Warren Cheung} 19792 } 19793 @booklet {, 19794 title = {Particle-based State Estimation and Communication for Game Agents}, 19795 year = {2005}, 19796 abstract = {Artificial intelligence for games is of great interest as video games are more and more popular. Nowadays, people are looking for more realistic game agents that take actions in the same way as intelligent human beings. To estimate the next state of a target, a game agent observes its surrounding and learns from these observations. Several agents can communicate to share information in order to find the target efficiently.Particle filtering has been widely applied in game AI, because it is an e{\textpm}cient, nonparametric method to learn from observations and is effective even for nonlinear, non-Gaussian state space distribution. In this project, I apply particle filters on state estimation for each individual game agent and on the communication in multi-agent settings. This report shows a few examples that I have tried and the results on how well two game agents can communicate via particle filters.}, 19797 url = {http://www.cs.ubc.ca/~sulingy/540.pdf}, 19798 author = {Yang,Suling} 19799 } 19800 @inbook {, 19801 title = {PeaceMaker: A video game to teach peace}, 19802 booktitle = {Intelligent Technologies for Interactive Entertainment, Proceedings}, 19803 series = {Lecture Notes in Computer Science}, 19804 volume = {3814}, 19805 year = {2005}, 19806 pages = {307-310}, 19807 publisher = {Springer-Verlag Berlin}, 19808 organization = {Springer-Verlag Berlin}, 19809 address = {Berlin}, 19810 abstract = {PeaceMaker is a computer game simulation of the Israeli-Palestinian conflict. It is a tool that can be used to teach Israeli and Palestinian teenagers how both sides can work together to achieve peace. The player can choose to take the role of either the Israeli Prime Minister or the Palestinian President, react to in-game events, and interact with other political leaders and social groups to establish a stable resolution to the conflict. Derived from gameplay conventions found in commercial strategy games, PeaceMaker aims to prove that computer games can deal with current and serious political issues and that playing for peace and non-violence could be as challenging and satisfying as playing for the opposite goal.}, 19811 isbn = {0302-9743}, 19812 author = {Burak, A. and Keylor, E. and Sweeney, T.} 19813 } 19814 @proceedings {, 19815 title = {Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play}, 19816 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19817 year = {2005}, 19818 url = {http://www.digra.org/dl/}, 19819 author = {McGonigal,Jane and Lowood, Henry and Isbister,Katherine} 19820 } 19821 @article {, 19822 title = {Pervasive games: bringing computer entertainment back to the real world}, 19823 journal = {ACM Computers in Entertainment}, 19824 volume = {3}, 19825 number = {3}, 19826 year = {2005}, 19827 pages = {4-4}, 19828 isbn = {1544-3574}, 19829 author = {Magerkurth,Carsten and Cheok,Adrian David and Mandryk,Regan L and Nilsen,Trond} 19830 } 19831 @proceedings {, 19832 title = {The Pervasive Interface; Tracing the Magic Circle}, 19833 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19834 year = {2005}, 19835 url = {http://www.digra.org/dl/}, 19836 author = {Nieuwdorp,Eva} 19837 } 19838 @proceedings {, 19839 title = {Picking pockets on the lawn: The development of tactics and strategies in a mobile game}, 19840 journal = {Ubicomp 2005: Ubiquitous Computing, Proceedings}, 19841 volume = {3660}, 19842 year = {2005}, 19843 pages = {358-374}, 19844 abstract = {This paper presents Treasure, an outdoor mobile multiplayer game inspired by Weiser{\textquoteright}s notion of seams, gaps and breaks in different media. Playing Treasure involves movement in and out of a wi-fi network, using PDAs to pick up virtual {\textquoteright}coins{\textquoteright} that may be scattered outside network coverage. Coins have to be uploaded to a server to gain game points, and players can collaborate with teammates to double the points given for an upload. Players can also steal coins from opponents. As they move around, players{\textquoteright} PDAs sample network signal strength and update coverage maps. Reporting on a study of players taking part in multiple games, we discuss how their tactics and strategies developed as their experience grew with successive games. We suggest that meaningful play arises in just this way, and that repeated play is vital when evaluating such games.}, 19845 isbn = {0302-9743}, 19846 author = {Barkhuus,L and Chalmers,M and Tennent,P and Hall,M and Bell,M and Sherwood,S and Brown,B} 19847 } 19848 @proceedings {, 19849 title = {Player-Centred Game Design: Adaptive Digital Games}, 19850 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19851 year = {2005}, 19852 url = {http://www.digra.org/dl/}, 19853 author = {Charles,Darryl and Kerr,Aphra and McAlister,Moira and McNeill,Michael and K{\"u}cklich,Julian and Black,Michaela and Moore,Adrian and Stringer,Karl} 19854 } 19855 @article {, 19856 title = {Player-centred game design: Experiences in using scenario study to inform mobile game design}, 19857 journal = {Game Studies}, 19858 volume = {5}, 19859 number = {1}, 19860 year = {2005}, 19861 abstract = {There is a need for systematic, research-based and tested game design methodologies that take the needs and preferences of different players into better consideration than the current industry practices. In order to investigate the future of pervasive game playing on mobile devices the University of Tampere Hypermedia Laboratory{\textquoteright}s research project Wireless Gaming Solutions for the Future (MOGAME) has developed a prototype of a persistent multiplayer game. Rather than starting from the research team{\textquoteright}s own game preferences or by analyzing or imitating existing games, the team decided to commence the game design process by researching different "real players" and their preferences. The player study used gameplay scenarios that were presented to the informants in a comic strip format. After analysis, the key findings were summarized into design requirements that were then adopted as goals for the game design. A player-centred game design approach like this can be laborious and has its challenges, but it also provided useful information and inspiration for design. Thus, we argue that players should be more involved in game design and development than is currently typical. This paper describes and evaluates the experiences gathered while using a scenario-based player study to inform pervasive mobile game design.}, 19862 url = {http://www.gamestudies.org/0501/ermi_mayra}, 19863 author = {Ermi, L. and Mayra, F.} 19864 } 19865 @proceedings {, 19866 title = {Player-Centred Game Design: Player Modelling and Adaptive Digital Games}, 19867 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19868 year = {2005}, 19869 url = {http://www.digra.org/dl/}, 19870 author = {Charles,D and McNeill,M and McAlister,M and Black,M and Moore,A and Stringer,K and K{\"u}cklich,J and Kerr,A} 19871 } 19872 @proceedings {, 19873 title = {Playing in the Sandbox: Developing games for children with disabilities}, 19874 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19875 year = {2005}, 19876 url = {http://www.digra.org/dl/}, 19877 author = {Kearney,Paul} 19878 } 19879 @proceedings {, 19880 title = {Playing Through: the Future of Alternative and Critical Game Projects}, 19881 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19882 year = {2005}, 19883 url = {http://www.digra.org/dl/}, 19884 author = {Crogan, Patrick} 19885 } 19886 @proceedings {, 19887 title = {Playing with Heritage: Semiotics and cultural analysis of the online Mahjong game in the global environment}, 19888 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19889 year = {2005}, 19890 url = {http://www.digra.org/dl/}, 19891 author = {Wong,Wendy} 19892 } 19893 @proceedings {, 19894 title = {The Pokemon Parable}, 19895 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19896 year = {2005}, 19897 url = {http://www.digra.org/dl/}, 19898 author = {Thomas,Neal} 19899 } 19900 @proceedings {, 19901 title = {Presence experience in mobile gaming}, 19902 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19903 year = {2005}, 19904 url = {http://www.digra.org/dl/}, 19905 author = {Laarni,Jari and Ravaja,Niklas and Saari,Timo} 19906 } 19907 @proceedings {, 19908 title = {Pretty good for a girl: gender, identity and computer games}, 19909 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19910 year = {2005}, 19911 url = {http://www.digra.org/dl/}, 19912 author = {Beavis,Catherine} 19913 } 19914 @article {, 19915 title = {Preventing bots from playing online games}, 19916 journal = {ACM Computers in Entertainment}, 19917 volume = {3}, 19918 number = {3}, 19919 year = {2005}, 19920 pages = {3-3}, 19921 isbn = {1544-3574}, 19922 author = {Goll{\'e}, Philippe and Ducheneaut,Nicolas} 19923 } 19924 @proceedings {, 19925 title = {Proposing Daily Visual Feedback as an Aide to Reach Personal Goals}, 19926 journal = {International Conference on Virtual Storytelling}, 19927 year = {2005}, 19928 pages = {32-40}, 19929 author = {del Valle,Ana Andr{\'e}s C and Opalach,Agata} 19930 } 19931 @inbook {, 19932 title = {Providing computer game characters with conversational abilities}, 19933 booktitle = {Intelligent Virtual Agents, Proceedings}, 19934 series = {Lecture Notes in Artificial Intelligence}, 19935 volume = {3661}, 19936 year = {2005}, 19937 pages = {37-51}, 19938 publisher = {Springer-Verlag Berlin}, 19939 organization = {Springer-Verlag Berlin}, 19940 address = {Berlin}, 19941 abstract = {This paper presents the NICE fairy-tale game system, which enables adults and children to engage in conversation with animated characters in a 3D world. In this paper we argue that spoken dialogue technology have the potential to greatly enrichen the user{\textquoteright}s experience in future computer games. We also present some requirements that have to be fulfilled to successfully integrate spoken dialogue technology with a computer game application. Finally, we briefly describe an implemented system that has provided computer game characters with some conversational abilities that kids have interacted with in studies.}, 19942 keywords = {System}, 19943 isbn = {0302-9743}, 19944 author = {Gustafson,J and Boye,J and Fredriksson, M. and Johanneson, L. and Konigsmann, J.} 19945 } 19946 @proceedings {, 19947 title = {The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events}, 19948 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19949 year = {2005}, 19950 url = {http://www.digra.org/dl/}, 19951 author = {Ravaja,Niklas and Saari,Timo and Laarni,Jari and Kallinen,Kari and Salminen,Mikko and Holopainen,Jussi and J{\"a}rvinen,Aki} 19952 } 19953 @proceedings {, 19954 title = {Push. Play: An Examination of the Gameplay Button}, 19955 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19956 year = {2005}, 19957 url = {http://www.digra.org/dl/}, 19958 author = {Griffin,Stephen} 19959 } 19960 @proceedings {, 19961 title = {Racing Academy: peer-to-peer learning in a social racing game}, 19962 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19963 year = {2005}, 19964 url = {http://www.digra.org/dl/}, 19965 author = {Williamson,Ben and Sayers,Stephen and Sandford,Richard} 19966 } 19967 @proceedings {, 19968 title = {The Rapunsel Project}, 19969 journal = {International Conference on Virtual Storytelling}, 19970 year = {2005}, 19971 pages = {251-259}, 19972 author = {Perlin,Ken and Flanagan,Mary and Hollingshead,Andrea} 19973 } 19974 @proceedings {, 19975 title = {Realistic Agent Movement in Dynamic Game Environments}, 19976 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19977 year = {2005}, 19978 url = {http://www.digra.org/dl/}, 19979 author = {Graham,Ross and McCabe,Hugh and Sheridan,Stephen} 19980 } 19981 @proceedings {, 19982 title = {The reception of personal computers in cold war Europe: a small scale comparative study}, 19983 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19984 year = {2005}, 19985 url = {http://www.digra.org/dl/}, 19986 author = {Kirkpatrick,Graeme} 19987 } 19988 @proceedings {, 19989 title = {Renaissance Now! The Gamers{\textquoteright} Perspective}, 19990 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19991 year = {2005}, 19992 url = {http://www.digra.org/dl/}, 19993 author = {Rushkoff,Douglas} 19994 } 19995 @proceedings {, 19996 title = {Research Issues in ArchITectural Game Design}, 19997 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 19998 year = {2005}, 19999 url = {http://www.digra.org/dl/}, 20000 author = {Walz,Steffen P} 20001 } 20002 @inbook {, 20003 title = {Reuse without compromising performance: Industrial experience from RPG software product line for mobile devices}, 20004 booktitle = {Software Product Lines, Proceedings}, 20005 series = {Lecture Notes in Computer Science}, 20006 volume = {3714}, 20007 year = {2005}, 20008 pages = {57-69}, 20009 publisher = {Springer-Verlag Berlin}, 20010 organization = {Springer-Verlag Berlin}, 20011 address = {Berlin}, 20012 abstract = {It is often believed that reusable solutions, being generic, must necessarily compromise performance. In this paper, we consider a family of Role-Playing Games (RPGs). We analyzed similarities and differences among four RPGs. By applying a reuse technique of XVCL, we built an RPG product line architecture (RPG-PLA) from which we could derive any of the four RPGs. We built into the RPG-PLA a number of performance optimization strategies that could benefit any of the four (and possibly other similar) RPGs. By comparing the original vs. the new RPGs derived from the RPG-PLA, we demonstrated that reuse allowed us to achieve improved performance, both speed and memory utilization, as compared to each game developed individually. At the same time, our solution facilitated rapid development of new games, for new mobile devices, as well as ease of evolving with new features the RPG-PLA and custom games already in use.}, 20013 isbn = {0302-9743}, 20014 author = {Zhang, W. S. and Jarzabek, S.} 20015 } 20016 @proceedings {, 20017 title = {The Role of Gamers in Critical Discourse}, 20018 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20019 year = {2005}, 20020 url = {http://www.digra.org/dl/}, 20021 author = {Weise, Matthew} 20022 } 20023 @proceedings {, 20024 title = {The Role of Tangibles in Interactive Storytelling}, 20025 journal = {International Conference on Virtual Storytelling}, 20026 year = {2005}, 20027 pages = {225-228}, 20028 author = {Paiva,Ana} 20029 } 20030 @proceedings {, 20031 title = {Role Theory: The Line Between Roles as Design and Socialization in EverQuest}, 20032 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20033 year = {2005}, 20034 url = {http://www.digra.org/dl/}, 20035 author = {Boudreau,Kelly} 20036 } 20037 @article {, 20038 title = {School students and computer games with screen violence}, 20039 journal = {Russian Education and Society}, 20040 volume = {47}, 20041 number = {11}, 20042 year = {2005}, 20043 pages = {88-96}, 20044 type = {Article}, 20045 isbn = {1060-9393}, 20046 author = {Fedorov, A.} 20047 } 20048 @proceedings {, 20049 title = {ScriptEase - A Demonstration of Ambient Behavior Generation for Computer Role-Playing Games}, 20050 journal = {Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment International Conference}, 20051 year = {2005}, 20052 address = {Marina del Rey, CA}, 20053 isbn = {1-57735-235-1}, 20054 author = {Maria Cutumisu Matthew McNaughton,Duane Szafron} 20055 } 20056 @inbook {, 20057 title = {Seamful design for location-based mobile games}, 20058 booktitle = {Entertainment Computing - ICEC 2005}, 20059 series = {Lecture Notes in Computer Science}, 20060 volume = {3711}, 20061 year = {2005}, 20062 pages = {155-166}, 20063 publisher = {Springer-Verlag Berlin}, 20064 organization = {Springer-Verlag Berlin}, 20065 address = {Berlin}, 20066 abstract = {Searnful design is a new approach to reveal and exploit inevitable technical limitations in Ubiquitous Computing technology rather than hiding them. In this paper we want to introduce its general ideas and apply them to the design of location-aware games for mobile phones. We introduce our own seamful trading-game called "Tycoon" to explore seams on this platform and show how to incorporate them into the design of mobile games. We want to evaluate how applications for the mobile phone platform which use cell-positioning can exploit seams for better interaction, gameplay and usability.}, 20067 isbn = {0302-9743}, 20068 author = {Broll, G. and Benford, S.} 20069 } 20070 @inbook {, 20071 title = {Sensible Soccer: Sport Fandom and the Rise of Digital Gaming}, 20072 booktitle = {The Bountiful Game? Football, Identities and Finance}, 20073 year = {2005}, 20074 pages = {249-255}, 20075 publisher = {Meyer and Meyer}, 20076 organization = {Meyer and Meyer}, 20077 address = {London}, 20078 author = {Crawford, Garry}, 20079 editor = {Magee, J. and Bairner, A. and Tomlinson, A.} 20080 } 20081 @proceedings {, 20082 title = {Shadowplay: Simulated Illumination in Game Worlds}, 20083 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20084 year = {2005}, 20085 url = {http://www.digra.org/dl/}, 20086 author = {Niedenthal,Simon} 20087 } 20088 @proceedings {, 20089 title = {Shadowplay workshop}, 20090 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20091 year = {2005}, 20092 url = {http://www.digra.org/dl/}, 20093 author = {Niedenthal,Simon} 20094 } 20095 @proceedings {, 20096 title = {Shenmue: Academia Distilled}, 20097 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20098 year = {2005}, 20099 url = {http://www.digra.org/dl/}, 20100 author = {Sharp,Philip} 20101 } 20102 @proceedings {, 20103 title = {A Short and Simple Definition of What a Videogame Is}, 20104 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20105 year = {2005}, 20106 url = {http://www.digra.org/dl/}, 20107 author = {Esposito,Nicolas} 20108 } 20109 @article {, 20110 title = {Social context in Massively-Multiplayer Online Games (MMOGs): Ethical questions in shared space}, 20111 journal = {International Review of Information Ethics}, 20112 volume = {4}, 20113 year = {2005}, 20114 abstract = {Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard{\textquoteright}s World of Warcraft and Disney{\textquoteright}s Toontown, focusing on griefing opportunities in each game. We consider ethical questions from the perspectives of players, game companies, and policymakers.}, 20115 url = {http://www.i-r-i-e.net/inhalt/004/Warner-Raiter.pdf}, 20116 author = {Dorothy E. Warner and Mike Raiter} 20117 } 20118 @proceedings {, 20119 title = {A Social Psychological Approach to Games Research}, 20120 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20121 year = {2005}, 20122 url = {http://www.digra.org/dl/}, 20123 author = {Isbister,Katherine} 20124 } 20125 @proceedings {, 20126 title = {Sound Navigation in PHASE Installation: Producing Music as Performing a Game Using Haptic Feedback}, 20127 journal = {International Conference on Virtual Storytelling}, 20128 year = {2005}, 20129 pages = {41-50}, 20130 author = {Cahen,Roland and Rodet,Xavier and Lambert,Jean-Philippe} 20131 } 20132 @proceedings {, 20133 title = {The Sponsored Avatar: Examining the Present Reality and Future Possibilites of Advertising in Digital Games}, 20134 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20135 year = {2005}, 20136 url = {http://www.digra.org/dl/}, 20137 author = {Chambers,Jason} 20138 } 20139 @proceedings {, 20140 title = {Spontaneous Communities of Learning: A Social Analysis of Learning Ecosystems in Massively Multiplayer Online Gaming (MMOG) Environments}, 20141 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20142 year = {2005}, 20143 url = {http://www.digra.org/dl/}, 20144 author = {Galarneau,Lisa} 20145 } 20146 @proceedings {, 20147 title = {Stepping stones between design and theory}, 20148 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20149 year = {2005}, 20150 url = {http://www.digra.org/dl/}, 20151 author = {Bj{\"o}rk,Staffan} 20152 } 20153 @inbook {, 20154 title = {Story and Narrative Structures in Computer Games}, 20155 booktitle = {Developing Interactive Narrative Content}, 20156 year = {2005}, 20157 publisher = {High Text}, 20158 organization = {High Text}, 20159 isbn = {393326992X}, 20160 author = {Lindley,Craig A}, 20161 editor = {Bushoff and Brunhild} 20162 } 20163 @proceedings {, 20164 title = {Story Representation and Interactive Drama}, 20165 journal = {Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment International Conference}, 20166 year = {2005}, 20167 pages = {87-5}, 20168 address = {Marina del Rey, CA}, 20169 isbn = {1-57735-235-1}, 20170 author = {Magerko,Brian} 20171 } 20172 @proceedings {, 20173 title = {Storytelling for the Small Screen: Authoring and Producing Reconfigurable Cinematic Narrative for Sit-Back Enjoyment}, 20174 journal = {International Conference on Virtual Storytelling}, 20175 year = {2005}, 20176 pages = {219-222}, 20177 author = {Lohse,Ludvig and Thomas,Maureen} 20178 } 20179 @proceedings {, 20180 title = {The Study on the Gamers{\textquoteright} Lifestyles in On-line Game World: The Emergence of Cyber-Behavior Patterns in two Different Cultural Context of Korea and Japan}, 20181 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20182 year = {2005}, 20183 url = {http://www.digra.org/dl/}, 20184 author = {Chang,Geun-Young and Whang,Leo Sang-Min} 20185 } 20186 @proceedings {, 20187 title = {Studying Games in School: learning and teaching about game design, play and culture}, 20188 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20189 year = {2005}, 20190 url = {http://www.digra.org/dl/}, 20191 author = {Pelletier, Caroline} 20192 } 20193 @proceedings {, 20194 title = {Styles of Play: Gamer-Identified Trajectories of Participation in MMOGs}, 20195 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20196 year = {2005}, 20197 url = {http://www.digra.org/dl/}, 20198 author = {Steinkuehler,Constance} 20199 } 20200 @proceedings {, 20201 title = {Styles of Playing Violent Video Games: An Individual Differences Research Methodology}, 20202 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20203 year = {2005}, 20204 url = {http://www.digra.org/dl/}, 20205 author = {Bolton,Amanda and Fouts,Gregory} 20206 } 20207 @proceedings {, 20208 title = {SuperGaming! Distributed Design for Massively Collaborative Play, or, Why I Love Bees}, 20209 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20210 year = {2005}, 20211 url = {http://www.digra.org/dl/}, 20212 author = {McGonigal,Jane} 20213 } 20214 @article {, 20215 title = {A survey method for assessing perceptions of a game: The consumer playtest in game design}, 20216 journal = {Game Studies}, 20217 volume = {5}, 20218 number = {1}, 20219 year = {2005}, 20220 url = {http://www.gamestudies.org/0501/davis_steury_pagulayan/}, 20221 author = {Davis, J. P. and Steury, K. and Pagulayan, R.} 20222 } 20223 @article {, 20224 title = {A survey of the economic role of software platforms in computer-based industries}, 20225 journal = {CESifo Economic Studies}, 20226 volume = {51}, 20227 number = {2-3}, 20228 year = {2005}, 20229 pages = {189-224}, 20230 abstract = {Software platforms are a critical component of the computer systems underpinning leading-edge products ranging from third-generation mobile phones to video games. After describing some key economic features of computer systems and software platforms, the paper presents case studies of personal computers, video games, personal digital assistants, smart mobile phones, and digital content devices. It then compares several economic aspects of these businesses including their industry evolution, pricing structures, and degrees of integration.}, 20231 isbn = {1610-241X}, 20232 url = {http://ssrn.com/abstract=618982}, 20233 author = {Evans, David S. and Schmalensee, Richard and Hagiu, Andrei} 20234 } 20235 @proceedings {, 20236 title = {Tales for the many: Storytelling in RPGs, LARPs and MMORPGs}, 20237 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20238 year = {2005}, 20239 url = {http://www.digra.org/dl/}, 20240 author = {Tychsen,Anders} 20241 } 20242 @inbook {, 20243 title = {Technologies and considerations for developing Internet and multiplayer computer games: A tutorial (Extended abstract)}, 20244 booktitle = {Parallel and Distributed Processing and Applications}, 20245 series = {Lecture Notes in Computer Science}, 20246 volume = {3758}, 20247 year = {2005}, 20248 pages = {17-18}, 20249 publisher = {Springer-Verlag Berlin}, 20250 organization = {Springer-Verlag Berlin}, 20251 address = {Berlin}, 20252 isbn = {0302-9743}, 20253 author = {Zhou, W. L.} 20254 } 20255 @inbook {, 20256 title = {Telepresence techniques for controlling avatar motion in first person games}, 20257 booktitle = {Intelligent Technologies for Interactive Entertainment, Proceedings}, 20258 series = {Lecture Notes in Computer Science}, 20259 volume = {3814}, 20260 year = {2005}, 20261 pages = {44-53}, 20262 publisher = {Springer-Verlag Berlin}, 20263 organization = {Springer-Verlag Berlin}, 20264 address = {Berlin}, 20265 abstract = {First person games are computer games, in which the user experiences the virtual game world from an avatar{\textquoteright}s view. This avatar is the user{\textquoteright}s alter ego in the game. In this paper, we present a telepresence interface for the first person game Quake III Arena, which gives the user the impression of presence in the game and thus leads to identification with his avatar. This is achieved by tracking the user{\textquoteright}s motion and using this motion data as control input for the avatar. As the user is wearing a head-mounted display and he perceives his actions affecting the virtual environment, he fully immerses into the target environment. Without further processing of the user{\textquoteright}s motion data, the virtual environment would be limited to the size of the user{\textquoteright}s real environment, which is not desirable. The use of Motion Compression, however, allows exploring an arbitrarily large virtual environment while the user is actually moving in an environment of limited size.}, 20266 keywords = {Reality}, 20267 isbn = {0302-9743}, 20268 author = {Groenda, H. and Nowak, F. and Rossler, P. and Hanebeck, U. D.} 20269 } 20270 @proceedings {, 20271 title = {Theorizing for design: The case for pure theory}, 20272 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20273 year = {2005}, 20274 url = {http://www.digra.org/dl/}, 20275 author = {Aarseth,Espen} 20276 } 20277 @proceedings {, 20278 title = {Theory is Play is Design is Theory}, 20279 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20280 year = {2005}, 20281 url = {http://www.digra.org/dl/}, 20282 author = {Zimmerman, Eric} 20283 } 20284 @proceedings {, 20285 title = {Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate}, 20286 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20287 year = {2005}, 20288 url = {http://www.digra.org/dl/}, 20289 author = {Pearce,Celia} 20290 } 20291 @proceedings {, 20292 title = {A Three-factor Model of Motivation and Game Design}, 20293 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20294 year = {2005}, 20295 url = {http://www.digra.org/dl/}, 20296 author = {Asgari,Mahboubeh} 20297 } 20298 @proceedings {, 20299 title = {Time out? Exploring the role of reflection in the design of games for learning}, 20300 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20301 year = {2005}, 20302 url = {http://www.digra.org/dl/}, 20303 author = {Ulicsak,Mary H and Sayers,Steve and Facer,Keri and Williamson,Ben} 20304 } 20305 @proceedings {, 20306 title = {Tomorrow, and Tomorrow, and Tomorrow: The Future-Orientation of Videogame Play}, 20307 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20308 year = {2005}, 20309 url = {http://www.digra.org/dl/}, 20310 author = {Atkins, Barry} 20311 } 20312 @proceedings {, 20313 title = {Toward Interactive Narrative}, 20314 journal = {International Conference on Virtual Storytelling}, 20315 year = {2005}, 20316 pages = {135-147}, 20317 author = {Perlin,Ken} 20318 } 20319 @proceedings {, 20320 title = {Towards an interactive visualization of game design patterns}, 20321 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20322 year = {2005}, 20323 url = {http://www.digra.org/dl/}, 20324 author = {Tolmie,Julie and DiPaola,Steve and Charles,Anthony} 20325 } 20326 @inbook {, 20327 title = {Towards using first-person shooter computer games as an artificial intelligence testbed}, 20328 booktitle = {Knowledge-Based Intelligent Information and Engineering Systems, Pt 1, Proceedings}, 20329 series = {Lecture Notes in Artificial Intelligence}, 20330 volume = {3681}, 20331 year = {2005}, 20332 pages = {276-282}, 20333 publisher = {Springer-Verlag Berlin}, 20334 organization = {Springer-Verlag Berlin}, 20335 address = {Berlin}, 20336 abstract = {One trend in first-person shooter computer games is to increase programmatic access. This allows artificial intelligence researchers to embed their cognitive models into stable artificial characters, whose competitiveness and realism can be evaluated with respect to human players. However, plugging cognitive models in is non-trivial, since games are currently not designed with AI researchers in mind. In this paper we introduce an intermediate architecture that fits between these game and the AI, and assess its feasibility by implementing it within the game Unreal Tournament 2004. Making such an architecture publicly available may potentially lead to improved quality of game AI.}, 20337 isbn = {0302-9743}, 20338 author = {Dawes, M. and Hall, R.} 20339 } 20340 @inbook {, 20341 title = {A tutoring system for commercial games}, 20342 booktitle = {Entertainment Computing - ICEC 2005}, 20343 series = {Lecture Notes in Computer Science}, 20344 volume = {3711}, 20345 year = {2005}, 20346 pages = {389-400}, 20347 publisher = {Springer-Verlag Berlin}, 20348 organization = {Springer-Verlag Berlin}, 20349 address = {Berlin}, 20350 abstract = {In computer games, tutoring systems are used for two purposes: (1) to introduce a human player to the mechanics of a game, and (2) to ensure that the computer plays the game at a level of playing strength that is appropriate for the skills of a novice human player. Regarding the second purpose, the issue is not to produce occasionally a weak move (i.e., a give-away move) so that the human player can win, but rather to produce not-so-strong moves under the proviso that, on a balance of probabilities, they should go unnoticed. This paper focuses on using adaptive game AI to implement a tutoring system for commercial games.(1) We depart from the novel learning technique {\textquoteright}dynamic scripting{\textquoteright} and add three straightforward enhancements to achieve an {\textquoteright}even game{\textquoteright}, viz. high-fitness penalising, weight clipping, and top culling. Experimental results indicate that top culling is particularly successful in creating an even game. Hence, our conclusion is that dynamic scripting with top culling can implement a successful tutoring system for commercial games.}, 20351 isbn = {0302-9743}, 20352 author = {Spronck,P and van den Herik, J.} 20353 } 20354 @proceedings {, 20355 title = {Understanding Korean experiences of online game hype, identity, and the menace of the {\textquoteright}Wang-tta{\textquoteright}}, 20356 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20357 year = {2005}, 20358 url = {http://www.digra.org/dl/}, 20359 author = {Chee,Florence} 20360 } 20361 @article {, 20362 title = {Video games and the future of learning}, 20363 journal = {Phi Delta Kappan}, 20364 volume = {87}, 20365 number = {2}, 20366 year = {2005}, 20367 pages = {104-111}, 20368 type = {Article}, 20369 isbn = {0031-7217}, 20370 author = {Shaffer, D. W. and Squire, K. R. and Halverson, R. and Gee, J. P.} 20371 } 20372 @article {, 20373 title = {Videogames and interactive fiction}, 20374 journal = {Philosophy and Literature}, 20375 volume = {29}, 20376 number = {1}, 20377 year = {2005}, 20378 pages = {24-40}, 20379 isbn = {0190-0013}, 20380 author = {Tavinor,G} 20381 } 20382 @article {, 20383 title = {Videogames and the future of education}, 20384 journal = {On the Horizon}, 20385 volume = {13}, 20386 number = {2}, 20387 year = {2005}, 20388 pages = {119-125}, 20389 abstract = {Purpose - Proposes to look at how many designers and researchers have become interested in how videogames can serve as forms of cultural expression beyond entertainment alone. Design/methodology/approach - The study is based on views from the videogame industry and the educational system. Findings - This article suggests that both the videogame industry and the compulsory educational system are engaged in commensurate crises. The videogame industry is creatively rich but risk-averse, motivated primarily by wealth and reinforced by its own success. The education establishment is bureaucratic and self-effacing, endorsing the production of complacency over challenge. With videogames and education caught in similar ruts, to support change in one means endorsing a revolution in the other. Originality/value - Compares the videogame industry with the educational establishment and suggests ways in which the videogame industry can assist education.}, 20390 keywords = {Educational innovation, Primary education, Secondary education, Video Games}, 20391 author = {Bogost, I.} 20392 } 20393 @proceedings {, 20394 title = {Virtual Reality Technology and Museum Exhibit}, 20395 journal = {International Conference on Virtual Storytelling}, 20396 year = {2005}, 20397 pages = {3-11}, 20398 author = {Hirose,Michitaka} 20399 } 20400 @inbook {, 20401 title = {A vision based game control method}, 20402 booktitle = {Computer Vision in Human-Computer Interaction, Proceedings}, 20403 series = {Lecture Notes in Computer Science}, 20404 volume = {3766}, 20405 year = {2005}, 20406 pages = {70-78}, 20407 publisher = {Springer-Verlag Berlin}, 20408 organization = {Springer-Verlag Berlin}, 20409 address = {Berlin}, 20410 abstract = {The appeal of computer games may be enhanced by visionbased user inputs. The high speed and low cost requirements for nearterm, mass-market game applications make system design challenging. Tn this paper we propose a vision based 3D racing car game controlling method, which analyzes two fists positions of the player in video stream from the camera to get the direction commands of the racing car. This paper especially focuses on the robust and real-time Bayesian network (BN) based multi-cue fusion fist tracking method. Firstly, a new strategy, which employs the latest work in face recognition, is used to create accurate color model of the fist automatically. Secondly, color cue and motion cue are used to generate the possible position of the fist. Then, the posterior probability of each possible position is evaluated by BN, which fuses color cue and appearance cue. Finally, the fist position is approximated by the hypothesis that maximizes a posterior. Based on the proposed control system, a racing car game, "Simulation Drive", has been developed by our group. Through the game an entirely new experience can be obtained by the player.}, 20411 isbn = {0302-9743}, 20412 author = {Lu, P. and Chen, Y. F. and Zeng, X. Y. and Wang, Y. S.} 20413 } 20414 @proceedings {, 20415 title = {Visual sign in video games}, 20416 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20417 year = {2005}, 20418 url = {http://www.gamesconference.org/digra2005/viewabstract.php?id=144}, 20419 author = {Bonenfant,Maude} 20420 } 20421 @proceedings {, 20422 title = {Visual vs. Functional Design of 3D Models for Games}, 20423 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20424 year = {2005}, 20425 url = {http://www.digra.org/dl/}, 20426 author = {Kujanp{\"a}{\"a},Tomi and Manninen,Tony} 20427 } 20428 @proceedings {, 20429 title = {What Do We Learn When We Change the Way We Play? Augmenting the Computer Gameplay Experience}, 20430 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20431 year = {2005}, 20432 url = {http://www.digra.org/dl/}, 20433 author = {Bojin,Nis} 20434 } 20435 @article {, 20436 title = {What WarioWare can teach us about game design}, 20437 journal = {Game Studies}, 20438 volume = {5}, 20439 number = {1}, 20440 year = {2005}, 20441 url = {http://www.gamestudies.org/0501/gingold}, 20442 author = {Gingold, C.} 20443 } 20444 @proceedings {, 20445 title = {When Games and Media Collide: A Political Economic Analysis of the Digital Games Industry}, 20446 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20447 year = {2005}, 20448 url = {http://www.digra.org/dl/}, 20449 author = {Huntemann,Nina} 20450 } 20451 @proceedings {, 20452 title = {The {\textquoteright}White-Eyed{\textquoteright} Player Culture: Grief Play and Construction of Deviance in MMORPGs}, 20453 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20454 year = {2005}, 20455 url = {http://www.digra.org/dl/}, 20456 author = {Lin,Holin and Sun,Chuen-Tsai} 20457 } 20458 @proceedings {, 20459 title = {{\textquoteright}Who{\textquoteright}s World is it?{\textquoteright}: Creative Play and Player Presence in World of Warcraft}, 20460 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20461 year = {2005}, 20462 url = {http://www.digra.org/dl/}, 20463 author = {Krzywinska,Tanya} 20464 } 20465 @proceedings {, 20466 title = {Why are there so few women working in games?}, 20467 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20468 year = {2005}, 20469 url = {http://www.digra.org/dl/}, 20470 author = {Haines,Lizzie} 20471 } 20472 @proceedings {, 20473 title = {The Y Factor: Gender and Games (Panel/Workshop)}, 20474 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 20475 year = {2005}, 20476 url = {http://www.digra.org/dl/}, 20477 author = {Morie,Jacki and Pearce,Celia} 20478 } 20479 @article {, 20480 title = {Contemporary issues in adolescent video game playing: brief overview and introduction to the special issue}, 20481 journal = {Journal of Adolescence}, 20482 volume = {27}, 20483 number = {1}, 20484 year = {2004}, 20485 month = {Feb}, 20486 pages = {1-3}, 20487 type = {Editorial Material}, 20488 isbn = {0140-1971}, 20489 url = {http://www.cvm.uiuc.edu/courses/path671/video\%20game\%20intro.pdf}, 20490 author = {Anderson,C A and Funk,J B and Griffiths,M D} 20491 } 20492 @conference {3196, 20493 title = {Applying Gaming Technology to Tomahawk Mission Planning and Training}, 20494 booktitle = {Simulation Interoperability Workshop}, 20495 year = {2004}, 20496 month = {Fall 2004}, 20497 pages = {11}, 20498 publisher = {Simulation Interoperability and Standards Organization (SISO)}, 20499 organization = {Simulation Interoperability and Standards Organization (SISO)}, 20500 address = {Orlando, Florida}, 20501 abstract = {Over the past decade the computer gaming industry has not only generated its own multi-billion dollar section of the entertainment industry, but it has also made significant inroads into the military market, especially in training and simulation, starting with Marine Doom and continuing up to today{\textquoteright}s Full Spectrum Command and America{\textquoteright}s Army. This paper describes a Navy-funded research project that uses gaming technology for not only training, but also as an operational decision aid for the Tactical Tomahawk Weapon Control System (TTWCS). The research is aimed at adapting game engine technology to predict and simulate the motion of ground target vehicles (e.g. SCUD Launchers) through their local terrain over a given period of time, then use the associated rendering capabilities to provide realistic 3D views. The paper presents an overview of the TTWCS mission and how it will benefit from specific advances in gaming technology, especially in the areas of artificial intelligence, path finding, and physics. It discusses the current state of the project using existing commercial gaming technology and the future plans for adapting and expanding the open source game engine technology of the Delta3D project underway at the MOVES Institute at the Naval Postgraduate School.}, 20502 keywords = {3D Visualization, Computer Game Engine, Tomahawk Missile, Vehicle Movement Prediction}, 20503 author = {Doris, K. and Larkin,M and Silvia, D. and McDowell, P.} 20504 } 20505 @article {, 20506 title = {Automating Lighting Design for Interactive Entertainment}, 20507 journal = {Computers in Entertainment}, 20508 volume = {2}, 20509 year = {2004}, 20510 month = {April/June 2004}, 20511 abstract = {Recent advances in computer graphics, particularly in real-time rendering, have caused major improvements in 3D graphics and rendering techniques used in interactive entertainment. In this paper, we focus on the scene lighting process, which we define as the process of configuring the number of lights used in a scene, their properties (e.g. range and attenuation), positions, angles, and colors. Lighting design is well known among designers, directors, and visual artists for its vital role in influencing viewers{\textquoteright} perception by evoking moods, directing their gaze to important areas (i.e. providing visual focus), and conveying visual tension. It is, however, difficult to set positions, angles, or colors for lights within interactive scenes to accommodate these design goals, because an interactive scene{\textquoteright}s spatial and dramatic configuration, including mood, dramatic intensity, and the relative importance of different characters, change unpredictably in real-time. There are several techniques developed by the game industry that establish spectacular real-time lighting effects within 3-D interactive environments. These techniques are often time and labor intensive. In addition, they are not easily used to dynamically mold the visual design to convey communicative, dramatic, and aesthetic functions as addressed in creative disciplines, such as art, film, and theatre. In this paper, we present a new real-time lighting design model based on cinematic and theatric lighting design theory. The proposed model is designed to automatically, and in real-time, adjust lighting in an interactive scene accommodating the dramatic, aesthetic, and communicative functions described by traditional lighting design theories while accommodating artistic constraints concerning style, visual continuity, and aesthetic function.}, 20512 keywords = {automatic lighting, Games, interactive narrative, Lighting}, 20513 author = {Magy Seif El-Nasr and Ian Horswill} 20514 } 20515 @conference {, 20516 title = {More than just fun and games: assessing the value of educational video games in the classroom}, 20517 booktitle = {CHI {\textquoteright}04 Human factors in computing systems}, 20518 year = {2004}, 20519 month = {April 24, 2004}, 20520 publisher = {ACM}, 20521 organization = {ACM}, 20522 address = {Vienna, Austria}, 20523 abstract = {The objective of this preliminary study is to investigate 20524 whether educational video games can be integrated into a 20525 classroom with positive effects for the teacher and students. 20526 The challenges faced when introducing a video game into a 20527 classroom are twofold: overcoming the notion that a {\textquotedblleft}toy{\textquotedblright} 20528 does not belong in the school and developing software that 20529 has real educational value while stimulating the learner. 20530 We conducted an initial pilot study with 39 second grade 20531 students using our mathematic drill software Skills Arena. 20532 Early data from the pilot suggests that not only do teachers 20533 and students enjoy using Skills Arena, students have 20534 exceeded our expectations by doing three times more math 20535 problems in 19 days than they would have using traditional 20536 worksheets. Based on this encouraging qualitative study, 20537 future work that focuses on quantitative benefits should 20538 likely uncover additional positive results.}, 20539 keywords = {assessing value, educational games}, 20540 isbn = {1-58113-703-6}, 20541 doi = {http://doi.acm.org/10.1145/985921.986068}, 20542 url = {http://doi.acm.org/10.1145/985921.986068}, 20543 author = {Lee, Jeremy and Luchini, Kathleen and Michael, Benjamin and Norris, Cathie and Soloway, Elliot} 20544 } 20545 @conference {, 20546 title = {Social Learning through Gaming}, 20547 booktitle = {Conference on Human Factors in Computing Systems}, 20548 year = {2004}, 20549 note = {Workshop at conference, description of.<br /> 20550 }, 20551 month = {24/04/2004}, 20552 pages = {1733-1734}, 20553 publisher = {ACM}, 20554 organization = {ACM}, 20555 address = {Vienna, Austria}, 20556 abstract = {We seek to bring together researchers, academics, and designers from several disciplines, including game design, development, communication, psychology, computer science, graphics, visual art, etc. who are deeply interested in understanding more about social learning effects from playing games in technology -mediated settings such as computer or video games, augmented reality games, virtual reality, mobile devices, live action role plays, massively multi-player online role playing games (MMORPG), and so on. 20557 }, 20558 keywords = {collaboration, design, Games, learning, social behavior}, 20559 author = {Raybourn, E. M. and Waern, A.} 20560 } 20561 @conference {, 20562 title = {Behavior Modeling in Commercial Games}, 20563 booktitle = {Behavior Representation in Modeling and Simulation (BRIMS)}, 20564 year = {2004}, 20565 note = {URL 2 - <a href="http://seriousgames.bbn.com/behaviorauthoring/BRIMS_Behavior_Authoring_in_Games_2004.pdf">http://<span class="a"><font size="2" color="$\#$008000">serious<strong>games</strong>.bbn.com/<strong>behavior</strong>authoring/BRIMS_<strong>Behavior</strong>_Authoring_in_<strong>Games</strong>_2004.pdf</font></span></a> 20566 }, 20567 month = {17/05/2004}, 20568 publisher = {Standards Interoperability Standards Organization (SISO)}, 20569 organization = {Standards Interoperability Standards Organization (SISO)}, 20570 address = {Arlington, Virginia, USA}, 20571 abstract = {<p> 20572 This paper presents findings from our ongoing survey of commercial game technologies for military relevance. In this paper we focus on those technologies related to behavior modeling and the authoring of behavior models and attempt to lay a foundation for behavior modelers to understand the gaming industry {\textendash} its methods, goals and accomplishments. We extrapolate where the industry is going and what future synergies it is likely to contribute. We focus on behavior generation and other accomplishments that are relevant for training applications and especially for non-programmer authorship of content for training applications. We will argue that the gaming industry{\textquoteright}s modeling capabilities are currently of little theoretical interest but that pragmatically, the current accomplishments of the gaming industry can have a substantial positive impact on training and modeling and that this impact will increase over the next few years. 20573 </p> 20574 }, 20575 keywords = {behavior authoring, behavior modeling, Computer games, training}, 20576 url = {http://www.sisostds.org/index.php?tg=articles\&idx=More\&article=219\&topics=72}, 20577 author = {Diller, D. E. and Ferguson, W. and Leung, A. M. and Benyo, B. and Foley, D.} 20578 } 20579 @conference {, 20580 title = {Relationships Among Computer Games, Fantasy, and Learning}, 20581 booktitle = {Proceedings of the 2nd International Conference on Imagination and Education}, 20582 year = {2004}, 20583 month = {14/07/2004}, 20584 address = {Vancouver, British Columbia, Canada}, 20585 abstract = {Computer games have the potential to motivate learners and be used as effective instructional tools (Lepper \& Malone, 1987; Cordova, 1993; Rieber, 1996; Stewart, 1997; Dempsey et al., 2002; Rosas et al., 2003). This paper explores the relationships among computer games, fantasy, and learning. The authors first define what they mean by {\textquoteleft}game{\textquoteright}, more specifically, {\textquoteleft}computer/video game{\textquoteright}. They describe game characteristics and the key factors that make an activity or a game motivational and compelling, including fantasy and curiosity (Malone, 1980; Malone \& Lepper, 1987; Myers, 1990, cited by Waal, 1995; Garris et al., 2002; Vockell, 2004). The terms fantasy and curiosity are then discussed and the implications of the use of fantasy in games are explained. 20586 }, 20587 keywords = {Computer games, fantasy, Games, learning, motivation}, 20588 author = {Asgari, M. and Kaufman, D.} 20589 } 20590 @article {, 20591 title = {The Therapeutic Use of Videogames within Secure Forensic Settings: A Review of the Literature and Application to Practice}, 20592 journal = {British Journal of Occupational Therapy}, 20593 volume = {67}, 20594 year = {2004}, 20595 month = {08/2004}, 20596 pages = {332-341}, 20597 abstract = {Engagement in leisure pursuits that involves the use of tools and objects and 20598 the exploration of a new environment can provide a success experience that 20599 leads to increased feelings of competence and mastery. Such experiences are 20600 considered important in the rehabilitation of forensic clients. 20601 The findings from videogame research within a general population are 20602 compared with those among mental health and forensic clients. Within the 20603 general population, videogames may provide opportunities for social 20604 interaction and the expression of creativity and humour as well as offering a 20605 graded approach to building computer skills. Within a forensic population, 20606 videogames have been found to be a normalising, age-appropriate and 20607 culturally appropriate activity, useful in engaging clients and improving 20608 self-concept and locus of control. 20609 The findings suggest that videogame play offers access to a safe virtual 20610 environment that encourages exploration and mastery and that it may be a 20611 useful therapeutic tool in secure settings where such opportunities are often 20612 limited. The use and potential contraindications of videogames within a 20613 forensic setting, the content of certain games and their possible influence on 20614 behaviour and the implications for future research are also discussed. }, 20615 keywords = {forensic, Games, Leisure, mental health, social interaction, Therapy}, 20616 author = {Phil Gooch and Ruth Living} 20617 } 20618 @conference {, 20619 title = {What can DARWARS learn from the Game Industry about Communities?}, 20620 booktitle = {Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)}, 20621 year = {2004}, 20622 month = {06/12/2004}, 20623 address = {Orlando, Fl}, 20624 abstract = {Social network analysis is an exciting and promising tool used for community management with online games. Can this also be applied to a DARWARS (Training Superiority) online training community? For example, will these communities be scale-free with \"hub\" users who disproportionately influence the training focus? How will these networks grow? We do not know, yet. But we do know that from the ongoing experiment of the online game world will come ideas and insights that will enable us to design and measure a DARWARS community. DARWARS is a DARPA-funded effort to revolutionize training and increase military readiness by providing online practice combining a robust technical infrastructure with elements from computer-aided instruction, intelligent tutoring systems, and multiplayer games. The vision of DARWARS is to <strong>bring together trainees, trainers, subject matter experts across military echelons, geographic locations, as well as use-cases (training events, single participant after-hours, etc.) into an active community with different reinforcing interests: pedagogy, training, entertainment, and content creation</strong>. A challenge of DARWARS is to develop mutually supporting communities. To forward our understanding of community, <strong>this paper will examine aspects of the online game world with which we expect our DARWARS community to share important properties.</strong> This paper will cite a number of illustrating lessons, related to community. In particular we will examine the content-creation role of community. 20625 }, 20626 keywords = {DARWARS, modding, Online Game Communities}, 20627 author = {Combs, N. and Robar, J. and Mollick, E.} 20628 } 20629 @article {, 20630 title = {Interactive Narrative Architecture Based on Filmmaking Theory}, 20631 journal = {International Journal on Intelligent Games and Simulation}, 20632 volume = {3}, 20633 year = {2004}, 20634 month = {03/2004}, 20635 abstract = {Designing and developing an interactive narrative experience includes development of story content as well as a visual composition plan for visually realizing the story content. Theatre directors, filmmakers, and animators have emphasized the importance of visual design. Choices of character placements, lighting configuration, and camera movements, have been documented by designers to have direct impact on communicating the narrative, evoking emotions and moods, and engaging viewers. Many research projects focused on adapting the narrative content to the interaction, yet little attention was given to adapting the visual presentation. In this paper, I present a new approach to interactive narrative {\textendash} an approach based on filmmaking theory. I propose an interactive narrative architecture, that in addition to dynamically selecting narrative events that suit the continuously changing situation, it automatically, and in real-time, reconfigures the visual design integrating camera movements, lighting modulation, and character movements. The architecture utilizes rules extracted from filmmaking, cinematography, and visual arts theories. I argue that such adaptation will lead to increased engagement and enriched interactive narrative experience.}, 20636 author = {Magy Seif El-Nasr} 20637 } 20638 @article {, 20639 title = {Game Development: Harder Than You Think}, 20640 journal = {Queue}, 20641 volume = {1}, 20642 year = {2004}, 20643 month = {02/2004}, 20644 abstract = {<p> 20645 The hardest part of making a game has always been the engineering. In times past, game engineering was mainly about low-level optimization{\textemdash}writing code that would run quickly on the target computer, leveraging clever little tricks whenever possible. 20646 </p> 20647 <p> 20648 But in the past ten years, games have ballooned in complexity. Now the primary technical challenge is simply getting the code to work to produce an end result that bears some semblance to the desired functionality. To the extent that we optimize, we are usually concerned with high-level algorithmic choices. There{\textquoteright}s such a wide variety of algorithms to know about, so much experience required to implement them in a useful way, and so much work overall that just needs to be done, that we have a perpetual shortage of qualified people in the industry. 20649 </p> 20650 }, 20651 author = {Blow, J.} 20652 } 20653 @article {, 20654 title = {Aggressive and non-violent videogames: short-term psychological and cardiovascular effects on habitual players}, 20655 journal = {Stress and Health}, 20656 volume = {20}, 20657 number = {4}, 20658 year = {2004}, 20659 pages = {203-208}, 20660 abstract = {The purpose of this study is to evaluate the short-term effects on several physiological (arterial pressure and heart rate) and psychological (anxiety and aggressiveness) indexes of playing violent and non-violent videogames in young adults. The study was carried out on a sample of 22 male participants. Subjects invited to participate in the study were recruited from a videogame leisure club. Before and during playing either a violent or non-violent computer game, blood pressure and heart rate were measured. Before and after the game session, the subjects completed the State-Anxiety Inventory-Y (STAI-Y) and the Buss-Durkee Hostility Inventory. The results of the study showed a range of short-term effects of playing violent and non-violent videogames on arterial pressure and on the state anxiety of subjects, but not on hostility measurements. More specifically, the group that played the violent videogames showed a significant increase in the state anxiety score at the end of the game, as compared to the pre-game self-evaluation, and an increase in the systolic blood pressure while the subjects were playing as compared to pre- and post-game values. A decrease in diastolic blood pressure after playing any game was also found.}, 20661 keywords = {Behavior, children, Games, Leisure Activities, Thoughts, Youth}, 20662 isbn = {1532-3005}, 20663 author = {Baldaro, Bruno and Tuozzi, Giovanni and Codispoti, Maurizio and Montebarocci, Ornella and Barbagli, Francesco and Trombini, Elena and Rossi, Nicolino} 20664 } 20665 @conference {, 20666 title = {AI Structuralist Storytelling in Computer Games}, 20667 booktitle = {Proceedings of the International Conference on Computer Games: Artificial Intelligence, Design and Education}, 20668 year = {2004}, 20669 abstract = {This paper is a description of our work in creating a story director agent which utilises AI techniques. The story director controls the storyline in a adventure computer game, with the player controlling the hero character, and the story director reacting to the players actions. The story is told throught subplot-level plans being formulated with a case-based planner, and a social simulation system that the story director is \&$\#$39;plugged in to\&$\#$39;, allowing consistent logical stories while allowing for player freedom. The system has been named OPIATE - Open-ended Proppian Interactive Adaptive Tale Engine. 20670 }, 20671 keywords = {case-based planning, computer games., interactive story}, 20672 author = {Fairclough, C. R. and Cunningham,P} 20673 } 20674 @conference {, 20675 title = {America{\textquoteright}s army game: Its (virtual) reality representation and cocaine}, 20676 booktitle = {Proceedings - 2004 International Conference on Cyberworlds, CW 2004}, 20677 year = {2004}, 20678 pages = {432-438}, 20679 abstract = {The game chosen for the present research is developed by the American Army for the purpose of online training of the world wide public and recruitment. The America\&$\#$39;s Army game is an online game, a combination between entertainment and defence, being a result of the modelling and simulation ideas used by American Army after the 80\&$\#$39;. The game is a model for transforming and turning the PC game into a communication medium, applying virtual environment and video-game technology to training tasks and recruitment and bridging the gap between these technologies and the operational-warfare environment. The present research proves that the America\&$\#$39;s Army game environment -by its means of presenting the military information- induces the same brain potential (P3b) as in the case of administration of powerful drug stimulants, as cocaine, methylphenidate. 20680 }, 20681 keywords = {computer simulation, Game environment, Information analysis, Mathematical models, Military operations, Online systems, Online training, Personal computers, personnel training, Real time systems, Research and development management, Video, virtual reality}, 20682 url = {http://ieeexplore.ieee.org/iel5/9429/29917/01366208.pdf}, 20683 author = {Alexa, S.} 20684 } 20685 @conference {, 20686 title = {America{\textquoteright}s Army: more than a game?}, 20687 booktitle = {SAGSAGA: Bridging The Gap: Transforming Knowledge into Action through Gaming and Simulation}, 20688 year = {2004}, 20689 publisher = {Ludwig Maximilians University}, 20690 organization = {Ludwig Maximilians University}, 20691 address = {M{\"u}nchen}, 20692 url = {http://www.gamespace.nl/content/ISAGA_Nieborg.PDF}, 20693 author = {David B. Nieborg} 20694 } 20695 @article {, 20696 title = {Appeal of online computer games: a user perspective}, 20697 journal = {Electronic Library}, 20698 volume = {22}, 20699 number = {1}, 20700 year = {2004}, 20701 pages = {74-78}, 20702 type = {Article}, 20703 abstract = {This paper examines the perceptual antecedents of the appeal of online computer games from the users{\textquoteright} perspective. It proposes a framework that links the perceived ease of use, perceived entertainment, and perceived irritation with the appeal of an online computer game, measured through attitude toward the game and the user{\textquoteright}s intention to play again. Results from a field study indicate that the three proposed perceptual antecedents explain over 60 per cent of variance in both attitude and intention to return. This research demonstrates that factors contributing to user perceptions of online games are important aspects of computer game development. Further research through experimental studies is also advocated.}, 20704 keywords = {attitude, computer software, entertainment, irritation, perception, surveys, Technology Acceptance Model, user interfaces, Web}, 20705 isbn = {0264-0473}, 20706 author = {Gao, Y. A.} 20707 } 20708 @book {2964, 20709 title = {Artificial Intelligence for Computer Games: An Introduction}, 20710 year = {2004}, 20711 pages = {146}, 20712 publisher = {A K Peters}, 20713 organization = {A K Peters}, 20714 address = {Wellesley, Massachusetts, USA}, 20715 keywords = {Algorithms, artificial intelligence, Video Games}, 20716 isbn = {1568812086}, 20717 issn = {1568812086}, 20718 author = {Funge, John David} 20719 } 20720 @book {, 20721 title = {Audio Programming for Interactive Games}, 20722 year = {2004}, 20723 publisher = {Focal Press}, 20724 organization = {Focal Press}, 20725 author = {Martin Wilde} 20726 } 20727 @article {, 20728 title = {Behaviourally rich actions for user-controlled characters}, 20729 journal = {Computers \& Graphics-UK}, 20730 volume = {28}, 20731 number = {6}, 20732 year = {2004}, 20733 pages = {945-954}, 20734 type = {Article}, 20735 abstract = {The increasing use of animated characters and avatars in computer games and 3D online worlds requires increasingly complex behaviour with increasingly simple and easy to use control systems. This paper presents a system for user-controlled actions that aims at simplicity and ease of use while being enhanced by modern animation techniques to produce rich and complex behaviour. We use inverse kinematics based motion adaptation to make pre-existing pieces of motion apply to new targets. The expressiveness of the character is enhanced by adding autonomous behaviour, in this case eye gaze behaviour. This behaviour is generated autonomously but is still influenced by the actions that the user is requesting the character to perform. The actions themselves are simple for a designer with no programming experience to design and for an end user to customise. They are also very simple to invoke.}, 20736 keywords = {agents, animation, collaborative virtual environments, gaming, intelligent}, 20737 isbn = {0097-8493}, 20738 author = {Gillies, M. and Dodgson, N. A.} 20739 } 20740 @article {, 20741 title = {Benchmarking the cultivation approach to video game effects: a comparison of the correlates of TV viewing and game play}, 20742 journal = {Journal of Adolescence}, 20743 volume = {27}, 20744 number = {1}, 20745 year = {2004}, 20746 pages = {97-111}, 20747 type = {Article}, 20748 abstract = {This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the absence of cultivation effects in Flanders. On the other hand it shows that the relationship between TV viewing and cultivation measures is not an artifact of systematic over reporting. The study concludes that cultivation measures typical of the "television world" are not related to playing video games. To study video game cultivation measures must be sought which reflect the mainstream of (particular genres of) video games. The role of selectivity needs to be studied more closely. As gainers play an active role in the violence of the games the possibility that self-protecting strategies are employed in processing video game contents must be taken into consideration. Existing process theories explaining what happens in television cultivation may be challenged by research into the cultivation effects of video games.}, 20749 keywords = {Aggression, Behavior, Britain, Cognition, hypothesis, Reality, television exposure, Violence}, 20750 isbn = {0140-1971}, 20751 author = {Van Mierlo, J. and Van den Bulck, J.} 20752 } 20753 @article {, 20754 title = {Boys{\textquoteright} and girls{\textquoteright} use of cognitive strategy when learning to play video games}, 20755 journal = {Journal of General Psychology}, 20756 volume = {131}, 20757 number = {2}, 20758 year = {2004}, 20759 pages = {151-158}, 20760 abstract = {The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children{\textquoteright}s responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). The results indicated that more frequent players and older children were more likely to cite internally based strategies. No main effects of gender were found for the proportions of the internally vs. externally based strategies that were cited.}, 20761 keywords = {Performance, Selective Attention}, 20762 isbn = {0022-1309}, 20763 author = {Blumberg,F C and Sokol,L M} 20764 } 20765 @article {, 20766 title = {Brandishing guns in American media: Two studies examining how often and in what context firearms appear on television and in popular video games}, 20767 journal = {Journal of Broadcasting \& Electronic Media}, 20768 volume = {48}, 20769 number = {4}, 20770 year = {2004}, 20771 pages = {584-606}, 20772 type = {Article}, 20773 abstract = {The purpose of this article is to determine the amount and context of gun violence across 2 electronic media. Study I focuses on the landscape of gun violence on television, including the number of high risk portrayals. Study 2 provides data on the attributes of gun violence in video games. Results for each study are reported in terms of amount per medium and context of portrayals. Finally, differences between televised gun violence and video game gun violence are reported to illustrate how each medium may contribute to problematic behavior.}, 20774 keywords = {Aggression-eliciting stimuli, Behavior, characters, film violence, identification, magnitude, Prior anger arousal, TV violence, Victims pain cues, Weapons}, 20775 isbn = {0883-8151}, 20776 author = {Smith, S. L. and Lachlan, K. and Pieper, K. M. and Boyson, A. R. and Wilson,B J and Tamborini, R. and Weber, R.} 20777 } 20778 @article {, 20779 title = {Children{\textquoteright}s violent television viewing: Are parents monitoring?}, 20780 journal = {Pediatrics}, 20781 volume = {114}, 20782 number = {1}, 20783 year = {2004}, 20784 pages = {94-99}, 20785 abstract = {OBJECTIVE: Violent media exposure has been associated with aggressive behavior, and it has been suggested that child health professionals counsel families on limiting exposure. Effective violence prevention counseling requires an understanding of norms regarding parental attitudes, practices, and influencing factors. Both theories of reasoned action and planned behavior emphasize that subjective norms and attitudes affect people{\textquoteright}s perceptions and intended behavior. Few data exist on violent television viewing and monitoring from a cross-section of families. By understanding the spectrum of parental attitudes, community-sensitive interventions for violence prevention can be developed. The objective of this study was to assess attitudes about and monitoring of violent television viewing from the perspective of parents. 20786 20787 METHODS: An anonymous self-report assisted survey was administered to a convenience sample of parents/guardians who visited child health providers at 3 sites: an urban children{\textquoteright}s hospital clinic, an urban managed care clinic, and a suburban private practice. The parent questionnaire included questions on child-rearing attitudes and practices and sociodemographic information. RESULTS: A total of 1004 adults who accompanied children for health visits were recruited for the study; 922 surveys were completed (participation rate: 92\%). A total of 830 (90\%) respondents were parents and had complete child data. Of the 830 respondents, 677 had questions on television viewing included in the survey and were the focus of this analysis. Seventy-five percent of families reported that their youngest child watched television. Of these, 53\% reported always limiting violent television viewing, although 73\% believed that their children viewed television violence at least 1 time a week. Among television viewers, 81\% reported usually or always limiting viewing of sexual content on television and 45\% reported usually or always watching television with their youngest child. Among children who watched television, parents reported that they spent an average of 2.6 hours per day watching television. Limitation of television violence was associated with female parents and younger children. 20788 20789 CONCLUSIONS: There was variability in attitudes and practices regarding television violence viewing and monitoring among parents. Attitudes and practices varied on the basis of the age of the child and the gender of the parent.}, 20790 keywords = {Adolescents, Aggressive-Behavior, Health, Issues, Life, Media Violence, Pediatrician, Time, Video Games, Youth}, 20791 isbn = {0031-4005}, 20792 author = {Cheng, T L and Brenner, R A and Wright, J L and Sachs, H C and Moyer, P and Rao, M R} 20793 } 20794 @book {, 20795 title = {Chris Crawford on Interactive Storytelling (New Riders Games)}, 20796 year = {2004}, 20797 publisher = {New Riders Games}, 20798 organization = {New Riders Games}, 20799 isbn = {0321278909}, 20800 author = {Crawford,Chris} 20801 } 20802 @article {, 20803 title = {Constructionist design methodology for interactive intelligences}, 20804 journal = {Ai Magazine}, 20805 volume = {25}, 20806 number = {4}, 20807 year = {2004}, 20808 pages = {77-90}, 20809 type = {Article}, 20810 abstract = {We present a methodology for designing and implementing interactive intelligences. The constritctionist design methodology (CDM)-so called because it advocates modular building blocks and incorporation of prior work-addresses factors that we see as key to future advances in At, including support for interdisciplinary collaboration, coordination of teams, and large-scale systems integration. We test the methodology by building an interactive multifunctional system with a real-time perception-action loop. The system, whose construction relied entirely on the methodology, consists of an embodied virtual agent that can perceive both real and virtual objects in an augmented-reality room and interact with a user through coordinated gestures and speech. Wireless tracking technologies give the agent awareness of the environment and the user{\textquoteright}s speech and communicative acts. User and agent can communicate about things in the environment, their placement, and their function, as well as about more abstract topics, such as current news, through situated multimodal dialogue. The results demonstrate the CDM{\textquoteright}s strength in simplifying the modeling of complex, Multifunctional systems that require architectural experimentation and exploration of unclear subsystem boundaries, undefined variables, and tangled data flow and control hierarchies.}, 20811 keywords = {agents, Computer games}, 20812 isbn = {0738-4602}, 20813 author = {Thorisson, K. R. and Benko, H. and Abramov, D. and Arnold, A. and Maskey, S. and Vaseekaran, A.} 20814 } 20815 @inbook {, 20816 title = {Covert channels for collusion in online computer games}, 20817 booktitle = {Information Hiding}, 20818 series = {Lecture Notes in Computer Science}, 20819 volume = {3200}, 20820 year = {2004}, 20821 pages = {355-369}, 20822 publisher = {Springer-Verlag Berlin}, 20823 organization = {Springer-Verlag Berlin}, 20824 address = {Berlin}, 20825 abstract = {Collusion between partners in Contract Bridge is an oft-used example in cryptography papers and an interesting topic for the development of covert channels. In this paper, a different type of collusion is discussed, where the parties colluding are not part of one team, but instead are multiple independent players, acting together in order to achieve a result that none of them are capable of achieving by themselves. Potential advantages and defences against collusion axe discussed. Techniques designed for low-probability-of-intercept spread spectrum radio and multilevel secure systems are also applied in developing covert channels suitable for use in games. An example is given where these techniques were successfully applied in practice, in order to win an online programming competition. Finally, suggestions for further work axe explored, including exploiting similarities between competition design and the optimisation of voting systems.}, 20826 keywords = {manipulation, Strategic Candidacy, Voting procedures}, 20827 isbn = {0302-9743}, 20828 author = {Murdoch, S. J. and Zielinski, P.} 20829 } 20830 @book {, 20831 title = {Creating the Art of the Game}, 20832 year = {2004}, 20833 publisher = {New Riders Games}, 20834 organization = {New Riders Games}, 20835 isbn = {0735714096}, 20836 author = {Omernick, Matthew} 20837 } 20838 @article {, 20839 title = {Death with a story - How story impacts emotional, motivational, and physiological responses to first-person shooter video games}, 20840 journal = {Human Communication Research}, 20841 volume = {30}, 20842 number = {3}, 20843 year = {2004}, 20844 pages = {361-375}, 20845 type = {Article}, 20846 abstract = {This study investigates how game playing experience changes when a story is added to a first-person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not affect self-reported arousal or dominance. This study clearly demonstrates that story is something that video game players enjoy; it helps involve them in the game play, makes them feel more immersed in the virtual environment, and keeps them aroused. The greater character identification may be especially worrisome, as past research has shown that justified media violence disinhibits actual aggression on the part of the audience.}, 20847 keywords = {Aggressive-Behavior, characters, children, identification, Playing Videogames, Television, Violent, virtual reality}, 20848 isbn = {0360-3989}, 20849 author = {Schneider, E. F. and Lang,A and Shin, M. and Bradley, S. D.} 20850 } 20851 @book {, 20852 title = {Digital Storytelling: A Creator{\textquoteright}s Guide to Interactive Entertainment}, 20853 year = {2004}, 20854 publisher = {Focal Press}, 20855 organization = {Focal Press}, 20856 isbn = {0240805100}, 20857 author = {Carolyn Handler Miller} 20858 } 20859 @article {, 20860 title = {dPVS: An occlusion culling system for massive dynamic environments}, 20861 journal = {IEEE Computer Graphics and Applications}, 20862 volume = {24}, 20863 number = {2}, 20864 year = {2004}, 20865 pages = {86-97}, 20866 abstract = {A platform-independent occlusion culling library for dynamic 20867 environments, dPVS, can benefit such applications as CAD and modeling 20868 tools, time-varying simulations, and computer games. Visibility 20869 optimization is currently the most effective technique for improving 20870 rendering performance in complex 3D environments. The primary reason 20871 for this is that during each frame the pixel processing subsystem needs 20872 to determine the visibility of each pixel individually. Currently, 20873 rendering performance in larger scenes is input sensitive, and most of 20874 the processing time is wasted on rendering geometry not visible in the 20875 final image. Here we concentrate on real-time visualization using 20876 mainstream graphics hardware that has a z-buffer as a de facto standard 20877 for hidden surface removal. In an ideal system only the complexity of 20878 the geometry actually visible on the screen would significantly impact 20879 rendering time - 3D application performance should be output sensitive. 20880 }, 20881 keywords = {Algorithms, Computer aided design, Computer games, Computer hardware, computer simulation, computer software, Database systems, Feature extraction, Interactive computer graphics, Multiprocessing systems, Real time systems, Time varying systems}, 20882 author = {Aila, T. and Miettinen, V.} 20883 } 20884 @article {, 20885 title = {Early childhood computer experience and cognitive and motor development}, 20886 journal = {Pediatrics}, 20887 volume = {113}, 20888 number = {6}, 20889 year = {2004}, 20890 pages = {1715-1722}, 20891 type = {Article}, 20892 abstract = {Objectives. To explore the association between early computer experience (both accessibility and frequency of use) and cognitive and psychomotor development among young children. Methods. The participants were 122 preschool children enrolled in a rural county Head Start program in the United States during 2001-2002. The following tests were administered to the children: the Bender Visual Motor Gestalt Test; the Boehm Test of Basic Concepts, Third Edition Preschool; the Test of Gross Motor Development, Second Edition; and a short form of the Wechsler Preschool and Primary Scales of Intelligence-Revised. Information pertaining to family characteristics and children{\textquoteright}s early computer experience was collected from parents. Both bivariate and multivariate analyses were used to assess the association between early computer experience and cognitive and motor development. Results. Of the participating children, 53\% had a computer at home. Among families who had a computer, 83\% had children{\textquoteright}s software on the computer. According to parents{\textquoteright} reports, 29\% of these children played on the home computer on a daily basis, and an additional 44\% of the children played on the computer at least weekly. Of those families who did not have a home computer, 49\% reported that their children had access to a computer somewhere outside home. Among these children, 10\% had daily access to the computer and 33\% had weekly access. The presence of a computer in the home was significantly associated with the family{\textquoteright}s income and the educational attainment of the parents. There was no gender difference in computer accessibility and frequency use among the participating children. Children who had access to a computer performed better on measures of school readiness and cognitive development, controlling for children{\textquoteright}s developmental stage and family socioeconomic status. The data in the current study did not suggest a relationship between computer experience and visual motor or gross motor skills among the participating children. Conclusion. The findings in the present study suggest that early computer exposure before or during the preschool years is associated with development of preschool concepts and cognition among young children. However, frequency of use did not reveal such a relationship; neither did the ownership of other child electronic or video games in the household.}, 20893 keywords = {Assisted-instruction, cognitive development, Computer, directions, Home, Impact, Issues, microcomputers, motor development, preschoolers, school readiness, Young-Children}, 20894 isbn = {0031-4005}, 20895 author = {Li, X. M. and Atkins, M. S.} 20896 } 20897 @article {, 20898 title = {Edutainment tools for initial education of type-1 diabetes mellitus: initial diabetes education with fun}, 20899 journal = {Medinfo}, 20900 volume = {11}, 20901 number = {Pt 2}, 20902 year = {2004}, 20903 pages = {855-859}, 20904 abstract = {PURPOSE: Appropriate initial education for type-1 diabetes mellitus patients is important to prevent late complications. However, type-1 diabetic children have not appreciated traditional learning methods since they rarely contain the elements of fun and interactivity. In this study, we developed, implemented and evaluated a preliminary version of edutainment tools for initial education for type-1 diabetic children. METHODS: Three games running on either personal computer (PC) and GameBoy Advance were developed. All games were designed to educate patients about relationships among food (carbohydrate), plasma glucose level, exercise, and insulin dose. A total of 58 testers evaluated degree of entertainment, usability and clinical usefulness of the games. RESULTS: Generally, testers felt all games were intuitive and fun and the usability of games was highly scored. More than 90\% of testers showed an interest in the edutainment approach, and approximately 60\% agreed that these games could provide attractive educational environment compared to traditional education, especially for children. CONCLUSIONS: Our edutainment systems were accepted as attractive learning tools for type-1 diabetic children who need initial education. 20905 }, 20906 keywords = {Diabetes Mellitus, insulin dependent diabetes mellitus, recreation, Type 1, Video Games}, 20907 author = {Aoki, N. and Ohta, S. and Masuda, H. and Naito, T. and Sawai, T. and Nishida, K. and Okada, T. and Oishi, M. and Iwasawa, Y. and Toyomasu, K. and Hira, K. and Fukui, T.} 20908 } 20909 @article {, 20910 title = {Effects of age on associating virtual and embodied toys}, 20911 journal = {Cyberpsychology \& Behavior}, 20912 volume = {7}, 20913 number = {4}, 20914 year = {2004}, 20915 pages = {464-471}, 20916 type = {Article}, 20917 abstract = {Technologies such as videos, toys, and video games are used as tools in delivering education to young children. Do children spontaneously transfer between virtual and real-world mediums as they learn? Fifty-six children learned facts about a toy dog presented through varying levels of technology and interactivity (e.g., video game, stuffed animal, picture books). They then met a similar dog character in a new embodiment (e g., as a stuffed animal if first met the dog as video character). Would children spontaneously generalize the facts they learned about the dog character across mediums (dynamic and static environments)? Results indicate that younger children were more likely to generalize facts across mediums. Specific aspects of the level of technology and interactivity had little effect.}, 20918 keywords = {Behavior}, 20919 isbn = {1094-9313}, 20920 author = {Okita, S. Y.} 20921 } 20922 @article {, 20923 title = {The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance}, 20924 journal = {Journal of Adolescence}, 20925 volume = {27}, 20926 number = {1}, 20927 year = {2004}, 20928 pages = {5-22}, 20929 abstract = {Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model. }, 20930 keywords = {A-Behavior, children, Leisure Activities, Parental Mediation, REST, Teenagers, Television}, 20931 isbn = {0140-1971}, 20932 author = {Gentile,D A and Lynch,P J and Linder,J R and Walsh,D A} 20933 } 20934 @article {, 20935 title = {Electronic augmentation of traditional board games}, 20936 journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, 20937 volume = {3166}, 20938 year = {2004}, 20939 pages = {441-444}, 20940 abstract = {Manufacturers of traditional board games are looking for ideas to innovate their products and keep up with the popularity of modem computer games. We developed an idea of how traditional board games can be augmented with modern technology and how electronics can increase the level of excitement and board game pleasure. The concept of a self-conscious gameboard is proposed and its viability demonstrated through a case study in which the popular board game Settlers of Catan was electronically enhanced.}, 20941 url = {http://www.clim.nl/personal/docs/final_presentation.ppt}, 20942 author = {De Boer,C J and Lamers,M H} 20943 } 20944 @article {, 20945 title = {Electronic games and environmental factors associated with childhood obesity in Switzerland}, 20946 journal = {Obesity Research}, 20947 volume = {12}, 20948 number = {6}, 20949 year = {2004}, 20950 pages = {896-903}, 20951 type = {Article}, 20952 abstract = {Objective: Environmental factors and behaviors associated with obesity have not been well described in children living in Europe. Although television watching has been repeatedly associated with obesity, it is unclear whether other sedentary activities, such as use of electronic games, are independently associated with obesity in children. The hypothesis was that various types of sedentary activities are associated with obesity in children living in Switzerland. Research Methods and Procedures: This was a cross-sectional study of children (grades one to three) from four communities in the Greater Zurich Area (Switzerland). Obesity was defined as a combination of overweight (BMI) and overfat (skinfold thicknesses). Environmental factors were assessed by questionnaire. The children{\textquoteright}s physical activity was estimated by their teacher (scale 0 to 10). Results: Of 922 eligible subjects, 872 (94.6\%) took part in the study. Use of electronic games [odds ratio (OR) = 2.03 per hour per day, 95\% confidence interval (Cl): 1.57 to 2.61, p < 0.001], television (OR = 2.83 per hour per day, 95\% CI: 2.08 to 3.86, p < 0.001), physical activity (OR = 0.80 per unit, 95\% CI: 0.72 to 0.88, p < 0.001), maternal work (OR = 1.93, 95\% Cl: 1.13 to 3.29, p = 0.02), and paternal smoking (OR = 1.78, 95\% CI: 1.07 to 2.96, p = 0.03) were independently associated with obesity. Further adjustment for socioeconomic status, when available, did not change these results. Discussion: In this sample of children living in Switzerland, the use of electronic games was significantly associated with obesity, independently of confounding factors. The association of obesity with television use and lack of physical activity confirms results from other populations and points to potential strategies for obesity prevention.}, 20953 keywords = {Adolescents, Body-Mass Index, Cardiovascular risk, emigration and immigration, epidemiology, ethnic-differences, maternal smoking, motor activity, Overweight, Physical-Activity, Prevalence, skinfold thickness, Television, US children, Video Games}, 20954 isbn = {1071-7323}, 20955 author = {Stettler, N. and Signer, T. M. and Suter, P. M.} 20956 } 20957 @article {, 20958 title = {Epilepsy and videogames}, 20959 journal = {Epilepsia}, 20960 volume = {45}, 20961 year = {2004}, 20962 pages = {24-26}, 20963 abstract = {Since the first case of videogame (VG) epilepsy was reported in 1981, many cases of seizures triggered by VGs were reported, not only in photosensitive, but also in non-photosensitive children and adolescents with epilepsy. We provide an overview of the literature with overall conclusions and recommendations regarding VG playing. Specific preventive measures concerning the physical characteristics of images included in commercially available VGs (flash rate, choice of colors, patterns, and contrast) can lead in the future to a clear decrease of this problem. In addition to the positive effect of such measures, the collaborative studies performed in France and in the rest of Europe have stressed the importance of a safe distance to the screen of greater than or equal to 2 m, and the less provocative role of 100-Hz screens.}, 20964 keywords = {Game-Induced Seizures, Stimulation, Television}, 20965 isbn = {0013-9580}, 20966 author = {Bureau, Michelle and Hirsch, Edouard and Vigevano, Federico} 20967 } 20968 @article {, 20969 title = {Evolution of neural controllers for competitive game playing with teams of mobile robots}, 20970 journal = {Robotics and Autonomous Systems}, 20971 volume = {46}, 20972 number = {3}, 20973 year = {2004}, 20974 pages = {135-150}, 20975 type = {Article}, 20976 abstract = {In this work, we describe the evolutionary training of artificial neural network controllers for competitive team game playing behaviors by teams of real mobile robots. This research emphasized the development of methods to automate the production of behavioral robot controllers. We seek methods that do not require a human designer to define specific intermediate behaviors for a complex robot task. The work made use of a real mobile robot colony (EVolutionary roBOTs) and a closely coupled computer-based simulated training environment. The acquisition of behavior in an evolutionary robotics system was demonstrated using a robotic version of the game Capture the Flag. In this game, played by two teams of competing robots, each team tries to defend its own goal while trying to {\textquoteright}attack{\textquoteright} another goal defended by the other team. Robot neural controllers relied entirely on processed video data for sensing of their environment. Robot controllers were evolved in a simulated environment using evolutionary training algorithms. In the evolutionary process, each generation consisted of a competitive tournament of games played between the controllers in an evolving population. Robot controllers were selected based on whether they won or lost games in the course of a tournament. Following a tournament, the neural controllers were ranked competitively according to how many games they won and the population was propagated using a mutation and replacement strategy. After several hundred generations, the best performing controllers were transferred to teams of real mobile robots, where they exhibited behaviors similar to those seen in simulation including basic navigation, the ability to distinguish between different types of objects, and goal tending behaviors.}, 20977 keywords = {behavioral robotics, Behaviors, evolutionary, evolutionary robotics, mobile robots, neural computing, robot colonies}, 20978 isbn = {0921-8890}, 20979 author = {Nelson, A. L. and Grant, E. and Henderson, T. C.} 20980 } 20981 @article {, 20982 title = {Exposure to violent video games increases automatic aggressiveness}, 20983 journal = {Journal of Adolescence}, 20984 volume = {27}, 20985 number = {1}, 20986 year = {2004}, 20987 pages = {41-52}, 20988 type = {Article}, 20989 abstract = {The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Results suggest that playing violent video games can lead to the automatic learning of aggressive self-views. }, 20990 keywords = {Activation, aggressive media, Association Test, Attitudes, automaticity, Behavior, Impact, Implicit, implicit association test, mass-media, Media Violence, Self-Esteem, social cognition, Stereotype, Television Violence, video game violence}, 20991 isbn = {0140-1971}, 20992 author = {Uhlmann, E. and Swanson, J.} 20993 } 20994 @book {, 20995 title = {First Person: New Media as Story, Performance, and Game}, 20996 year = {2004}, 20997 publisher = {The MIT Press}, 20998 organization = {The MIT Press}, 20999 isbn = {0262232324}, 21000 author = {Wardrip-Fruin, Noah and Harrigan, Pat} 21001 } 21002 @article {, 21003 title = {Framing social interaction in shared virtual environments: The influence of technical and social factors}, 21004 journal = {Doktorsavhandlingar vid Chalmers Tekniska Hogskola}, 21005 number = {2176}, 21006 year = {2004}, 21007 abstract = {The concept of virtual reality (VR), which is used for diverse purposes such as visualization, entertainment, and distributed collaborative work, is discussed. The influence of different VR systems on the subjective perception of presence, co-presence, task contribution and task performance, and collaboration is investigated. The acceptance and rejection of language minorities by the language majority and the influence of social conditions on the outcome of language encounters in an Internet-based shared virtual environments (SVE) are also investigated. The status differences and stratification in SVEs are analyzed and the communication process in a SVE, which varies depending on the type of technical system being used is also analyzed. 21008 }, 21009 keywords = {Common ground, Communication media, Computer games, Data reduction, Electronic communities, Graphic methods, Intercultural communication, Linguistics, Mobile telecommunication systems, Presence, social interaction, Status differences, virtual reality}, 21010 author = {Axelsson, A. S.} 21011 } 21012 @book {, 21013 title = {Game Design Workshop: Designing, Prototyping, \& Playtesting Games}, 21014 year = {2004}, 21015 publisher = {Focal Press}, 21016 organization = {Focal Press}, 21017 isbn = {1578202221}, 21018 author = {Fullerton,Tracy and Swain,Chris and Hoffman,Steve} 21019 } 21020 @book {, 21021 title = {Game Level Design (Game Development Series)}, 21022 year = {2004}, 21023 publisher = {Charles River Media}, 21024 organization = {Charles River Media}, 21025 edition = {1 edition}, 21026 isbn = {1584503696}, 21027 author = {Byrne, Ed} 21028 } 21029 @article {, 21030 title = {The game thing: ludology and other theory games}, 21031 journal = {Media International Australia}, 21032 number = {110}, 21033 year = {2004}, 21034 abstract = {The current state of computer games studies is critically examined in this paper by means of an analysis of the recently released computer game, the thing. Game studies is an emerging area of humanities scholarship, an emergence that exhibits characteristically ambivalent processes of defining its own object and staking out its own field of expertise from other areas of academic competence. A principal dynamic of these processes concerns the opposition between {\textquoteright}ludological{\textquoteright} and narratological theorisations of the computer game. This opposition is examined for both its limitations and its productive potential by means of consideration of the thing game and its relation to john carpenter{\textquoteright}s cinematic iteration of the original short story from which it is adapted. This consideration leads away from the question of the specificity of the computer game object to some concluding speculations about the relation of contemporary computer games to the broader computer culture within which games are taking on an increasingly significant profile.}, 21035 author = {Crogan, Patrick} 21036 } 21037 @article {, 21038 title = {Game-based learning in universities and lifelong learning: {\textquoteright}UniGame: Social Skills and Knowledge Training{\textquoteright} game concept}, 21039 journal = {Journal of Universal Computer Science}, 21040 volume = {10}, 21041 number = {1}, 21042 year = {2004}, 21043 pages = {14-26}, 21044 type = {Article}, 21045 abstract = {How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for educational purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating learning processes. An innovative educational paradigm such as game-based learning, which is considered suitable for the given purpose, is described in this article. The connection of the collaborative social context of education with game-based learning is discussed in the first part of the paper. The second part of the paper introduces the game concept of "UniGame: Social Skills and Knowledge Training". Game ideas along the educational background of the UniGame game concept are outlined. UniGame scenarios presented and possible use cases should stimulate users to apply game-based learning approach in the future for their classes.}, 21046 keywords = {collaborative learning, constructivism, education, Game, game-based learning, motivation}, 21047 isbn = {0948-695X}, 21048 author = {Pivec, M. and Dziabenko, O.} 21049 } 21050 @article {, 21051 title = {Gender stereotypes, aggression, and computer games: An online survey of women}, 21052 journal = {Cyberpsychology \& Behavior}, 21053 volume = {7}, 21054 number = {6}, 21055 year = {2004}, 21056 pages = {714-727}, 21057 type = {Article}, 21058 abstract = {Computer games were conceptualized as a potential mode of entry into computer-related employment for women. Computer games contain increasing levels of realism and violence, as well as biased gender portrayals. It has been suggested that aggressive personality characteristics attract people to aggressive video games, and that more women do not play computer games because they are socialized to be non-aggressive. To explore gender identity and aggressive personality in the context of computers, an online survey was conducted on women who played computer games and women who used the computer but did not play computer games. Women who played computer games perceived their online environments as less friendly but experienced less sexual harassment online, were more aggressive themselves, and did not differ in gender identity, degree of sex role stereotyping, or acceptance of sexual violence when compared to women who used the computer but did not play video games. Finally, computer gaming was associated with decreased participation in computer-related employment; however, women with high masculine gender identities were more likely to use computers at work.}, 21059 keywords = {Behavior, Feelings, Performance, Video Games}, 21060 isbn = {1094-9313}, 21061 author = {Norris, K. O.} 21062 } 21063 @article {, 21064 title = {Gender stereotypes in educational software for young children}, 21065 journal = {Sex Roles}, 21066 volume = {51}, 21067 number = {7-8}, 21068 year = {2004}, 21069 pages = {433-444}, 21070 abstract = {Children are increasingly being exposed to educational technology at school. In response to this, the International Society for Technology in Education (ISTE) drafted a set of technology standards for teachers (ISTE, 2002) that specifically states that teachers should empower all students and support diversity. This content analysis of educational software for preschoolers was designed to look at gender representations and stereotyping. The results demonstrated significantly more male characters than female characters in preschool educational software, which makes it difficult for teachers to address gender diversity and suggests that girls are not as valued as boys are. Male characters were also more likely than female characters to exhibit several masculine-stereotypical traits. In addition, female characters more than male characters exhibited counterstereotypical behaviors, yet were more gender stereotyped in appearance.}, 21071 keywords = {educational software, gender bias, Gender stereotypes, preschoolers}, 21072 isbn = {0360-0025}, 21073 author = {Sheldon, J. P.} 21074 } 21075 @article {, 21076 title = {The good, the bad, or the ugly? A multilevel perspective on electronic game effect}, 21077 journal = {American Behavioral Scientist}, 21078 volume = {48}, 21079 number = {4}, 21080 year = {2004}, 21081 pages = {391-401}, 21082 type = {Article}, 21083 abstract = {When pundits-and some researchers-proclaim electronic games,either altogether good or altogether bad for society, they often miss theoretical subtleties that if considered would allow us to see both the boon and the burden of the emerging technology and point to important future possibilities. Most important, these critics often jail to recognize that variability exists at different levels of analysis and in the interactions: between players, between games, between contexts, and so forth. The simultaneous existence of both positive and negative consequences of electronic games can be elaborated and reconciled in part through a multilevel perspective on electronic game effects whereby important variables exist at the levels of the individual, game content, and societal time or space. This article illustrates this idea by reviewing some recent findings in this arena and pointing to common threads that relate to the likely multilevel structure of human interaction with electronic games.}, 21084 keywords = {Behavior, communication-research, Computers, Games, Life, negative effects, positive effects, Technology, user, Video Games}, 21085 isbn = {0002-7642}, 21086 author = {Southwell, B. G. and Doyle, K. O.} 21087 } 21088 @article {, 21089 title = {A haptic device for PC video game application}, 21090 journal = {Mechatronics}, 21091 volume = {14}, 21092 number = {2}, 21093 year = {2004}, 21094 pages = {227-235}, 21095 type = {Article}, 21096 abstract = {A haptic device is developed for PC video games. The proposed mechanism is designed to avoid a coupling problem in two-degree of freedom translational movement at the edges caused by the structural constraints using a motor whose body is rotating about a pivot according to the joystick motion. The workspace of the proposed mechanism is analyzed. The spring and damping torque reflection capabilities are investigated. Additionally, the performance of the haptic system is examined in a real game environment constructed by using the graphic software.}, 21097 keywords = {haptic device, PC video games, torque reflection}, 21098 isbn = {0957-4158}, 21099 author = {Park, K. and Bae, B. and Koo, T.} 21100 } 21101 @unpublished {, 21102 title = {HCI and Game Design: From a Practitioner{\textquoteright}s Point of View}, 21103 year = {2004}, 21104 abstract = {The intent of this paper is to present an overview of the many aspects of Human-Computer Interaction (HCI) research and practices, show their relationships with computer games, and discuss the possibility of using some of the HCI processes, methodologies, and tools for game design.}, 21105 keywords = {game design, gameplay, Human-computer interaction, usability, user interface}, 21106 url = {http://www.ye-brothers.com/documents/HCIGAMEDESIGN.pdf}, 21107 author = {John Ye and Ding Ye} 21108 } 21109 @article {, 21110 title = {Helping parents reduce children{\textquoteright}s television viewing}, 21111 journal = {Research on Social Work Practice}, 21112 volume = {14}, 21113 number = {2}, 21114 year = {2004}, 21115 pages = {121-131}, 21116 type = {Article}, 21117 abstract = {Parents and educators around the country are concerned about the amount of time children watch television. Part of this concern stems from the fact that a considerable amount of violence is regularly portrayed on television. In addition, those youngsters who watch an excessive amount of television have little time for developing other interests and hobbies. Using simple electronic principles and behavior modification, a research team at DePaul University has developed several procedures to wean children off television. This research involved dispensing tokens to children after they had engaged in a period of prosocial behavior. Children{\textquoteright}s television viewing decreased after being provided these interventions, and follow-up data suggested that changes were maintained over time. The interventions and devices reviewed in this article are practical ways of empowering parents to have more influence on their children{\textquoteright}s television viewing.}, 21118 keywords = {Adolescents, Aggressive-Behavior, Computer games, contingent, Internet, Media, parent controls, Physical-Activity, Randomized Controlled-Trial, reducing television viewing, television viewing, Token-actuated timer, Violent Video}, 21119 isbn = {1049-7315}, 21120 author = {Jason, L. A. and Fries, M.} 21121 } 21122 @article {, 21123 title = {Here Be Dragons, voorgeschiedenis en ontstaan van Adventure Games}, 21124 journal = {Tijdschrift voor Mediageschiedenis}, 21125 volume = {7}, 21126 number = {2}, 21127 year = {2004}, 21128 pages = {77-99}, 21129 abstract = {The article traces the history of adventure games from the birth of the fantasy genre in William Morris{\textquoteright} work and the origins of the Kriegspiel, through Tolkien{\textquoteright}s fantasy world and Dungeons and Dragons to the early text adventures and the first graphical adventures.}, 21130 keywords = {Adventure, Games, history}, 21131 author = {Connie Veugen} 21132 } 21133 @article {, 21134 title = {Hostility among adolescents in Switzerland? Multivariate relations between excessive media use and forms of violence}, 21135 journal = {Journal of Adolescent Health}, 21136 volume = {34}, 21137 number = {3}, 21138 year = {2004}, 21139 pages = {230-236}, 21140 type = {Article}, 21141 abstract = {Purpose: To determine what kind of violence-related behavior or opinion is directly related to excessive media use among adolescents in Switzerland. Methods: A national representative sample of 4222 schoolchildren (7th- and 8th-graders; mean age 13.9 years) answered questions on the frequency of television-viewing, electronic game-playing, feeling unsafe at school, bullying others, hitting others, and fighting with others, as part of the Health Behaviour in School-Aged Children (HBSC) international collaborative study protocol. The Chi-square tests and multiple logistic regression analyses were applied to high-risk groups of adolescents. Results: For the total sample, all bivariate relationships between television-viewing/electronic game-playing and each violence-related variable are significant. In the multivariate comparison, physical violence among boys ceases to be significant. For girls, only television-viewing is linked to indirect violence. Against the hypothesis, females{\textquoteright} electronic game-playing only had a bearing on hitting others. Conclusions: Experimental designs are needed that take into account gender, different forms of media, and violence to answer the question of whether excessive media use leads to violent behavior. With the exception of excessive electronic game-playing among girls, this study found that electronic media are not thought to lead directly to real-life violence but to hostility and indirect violence. }, 21142 keywords = {Adolescents, Aggressive-Behavior, bullying, children, Exposure, Gender Differences, hostile attribution bias, Life, Media, multivariate logistic regression, Switzerland, Television, Video Games, Video-Games, Violence}, 21143 isbn = {1054-139X}, 21144 author = {Kuntsche, E. N.} 21145 } 21146 @book {, 21147 title = {Interactive Storytelling: Techniques for 21st Century Fiction}, 21148 year = {2004}, 21149 publisher = {AK Peters}, 21150 organization = {AK Peters}, 21151 isbn = {1568812213}, 21152 author = {Glassner,Andrew} 21153 } 21154 @inbook {, 21155 title = {Introduction to Game Time / Time to play.}, 21156 booktitle = {First Person}, 21157 year = {2004}, 21158 pages = {131-142}, 21159 publisher = {MIT Press}, 21160 organization = {MIT Press}, 21161 address = {Cambridge, Mass}, 21162 abstract = {The following sketches a theory of time in games. This is motivated by: 1) plain curiosity; 2) theoretical lack: much work has been done on time in other cultural forms, but there is very little theory of time in games; 3) the hope that a theory of game time may help us examine specific games, help trace the historical development of games, connect to the big question of how a game feeds player experiences, and generally serve as an analytical tool for opening other discussions in game studies and game design.}, 21163 isbn = {978-0262731751}, 21164 url = {http://www.jesperjuul.net/text/timetoplay/}, 21165 author = {Juul,Jesper}, 21166 editor = {Wardrip-Fruin, Noah and Harrigan, Pat} 21167 } 21168 @article {, 21169 title = {Learning by doing: {\textquoteright}Initiated abstinence{\textquoteright}, a school-based programme for the prevention of addiction - Results of an evaluation study}, 21170 journal = {European Addiction Research}, 21171 volume = {10}, 21172 number = {2}, 21173 year = {2004}, 21174 pages = {88-94}, 21175 type = {Article}, 21176 abstract = {The objective of the study was to find out whether the school-based prevention programme {\textquoteleft}Initiated abstinence{\textquoteright} is suitable to induce pupils to change their consumer behavior and attitudes. The participants of the prevention programme commit themselves {\textquoteleft}per contract{\textquoteright} to abstain from or considerably reduce their consumption of at least one of their currently used substances (e. g. sweets, cigarettes) or media (TV, computer games) for a period of 2 weeks. The main goal of the programme is to sharpen their problem and health consciousness concerning addiction and pleasure seeking. The programme was evaluated by a longitudinal study. At three given times, the 12- to 15-year-old pupils of the experimental classes were interviewed by standardized self-completion questionnaires (n = 2,267). The control classes were submitted to two surveys (n = 586). The study was carried out in the areas of Innsbruck (Austria), Schleswig-Holstein (Germany) and South Tyrol (Italy). Not all pupils were able to keep their intentions submitted in their contract, but 4 of 5 pupils had at least one positive experience with the renunciation (82\%). There were {\textquoteleft}overall effects{\textquoteright}: The actual renunciation of the pupils was much higher than stated in their agreement. The experimental group showed significant reduction effects for pupils, who had successfully reduced or stopped use of a substance or medium. In a further step, it should be explored whether the programme is suitable also for older groups, i.e. for pupils older than 15 years. Moreover, the long-term effects of the programmes should be tested.}, 21177 keywords = {Addiction, drugs, education, Follow-up, intervention, project, renunciation agreement, school-based prevention}, 21178 isbn = {1022-6877}, 21179 author = {Kalke, J. and Raschke, P.} 21180 } 21181 @article {, 21182 title = {Linking obesity and activity level with children{\textquoteright}s television and video game use}, 21183 journal = {Journal of Adolescence}, 21184 volume = {27}, 21185 number = {1}, 21186 year = {2004}, 21187 pages = {71-85}, 21188 type = {Article}, 21189 abstract = {This study examined the links between childhood obesity, activity participation and television and video game use in a nationally representative sample of children (N = 2831) ages 1-12 using age-normed body mass index (BMI) ratings. Results indicated that while television use was not related to children{\textquoteright}s weight status, video game use was. Children with higher weight status played moderate amounts of electronic games, while children with lower weight status played either very little or a lot of electronic games. Interaction analyses revealed that this curvilinear relationship applied to children under age 8 and that girls, but not boys, with higher weight status played more video games. Children ages 9-12 with lower weight status used the computer (non-game) for moderate amounts of time, while those with higher weight status used the computer either very little or a lot. This was also true for the relationship between print use and weight status for children of all ages. Results also indicated that children with higher weight status spent more time in sedentary activities than those with lower weight status.}, 21190 keywords = {Adolescents, Blood-pressure, Childhood Obesity, Energy-Expenditure, Metabolic-Rate, Physical-Activity, Time, United-States, weight status, Young-Children}, 21191 isbn = {0140-1971}, 21192 author = {Vandewater,E A and Shim, M. S. and Caplovitz,A G} 21193 } 21194 @article {, 21195 title = {{\textquoteright}Live in your world, play in ours{\textquoteright}: The spaces of video game identity}, 21196 journal = {Journal of Visual Culture}, 21197 volume = {3}, 21198 number = {2}, 21199 year = {2004}, 21200 pages = {223-238}, 21201 type = {Article}, 21202 abstract = {This article discusses how console video games map televisual space as both simulated and contiguous with the non-virtual space of the gamers and their own bodies. Gamer identification, identity politics in video games, video game stars and video game violence are also explored here. Murphy argues that video games utilize televisual technology to produce interactive experiences for gamers, whose own bodies are physically impacted by game play in subtle ways. How video gamers interact with the virtual bodies of their player-characters is key to understanding how video games facilitate a different interaction with televisual space than that enacted through viewing television programming.}, 21203 keywords = {identification, identity, space, Television, Video Games}, 21204 isbn = {1470-4129}, 21205 author = {Murphy, S. C.} 21206 } 21207 @article {, 21208 title = {Localization of Digital Games: The Process of Blending for the Global Games Market}, 21209 journal = {Technical Communication}, 21210 volume = {51}, 21211 number = {4}, 21212 year = {2004}, 21213 pages = {477-488}, 21214 abstract = {Digital games are a global, multibillion dollar industry, yet few standards exist for the localization of games for different cultures. By contrast, the process of localizing productivity applications follows a relatively well-defined set of guidelines, with which many technical communicators are familiar. The localization processes for digital games, however, can follow one of three levels of complexity, none of which are formally articulated. In this article, we focus on the most challenging and most potentially effective form of digital game localization, known as blending. Blending involves the alteration of the central storyline of a game to make the game more successful in other countries. We believe that technical and professional communicators should learn more about blending, digital game localization, and their place within the burgeoning game industry. 21215 }, 21216 keywords = {blending, localization, MMOG, technical communication}, 21217 url = {http://www.techcomm-online.org/}, 21218 author = {Thayer, Alexander and Kolko, Beth} 21219 } 21220 @article {, 21221 title = {Local-lag and timewarp: Providing consistency for replicated continuous applications}, 21222 journal = {IEEE Transactions on Multimedia}, 21223 volume = {6}, 21224 number = {1}, 21225 year = {2004}, 21226 pages = {47-57}, 21227 type = {Article}, 21228 abstract = {In this paper, we investigate how consistency can be established for replicated applications changing their state in reaction to user-initiated operations as well as the passing of time. Typical examples of these applications are networked computer games and distributed virtual environments. We give a formal definition of the terms consistency and correctness for this application class. Based on these definitions, it is shown that an important tradeoff relationship exists between the responsiveness of the application and the appearance of short-term inconsistencies. We propose to exploit the knowledge of this tradeoff by voluntarily decreasing the responsiveness of the application in order to eliminate short-term inconsistencies. This concept is called local-lag. Furthermore, a timewarp scheme is presented that complements local-lag by guaranteeing consistency and correctness for replicated continuous applications. The computational complexity of the timewarp algorithm is determined in theory and practice by examining a simple networked computer game. The timewarp scheme is then compared to the well-known dead-reckoning approach. It is shown that the choice between both schemes is application-dependent.}, 21229 keywords = {applications, consistency, local-lag, networked games, replicated continuous, timewarp}, 21230 isbn = {1520-9210}, 21231 author = {Mauve,M and Vogel, J. and Hilt,V and Effelsberg, W.} 21232 } 21233 @book {, 21234 title = {Mastering Unreal Technology: The Art of Level Design}, 21235 year = {2004}, 21236 publisher = {Sams}, 21237 organization = {Sams}, 21238 edition = {Bk\&CD-Rom edition}, 21239 isbn = {0672326922}, 21240 author = {Busby,Jason and Parrish,Zak and VanEenwyk,Joel} 21241 } 21242 @article {, 21243 title = {Media violence research and youth violence data: Why do they conflict?}, 21244 journal = {Academic Psychiatry}, 21245 volume = {28}, 21246 number = {2}, 21247 year = {2004}, 21248 pages = {144-150}, 21249 type = {Article}, 21250 abstract = {Objective: Contrary to media headlines and public perceptions, there is little evidence of a substantial link between exposure to violent interactive games and serious real-life violence or crime. Conclusion: Further research is needed on whether violent games may affect less dramatic but real concerns such as bullying, fighting, or attitudes and beliefs that support aggression, as well as how effects may vary by child characteristics and types of games. There is also a need for research on the potential benefits of violent games for some children and adults.}, 21251 keywords = {Aggression, Behavior, crime, Exposure, fear, Life, Prevalence, RISK, Video Games}, 21252 isbn = {1042-9670}, 21253 author = {Olson, C. K.} 21254 } 21255 @inbook {, 21256 title = {Mobile computer-assisted language learning courseware for Korean language learners}, 21257 booktitle = {Web Information Systems - Wise 2004 Workshops, Proceedings}, 21258 series = {Lecture Notes in Computer Science}, 21259 volume = {3307}, 21260 year = {2004}, 21261 pages = {173-178}, 21262 publisher = {Springer-Verlag Berlin}, 21263 organization = {Springer-Verlag Berlin}, 21264 address = {Berlin}, 21265 abstract = {This paper presents M-CALL, a mobile computer-assisted language learning courseware for Korean language learners. Since conventional computer-assisted language learning is often boring, it exploits a cyber pet game to increase the learner{\textquoteright}s interest. M-CALL runs on a personal digital assistant with public wireless LAN for mobile learning. It grows a cyber pet by solving problems of Korean language learning. Korean Proficiency Test (KPT), a nationally certified Korean language test, was used as problem sets. It consists of cyber pet game, mobile learning courseware, mobile learning system, and mobile tutoring. It provides various functions for Korean language learning. Currently, the prototype M-CALL was designed and partly implemented between mobile PDA and personal computer.}, 21266 keywords = {Games}, 21267 isbn = {0302-9743}, 21268 author = {Cho, S. J. and Kim, J. and Lee, S.} 21269 } 21270 @proceedings {, 21271 title = {Mobile Entertainment Users: Headline results from an online survey}, 21272 journal = {Mobile Entertainment: User-centred Perspectives}, 21273 year = {2004}, 21274 publisher = {CRIC, University of Manchester}, 21275 address = {Manchester}, 21276 abstract = {This paper offers a preliminary analysis of a web-based questionnaire on mobile culture and entertainment. Respondents were found to value the advice of those in their informal social and knowledge networks when choosing mobile operators and ME products and services. Respondents demonstrated their reluctance to switch operators, in spite of indications of dissatisfaction with their current providers. Despite high usage levels of fixed-line Internet for entertainment purposes respondents were less than enthusiastic about mobile entertainment. Gaming, taking and sending pictures, watching video clips and listening to music on mobiles were all met with a lack of enthusiasm, with the majority of our sample emphasising the importance of the more {\textquoteright}traditional{\textquoteright} communicative functions of mobiles. Evidence of conflicting views on content pricing and handset usability demonstrates the embryonic nature of the ME market. Consumer expectations are still in the process of being formed. In terms of consumer concerns, our results suggest that health worries and the protection of minors from {\textquoteright}inappropriate material{\textquoteright} were minimal amongst this particular set of respondents. {\textquoteright}Junk text{\textquoteright} was highlighted as the major source of concern. Respondents appeared reluctant to buy into the convergence trope of {\textquoteright}one device for all{\textquoteright} although modernist notions of continuous technological progress were evident in user expectations. Given the {\textquoteright}early adopter{\textquoteright} and {\textquoteright}highlevel user{\textquoteright} status of the majority of our respondents, their views on the future direction of mobile entertainment services are highly relevant here. Further work is needed to reach a greater understanding of the relationship between user and technology, between consumer and mobile entertainment product, as this embryonic market gradually matures.}, 21277 keywords = {consumer expectations, mobile entertainment, regulation, service adoption, users}, 21278 url = {http://www.cric.ac.uk/cric/staff/Jason_Rutter/papers/ME1.pdf}, 21279 author = {Bryce, Jo and Moore, Karenza and Rutter, Jason} 21280 } 21281 @article {1162, 21282 title = {Motor control and sequencing of boys with Attention-Deficit/Hyperactivity Disorder (ADHD) during computer game play}, 21283 journal = {British Journal of Educational Technology}, 21284 volume = {35}, 21285 number = {1}, 21286 year = {2004}, 21287 pages = {21-34}, 21288 type = {Article}, 21289 abstract = {The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a Sony(TM) Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined measures of motor control were designated by (1) the stage of the game completed (ie, the number of obstacles successfully passed) before losing the figure{\textquoteright}s {\textquoteright}life{\textquoteright}, (2) the level of complexity that the stage represented and (3) the time taken to get to that point during the video game play. These measures were assessed under contrasting conditions of low or high working memory and distracter loads. Four tasks were administered (totalling 12 trials), incorporating both with and without distracter conditions. For those trials with the distracter, a segment of the television show The Simpsons was simultaneously played on a television screen adjacent to the computer game monitor. A 5-way MANOVA revealed that ADHD boys took less time to complete their trials under the direct condition (ie, no working memory load) on Crash Bandicoot, compared to their matched non-ADHD peers. When the task required additional working memory, however, the ADHD boys took significantly longer. Cumulative frequency plots of game performance revealed that in terms of the number of obstacles completed, the control participants successfully navigated more obstacles on the low working memory load task than the ADHD participants, but that the performance of the two groups was less distinguishable on the high working memory load task. The findings have implications for assessment and management of children with ADHD.}, 21290 keywords = {Attention-Deficit, children, computer video, deficit hyperactivity disorder, dopamine transporter, executive functions, Games, Gender, Hyperactivity Disorder, motor control, Performance, Video Games}, 21291 isbn = {0007-1013}, 21292 author = {Houghton,S and Milner, N. and West,J and Douglas,G and Lawrence,V and Whiting,K and Tannock, R. and Durkin,K} 21293 } 21294 @article {, 21295 title = {Net-generation attributes and seductive properties of the Internet as predictors of online activities and Internet addiction}, 21296 journal = {Cyberpsychology \& Behavior}, 21297 volume = {7}, 21298 number = {3}, 21299 year = {2004}, 21300 pages = {333-348}, 21301 type = {Article}, 21302 abstract = {Born between 1977 and 1997, Net-generation is the first generation to grow up surrounded by home computers, video games, and the Internet. As children of the Baby Boomers, the Internet is the medium of choice for the Net-geners. Based on the assumption that Net-generation has unique characteristics, this study examined (1) how Net-geners addicted to the Internet differ from the non-addicted and (2) how these attributes, together with the seductive properties of the Internet, are related to Internet addiction. Data were gathered from a probability sample of 699 Net-geners between the ages of 16 and 24. Results show that Net-geners addicted to the Internet tend to be young female students. Being emotionally open on the Net and a heavy user of ICQ were most influential in predicting Net-geners{\textquoteright} problematic use of the Internet. Addicted Net-geners are also strongly linked to the pleasure of being able to control the simulated world in online games. The finding reinforces previous research that "dependents" of the Internet spend most of their time in the synchronous communication environment engaging in interactive online games, chat rooms, and ICQ for pleasure-seeking or escape, while "non-dependents" use information-gathering functions available on the Internet. Furthermore, Internet addicts tend to watch television significantly less, indicating a displacement effect on traditional media use for the Net-generation.}, 21303 keywords = {Media, Technology}, 21304 isbn = {1094-9313}, 21305 author = {Leung, L.} 21306 } 21307 @article {, 21308 title = {A Novel Obsolescence-Based Approach to Event Delivery Synchronization in Multiplayer Games}, 21309 journal = {International Journal of Intelligent Games \& Simulation (IJIGS)}, 21310 volume = {3}, 21311 year = {2004}, 21312 author = {Ferretti, S and Roccetti, M} 21313 } 21314 @article {, 21315 title = {Online computer gaming: a comparison of adolescent and adult gamers}, 21316 journal = {Journal of Adolescence}, 21317 volume = {27}, 21318 number = {1}, 21319 year = {2004}, 21320 pages = {87-96}, 21321 abstract = {Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing.}, 21322 keywords = {Addiction, Aggressive-Behavior, Video Games}, 21323 isbn = {0140-1971}, 21324 author = {Griffiths,M D and Davies,M N O and Chappell,D} 21325 } 21326 @inbook {, 21327 title = {Optical-flow-driven gadgets for gaming user interface}, 21328 booktitle = {Entertainment Computing - ICEC 2004}, 21329 series = {Lecture Notes in Computer Science}, 21330 volume = {3166}, 21331 year = {2004}, 21332 pages = {90-100}, 21333 publisher = {Springer-Verlag Berlin}, 21334 organization = {Springer-Verlag Berlin}, 21335 address = {Berlin}, 21336 abstract = {We describe how to build a VIDEOPLACE-like vision-driven user interface using "optical-flow" measurements. The optical-flow denotes the estimated movement of an image patch between two consecutive frames from a video sequence. Similar framework is used in a number of commercial vision-driven interactive computer games but the motion of the users is detected by examining the difference between two consecutive frames. The optical-flow presents a natural extension. We show here how the optical-flow can be used to provide much richer interaction.}, 21337 keywords = {motion}, 21338 isbn = {0302-9743}, 21339 author = {Zivkovic, Z.} 21340 } 21341 @article {, 21342 title = {Outcome of aggression affects processing and can legitimise subsequent aggression: Influence of trait aggressiveness}, 21343 journal = {Aggressive Behavior}, 21344 volume = {30}, 21345 number = {4}, 21346 year = {2004}, 21347 pages = {284-297}, 21348 abstract = {The present study investigated differences in processing times between positive and negative outcomes to an aggressive reaction to provocation. The effects of outcome, sex, trait aggressiveness and current mood on subsequent subject-generated material were also examined. Fifty subjects read stories line by line on a computer screen. Reading time for the key sentence describing a positive or negative outcome to an aggressive reaction to provocation was recorded and subjects wrote a continuing sentence to half the stories. Subjects took less time to process the negative outcome. The positive outcome resulted in more subject-generated aggression than the negative outcome. There were few sex differences but men wrote more aggressive endings than women for the stories containing physical aggression. Trait aggressiveness was correlated with producing more aggressive content in the continuing sentence for both outcomes. Feeling peaceful was correlated with producing prosocial material to neutral stories. Subjects therefore expect a negative outcome to aggressive behaviour. Reading stories which present a positive outcome to aggression increases the accessibility of aggressive cognitions. Subjects high in trait aggressiveness are not inhibited by a negative outcome. }, 21349 keywords = {Behavior, Feelings, Gender Differences, Mechanisms, Media, Provocation, Social Representation, Thoughts, Video Games, Violence}, 21350 isbn = {0096-140X}, 21351 author = {Bond,A J and Bauer,A and Wingrove,J} 21352 } 21353 @article {, 21354 title = {Parent-child physical activity relationships in 12-year old French students do not depend on family socioeconomic status}, 21355 journal = {Diabetes \& Metabolism}, 21356 volume = {30}, 21357 number = {4}, 21358 year = {2004}, 21359 pages = {359-366}, 21360 type = {Article}, 21361 abstract = {Objectives: Regular physical activity (PA) in young needs to be promoted to prevent obesity and subsequent diabetes. Influences of parental PA on adolescents{\textquoteright} activity level have been studied with discordant results and the effect of socioeconomic status (SES) on these relationships is not clarified. Methods: Cross-sectional population-based survey of about 3000 12-year old French students and their parents. Familial associations were assessed with logistic regression models taking into account SES and children{\textquoteright}s and parents{\textquoteright} corpulence. Sport involvement and sedentary behaviors were assessed by standardized questionnaires filled out separately by children and parents, the latter also reporting their educational data and family income tax. Results: Participation in structured PA outside school was higher for boys (74\%) than for girls (58\%, p<10(-5)) and a high sedentary behavior (watching television, playing computer/video games and reading greater than or equal to2h/day) was observed in one-third of the sample, both in boys and in girls. Children were more likely to participate in structured PA outside school when both parents practiced sport as compared to neither parent practicing it, with an odd ratio OR (95\%Cl) of 1.97 (1.4-2.8) for boys and 1.56 (1.2-2.1) for girls. Familial associations of inactivity were significant for boys only. A greater percentage of adolescents had a high level of sedentary behavior when both parents versus no parents watched television >2h/day (OR 1.95 (1.5-2.6)). Parent-child physical activity relationships were not modified by the family SES or the children{\textquoteright}s or parents{\textquoteright} weight status. Conclusion: Parental involvement in sport is an important correlate of a young adolescent{\textquoteright}s participation in structured PA outside school, whatever the family SES or corpulence of the family members.}, 21362 keywords = {Adolescents, Aggregation, epidemiology, familial aggregation, Health, Obesity, Overweight, sedentary behavior, socioeconomic status, sports}, 21363 isbn = {1262-3636}, 21364 author = {Wagner, A. and Klein-Platat, C. and Arveiler, D. and Haan, M. C. and Schlienger, J. and Simon, C.} 21365 } 21366 @article {, 21367 title = {Perceptual audio rendering of complex virtual environments}, 21368 journal = {ACM Transactions on Graphics}, 21369 volume = {23}, 21370 number = {3}, 21371 year = {2004}, 21372 pages = {249-258}, 21373 type = {Article}, 21374 abstract = {We propose a real-time 3D audio rendering pipeline for complex virtual scenes containing hundreds of moving sound sources. The approach, based on auditory culling and spatial level-of-detail, can handle more than ten times the number of sources commonly available on consumer 3D audio hardware, with minimal decrease in audio quality. The method performs well for both indoor and outdoor environments. It leverages the limited capabilities of audio hardware for many applications, including interactive architectural acoustics simulations and automatic 3D voice management for video games. Our approach dynamically eliminates inaudible sources and groups the remaining audible sources into a budget number of clusters. Each cluster is represented by one impostor sound source, positioned using perceptual criteria. Spatial audio processing is then performed only on the impostor sound sources rather than on every original source thus greatly reducing the computational cost. A pilot validation study shows that degradation in audio quality, as well as localization impairment, are limited and do not seem to vary significantly with the cluster budget. We conclude that our real-time perceptual audio rendering pipeline can generate spatialized audio for complex auditory environments without introducing disturbing changes in the resulting perceived soundfield.}, 21375 keywords = {audio hardware, model, perceptual rendering, spatial hearing models, spatialized sound, Virtual Environments}, 21376 isbn = {0730-0301}, 21377 author = {Tsingos, N. and Gallo, E. and Drettakis, G.} 21378 } 21379 @article {, 21380 title = {Physical activity and sedentary behaviours in youth: issues and controversies}, 21381 journal = {Journal of the Royal Society for the Promotion of Health}, 21382 volume = {124}, 21383 number = {1}, 21384 year = {2004}, 21385 pages = {29-33}, 21386 abstract = {There is growing concern over the effects of sedentary lifestyles on the health of young people. Recent rapid increases in juvenile obesity have received a great deal of attention in the scientific and popular press and have been attributed partly to television viewing, computer games and other sedentary behaviours. These are thought to compete with physical activity. There is a {\textquoteright}moral panic{\textquoteright} concerning the {\textquoteright}couch kids{\textquoteright} culture in modern western society. Project STIL (Sedentary Teenagers and Inactive Lifestyles) at Loughborough University is investigating {\textquoteright}what young people do{\textquoteright} and focuses on active and inactive pursuits chosen in their Leisure time. The following issues are addressed in this paper with specific reference to young people: how do we define {\textquoteright}sedentary behaviour{\textquoteright} and do key sedentary behaviours displace physical activity? Are key sedentary behaviours obesogenic? What are the secular trends for children and youth for TV viewing? Our results for young people suggest that: 1. TV viewing and video-game playing are Largely uncorrelated with physical activity, suggesting that there is time for both. 2. meta-analytic findings show that body fatness is not related in any clinically meaningful way with key sedentary behaviours 3. although more children and youth have greater access to TVs than in previous generations, the amount of TV watched per head has not changed for 40 years. Preliminary findings from Project STIL suggest that inactivity is more complex than we sometimes think. Indeed, measures of {\textquoteright}couch potato-ism{\textquoteright}, such as TV viewing, may be inappropriate markers of inactivity.}, 21387 keywords = {Adolescents, Childhood, children, Energy-Expenditure}, 21388 isbn = {1466-4240}, 21389 author = {Biddle,S J H and Gorely,T and Marshall,S J and Murdey,I and Cameron,N} 21390 } 21391 @article {, 21392 title = {Physiology of human photosensitivity}, 21393 journal = {Epilepsia}, 21394 volume = {45}, 21395 year = {2004}, 21396 pages = {7-13}, 21397 type = {Article}, 21398 abstract = {Human epileptic photosensitivity has been studied in several ways. (a) Visual stimulation that resembles the stimulation normally responsible for seizures, such as that from televisions or videogames, both of which typically use cathode ray tubes in which the display is created in a flickering pattern. Such stimulation is often rendered yet more epileptogenic by programmes with content that also involves flashing or patterned material. (b) Elementary visual stimuli that enable inferences to be drawn concerning the physiological trigger mechanisms. The topographic distribution of epileptiform EEG activity in response to such stimuli has complemented this approach, leading to the inference that the trigger is cortical and requires sychronised mass action of neurons. (c) Stimuli that avoid paroxysmal EEG activity and permit an investigation of the subepileptic response to visual stimuli, using the evoked potential. This has revealed abnormalities in the cortical mechanisms that control the response to strong visual stimulation.}, 21399 keywords = {attacks Japanese children, contrast gain control, Epilepsy, Mechanisms, Pattern-Sensitive Epilepsy, photoparoxysmal response, photosensitivity, physiology, pocket-monsters, Seizures, Television, Video Games, visual evoked potentials}, 21400 isbn = {0013-9580}, 21401 author = {Wilkins, A. J. and Bonanni, T. and Porciatti, T. and Guerrini, T.} 21402 } 21403 @mastersthesis {, 21404 title = {Playing at Reality: Exploring the Potential of the Digital Game as a Medium for Science Communication}, 21405 year = {2004}, 21406 pages = {335}, 21407 school = {The Australian National University}, 21408 type = {PhD}, 21409 address = {Canberra, Australia}, 21410 abstract = {<p> 21411 Scientific culture is not popular because the essential nature of science - the models and practices that make it up - cannot be communicated via conventional media in a manner that is interesting to the average person. These models and practices might be communicated in an interesting manner using the new medium of the digital game, yet very few digital games based upon scientific simulations have been created and thus the potential of such games to facilitate scientific knowledge construction cannot be studied directly. Scientific simulations have, however, been much used by scientists to facilitate their own knowledge construction, and equally, both simulations and games have been used by science educators to facilitate knowledge construction on the part of their students. The large academic literatures relating to these simulations and games collectively demonstrate that their ability to re-create reality, model complex systems, be visual and interactive, engage the user in the practise of science, and to engage the user in construction and collaboration, makes them powerful tools for facilitating scientific knowledge construction. Moreover, the large non-academic literature discussing the nature of digital games (which are themselves both simulations and games) demonstrates that their ability to perform the above tasks (i.e. to re-create reality, model complex systems, and so forth) is what makes them enjoyable to play. Because the features of scientific and educational simulations and games that facilitate knowledge construction are the very same features that make digital games enjoyable to play, the player of a scientific-simulation-based digital game would be simultaneously gaining enjoyment and acquiring scientific knowledge. If science were widely communicated using digital games, therefore, then it would be possible for there to be a popular scientific culture. 21412 </p> 21413 }, 21414 author = {Aitkin, A. L.} 21415 } 21416 @article {, 21417 title = {Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents}, 21418 journal = {Journal of Adolescence}, 21419 volume = {27}, 21420 number = {1}, 21421 year = {2004}, 21422 pages = {53-69}, 21423 type = {Article}, 21424 abstract = {The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic games. They also completed measures of hostile attributional style and endorsement of aggressive norms. There were significant gender differences in usage and attraction to violent electronic games, with boys scoring higher than girls. Significant relationships were found between attraction to violent electronic games and the acceptance of norms condoning physical aggression. Violent electronic games were linked indirectly to hostile attributional style through aggressive norms. The findings are discussed with respect to North American research on the aggression-enhancing effect of violent electronic games.}, 21425 keywords = {Behavior, Catharsis, childrens normative beliefs, Games, Gender, Self, social-psychological adjustment, Video}, 21426 isbn = {0140-1971}, 21427 author = {Krahe, B. and Moller, I.} 21428 } 21429 @article {, 21430 title = {Practical barriers in using educational computer games}, 21431 journal = {On the Horizon}, 21432 volume = {12}, 21433 year = {2004}, 21434 pages = {18-21}, 21435 abstract = {This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two-month history course with the historical strategy game Europa Universalis II. The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group work, teacher preparation, perception of games, class size, priority issue. It is concluded that these factors add up to a tremendous workload on teachers that wish to engage with educational computer games and demands that the teacher possesses a variety of skills.}, 21436 keywords = {Computer based learning, education, learning}, 21437 issn = {1074-8121}, 21438 author = {Simon Egenfeldt-Nielsen} 21439 } 21440 @article {, 21441 title = {Problems with computer games without monetary reward: Similarity to pathological gambling}, 21442 journal = {Psychological Reports}, 21443 volume = {95}, 21444 number = {2}, 21445 year = {2004}, 21446 pages = {641-650}, 21447 type = {Article}, 21448 abstract = {An epidemiological study was performed on a representative sample of the Norwegian youth population (12 to 18 years old, N = 3,237; response rate 45.2\%). The percentage who were frequent players (weekly) of different computer games was 63.3\%, and the percentage of infrequent users was 36.7\%. A mean of 2.7\% (4.2\% of the boys, 1.1\% of the girls) could be described as exhibiting "pathological playing" according to the criteria in the 1998 Diagnostic Questionnaire for Internet Addiction of Young, and an additional 9.82\% (14.5\% of the boys, 5.0\% of the girls) were considered to be engaging in "at-risk playing." Of the weekly gamblers, 4.2\% fulfilled 5 criteria for pathological playing, and an additional 15.5\% 3 to 4 criteria, i.e., at-risk playing. This indicated that frequent gaming on computer games without money rewards may be related to problematic playing even though no monetary reward is involved.}, 21449 keywords = {Prevalence, Youth 12-18 years}, 21450 isbn = {0033-2941}, 21451 author = {Johansson, A. and Gotestam, K. G.} 21452 } 21453 @article {, 21454 title = {Quantifying game design}, 21455 journal = {Design Studies}, 21456 volume = {25}, 21457 number = {6}, 21458 year = {2004}, 21459 pages = {607-624}, 21460 type = {Article}, 21461 abstract = {There is at present a conspicuous need for formal evaluative methods which designers of video and computer games can use in order better to understand the elusive factors which lead to good gameplay mechanics. This paper presents the results of an empirical study which has been used to establish a practical quantitative procedure for analysing and comparing certain gameplay characteristics of rally (driving) games, and thus of determining objectively characteristics which are typical of such games at various levels of quality and type. The information offered can be used by games developers as pointers to building into their products a superior gameplay which potentially makes for better reputations and increased sales.}, 21462 keywords = {design strategy, design techniques, development, gameplay, product, product design}, 21463 isbn = {0142-694X}, 21464 author = {Ip, B. and Jacobs, G.} 21465 } 21466 @article {, 21467 title = {Real Tournament - mobile context-aware gaming for the next generation}, 21468 journal = {Electronic Library}, 21469 volume = {22}, 21470 number = {1}, 21471 year = {2004}, 21472 pages = {55-64}, 21473 type = {Article}, 21474 abstract = {With the recent advances in mobile networking, context-aware computing, and sensor-based computing, researchers and game designers are able to explore the potential of combining these new technologies to develop mobile, networked, context-aware, augmented reality multiplayer games. As part of new research collaboration between Lancaster University, Cisco Systems, Microsoft Research and Orange - MIPv6 Systems Research Lab, such a mobile context-aware multiplayer game is proposed and explored. The proposed game, Real Tournament, gathers real-time contextual information, e.g. physical location and orientation, from the players and injects them into the game engine to generate game events.}, 21475 keywords = {interactive, interactive programming, mobile communication systems, multimedia, research results, Video}, 21476 isbn = {0264-0473}, 21477 author = {Wu, M. M. and Mitchell, K. and McCaffery, D. and Finney, J. and Friday, A.} 21478 } 21479 @article {, 21480 title = {Realizing mobile wireless Internet telephony and streaming multimedia testbed}, 21481 journal = {Computer Communications}, 21482 volume = {27}, 21483 number = {8}, 21484 year = {2004}, 21485 pages = {725-738}, 21486 type = {Article}, 21487 abstract = {Streaming real-time multimedia content over the Internet is gaining momentum in the communications, entertainment, music and interactive game industries as well as in the military. In general, streaming applications include IP telephony, multimedia broadcasts and various interactive applications such as multi-party conferences, collaborations and multiplayer games. Successfully realizing such applications in a highly mobile environment, however, presents many research challenges. In order to investigate such challenges and demonstrate viable solutions, we have developed an experimental indoor and outdoor testbed laboratory. By implementing standard IETF protocols into this testbed, we have demonstrated the basic functionalities required of the mobile wireless Internet to successfully support mobile multimedia access. These requirements include signaling, registration, dynamic configuration, mobility binding, location management, Authentication Authorization and Accounting (AAA), and quality of service over a variety of radio access network (RAN) technologies (e.g. 802.11b, CDMA/GPRS). In this paper, we describe this testbed and discuss important design issues and tradeoffs. We detail the incorporation and inter-relation of a wide catalog of IETF protocols-such as SIP, SAP, SDP, RTP/RTCP/RTSP, MGCP, variants of Mobile-IP, DRCP, HMMP, PANA, and DSNP-to achieve our goals. We believe that the results and experiences obtained from this experimental testbed will advance the understanding of the pertinent deployment issues for a Mobile Wireless Internet. }, 21488 keywords = {Internet telephony, IP, mobile, multimedia, NETWORKS, wireless Internet}, 21489 isbn = {0140-3664}, 21490 author = {Dutta, A. and Agrawal, P. and Das, S. and Elaoud, M. and Famolari, D. and Madhani, S. and McAuley, A. and Kim, B. and Li, P. and Tauil, M. and Baba, S. and Ohba, Y. and Kodama, T. and Nakajima, N. and Chen, J. C. and Schulzrinne, H.} 21491 } 21492 @article {, 21493 title = {Recognition-based gesture spotting in video games}, 21494 journal = {Pattern Recognition Letters}, 21495 volume = {25}, 21496 number = {15}, 21497 year = {2004}, 21498 pages = {1701-1714}, 21499 type = {Article}, 21500 abstract = {In vision-based interfaces for video games, gestures are used as commands for the games instead of pressing buttons on a keyboard or moving a mouse. In these interfaces, unintentional movements and continuous gestures must be supported to provide the user with a more natural interface. This paper proposes a novel gesture spotting method that combines gesture spotting with gesture recognition. It recognizes the meaningful movements while concurrently separating unintentional movements from a given image sequence. We applied our method to the recognition of upper-body gestures as the interface between a video game (Quake II) and its user. Experimental results show that the proposed method is, on average, 93.36\% reliable in spotting gestures from continuous gestures, confirming its potential for a gesture-based interface for computer games.}, 21501 keywords = {automatic gesture recognition, characters, computer interaction, gesture spotting, gesture-based interface, human, interface, Video Games, vision}, 21502 isbn = {0167-8655}, 21503 author = {Kang, H. and Chang, W. L. and Jung, K. C.} 21504 } 21505 @article {2933, 21506 title = {Redefining Games: How Academia Is Reshaping Games of the Future}, 21507 year = {2004}, 21508 abstract = {The history of electronic games, as relatively short as it may be, can already be divided into several distinct personalities. To the game developer, this body of history represents a list of successes and failures compounded by the belief that if only he or she would have had as much polygonal power in 1987 as exists today, the failures would be fewer. To the game-consuming public, the history is a dull lesson that drops off just short of the second-to-last game system actually owned. The future, to game players, is possibly more important than the past. To the collector, the electronic games history is a bible to be revered and a reference to be digested and divulged at classic game conventions. To the academic, this history is a disorganized, infantile beast--full of discrepancies and confusion--that\&$\#$39;s waiting to be collected, sorted, observed, tamed, and pushed into the realm of true innovation. 21509 }, 21510 keywords = {history of video games, ludology, Machinima, Narratology}, 21511 url = {http://www.gamespot.com/features/6106009/p-1.html}, 21512 author = {Gonzalez, Lauren} 21513 } 21514 @inbook {, 21515 title = {A rule-driven autonomous robotic system operating in a time-varying environment}, 21516 booktitle = {Robocup 2003: Robot Soccer World Cup Vii}, 21517 series = {Lecture Notes in Computer Science}, 21518 volume = {3020}, 21519 year = {2004}, 21520 pages = {487-494}, 21521 publisher = {Springer-Verlag Berlin}, 21522 organization = {Springer-Verlag Berlin}, 21523 address = {Berlin}, 21524 abstract = {In this paper, the problem concerning how to coordinate concurrent behaviors, when controlling autonomous mobile robots (AMRs), is investigated. We adopt a FSM (finite state machine)-based behavior selection method to solve this problem. It is shown how a hybrid system for an AMR can be modeled as an automaton, where each node corresponds to a distinct robot state. Through transitions between states, robot can coordinate multiple behaviors easily and rapidly under dynamic environment. As an illustration, a soccer task was finished by an AMR system with this method. The robot performed well in the soccer games and won the game in the end.}, 21525 keywords = {mobile robot}, 21526 isbn = {0302-9743}, 21527 author = {Jia, J. Q. and Chen, W. D. and Xi, Y. G.} 21528 } 21529 @conference {, 21530 title = {A Scalable and Extensible Interactive Scenario Architecture for Distributed Command and Control Simulations}, 21531 booktitle = {Proceedings of 2004 Command and Control Research and Technology Symposium}, 21532 year = {2004}, 21533 abstract = {Interactive virtual environments are becoming increasingly popular for their utility in virtual training, distributed decision-making and collaborative environments. Some of these applications rely on a scenario that is revealed to the user as he/she interacts with synthetic objects and characters that inhabit virtual worlds. The development and authoring of interactive dynamic scenarios is often hard and difficult to accomplish using current techniques. Many interactive scenario developers use decision trees, which yield very limiting and unfulfilling training experiences, because they do not stimulate learning or thinking beyond the scripted paths. Some researchers proposed plan-based interactive narrative architectures, which, although superior to decision trees, do not scale and do not address user{\textquoteright}s goals and intentions, yielding inflexible scenarios that do not adapt suitably to players{\textquoteright} goals or behaviors. In this paper, we propose a dynamic scenario architecture that aims at enhancing scalability and reuse by using a multi-agent layered problem solving technique. Additionally, the interactive scenario architecture will automatically adapt to users{\textquoteright} goals by integrating a user model and a user monitoring technique. 21534 }, 21535 keywords = {interactive narrative, scenario systems, story generation}, 21536 author = {Magy Seif El-Nasr and Rashaad Jones and Michael McNeese} 21537 } 21538 @article {, 21539 title = {Sex differences in video game play: A communication-based explanation}, 21540 journal = {Communication Research}, 21541 volume = {31}, 21542 number = {5}, 21543 year = {2004}, 21544 pages = {499-523}, 21545 type = {Article}, 21546 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{\textquoteright} 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.}, 21547 keywords = {Accuracy, Aggressive-Behavior, children{\textquoteright}s perceptions, Computer games, FIRO, FIRO-B, gender-differences, Girls, Home, Sex Differences, Socialization, uses and gratifications, Video Games, Violent Video}, 21548 isbn = {0093-6502}, 21549 author = {Lucas, K. and Sherry, J. L.} 21550 } 21551 @article {, 21552 title = {Shoot first, ask questions later: Ethnographic research in an online computer gaming community}, 21553 journal = {Media International Australia}, 21554 number = {110}, 21555 year = {2004}, 21556 abstract = {For researchers investigating online communities, the existence of the internet has made the activities and opinions of community members visible in a public domain. FPS gaming culture is a highly literate culture - members communicate and represent themselves in textual forms online, and the culture makes use of a wide variety of communication and publishing technologies. While a significant amount of insider knowledge is required to understand and interpret such online content, a large body of material is available to researchers online, and sometimes provides more reliable and enlightening information than that generated by more traditional research methods. While the abundance of data available online in some ways makes research far easier, it also creates new dilemmas and challenges for researchers. What extra knowledge is required of the researcher? How can one ensure that one{\textquoteright}s interpretations of member statements are made with an understanding of meaning within that culture? What responsibilities does the researcher have in their representation of the culture under examination? What ethical issues must be considered?}, 21557 author = {Morris, Sue} 21558 } 21559 @article {, 21560 title = {The structural characteristics of video games: A psycho-structural analysis}, 21561 journal = {Cyberpsychology \& Behavior}, 21562 volume = {7}, 21563 number = {1}, 21564 year = {2004}, 21565 pages = {1-10}, 21566 type = {Article}, 21567 abstract = {There is little doubt that video game playing is a psychological and social phenomenon. This paper outlines the main structural characteristics of video game playing (i.e., those characteristics that either induce gaming in the first place or are inducements to continue gaming irrespective of the individual{\textquoteright}s psychological, physiological, or socio-economic status). This online study is the first ever to assess what structural characteristics (if any) are important to a group of self-selected video game players (n = 382). The main variables examined were sound, graphics, background and setting, duration of game, rate of play, advancement rate, use of humor, control options, game dynamics, winning and losing features, character development, brand assurance, and multi-player features. Although there were many major gender differences, one of the main overall findings was the importance of a high degree of realism (i.e., realistic sound, graphics, and setting). Other important characteristics included a rapid absorption rate, character development, the ability to customize the game, and multi-player features. Suggestions for future research are outlined.}, 21568 keywords = {adolescence, Behavior}, 21569 isbn = {1094-9313}, 21570 author = {Wood, R. T. A. and Griffiths,M D and Chappell,D and Davies,M N O} 21571 } 21572 @article {, 21573 title = {Structured extracurricular activities among adolescents: Findings and implications for school psychologists}, 21574 journal = {Psychology in the Schools}, 21575 volume = {41}, 21576 number = {1}, 21577 year = {2004}, 21578 pages = {31-41}, 21579 abstract = {One factor that contributes to adolescent positive mental health is active engagement. Engagement is defined as any activity that is initiated to attain an outcome. In general, two forms of activities exist that correspond with engagement: solitary, non-structured, and non-cooperative pursuits, often without adult supervision (e.g., playing video games, watching television) and highly structured, collaborative activities that are under the guidance of a competent set of adults (i.e., structured extracurricular activities, or SEAs). Although large amounts of time spent in unstructured activities is related to negative psychosocial outcomes, participation in SEAs has been related to a variety of positive outcomes for students. This paper reviews current research regarding adolescent participation in SEAs and its effects on academic and personal-social variables (i.e., self-concept, life satisfaction), as well as potential preventive effects for youths considered to be "at-risk" for negative developmental outcomes. The paper also examines research investigating the potential benefits and shortcomings of different types of SEAs. Finally, suggestions for future research and school-based preventive intervention are presented.}, 21580 keywords = {21st-Century, Academic-achievement, Activity Involvement, Athletic participation, children, identification, Leisure, middle school, RISK, Youth}, 21581 isbn = {0033-3085}, 21582 author = {Gilman,R and Meyers,J and Perez,L} 21583 } 21584 @conference {, 21585 title = {The suffering: A game AI case study}, 21586 booktitle = {AAAI Workshop - Technical Report}, 21587 volume = {WS-04-04}, 21588 year = {2004}, 21589 pages = {134-138}, 21590 abstract = {This paper overviews some of the main components of the AI system for The Suffering, a single-player 1st/3rd-person action/horror game by Surreal Software for the PlayStation 2 (PS2) and XBox consoles (2004). A simpler version was used in the PC and PlayStation 2 versions of Lord of the Rings: The Fellowship of the Ring (2002). The behavior hierarchy, pathfinding, and steering components are described. The AI system was designed to satisfy goals based on lessons learned from previous projects and work within the constraints of developing a commercial title for videogame consoles. The main goals were to have: a modular behavior system able to support a large variety of behaviors, memory-efficient and robust saved games, many distinct NPC types with different styles of movement and combat, fast and robust pathfinding, robust movement and collision, and modular steering behaviors. The goals were largely met, though some issues became apparent in the course of development, primarily difficulties for designers with setting up movement graphs and NPC logic. 21591 }, 21592 keywords = {artificial intelligence, computer software, Constraint theory, Graph theory, Hierarchical systems, Interactive computer graphics, Modular steering behaviors, Pathfinding, Remote consoles, Surreal Software, Video game consoles}, 21593 author = {Alt, G.} 21594 } 21595 @inbook {, 21596 title = {Synthesizing movements for computer game characters}, 21597 booktitle = {Pattern Recognition}, 21598 series = {Lecture Notes in Computer Science}, 21599 volume = {3175}, 21600 year = {2004}, 21601 pages = {179-186}, 21602 publisher = {Springer-Verlag Berlin}, 21603 organization = {Springer-Verlag Berlin}, 21604 address = {Berlin}, 21605 abstract = {Recent findings in biological neuroscience suggest that the brain learns body movements as sequences of motor primitives. Simultaneously, this principle is gaining popularity in robotics, computer graphics and computer vision: movement primitives were successfully applied to robotic control tasks as well as to render or to recognize human behavior. In this paper, we demonstrate that movement primitives can also be applied to the problem of implementing lifelike computer game characters. We present an approach to behavior modeling and learning that integrates several pattern recognition and machine learning techniques: trained with data from recorded multiplayer computer games, neural gas networks learn topological representation of virtual worlds; PCA is used to identify elementary movements the human players repeatedly executed during a match and complex behaviors are represented as probability functions mapping movement primitives to locations in the game environment. Experimental results underline that this framework produces game characters with humanlike skills.}, 21606 keywords = {Behavior, combination, Primitives, Sequences}, 21607 isbn = {0302-9743}, 21608 author = {Thurau,C and Bauckhage,C and Sagerer,G} 21609 } 21610 @article {, 21611 title = {Teaching Bayesian behaviours to video game characters}, 21612 journal = {Robotics and Autonomous Systems}, 21613 volume = {47}, 21614 number = {2-3}, 21615 year = {2004}, 21616 pages = {177-185}, 21617 type = {Article}, 21618 abstract = {This article explores an application of Bayesian programming to behaviours for synthetic video games characters. We address the problem of real-time reactive selection of elementary behaviours for an agent playing a first person shooter game. We show how Bayesian programming can lead to condensed and easier formalisation of finite state machine-like behaviour selection, and lend itself to learning by imitation, in a fully transparent way for the player. }, 21619 keywords = {Bayesian programming, finite state machine, learning by imitation, video games characters}, 21620 isbn = {0921-8890}, 21621 author = {Le Hy, R. and Arrigoni, A. and Bessiere, P. and Lebeltel, O.} 21622 } 21623 @article {, 21624 title = {Teaching computer game design and construction}, 21625 journal = {Computer-Aided Design}, 21626 volume = {36}, 21627 number = {14}, 21628 year = {2004}, 21629 pages = {1501-1510}, 21630 type = {Article}, 21631 abstract = {Computer gaming is a key component of the rapidly growing entertainment industry. While building computer games has typically been a commercial endeavor, we believe that designing and constructing a computer game is also a useful activity for educating students about geometric modeling and computer graphics. In particular, students are exposed to the practical issues surrounding topics such as geometric modeling, rendering. collision detection, character animation and graphical design. Moreover, building an advanced game provides students exposure to the real-world side of software engineering that they are typically shielded from in the standard computer class. In this paper, we describe our experiences with teaching a computer science class that focuses on designing and building the best game possible in the course of a semester. The paper breaks down a typical game into various components that are suited for individual student projects and discusses the use of modem graphical design tools such as Maya in building art for the game. We conclude with a rough timeline for developing a game during the course of a semester and review some of the lessons learned during the three years we have taught the class.}, 21632 keywords = {class project, Computer games, education}, 21633 isbn = {0010-4485}, 21634 author = {Schaefer, S. and Warren, J.} 21635 } 21636 @article {, 21637 title = {Television, video, and computer game usage in children under 11 years of age}, 21638 journal = {Journal of Pediatrics}, 21639 volume = {145}, 21640 number = {5}, 21641 year = {2004}, 21642 pages = {652-656}, 21643 type = {Article}, 21644 abstract = {Objective To conduct a population-based survey of television and other media usage in young children to determine (1) total media usage; (2) the proportion of children who have televisions in their bedrooms and who eat breakfast or dinner in front of the television; and (3) predictors of parental concern about the amount of television their child watches. Study design Telephone survey administered to 1454 parents of children <11 years old derived from a diverse clinic population. Results The mean age of the index child was 5.05 years. Mean daily reported child media use was as follows: television (1.45 hours; SD, 1.5); videos (1.1 hours; SD, 1.30); and computer games (0.54 hours; SD, 0.96). Thirty percent of parents reported that their child ate breakfast or dinner in front of the television in the past week, and 22\% were concerned about the amount of television that their child watched. In multivariate linear regression, eating breakfast or dinner in front of the television in the past week was associated with increased hours of television viewing (0.38 hours [0.21, 0.54]) and video (0.19 hours [0.04, 0.34]). Having a television in a child{\textquoteright}s bedroom was associated with increased hours of television (0.25 hours [0.07, 0.43]), video viewing (0.31 hours [0.16, 0.47]), and computer games (0.21 hours [0.10, 0.32]). In general, higher parental education was associated with decreased hours of television and video but not computer games. Older children were 2 to 3 times more likely than younger children to have a television in their bedroom and to have eaten a meal in front of it in the past week. More educated parents were less likely to report that their child had a television in their bedroom and more likely to be concerned about the amount of television their child viewed. Conclusions Combined video and computer game usage exceeded television usage. Both children of low- and high-income parents are at risk for certain behaviors associated with television usage. Parents whose children watched more television were more likely to be concerned about the amount of television their child viewed.}, 21645 keywords = {Adolescents, Associations, consumption, Health, intervention, Obesity, preschool-children, School children, Time, Youth}, 21646 isbn = {0022-3476}, 21647 author = {Christakis, D. A. and Ebee, B. E. and Rivara, F. P. and Zimmerman, F. J.} 21648 } 21649 @article {, 21650 title = {Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary-school children}, 21651 journal = {Sleep}, 21652 volume = {27}, 21653 number = {1}, 21654 year = {2004}, 21655 pages = {101-104}, 21656 type = {Article}, 21657 abstract = {Objective: To investigate the relationship between the presence of a television set, a gaming computer, and/or an Internet connection in the room of adolescents and television viewing, computer game playing, and Internet use on the one hand, and time to bed, time up, time spent in bed, and overall tiredness in first- and fourth-year secondary-school children on the other hand. Methods: A random sample of students from 15 schools in Flanders, Belgium, yielded 2546 children who completed a questionnaire with questions about media presence in bedrooms; volume of television viewing, computer game playing, and Internet use; time to bed and time up on average weekdays and average weekend days; and questions regarding the level of tiredness in the morning, at school, after a day at school, and after the weekend. Results: Children with a television set in their rooms went to bed significantly later on weekdays and weekend days and got up significantly later on weekend days. Overall, they spent less time in bed on weekdays. Children with a gaming computer in their rooms went to bed significantly later on weekdays. On weekdays, they spent significantly less time in bed. Children who watched more television went to bed later on weekdays and weekend days and got up later on weekend days. They spent less time in bed on weekdays. They reported higher overall levels of being tired. Children who spent more time playing computer games went to bed later on weekdays and weekend days and got up later on weekend days. On weekdays, they actually got up significantly earlier. They spent less time in bed on weekdays and reported higher levels of tiredness. Children who spent more time using the Internet went to bed significantly later during the week and during the weekend. They got up later on weekend days. They spent less time in bed during the week and reported higher levels of tiredness. Going out was also significantly related to sleeping later and less. Conclusion: Concerns about media use should not be limited to television. Computer game playing and Internet use are related to sleep behavior as well. Leisure activities that are unstructured seem to be negatively related to good sleep patterns. Imposing more structure (eg, end times) might reduce impact.}, 21658 keywords = {Adolescents, Behavior, SLEEP HABITS}, 21659 isbn = {0161-8105}, 21660 author = {Van den Bulck, J.} 21661 } 21662 @article {, 21663 title = {Theoretical frameworks for analysing turn-based computer strategy games}, 21664 journal = {Media International Australia}, 21665 number = {110}, 21666 year = {2004}, 21667 abstract = {This paper argues for a more specific formal methodology for the textual analysis of individual game genres. In doing so, it advances a set of formal analytical tools and a theoretical framework for the analysis of turn-based computer strategy games. The analytical tools extend the useful work of Steven Poole, who suggests a Peircian semiotic approach to the study of games as formal systems. The theoretical framework draws upon postmodern cultural theory to analyse and explain the representation of space and the organisation of knowledge in these games. The methodology and theoretical framework is supported by a textual analysis of Civilization II, a significant and influential turn-based computer strategy game. Finally, this paper suggests possibilities for future extensions of this work.}, 21668 author = {Caldwell, Nicholas} 21669 } 21670 @book {, 21671 title = {A Theory of Fun for Game Design}, 21672 year = {2004}, 21673 publisher = {Paraglyph Press}, 21674 organization = {Paraglyph Press}, 21675 edition = {1 edition}, 21676 isbn = {1932111972}, 21677 author = {Koster, Raph and Wright, Will} 21678 } 21679 @article {, 21680 title = {Unobtrusive monitoring of computer interactions to detect cognitive status in elders}, 21681 journal = {IEEE Transactions on Information Technology in Biomedicine}, 21682 volume = {8}, 21683 number = {3}, 21684 year = {2004}, 21685 pages = {248-252}, 21686 type = {Article}, 21687 abstract = {The U.S. has experienced a rapid growth in the use of computers by elders. E-mail, Web browsing, and computer games are among the most common routine activities for this group of users. In this paper, we describe techniques for unobtrusively monitoring naturally occurring computer interactions to detect sustained changes in cognitive performance. Researchers have demonstrated the importance of the early detection of cognitive decline. Users over the age of 75 are at risk for medically related cognitive problems and confusion, and early detection allows for more effective clinical intervention. In this paper, we present algorithms for inferring a user{\textquoteright}s cognitive performance using monitoring data from computer games and psychomotor measurements associated with keyboard entry and mouse movement. The inferences are then used to classify significant performance changes, and additionally, to adapt computer interfaces with tailored hints and assistance when needed. These methods were tested in a group of elders in a residential facility.}, 21688 keywords = {Adults, Cognition, Computer games, dementia, home monitoring}, 21689 isbn = {1089-7771}, 21690 author = {Jimison, H. and Pavel, M. and McKanna, J. and Pavel, J.} 21691 } 21692 @conference {, 21693 title = {The unreal editor as a web 3D authoring environment}, 21694 booktitle = {Web3D Symposium Proceedings}, 21695 year = {2004}, 21696 pages = {119-126}, 21697 abstract = {Epic Games provides a free game level editor with titles based on its Unreal engine. The editor provides a rich set of authoring tools that can be used to create fully interactive environments. This paper describes a tool that converts Unreal levels to web-ready environments in VRML and X3D, The paper also examines the similarities between first-person-shooter games and web 3D worlds, and discusses the implications of having a low-cost, fully featured virtual world authoring environment available for creating web 3D content. 21698 }, 21699 keywords = {3D, Approximation theory, authoring, Computer games, computer graphics, Computer programming languages, Computer science, File editors, Game, Proximity sensors, Real time systems, scripting, Tool, Unreal, VRML, World Wide Web, X3D, XML}, 21700 author = {Arendash, D.} 21701 } 21702 @article {, 21703 title = {An update on the effects of playing violent video games}, 21704 journal = {Journal of Adolescence}, 21705 volume = {27}, 21706 number = {1}, 21707 year = {2004}, 21708 pages = {113-122}, 21709 abstract = {This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect. }, 21710 keywords = {Aggression, Antisocial-Behavior, Media Violence, Psychology}, 21711 isbn = {0140-1971}, 21712 author = {Anderson,C A} 21713 } 21714 @conference {, 21715 title = {A User-Centric Adaptive Story Architecture {\textendash} Borrowing from Acting Theories}, 21716 booktitle = { International Conference on Advances in Computer Entertainment Technology ACE 2004}, 21717 year = {2004}, 21718 abstract = {Interactive virtual environments are becoming increasingly popular for their utility in education, virtual training, and entertainment. These applications often rely on a scenario that is revealed to the user as he/she interacts with synthetic objects and characters that inhabit virtual worlds. Current interactive narrative architectures used in the interactive entertainment industry often use decision trees, which are hard to author and modify. Some interactive entertainment productions are starting to use more generative techniques, such as plan-based or goal-based narrative. In this paper, I present an interactive narrative architecture that extends current research in interactive narrative by integrating a user modeling and user behavior analysis technique, which I argue facilities a more engaging and fulfilling experience. I have implemented the architecture within an interactive story called Mirage. The architecture resulted from an iterative design and development process involving a team that included film and theatre professionals. During this design and development process, I have experimented and evaluated different narrative techniques, which resulted in the proposed architecture. 21719 }, 21720 keywords = {interactive narrative, scenario systems, story generation}, 21721 author = {Magy Seif El-Nasr} 21722 } 21723 @article {, 21724 title = {Using distributed partial memories to improve self-organizing collective movements}, 21725 journal = {IEEE Transactions on Systems Man and Cybernetics Part B-Cybernetics}, 21726 volume = {34}, 21727 number = {4}, 21728 year = {2004}, 21729 pages = {1697-1707}, 21730 type = {Article}, 21731 abstract = {Past self-organizing models of collectively moving "particles" (simulated bird flocks, fish schools, etc.) have typically been based on purely reflexive agents that have no significant memory of past movements. We hypothesized that giving such individual particles a limited distributed memory of past obstacles they encountered could lead to significantly faster travel between goal destinations. Systematic computational experiments using six terrains that had different arrangements of obstacles demonstrated that, at least in some domains, this conjecture is true. Furthermore, these experiments demonstrated that improved performance over time came not only from the avoidance of previously seen obstacles, but also (surprisingly) immediately after first encountering obstacles due to decreased delays in circumventing those obstacles. Simulations also showed that, of the four strategies we tested for removal of remembered obstacles when memory was full and a new obstacle was to be saved, none was better than random selection. These results may be useful in interpreting future experimental research on group movements in biological populations, and in improving existing methodologies for control of collective movements in computer graphics, robotic teams, particle swarm optimization, and computer games.}, 21732 keywords = {collective problem-solving, flocking, memory, particle systems, self-organization}, 21733 isbn = {1083-4419}, 21734 author = {Winder, R. and Reggia, J. A.} 21735 } 21736 @article {, 21737 title = {Vertiginous mediations: Sketches for a dynamic pluralism in the study of computer games}, 21738 journal = {Media International Australia}, 21739 number = {110}, 21740 year = {2004}, 21741 abstract = {There is much to be learnt if we situate the study of computer games in a broader \&$\#$39;ecology\&$\#$39;, combining media ecologies with sensory, political and other ecologies in a \&$\#$39;transdisciplinary metamethodology\&$\#$39; (Genosko, 2003). This methodology enables a better understanding of both games themselves and of what games can tell us more generally about our new hyper-mediated lives. The paper departs from F{\'e}lix Guattari\&$\#$39;s concept of \&$\#$39;three ecologies\&$\#$39; (here taken to include the technical aspects) of self, socius and environment. Sketches are drawn from recent research into computer games that allow for the diverse, often experimental, ecological niches of games. The first is a sketch of games\&$\#$39; historical contexts, crucially the concurrent rise of capital, aesthetics as a problem of judgment, and industrial technics. Further sketches are of games\&$\#$39; activation of \&$\#$39;relational histories\&$\#$39; (Harley, 1996: 108), the dizziness of their mediations, and what Guattari called a \&$\#$39;transdisciplinary metamethodology\&$\#$39; as a response to games\&$\#$39; vertiginous mediations. 21742 }, 21743 author = {Murphie, Andrew} 21744 } 21745 @article {, 21746 title = {Video game companies encourage {\textquoteright}modders{\textquoteright}}, 21747 year = {2004}, 21748 note = {News article from The Hollywood Reporter April 9, 2004}, 21749 abstract = {Even before "Half-Life 2" hits the streets this summer, its developer, Valve Software, is bringing 21750 "hackers" up-to-speed on what they{\textquoteright}ll need to dive into the long-awaited first-person shooter{\textquoteright}s 21751 code and modify it.}, 21752 keywords = {business models, modding, Video Games}, 21753 url = {http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1000484956}, 21754 author = {Hyman, Paul} 21755 } 21756 @article {, 21757 title = {Video game playing and gambling in adolescents: Common risk factors}, 21758 journal = {Journal of Child \& Adolescent Substance Abuse}, 21759 volume = {14}, 21760 number = {1}, 21761 year = {2004}, 21762 pages = {77-100}, 21763 type = {Article}, 21764 abstract = {Video games and gambling often contain very similar elements with both providing intermittent rewards and elements of randomness. Furthermore, at a psychological and behavioral level, slot machine gambling, video lottery terminal (VLT) gambling and video game playing share many of the same features. Despite the similarities between video game playing and gambling there have been very few studies that have specifically examined video game playing in relation to gambling behavior. This Study inquired about the nature of adolescent video game playing, gambling activities, and associated factors. A questionnaire was completed by 996 (549 females, 441 males, 6 unspecified) participants from grades 7-11, who ranged in age from 10- 17 years. Overall, the results of the study found a clear relationship between video game playing and gambling in adolescents, with problem gamblers being significantly more likely than non-problem gamblers or non-gamblers to spend excessive amounts of time playing video games. Problem gamblers were also significantly more likely than non-problem gamblers or non-gamblers to rate themselves as very good or excellent video game players. Furthermore, problem gamblers were more likely to report that they found video games, similar to electronic machine gambling, to promote dissociation and to be arousing and/or relaxing. }, 21765 keywords = {coping, Internet, risk factors, Strategies, Substance Use, video game playing, youth gambling}, 21766 isbn = {1067-828X}, 21767 author = {Wood, R. T. A. and Gupta, R. and Derevensky, J. L. and Griffiths, M} 21768 } 21769 @article {, 21770 title = {Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?}, 21771 journal = {Journal of Adolescence}, 21772 volume = {27}, 21773 number = {1}, 21774 year = {2004}, 21775 pages = {23-39}, 21776 abstract = {It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related characteristics. One hundred fifty fourth and fifth graders completed measures of real-life violence exposure, media violence exposure, empathy, and attitudes towards violence. Regression analyses indicated that only exposure to video game violence was associated with (lower) empathy. Both video game and movie violence exposure were associated with stronger proviolence attitudes. The active nature of playing video games, intense engagement, and the tendency to be translated into fantasy play may explain negative impact, though causality was not investigated in the present design. The samples{\textquoteright} relatively low exposure to real-life violence may,have limited the identification of relationships. Although difficult to quantify, desensitization to violence should be further studied using related characteristics as in the present study. Individual differences and causal relationships should also be examined.}, 21777 keywords = {Adolescent Offenders, Aggressive-Behavior, Antisocial-Behavior, childrens perceptions, Cognitive Mediators, Community Violence, Electronic Games, Media Violence, Prosocial Behavior, Screening Instrument}, 21778 isbn = {0140-1971}, 21779 author = {Funk,J B and Baldacci,H B and Pasold,T and Baumgardner,J} 21780 } 21781 @article {, 21782 title = {Violent video games: Specific effects of violent content on aggressive thoughts and behavior}, 21783 journal = {Advances in Experimental Social Psychology, Vol. 36}, 21784 volume = {36}, 21785 year = {2004}, 21786 pages = {199-249}, 21787 keywords = {Construct-Validity, Expectations, Feelings, Intentions, Media Violence, model, Personality, Physiological Arousal, Scripts}, 21788 isbn = {0065-2601}, 21789 author = {Anderson,C A and Carnagey,N L and Flanagan,M and Benjamin,a J and Eubanks,J and Valentine,J C} 21790 } 21791 @article {, 21792 title = {Visual reflex seizures induced by complex stimuli}, 21793 journal = {Epilepsia}, 21794 volume = {45}, 21795 year = {2004}, 21796 pages = {27-29}, 21797 type = {Article}, 21798 abstract = {Visual reflex seizures induced by complex stimuli may be triggered by patterned and flashing displays that are now ubiquitous. The seizures may be clinically generalized, but unilateral and bilateral myoclonic attacks also may be triggered, especially in patients with juvenile myoclonic epilepsy, and recently, clearly focal reflex occipital lobe seizures have been described. Some seizure-triggering properties of video displays can be identified, such as perceived brightness, pattern, flicker frequency, and color. Knowledge of these is useful in planning individual treatment and in designing regulations for screen content of television broadcasts or for other video displays. Some subjects will also be sensitive to cognitive or action-programming activation, especially when playing video games, and this can increase the chance of seizure triggering. Nonspecific factors such as sleep deprivation, prolonged exposure, and drug or alcohol use also may play a role in reflex seizure occurrence.}, 21799 keywords = {cognitive, Game-Induced Seizures, Induction, juvenile myoclonic epilepsy, photosensitivity, Prevention, Reflex Seizures, Television, visual sensitivity}, 21800 isbn = {0013-9580}, 21801 author = {Zifkin, B. G. and Inoue,Y} 21802 } 21803 @article {, 21804 title = {Visual stimuli in daily life}, 21805 journal = {Epilepsia}, 21806 volume = {45}, 21807 year = {2004}, 21808 pages = {2-6}, 21809 abstract = {People of all ages, but especially children and adolescents, are increasingly exposed to visual stimuli. Typical environmental stimuli that can trigger epileptic seizures in susceptible persons are televisions (TVs), computers, videogames (VGs), discotheque lights, venetian blinds, striped walls, rolling stairs (escalators), striped clothing, and sunlight reflected from snow or the sea or interrupted by trees during a ride in a car or train. Less common stimuli are rotating helicopter blades, disfunctioning fluorescent lighting, welding lights, etc. New potentially provocative devices turn up now and then unexpectedly. During the last decades especially, displays have become increasingly dominant in many of our daily-life activities. We therefore focus mainly on the characteristics of artificial light and on current and future developments in video displays and videogames. Because VG playing has been shown also to have positive effects, a rating system might be developed for provocativeness to inform consumers about the content. It is important that patients with epilepsy be informed adequately about their possible visual sensitivity.}, 21810 keywords = {Epilepsy, Photic-Stimulation, Seizures, Signs, Video Games}, 21811 isbn = {0013-9580}, 21812 author = {Kasteleijn-Nolst Trenite, D. G. and Van Der Beld, G. and Heynderickx, I. and Groen, P.} 21813 } 21814 @article {, 21815 title = {Visual stimuli in daily life}, 21816 journal = {Epilepsia}, 21817 volume = {45}, 21818 year = {2004}, 21819 pages = {2-6}, 21820 type = {Article}, 21821 abstract = {People of all ages, but especially children and adolescents, are increasingly exposed to visual stimuli. Typical environmental stimuli that can trigger epileptic seizures in susceptible persons are televisions (TVs), computers, videogames (VGs), discotheque lights, venetian blinds, striped walls, rolling stairs (escalators), striped clothing, and sunlight reflected from snow or the sea or interrupted by trees during a ride in a car or train. Less common stimuli are rotating helicopter blades, disfunctioning fluorescent lighting, welding lights, etc. New potentially provocative devices turn up now and then unexpectedly. During the last decades especially, displays have become increasingly dominant in many of our daily-life activities. We therefore focus mainly on the characteristics of artificial light and on current and future developments in video displays and videogames. Because VG playing has been shown also to have positive effects, a rating system might be developed for provocativeness to inform consumers about the content. It is important that patients with epilepsy be informed adequately about their possible visual sensitivity.}, 21822 keywords = {Epilepsy, light sources, Photic-Stimulation, remote control, Seizures, Signs, video displays, Video Games, videogame playing}, 21823 isbn = {0013-9580}, 21824 author = {Trenite, Dgakn and van der Beld, T. and Heynderickx, T. and Groen, P.} 21825 } 21826 @article {, 21827 title = {Visuospatial skills and computer game experience influence the performance of virtual endoscopy}, 21828 journal = {Journal of Gastrointestinal Surgery}, 21829 volume = {8}, 21830 number = {7}, 21831 year = {2004}, 21832 pages = {876-882}, 21833 type = {Article}, 21834 abstract = {Advanced medical simulators have been introduced to facilitate surgical and endoscopic training and thereby improve patient safety. Residents trained in the Procedicus Minimally Invasive Surgical Trainer-Virtual Reality (MIST-VR) laparoscopic simulator perform laparoscopic cholecystectomy safer and faster than a control group. Little has been reported regarding whether factors like gender, computer experience, and visuospatial tests can predict the performance with a medical simulator. Our aim was to investigate whether such factors influence the performance of simulated gastroscopy. Seventeen medical students were asked about computer gaming experiences. Before virtual endoscopy, they performed the visuospatial test PicCOr, which discriminates the ability of the tested person to create a three-dimensional image from a two-dimensional presentation. Each student performed one gastroscopy (level 1, case 1) in the GI Mentor II, Simbionix, and several variables related to performance were registered. Percentage of time spent with a clear view in the endoscope correlated well with the performance on the PicSOr test (r = 0.56, P < 0.001). Efficiency of screening also correlated with PicSOr (r = 0.23, P < 0.05). In students with computer gaming experience, the efficiency of screening increased (33.6\% +/- 3.1\% versus 22.6\% +/- 2.8\%, P < 0.05) and the duration of the examination decreased by 1.5 minutes (P < 0.05). A similar trend was seen in men compared with women. The visuospatial test PicSOr predicts the results with the endoscopic simulator GI Mentor II. Two-dimensional image experience, as in computer games, also seems to affect the outcome.}, 21835 keywords = {endoscopic training, endoscopy, ERCP, flow, improves, medical simulators, simulator, validation studies, visuospatial tests}, 21836 isbn = {1091-255X}, 21837 author = {Enochsson, L. and Isaksson, B. and Tour, R. and Kjellin, A. and Hedman, L. and Wredmark, T. and Tsai-Fellander, L.} 21838 } 21839 @article {, 21840 title = {Vulnerable teens, vulnerable times: How sensation seeking, alienation, and victimization moderate the violent media content-aggressiveness relation}, 21841 journal = {Communication Research}, 21842 volume = {31}, 21843 number = {6}, 21844 year = {2004}, 21845 pages = {642-668}, 21846 type = {Article}, 21847 abstract = {We hypothesize that the relationship between teen use of violent media and aggressiveness is contingent on personality and situational variables. Concurrent effects are modeled in four waves of data collection using multilevel analyses. Results indicate that the effect of violent media on aggression is more robust among students who report feelings of alienation from school and during times of increased peer victimization. Although overall use of violent media is associated with higher levels of aggression, a robust within-individual effect also exists, that is, during times when a student is viewing elevated levels of violent media content relative to the student{\textquoteright}s own norms for use of such media, he or she is also more likely to demonstrate heightened levels of aggression. This relationship is more robust among students who are victimized by their peers and experiencing increased sensation seeking.}, 21848 keywords = {Adjustment, Adolescents, Aggression, Association, Behavior, children, deviance, Exposure, Internet, Media, Predictors, Risk-taking, SCHOOL, teens, Video Games, Violence}, 21849 isbn = {0093-6502}, 21850 author = {Slater,M D and Henry, K L and Swaim, R C and Cardador, J. M.} 21851 } 21852 @book {, 21853 title = {What Video Games Have to Teach Us About Learning and Literacy}, 21854 year = {2004}, 21855 publisher = {Palgrave Macmillan}, 21856 organization = {Palgrave Macmillan}, 21857 edition = {New Ed edition}, 21858 isbn = {1403965382}, 21859 author = {Gee,James Paul} 21860 } 21861 @proceedings {, 21862 title = {What{\textquoteright}s my method?: a game show on games}, 21863 journal = {CHI {\textquoteright}04 extended abstracts on Human factors in computing systems}, 21864 year = {2004}, 21865 pages = {1093-1094}, 21866 address = {Vienna, Austria}, 21867 abstract = {What{\textquoteright}s My Method? is the game show that asks the question, "How do you user-test games?" The goal of this session is to highlight important differences between user research methods for games and productivity software in an instructive and engaging format. Emotion measurement scenarios are presented to the contestants and audience as questions in a fictional game show. Three games researchers "compete" to propose the best methodology to research thorny questions from real games. The audience acts as the judge, deciding how many points to award contestants for their answers.}, 21868 keywords = {serious-games}, 21869 isbn = {1-58113-703-6}, 21870 author = {Lazzaro,Nicole and Keeker,Kevin} 21871 } 21872 @inbook {, 21873 title = {A 3D-dialogue system between game characters to improve reality in MMORPG}, 21874 booktitle = {Advances in Multimedia Information Processing - PCM 2004, Pt 2, Proceedings}, 21875 series = {Lecture Notes in Computer Science}, 21876 volume = {3332}, 21877 year = {2004}, 21878 pages = {601-608}, 21879 abstract = {In the Persistent World of the cyberspace formed by MMORPG, realistic conversations between game characters play an important role so that players can be immersed in the game. However, this conversation between game characters in MMORPG has been limited to simple 2D-Dialogues. In other words, when a PC-the game character controlled by the players-and a NPC-the character provided and controlled by the back-end game system, they only communicate simply based on the levels of PCs and the types of NPCs. In this paper, we attempt to extend this system to 3D-Dialogue System by adding familiarity degree between two characters.}, 21880 isbn = {0302-9743}, 21881 author = {Rhee, D. W. and Won, I. S. and Song, H. and Park, H. K. and Chang, J. and Park, K. R. and Cho, Y.} 21882 } 21883 @inbook {, 21884 title = {Agent wars with Artificial Immune Systems}, 21885 booktitle = {Entertainment Computing - ICEC 2004}, 21886 series = {Lecture Notes in Computer Science}, 21887 volume = {3166}, 21888 year = {2004}, 21889 pages = {420-428}, 21890 publisher = {Springer-Verlag Berlin}, 21891 organization = {Springer-Verlag Berlin}, 21892 address = {Berlin}, 21893 abstract = {In this paper we discuss the use of concepts from Artificial Immune Systems (AIS) in computer games. The computer player in such games is typically called the AI but the AI is rarely truly intelligent which detracts from human enjoyment of such games. We illustrate making the AI truly intelligent in the context of simplified games by having two AIs play against each other when they are adapted using methods suggested by AIS.}, 21894 isbn = {0302-9743}, 21895 author = {Leen, G. and Fyfe, C.} 21896 } 21897 @proceedings {, 21898 title = {All a Question of Fun: How can primary research into how videogames engage support design practice?}, 21899 journal = {Game Design Research Symposium and Workshop}, 21900 year = {2004}, 21901 keywords = {serious-games}, 21902 url = {http://www.cs.mdx.ac.uk/research/PhDArea/j_salisbury/john_salisburys_game_design_research_symposium_and_workshop_submission.rtf}, 21903 author = {Salisbury,John} 21904 } 21905 @inbook {, 21906 title = {Apply social network analysis and data mining to dynamic task synthesis for persistent MMORPG virtual world}, 21907 booktitle = {Entertainment Computing - ICEC 2004}, 21908 series = {Lecture Notes in Computer Science}, 21909 volume = {3166}, 21910 year = {2004}, 21911 pages = {204-215}, 21912 abstract = {This paper describes a new scheme for designing MMORPG virtualworld that assigns dynamically synthesized tasks and scripts to avatars in a MMORPG. Different from most current MMORPGs, the new scheme tries to bridge the gap between a real social world with a virtual RPG social world by introducing social relationship, social structure, and avatar personality into the game play. Adaptation of social network analysis to MMORPG virtual world design is also discussed. The objective is to increase a game{\textquoteright}s long term appeal to players. Moreover, the paper also proposes a method to use data mining technique for intelligently selecting dynamically synthesized tasks so that the tasks will be most likely interesting to the players. The paper represents an endeavor to forge a common research ground for virtual world game design, social network analysis, artificial intelligence, and traditional data mining research.}, 21913 isbn = {0302-9743}, 21914 author = {Shi, L. and Huang, W. Y.} 21915 } 21916 @article {, 21917 title = {Applying constraint satisfaction techniques to 3D camera control}, 21918 journal = {Ai 2004: Advances in Artificial Intelligence, Proceedings}, 21919 volume = {3339}, 21920 year = {2004}, 21921 pages = {658-669}, 21922 abstract = {Controlling an autonomous camera in three-dimensional virtual environments is a difficult task which manifests itself in many interactive computer graphics applications, such as computer games. In this paper, we represent this problem as a constraint satisfaction problem which is often over-constrained. A range of complex requirements, such as frame coherence, occlusion and camera holes can be elegantly represented as constraints. We then apply both complete and incomplete search methods to find the optimal camera placement. An interactive computer games application was developed to experimentally evaluate these methods. Our experimental results and a discussion with related studies conclude that our approach is sophisticated both in modelling and solving the difficult task of 3D camera control.}, 21923 isbn = {0302-9743}, 21924 author = {Bourne,O and Sattar,A} 21925 } 21926 @article {, 21927 title = {An architecture of game grid based on resource router}, 21928 journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, 21929 volume = {3032}, 21930 year = {2004}, 21931 pages = {544-551}, 21932 abstract = {Current MOGs (Multiplayer Online Games) have many drawbacks for their conventional architecture, such as bottlenecks, poor scalability and redundant data. And since each game is developed solely by a company or team, sharing resources among different games is extremely difficult. The aim of grid computing is to fulfill the fully sharing of distributed resources, and we borrow the idea of grid to solve the above problems of MOGs. In this paper, we analyze traditional architecture{\textquoteright}s characteristic and propose an architecture of Game Grid based on the technology of Resource Router [1]; other key issues such as the scalability and load-balancing are also presented; a prototype called VEGA [2] Game Grid is introduced and evaluated.}, 21933 author = {Wang, Y. and Tan, E. and Li, W. and Xu, Z.} 21934 } 21935 @article {, 21936 title = {Asian games (Chinese-American protagonists in new video games)}, 21937 journal = {Meanjin}, 21938 volume = {63}, 21939 number = {2}, 21940 year = {2004}, 21941 pages = {186-191}, 21942 isbn = {0025-6293}, 21943 author = {Chan,D} 21944 } 21945 @proceedings {, 21946 title = {Attitudes to new technology and experiential dimensions of two different digital games}, 21947 journal = {Proceedings of the Third Nordic Conference on Human-Computer Interaction}, 21948 year = {2004}, 21949 pages = {349-352}, 21950 abstract = {This paper describes the effect of attitudes to new technology on user experience in two different digital games. User experience is measured by using a framework which includes perceptual-attentive, cognitive-emotional and motivational constructs. They form four experiential dimensions; Physical presence, Emotional involvement, Situational involvement and Performance competence. Attitudes to new technology were measured by asking from the subjects how interested in new technology they were. Two types of computer games were played in two different displays. The results show the dependence of experiential dimensions on subjects attitudes towards new technology. Attitudes to new technology modify the expectations and beliefs, hence the motivation of the user. The results have relevance especially when considering the optimal target group of marketing computer games.}, 21951 url = {http://doi.acm.org/10.1145/1028014.1028069}, 21952 author = {Sarkela,Heikki and Takatalo,Jari and Komulainen,Jeppe and Nyman,Gote and Hakkinen,Jukka} 21953 } 21954 @inbook {, 21955 title = {Beyond the Frontier: Quest Games as Post-Narrative Discourse}, 21956 booktitle = {Narrative Across Media}, 21957 year = {2004}, 21958 publisher = {University of Nebraska Press}, 21959 organization = {University of Nebraska Press}, 21960 author = {Aarseth,Espen}, 21961 editor = {Ryan,Marie-Laure} 21962 } 21963 @inbook {, 21964 title = {A case based reasoning approach to story plot generation}, 21965 booktitle = {Advances in Case-Based Reasoning, Proceedings}, 21966 series = {Lecture Notes in Computer Science}, 21967 volume = {3155}, 21968 year = {2004}, 21969 pages = {142-156}, 21970 publisher = {Springer-Verlag Berlin}, 21971 organization = {Springer-Verlag Berlin}, 21972 address = {Berlin}, 21973 abstract = {Automatic construction of story plots has always been a longed-for utopian dream in the entertainment industry, especially in the more commercial genres that are fuelled by a large number of story plots with only a medium threshold on plot quality, such as TV series or video games. We propose a Knowledge Intensive CBR (KI-CBR) approach to the problem of generating story plots from a case base of existing stories analyzed in terms of Propp functions. A CBR process is defined to generate plots from a user query specifying an initial setting for the story, using an ontology to measure the semantical distance between words and structures taking part in the texts.}, 21974 isbn = {0302-9743}, 21975 author = {Diaz-Agudo, B. and Gervas, P. and Peinado, F.} 21976 } 21977 @proceedings {, 21978 title = {A case study in pervasive game design: the songs of north}, 21979 journal = {Proceedings of the Third Nordic Conference on Human-Computer Interaction}, 21980 year = {2004}, 21981 pages = {413-416}, 21982 abstract = {Pervasive games are new type of digital games, which combine game reality and physical reality within the gameplay. This novel game type presents new kinds of research and design challenges. In this paper we describe a location aware mixed reality game called The Songs of North, which was designed to demonstrate possible technical and game design solutions for pervasive games. We gathered the players{\textquoteright} input as early as possible, and therefore did first a scenario study on gameplay. Its results were then formulated as requirements for design. One of the main findings was that utilizing user requirements and overcoming technical limitations in actual design process is a hard challenge and requires creativity.}, 21983 url = {http://doi.acm.org/10.1145/1028014.1028083}, 21984 author = {Lankoski, Petri and Helio,Satu and Nummela, Jani and Lahti, Jussi and Mayra,Frans and Ermi,Laura} 21985 } 21986 @book {, 21987 title = {Character Development and Storytelling for Games}, 21988 year = {2004}, 21989 publisher = {Course Technology PTR}, 21990 organization = {Course Technology PTR}, 21991 edition = {1 edition}, 21992 isbn = {1592003532}, 21993 author = {Sheldon,Lee} 21994 } 21995 @article {, 21996 title = {Chip off the old block - Video games and the film industry have become a billion-dollar father-son act}, 21997 journal = {Film Comment}, 21998 volume = {40}, 21999 number = {6}, 22000 year = {2004}, 22001 pages = {26-29}, 22002 type = {Article}, 22003 isbn = {0015-119X}, 22004 author = {Leggat, G.} 22005 } 22006 @inbook {, 22007 title = {Choosing methods for prototype testing of inclusive computer games}, 22008 booktitle = {Computers Helping People with Special Needs: Proceedings}, 22009 series = {Lecture Notes in Computer Science}, 22010 volume = {3118}, 22011 year = {2004}, 22012 pages = {264-271}, 22013 publisher = {Springer-Verlag Berlin}, 22014 organization = {Springer-Verlag Berlin}, 22015 address = {Berlin}, 22016 abstract = {A range of methods used in the development of computer games for young blind and visually impaired children demonstrates how depending on the stage and focus of a design process different ways of working with children allow to identify relevant information. It is also shown how methods help to create mutual understanding between special needs children and a design team.}, 22017 isbn = {0302-9743}, 22018 author = {van Leeuwen, L. and Power, A. and Ellis, P.} 22019 } 22020 @proceedings {, 22021 title = {Constructing a Player-Centred Definition of Fun for Video Games Design}, 22022 journal = {Proceedings of the HCI{\textquoteright}04 Conference on People and Computers XVIII}, 22023 year = {2004}, 22024 pages = {117-132}, 22025 author = {Davis, B. ,S and Carini, C.} 22026 } 22027 @article {, 22028 title = {Content and ratings of teen-rated video games}, 22029 journal = {JAMA-Journal of the American Medical Association}, 22030 volume = {291}, 22031 number = {7}, 22032 year = {2004}, 22033 pages = {856-865}, 22034 isbn = {0098-7484}, 22035 author = {Haninger,K and Thompson,K M} 22036 } 22037 @article {, 22038 title = {Doing game studies: A multi-method approach to the study of textuality, interactivity and narrative space}, 22039 journal = {Media International Australia}, 22040 number = {110}, 22041 year = {2004}, 22042 abstract = {The emergence of game studies is provoking a struggle between adapted older disciplines in the effort to forge a new, discrete field of study. This paper reports on a two-year project titled Textuality in Video Games1 and the range of research techniques that were employed in order to begin answering questions about role-play, pleasure, agency and narrative. The paper outlines how narratology and film theory, social psychology and social semiotics were deployed separately and in various combinations to analyse computer role-play games, the interaction between player and text, and the cultural work of player and fan communities.}, 22043 author = {Carr, Diane and Schott, Gareth and Burn, Andrew and Buckingham, David} 22044 } 22045 @article {, 22046 title = {Effects of violent video games on aggressive behavior, helping behavior, aggressive thoughts, angry feelings, and physiological arousal}, 22047 journal = {Entertainment Computing - ICEC 2004}, 22048 volume = {3166}, 22049 year = {2004}, 22050 pages = {22-22}, 22051 isbn = {0302-9743}, 22052 author = {Bushman,B} 22053 } 22054 @article {, 22055 title = {E-Learning as computer games: Designing immersive and experiential learning}, 22056 journal = {Advances in Multimedia Information Processing - PCM 2004, Pt 2, Proceedings}, 22057 volume = {3332}, 22058 year = {2004}, 22059 pages = {633--640}, 22060 publisher = {Springer-Verlag Berlin}, 22061 address = {Berlin}, 22062 abstract = {The article presents the academic views of narrative in the interactive environment particularly in computer games. The relationship between stories and games is examined from the perspective of ludology and narratology in order to understand how computer games work as a medium for storytelling. E-Learning software is thus analyzed as computer games and several issues pertaining to the lethargic stage of educational software development are raised. Then, two versions of e-Learning prototypes are demonstrated and discussed.}, 22063 isbn = {0302-9743}, 22064 author = {Siang, A. C. and Rao, Gsvrk} 22065 } 22066 @inbook {, 22067 title = {E-Learning as computer games: Designing immersive and experiential learning}, 22068 booktitle = {Advances in Multimedia Information Processing - PCM 2004, Pt 2, Proceedings}, 22069 series = {Lecture Notes in Computer Science}, 22070 volume = {3332}, 22071 year = {2004}, 22072 pages = {633-640}, 22073 publisher = {Springer-Verlag Berlin}, 22074 organization = {Springer-Verlag Berlin}, 22075 address = {Berlin}, 22076 abstract = {The article presents the academic views of narrative in the interactive environment particularly in computer games. The relationship between stories and games is examined from the perspective of ludology and narratology in order to understand how computer games work as a medium for storytelling. E-Learning software is thus analyzed as computer games and several issues pertaining to the lethargic stage of educational software development are raised. Then, two versions of e-Learning prototypes are demonstrated and discussed.}, 22077 isbn = {0302-9743}, 22078 author = {Siang, A. C. and Rao, Gsvrk} 22079 } 22080 @article {, 22081 title = {Emergent stories in massively multiplayer online games: Using improvisational techniques to design for emotional impact}, 22082 journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, 22083 volume = {3166}, 22084 year = {2004}, 22085 pages = {359-362}, 22086 abstract = {In this poster, we discuss the application of Theatrical Improvisational Techniques to address game design challenges of Massively Multiplayer Online Games (MMOGs), and we suggest how applying these techniques can create structure for emergent storytelling. We propose a common improv structure, CROW (Character, Relationship, Objective, Where), as a framework for designing MMOGs with compelling emergent stories. }, 22087 author = {Harger, B. and Jimison, D. and Myers, E. and Smith, B. and Tellerman, S.} 22088 } 22089 @article {, 22090 title = {Emotional pathfinding}, 22091 journal = {Advances in Artificial Intelligence}, 22092 volume = {3060}, 22093 year = {2004}, 22094 pages = {31-43}, 22095 abstract = {This paper presents a study of the influence of emotions on the behaviour of an intelligent pathfinding agent. A model of pathfinding is proposed that takes into account the emotional state of the agent. Results show that blindly following the most urgent emotion can lead to degenerate behaviour, and that cross-exclusion can be used to effectively moderate emotional influences. Applications of this work include any situation where realistically behaving emotional characters are needed, such as in video games or movies with computer-generated characters.}, 22096 isbn = {0302-9743}, 22097 author = {Donaldson,T and Park,A and Lin,I L} 22098 } 22099 @inbook {, 22100 title = {Engaging game characters: Informing design with player perspectives}, 22101 booktitle = {Entertainment Computing - ICEC 2004}, 22102 series = {Lecture Notes in Computer Science}, 22103 volume = {3166}, 22104 year = {2004}, 22105 pages = {355-358}, 22106 publisher = {Springer-Verlag Berlin}, 22107 organization = {Springer-Verlag Berlin}, 22108 address = {Berlin}, 22109 abstract = {The behavior of characters in current computer games is generally scripted and predictable. This paper discusses some issues related to creating game characters that enhance player engagement and identifies the need for a more player-centered approach to game character design. This paper reports the results of a focus group that was carried out with experienced game players to determine what game character behaviors would enhance their engagement in a game. The four general areas of concern that came out of this discussion were consistency with context, player expectations, social interactions and consistency with the environment. This paper discusses these issues and their implication for game character design with a view to creating engaging game characters.}, 22110 isbn = {0302-9743}, 22111 author = {Drennan, P. and Viller, S. and Wyeth, P.} 22112 } 22113 @inbook {, 22114 title = {Enhancing the performance of dynamic scripting in computer games}, 22115 booktitle = {Entertainment Computing - ICEC 2004}, 22116 series = {Lecture Notes in Computer Science}, 22117 volume = {3166}, 22118 year = {2004}, 22119 pages = {296-307}, 22120 publisher = {Springer-Verlag Berlin}, 22121 organization = {Springer-Verlag Berlin}, 22122 address = {Berlin}, 22123 abstract = {Unsupervised online learning in commercial computer games allows computer-controlled opponents to adapt to the way the game is being played. As such it provides a mechanism to deal with weaknesses in the game AI and to respond to changes in human player tactics. In prior work we designed a novel technique called "dynamic scripting" that is able to create successful adaptive opponents. However, experimental evaluations indicated that, occasionally, the time needed for dynamic scripting to generate effective opponents becomes unacceptably long. We investigated two different countermeasures against these long adaptation times (which we call "outliers"), namely a better balance between rewards and penalties, and a history-fallback mechanism. Experimental results indicate that a combination of these two countermeasures is able to reduce the number of outliers significantly. We therefore conclude that the performance of dynamic scripting is enhanced by these countermeasures.}, 22124 isbn = {0302-9743}, 22125 author = {Spronck,P and Sprinkhuizen-Kuyper, I. and Postma,E} 22126 } 22127 @inbook {, 22128 title = {Entertaining software for young persons with disabilities}, 22129 booktitle = {Computers Helping People with Special Needs: Proceedings}, 22130 series = {Lecture Notes in Computer Science}, 22131 volume = {3118}, 22132 year = {2004}, 22133 pages = {240-247}, 22134 publisher = {Springer-Verlag Berlin}, 22135 organization = {Springer-Verlag Berlin}, 22136 address = {Berlin}, 22137 abstract = {Leisure time activities that are exciting, fun and entertaining are important for everyone, also disabled people. Computer games have become part of everyday life for many people. There are however few entertaining computer games which are accessible for disabled users. Research and development in the field of IT and the disabled has focused on education rather than leisure. The aim of the UPS project is therefore untraditional: "to make entertaining software accessible". The setting up of guidelines for development of new products is important both for standard software and products designed especially for disabled users. Young people with disabilities wish to use the popular computer games used by friends and family. The complexity and speed of standard computer games and the input requirements often prevent this. The project is focusing on standard products. However the variation in the level and type of disability means that not all can use standard products, and one activity is to develop new software. The project will also establish a web site for disabled users, parents, teachers and assistants.}, 22138 isbn = {0302-9743}, 22139 author = {Tollefsen, M. and Lunde, M.} 22140 } 22141 @conference {, 22142 title = {From Continuous to Discrete Games}, 22143 booktitle = {Computer Graphics International 2004 (CGI{\textquoteright}04)}, 22144 year = {2004}, 22145 abstract = {Computer games follow a scheme of continuous simulation, coupling the rendering phase and the simulation phase. That way of operation has disadvantages that can be avoided using a discrete event simulator as a game kernel. This paper proposes to integrate a discrete event simulator (DESK) to manage the videogames events. The videogame kernel used is Fly3D. The new kernel is called DFly3D. It allows a discrete event simulation scheme and the rendering and simulation phase independence. The integration objective has been to maintain the Fly3D main structure and functionality, changing only the events management. The videogames objects behavior and interconnection is modeled by message passing. Maintaining the videogame quality, the videogames created using DFly3D allow to reduce the computer power used to execute it. That allows to execute the videogame in computers with less computing power or to improve the game quality.}, 22146 url = {http://citeseer.ist.psu.edu/675898.html; http://informatica.uv.es/~pmorillo/papers/pmorillo_cgi04.pdf}, 22147 author = {Garcia,Inmaculada and Moll,Ramn and Morillo,Pedro} 22148 } 22149 @article {, 22150 title = {Game Studies - Review: Germans at Play}, 22151 journal = {Game Studies}, 22152 volume = {4}, 22153 number = {1}, 22154 year = {2004}, 22155 url = {http://www.gamestudies.org/0401/rau/}, 22156 author = {Rau, A.} 22157 } 22158 @article {, 22159 title = {Games as inhabited spaces}, 22160 journal = {Media International Australia}, 22161 number = {110}, 22162 year = {2004}, 22163 abstract = {This paper introduces questions about how space might be considered in studying computer games. It argues that established concepts of media aesthetics and narrative are no longer adequate for understanding the inhabited spaces of the computer screen. First, it considers a communications {\textquoteright}post-narrative spatialisation{\textquoteright} as a foundation for game play. Second, it reads the work of social space theorists Lefebvre, Massey and De Certeau into a discussion of how the navigation of space is a cultural act. Third, building on the evidence of role-playing games and Merleau Ponty{\textquoteright}s notion of embodiment, the paper suggests that gameplay is a form of spatial practice that is grounded in the player{\textquoteright}s lived-in bodily experience and subjective viewpoint.}, 22164 author = {Bernadette Flynn} 22165 } 22166 @article {, 22167 title = {Gaming, A Technology Forecast}, 22168 year = {2004}, 22169 institution = {Texas State Techincal College}, 22170 abstract = {This highly anticipated report covers the game market, industry, technologies, workforce needs, and implications to Texas technical colleges and universities. The report may be of interest to students, teachers, policy makers, economic development officials, academic administrators, game industry businesses and investors. Highlights of the forecast include predictions related to the global US$50 billion industry: acceleration of network gaming, fueled by next generation "super computer" gaming consoles, broadband, and wireless technologies; relations among gaming and 21st Century science (nano-bio-info-congo-enviro), design-related industries (industrial design, architecture, instructional design, aerospace, architecture), specialized industries that require transdisciplinary knowledge workers (robotics, IT security, national defense, and homeland security) and education; and San Antonio{\textquoteright}s academy model for innovation, education and economic development.}, 22171 url = {http://www.system.tstc.edu/forecasting/reports/dgames.asp}, 22172 author = {Brazell,Jim Brodie and Kim,Nicholas and Starbuck,Honoria} 22173 } 22174 @proceedings {, 22175 title = {GDESK: Game Discrete Event Simulation Kernel}, 22176 journal = {Journal of WSCG}, 22177 year = {2004}, 22178 address = {Plzen, Czech Republic}, 22179 abstract = {Simulation has been used traditionally to solve other areas problems. Real time applications like videogames use typically a scheme of coupling of simulation phase and rendering phase and they uses a continuous simulation model. That way of operation is inefficient and may produce erroneous simulations. Using a discrete event simulation paradigm, those problems can be avoided. That paradigm can be achieved using a discrete event simulator as a videogame kernel. This paper proposes the integration of a discrete event simulator into real time applications to control the applications simulation. The use of a discrete methodology avoids disorderly events execution or the execution of cancelled events. This implies to use events in order to model the system dynamics, the objects interaction and the objects behavior. GDESK is a discrete event simulator prepared to be used as a videogame kernel. It is the adaptation of DESK (discrete event simulation kernel) to videogames kernel. GDESK allows the complete system to work using discrete events. The videogame is a set of objects interchanging events. The events are managed by the GDESK dispatcher. It executes the events ordered in time. The GDESK integration into a videogame produces the change of the videogame simulation paradigm. That produces a more accurate simulation and saves computing power due to the saves of unnecessary renderings.}, 22180 url = {http://visinfo.zib.de/EVlib/Show?EVL-2004-72}, 22181 author = {Garcia,Inmaculada and Ramon Molla and Toni Barella} 22182 } 22183 @article {, 22184 title = {Geometric message-filtering protocols for distributed multiagent environments}, 22185 journal = {Presence-Teleoperators and Virtual Environments}, 22186 volume = {13}, 22187 number = {3}, 22188 year = {2004}, 22189 pages = {279-295}, 22190 type = {Article}, 22191 abstract = {Message filtering is important for distributed multiagent systems, where a large number of dynamic agents participate in the system activity, but a typical agent is interested in only a very small dynamic subset of the other agents. The agent must be constantly informed on the status of this subset, and this is achieved by message passing between relevant agents. Message filtering is required to reduce the communications load on the system, which could be prohibitive if each agent must communicate with all others in order to obtain the information it needs. This paper deals with the case of a multiagent virtual environment, where each agent has a location in 2D space, and is interested in a small subset of the other agents, either those within a fixed range-as treated by previous authors, or the k other agents nearest to it-treated here for the first time. Furthermore, we treat the case of a fully distributed system, where no central server(s) are available to coordinate between the agents. The main challenge is then to design protocols that perform significant message filtering, yet enable each agent to maintain a consistent image of the other agents it is interested in. These protocols are useful in multiagent games, simulations, and other virtual environments in which the geometric relationships between agents are important. They could also be useful for mobile-commerce and cellphone-based gaming applications.}, 22192 isbn = {1054-7460}, 22193 author = {Goldin, A. and Gotsman, C.} 22194 } 22195 @inbook {, 22196 title = {A home page is where the heart is: Using games based design techniques to enhance contact centre interfaces}, 22197 booktitle = {Entertainment Computing - ICEC 2004}, 22198 series = {Lecture Notes in Computer Science}, 22199 volume = {3166}, 22200 year = {2004}, 22201 pages = {393-397}, 22202 publisher = {Springer-Verlag Berlin}, 22203 organization = {Springer-Verlag Berlin}, 22204 address = {Berlin}, 22205 abstract = {The demands for interface design for a time pressured and volatile environment such as a contact centre are not purely around usability and efficiency. Customer Service Representatives require interfaces that provide them with knowledge about the customer, products and services and company procedures in a way that is fast, easy to digest and easy to use. However, usability and efficiency have proved to be insufficient for such tools to be used in an operational environment. This study shows how the redesign of a knowledge system for a contact centre using designs inspired by computer games can be used to address issues of usage and acceptance. Two new designs were produced; one for use whilst online with the customer, emphasising the need for efficiency, speed and usability of knowledge access and another for use whilst offline which was more about having fun, knowledge sharing, personalisation and exploring the knowledge space.}, 22206 isbn = {0302-9743}, 22207 author = {Millard, N. J. and Buckley, P. K. and Skinner, F. and Venousiou, R.} 22208 } 22209 @article {, 22210 title = {How computer games affect CS (and other) students{\textquoteright} school performance - Compulsive game playing, especially the role-playing variety, risks failing grades and withdrawal of financial support from tuition-paying parents}, 22211 journal = {Communications of the ACM}, 22212 volume = {47}, 22213 number = {3}, 22214 year = {2004}, 22215 pages = {29-31}, 22216 type = {Article}, 22217 isbn = {0001-0782}, 22218 author = {Messerly, J. G.} 22219 } 22220 @inbook {, 22221 title = {How realistic is realism? Considerations on the aesthetics of computer games}, 22222 booktitle = {Entertainment Computing - ICEC 2004}, 22223 series = {Lecture Notes in Computer Science}, 22224 volume = {3166}, 22225 year = {2004}, 22226 pages = {216-225}, 22227 publisher = {Springer-Verlag Berlin}, 22228 organization = {Springer-Verlag Berlin}, 22229 address = {Berlin}, 22230 abstract = {One of the major goals in the development of virtual environments in recent years has been to create more and more realistic scenery, characters and natural human forms of interaction with the environment. We question this approach especially for the domain of computer games for two main reasons. Firstly we argue the following: When the absolute difference between reality and virtual environments decreases one would expect the latter to become increasingly believable for a spectator. Paradoxically often the opposite is true since the attention of the spectator gets drawn to the remaining differences to a greater extent. Secondly we ask ourselves why of all things computer games which are created for entertainment should be limited with real world constraints and are not used to experience features that are only possible in virtual environments. We conclude with a {\textquoteright}manifesto{\textquoteright} for the renovation of computer games.}, 22231 isbn = {0302-9743}, 22232 author = {Wages, R. and Grunvogel, S. M. and Grutzmacher, B.} 22233 } 22234 @proceedings {, 22235 title = {An improved safety solver for computer Go}, 22236 journal = {Computers and Games 2004}, 22237 year = {2004}, 22238 author = {Niu,X and M{\"u}ller,M} 22239 } 22240 @inbook {, 22241 title = {Inner earth: Towards interaction patterns}, 22242 booktitle = {Technologies for Interactive Digital Storytelling and Entertainment}, 22243 series = {Lecture Notes in Computer Science}, 22244 volume = {3105}, 22245 year = {2004}, 22246 pages = {158-163}, 22247 publisher = {Springer-Verlag Berlin}, 22248 organization = {Springer-Verlag Berlin}, 22249 address = {Berlin}, 22250 abstract = {Inner Earth is a project to develop an online activity set to help children learn and think about what is inside the Earth. The child is taken on a ride in an elevator to the core of the Earth and they stop along the way to undertake certain activities involving plants, sewers, mines, fossils, convection and magma. The system was developed between imedia in Providence, Rhode Island, USA, and Questacon: The National Science and Technology Centre in Canberra, Australia. Communicating and implementing the project over such a distance was not problematic given the clearly defined roles of each team. The part of the project that required extensive negotiation and redesign was how the user interacts with each activity. Having a common systemic approach to design the interaction tasks, with established guidelines of what works in different situations, would have benefited the design teams. It is for that reason that we propose defining Interaction Patterns based on the design patterns that have been applied to software engineering, web applications, hypermedia and computer games.}, 22251 isbn = {0302-9743}, 22252 author = {Stephenson, P. and Satoh, K. and Klos, A. and Kinloch, D. and Taylor, E. and Chambers, C.} 22253 } 22254 @proceedings {, 22255 title = {Integrating Ideas About Invisible Playgrounds from Play Theory into Online Educational Digital Games}, 22256 journal = {Entertainment Computing - ICEC 2004, Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings}, 22257 year = {2004}, 22258 pages = {598-601}, 22259 isbn = {3-540-22947-7}, 22260 url = {http://springerlink.metapress.com/openurl.asp?genre=article\&issn=0302-9743\&volume=3166\&spage=598}, 22261 author = {Charles,Darryl and McAlister,Moira} 22262 } 22263 @article {, 22264 title = {Interaction and expressivity in video games: Harnessing the rhetoric of film}, 22265 journal = {Technologies for Interactive Digital Storytelling and Entertainment}, 22266 volume = {3105}, 22267 year = {2004}, 22268 pages = {232-239}, 22269 abstract = {The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player{\textquoteright}s appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users.}, 22270 isbn = {0302-9743}, 22271 author = {Cozic,L and Davis,S B and Jones,H} 22272 } 22273 @article {, 22274 title = {{\textquoteright}Intruder alert, intruder alert!{\textquoteright} - Video games in space}, 22275 journal = {Journal of Visual Culture}, 22276 volume = {3}, 22277 number = {2}, 22278 year = {2004}, 22279 pages = {195-211}, 22280 abstract = {Running through the maze of video game history, this article considers the relationship between geographies of game play, routine images of game play in popular culture, and the frequently obscured diversity of video game culture. Geographies of game play foreground the materiality of video games--that is, as an object in specific historical locations that have changed over time. This includes the often overlooked and transitory spaces occupied by threshold games. Displacing the centrality or arcades, the home, and the content of video games, enables a corrective scrutiny of the ephemera of video game culture and its potential to expand the cultural memory of minoritarian subjectivity{\textquoteright}s relation to digital media; it accounts for who played, and how playing in different spaces bears on an understanding of games{\textquoteright} place in televisual space.}, 22281 isbn = {1470-4129}, 22282 author = {Guins,R} 22283 } 22284 @article {, 22285 title = {Juego Emergente: Nuevas Formas de Contar Historias en Videojuegos?}, 22286 number = {4}, 22287 year = {2004}, 22288 abstract = {Tras treinta a{\~n}os de desarrollo caracterizados por la escalada en rendimiento del hardware, el mercado de los videojuegos est{\'a} sufriendo una lenta transformaci{\'o}n. Los {\'u}ltimos avances tecnol{\'o}gicos en gr{\'a}ficos est{\'a}n empezando a no ser tan decisivos como las mejoras en inteligencia artificial o las nuevas ideas de dise{\~n}o. Una vez asumido el boom del mercado de los videojuegos y el crecimiento en el espectro social de jugadores, la industria y la comunidad investigadora de reciente creaci{\'o}n se est{\'a}n interesando en un nuevo concepto de juego que pone la potencia actual del hardware al servicio del dise{\~n}o de experiencias interactivas donde el jugador se sienta a{\'u}n m{\'a}s involucrado. Con este nuevo concepto de juego emergente da comienzo una etapa importante en cuanto a las propiedades narrativas del videojuego: el devenir de los acontecimientos secundarios puede adaptarse al jugador, aunque la historia principal sigue necesitando del autor humano y no puede ser alterada en sus acontecimientos principales. A{\'u}n as{\'\i}, el juego emergente representa un esperanzador avance frente a la r{\'\i}gida estructura narrativa con que contaban hasta hace muy poco los videojuegos.After thirty years of development focused on maximizing the available hardware, the videogame market is slowly transforming. The latest graphic technological advances are beginning to be less influential than improvements in artificial intelligence and innovative graphic design. Due to the network game boom and the burgeoning player social spectrum, the industry and the newly born videogame research community have a growing interest in these new types of games and the capabilities of new machines are developing new types of games. Whit the new concept of emergent game a new critical phase begins for the narrative properties of the videogame. Secondary events can be adapted to the player, although the main story still needs a human author and can{\textquoteright}t have major changes in its mainframe. Emergent games becomes a promising advance against the unflexible narrative structure that videogames have been developing until now.}, 22289 isbn = {1697-8293}, 22290 url = {http://dialnet.unirioja.es/servlet/oaiart?codigo=1335389}, 22291 author = {Peinado,Federico and Santorum,Michael} 22292 } 22293 @inbook {, 22294 title = {Level of detail modelling in a computer game engine}, 22295 booktitle = {Entertainment Computing - ICEC 2004}, 22296 series = {Lecture Notes in Computer Science}, 22297 volume = {3166}, 22298 year = {2004}, 22299 pages = {451-454}, 22300 publisher = {Springer-Verlag Berlin}, 22301 organization = {Springer-Verlag Berlin}, 22302 address = {Berlin}, 22303 abstract = {The representation of meshes at different levels of detail is an important tool in the rendering of complex geometric environments like video games. Most works have been addressed to the multiresolution model representation by means of triangle meshes and discrete representations in games. Nowadays, models that exploit connectivity have been developed and in this paper a multiresolution model that uses triangle strips as primitive is presented and implemented in a game. This primitive is used both in the data structure and in the rendering stage, which lowers storage cost and accelerates rendering time. This model was implemented in a game engine as a method of testing its suitability for video games.}, 22304 isbn = {0302-9743}, 22305 author = {Ramos, F. and Chover, M.} 22306 } 22307 @article {, 22308 title = {Living a virtual life: Social dynamics of online gaming}, 22309 journal = {Game Studies}, 22310 volume = {4}, 22311 number = {1}, 22312 year = {2004}, 22313 url = {http://www.gamestudies.org/0401/kolo/}, 22314 author = {Kolo, C. and Baur, T.} 22315 } 22316 @article {, 22317 title = {Loading the Dice: The Challenge of Serious Videogames}, 22318 journal = {Game Studies}, 22319 volume = {4}, 22320 number = {1}, 22321 year = {2004}, 22322 url = {http://www.gamestudies.org/0401/woods/}, 22323 author = {Woods,Stewart} 22324 } 22325 @inbook {, 22326 title = {Ludic engagement and immersion as a generic paradigm for human-computer interaction design}, 22327 booktitle = {Entertainment Computing - ICEC 2004}, 22328 series = {Lecture Notes in Computer Science}, 22329 volume = {3166}, 22330 year = {2004}, 22331 pages = {3-13}, 22332 publisher = {Springer-Verlag Berlin}, 22333 organization = {Springer-Verlag Berlin}, 22334 address = {Berlin}, 22335 abstract = {Ludic systems are interactive media productions typically generalised under the heading of computer games, but actually integrating elements of game play, simulation or modeling, and narrative. The success of ludic systems lies in their highly effective modes of player engagement and immersion. Game play, simulation and narrative have their own respective forms of engagement and immersion that have often been overlooked in the development of models for human-computer interaction. As game systems become more ubiquitous, technical platforms will evolve to support more game-like interaction in general. This will facilitate the development of many applications having ludic engagement and immersion modes that dissolve some of the distinctions between work and play, providing the potential for alleviating tedium in many computer-based work tasks.}, 22336 isbn = {0302-9743}, 22337 author = {Lindley, C. A.} 22338 } 22339 @article {, 22340 title = {Making discrete games}, 22341 journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, 22342 volume = {3045}, 22343 year = {2004}, 22344 pages = {877-885}, 22345 abstract = {Current computer games follow a scheme of continuous simulation, coupling the rendering phase and the simulation phase. That way of operation has disadvantages that can be avoided using a discrete event simulator as a game kernel. Discrete simulation supports also continuous simulation and allows rendering and simulation phase independence. The videogames objects behavior and interconnection is modeled by message passing. Discrete games require lower computer power while maintaining the videogame quality. This means that videogame may be run in slower computers or the game quality may be improved (artificial intelligence, collision detection accuracy, increase realism).}, 22346 author = {Garc{\'\i}a, I. and Moll{\'a}, R.} 22347 } 22348 @article {, 22349 title = {Mapping the future: For their violent online games, map-and-level builders create incredible environments, are they creating architecture as well}, 22350 journal = {Architecture}, 22351 volume = {93}, 22352 number = {8}, 22353 year = {2004}, 22354 pages = {58-63}, 22355 isbn = {0746-0554}, 22356 author = {Allen,H} 22357 } 22358 @article {, 22359 title = {MarconiNet: Overlay mobile content distribution network}, 22360 journal = {IEEE Communications Magazine}, 22361 volume = {42}, 22362 number = {2}, 22363 year = {2004}, 22364 pages = {64-75}, 22365 type = {Article}, 22366 abstract = {Flexible multimedia streaming such as advertisement insertion, location-based services, mobility, and. wireless access are vital components that, make existing Internet radio and TV networks more attractive to roaming users. All of these applications also provide added value to telematics and military usage, including coordination, education, situation awareness, distributed simulation, battlefield communication, and multiplayer games. While content distribution over a wired network can be realized by instituting proxies and gateways at several parts of the access network, to provide mobility over heterogeneous wireless access we need to consider many operational issues such as handoff, join and leave latency, and desired QoS level for mobile clients. This article discusses some application layer techniques that help build a flexible mobile content distribution overlay type network supporting a multitiered payment and security scheme. The proposed streaming network, called MarconiNet, is based on standard. IETF protocols (e.g., SIP, SAP, SDP, RTSP, and RTP/RTCP) that help provide signaling, session announcement, session description, stream control, media delivery, and feedback control, respectively.}, 22367 isbn = {0163-6804}, 22368 author = {Dutta, A. and Schulzrinne, H.} 22369 } 22370 @proceedings {, 22371 title = {Marrying HCI/Usability and Computer Games: A Preliminary Look}, 22372 journal = {Proceedings NordCHI{\textquoteright}04}, 22373 year = {2004}, 22374 pages = {393-396}, 22375 address = {Tampere, Finland}, 22376 keywords = {Computer games, HCI, interaction, usability, Video Games}, 22377 url = {http://portal.acm.org/citation.cfm?id=1028078\&dl=acm\&coll=\&CFID=15151515\&CFTOKEN=6184618}, 22378 author = {J{\o}rgensen,Anker Helms} 22379 } 22380 @article {, 22381 title = {A meaningful read: Rules of play reviewed}, 22382 journal = {Game Studies}, 22383 volume = {4}, 22384 number = {1}, 22385 year = {2004}, 22386 url = {http://www.gamestudies.org/0401/jarvinen/}, 22387 author = {J{\"a}rvinen, A.} 22388 } 22389 @inbook {, 22390 title = {Mobile entertainment computing}, 22391 booktitle = {Technologies for Interactive Digital Storytelling and Entertainment}, 22392 series = {Lecture Notes in Computer Science}, 22393 volume = {3105}, 22394 year = {2004}, 22395 pages = {142-147}, 22396 publisher = {Springer-Verlag Berlin}, 22397 organization = {Springer-Verlag Berlin}, 22398 address = {Berlin}, 22399 abstract = {Constraints in hardware and context of use result in specific requirements for the design of successful mobile entertainment applications. To be successful, mobile games must differ in their gameplay to support intermittent use "on the move", the game presentation must be adapted to the limited output modalities of mobile devices and the interaction mechanisms should be suitable for the small and limited input modalities provided by a mobile device. In this paper we analyze the specific requirements of mobile game use and illustrate how they have been addressed in three mobile gaming projects.}, 22400 isbn = {0302-9743}, 22401 author = {Geiger, C. and Paelke, V. and Reimann, C.} 22402 } 22403 @inbook {, 22404 title = {Mobile games for training tactile perception}, 22405 booktitle = {Entertainment Computing - ICEC 2004}, 22406 series = {Lecture Notes in Computer Science}, 22407 volume = {3166}, 22408 year = {2004}, 22409 pages = {468-475}, 22410 publisher = {Springer-Verlag Berlin}, 22411 organization = {Springer-Verlag Berlin}, 22412 address = {Berlin}, 22413 abstract = {Tactile interactive multimedia propose a wide spectrum of developmental games both for visually impaired children and adults. While some simulators can produce strong vibro-tactile sensations, the discrimination of several tactile patterns remains quite poor. Skin sensitivity is not enough for remembering and recognizing vibration patterns (tactons) and their combinations. Short-term tactile memory is the crucial factor in educational and vocational environments for deaf and blind people. We designed a vibro-tactile pen and software to create tactons and semantic sequences of vibro-tactile patterns on mobile devices (iPAQ pocket PC). We propose special games to facilitate learning and manipulation by tactons. The techniques are based on gesture recognition and spatial-temporal mapping for imaging vibro-tactile signals. The proposed approach and the tools implemented allow creating a new kind of mobile communication environment for deaf and blind people.}, 22414 isbn = {0302-9743}, 22415 author = {Evreinova, G. and Evreinova, T. and Raisamo, R.} 22416 } 22417 @article {, 22418 title = {Mobile gaming prepares for takeoff}, 22419 journal = {Computer Graphics World}, 22420 volume = {27}, 22421 number = {8}, 22422 year = {2004}, 22423 pages = {44-+}, 22424 type = {Article}, 22425 abstract = {WIRELESS \ Players give mobile games a ringing endorsement, but are phone makers and content creators answering the call?.}, 22426 isbn = {0271-4159}, 22427 author = {Donelan, J.} 22428 } 22429 @article {, 22430 title = {A mobile-agent platform and a game application specifications using M-UML}, 22431 journal = {Electronic Library}, 22432 volume = {22}, 22433 number = {1}, 22434 year = {2004}, 22435 pages = {32-42}, 22436 abstract = {This paper provides the specification of a platform for the management of mobile agents, and describes, using Mobile Unified Modeling Language (M-UML), a mobile game application that uses the specified mobile platform. The specified platform considers the architectural guidelines described by the Foundation for Intelligent Physical Agents that allows the interoperability between agents running on different agent platforms. Our platform specifications provide the application developer with an application programming interface (API) that allows the launching of mobile agents with two optional features, security and fault-tolerance. Using the platform{\textquoteright}s APIs, new mobile games can then be efficiently developed and deployed on the Internet.}, 22437 isbn = {0264-0473}, 22438 author = {Kassem Saleh and Christo El Morr and Aref Mourtada and Yahya Morad} 22439 } 22440 @inbook {, 22441 title = {Multi-robot coordination based on cooperative game}, 22442 booktitle = {Artificial Intelligence and Soft Computing - Icaisc 2004}, 22443 series = {Lecture Notes in Artificial Intelligence}, 22444 volume = {3070}, 22445 year = {2004}, 22446 pages = {798-803}, 22447 publisher = {Springer-Verlag Berlin}, 22448 organization = {Springer-Verlag Berlin}, 22449 address = {Berlin}, 22450 abstract = {The paper addresses the problem of a real time collision-free movement coordination in a multi-robot environment. An architecture of the control system that is designed to control a movement of a team of mobile robots performing their navigational tasks is presented. The proposed approach to the problem of coordination utilize the normal form games. The cooperative concept of solution that provides a "fair" distribution of costs is used. An arbiter was introduced to provide unique solution when multiple ones exist. Results of simulation of the proposed method, made for two robots are presented.}, 22451 isbn = {0302-9743}, 22452 author = {Skrzypczyk, K.} 22453 } 22454 @inbook {, 22455 title = {Narrative, game play, and alternative time structures for virtual environments}, 22456 booktitle = {Technologies for Interactive Digital Storytelling and Entertainment}, 22457 series = {Lecture Notes in Computer Science}, 22458 volume = {3105}, 22459 year = {2004}, 22460 pages = {183-194}, 22461 publisher = {Springer-Verlag Berlin}, 22462 organization = {Springer-Verlag Berlin}, 22463 address = {Berlin}, 22464 abstract = {Computer games are the most popular and successful virtual environments. However, computer games are usually not simply either games or digital storytelling systems, but involve three primary types of formal semiotic system bearing upon time structure: games, models and narratives. Strong narrative structures depend upon an a priori time-structure, but there are less specific alternatives, including rhetorical, categorical and poetic structures blending into the general higher order time structures of games and simulations. Experience within a virtual environment may be based upon only one of these systems, but more commonly the systems are integrated using a variety of strategies to create rich and multi-layered temporal experiences.}, 22465 isbn = {0302-9743}, 22466 author = {Lindley, C. A.} 22467 } 22468 @inbook {, 22469 title = {Networked mobile gaming for 3G-networks}, 22470 booktitle = {Entertainment Computing - ICEC 2004}, 22471 series = {Lecture Notes in Computer Science}, 22472 volume = {3166}, 22473 year = {2004}, 22474 pages = {457-467}, 22475 publisher = {Springer-Verlag Berlin}, 22476 organization = {Springer-Verlag Berlin}, 22477 address = {Berlin}, 22478 abstract = {Mobile devices offer the opportunity to play games nearly everywhere. Moreover, networked games allow individual players to interact with other people and to participate in a larger gaming world, which also provides for new business opportunities. Hence, we currently see an increased interest from game developers, providers and players in mobile games. However, due to the inherent nature of wireless networks, many challenges have to be addressed. 3G technology combines two of the world{\textquoteright}s most powerful innovations, wireless communications and the Internet. This paper proposes an architecture for multiplayer games in 3G networks. It uses the capabilities and functionality provided by the IP Multimedia Subsystem (IMS). A prototype implementation demonstrates the feasibility of our approach.}, 22479 isbn = {0302-9743}, 22480 author = {Akkawi, A. and Schaller, S. and Wellnitz, O. and Wolf, L.} 22481 } 22482 @inbook {, 22483 title = {Open-source game development with the multi-user publishing environment (MUPE) application platform}, 22484 booktitle = {Entertainment Computing - ICEC 2004}, 22485 series = {Lecture Notes in Computer Science}, 22486 volume = {3166}, 22487 year = {2004}, 22488 pages = {308-320}, 22489 publisher = {Springer-Verlag Berlin}, 22490 organization = {Springer-Verlag Berlin}, 22491 address = {Berlin}, 22492 abstract = {The Multi-User Application Platform (MUPE) is a platform for rapid development of mobile multi-user context-aware applications. MUPE server implements a persistent user-authenticated service that can be customized into a game server. The game logic is written to the MUPE server and the end-users download the game User Interface (UI) to their terminals. This paper studies how MUPE can be used to create mobile multi-player games. This paper analyzes the important aspects of MUPE in game development and the different parts involved in developing games with MUPE. Two games made with MUPE are introduced and analyzed. The games presented in this paper and the MUPE system are available at the MUPE website http://www.mupe.net under the Nokia open source license version 1.0a.}, 22493 isbn = {0302-9743}, 22494 author = {Suomela, R. and Rasanen, E. and Koivisto, A. and Mattila, J.} 22495 } 22496 @inbook {, 22497 title = {Performance evaluation of numerical integration methods in the physics engine}, 22498 booktitle = {Computational and Information Science, Proceedings}, 22499 series = {Lecture Notes in Computer Science}, 22500 volume = {3314}, 22501 year = {2004}, 22502 pages = {238-244}, 22503 publisher = {Springer-Verlag Berlin}, 22504 organization = {Springer-Verlag Berlin}, 22505 address = {Berlin}, 22506 abstract = {A physics engine in computer games takes charge of the calculations simulating the physical world. In this paper, we evaluate the performance of three numerical integral methods: Euler method, Improved Euler method, and Runge-Kutta method. We utilized a car moving game for the simulation experiments logging fps (frame per second). Each numerical integral was evaluated under two different settings, one with collision detection and the other without it. The simulation environment without collision detection was divided into two sections, a uniform velocity section and a variable velocity section. The Euler method was shown to have the best fps in the simulation environment with collision detection. Simulation with collision detection shows similar fps for all three methods and the Runge-Kutta method showed the greatest accuracy. Since we tested with rigid bodies only, we are currently studying efficient numerical integral methods for soft body objects.}, 22507 isbn = {0302-9743}, 22508 author = {Choi, J. H. and Shin, D. and Heo, W. and Shin, D.} 22509 } 22510 @article {, 22511 title = {Play along - An approach to videogame music}, 22512 journal = {Game Studies}, 22513 volume = {4}, 22514 number = {1}, 22515 year = {2004}, 22516 url = {http://www.gamestudies.org/0401/whalen/}, 22517 author = {Whalen, Z.} 22518 } 22519 @conference {, 22520 title = {Power and Peril of Teaching Game Programming}, 22521 year = {2004}, 22522 note = {International Conference on Computer Games: Artificial Intelligence, Design and Education, (Gough, Norman E. und Mehdi, Qasim, ed.)}, 22523 publisher = {University of Wolverhampton}, 22524 organization = {University of Wolverhampton}, 22525 address = {UK}, 22526 author = {Masuch,Maic and Nacke,Lennart} 22527 } 22528 @article {, 22529 title = {Provisioning multicast QoS for WDM-based optical wireless networks}, 22530 journal = {Computer Communications}, 22531 volume = {27}, 22532 number = {10}, 22533 year = {2004}, 22534 pages = {1025-1035}, 22535 abstract = {Wavelength division multiplexing (WDM)-based optical technique is becoming the right choice for the next-generation Internet infrastructure to transport high-speed Internet Protocol traffic. Today, wireless asynchronous transfer mode (WATM) network plays the leading role; undoubtedly it will be replaced with wireless WDM (WWDM) network to provide higher quality of service for mobile users. In addition many conventional and emerging applications, such as teleconferencing and distributed games, require multicasting increasingly. Many efforts to support multicasting for WATM networks have been offered, yet there are rarely addressed on WWDM networks. Moreover, conventional operations to set up and tear down optical connections in WDM networks are unable to apply directly to WWDM networks. User{\textquoteright}s mobility may make the operating optical-multicast-tree to change into very inefficient. The tree may expand and consume excessive resources, and even lost connection due to violating the associated QoS constraints. In this paper, a Constrained Optical Tree Migration Scheme (COTMS) is proposed to support real-time multicast services for WWDM networks. COTMS efficiently deals with the constrained tree migration problem and adapts easily to the operations of WDM. Simulation results reveal that COTMS can markedly reduce the resources used by per optical tree, thus achieving both low handoff-dropping/join-blocking rate and high-resource utilization. Moreover, COTMS is also suitable for ad-hoc networks with multiple different frequencies for multicast routing.}, 22536 isbn = {0140-3664}, 22537 author = {Chen,K S and Yu,C P and Yu,C and Huang,N F} 22538 } 22539 @inbook {, 22540 title = {A proxy server-network for real-time computer games}, 22541 booktitle = {Euro-Par 2004 Parallel Processing, Proceedings}, 22542 series = {Lecture Notes in Computer Science}, 22543 volume = {3149}, 22544 year = {2004}, 22545 pages = {606-613}, 22546 publisher = {Springer-Verlag Berlin}, 22547 organization = {Springer-Verlag Berlin}, 22548 address = {Berlin}, 22549 abstract = {Computer games played over the Internet have recently become an important class of distributed applications. In this paper we present a novel proxy server-network topology aiming at improved scalability of multiplayer games and low latency in client-server data transmission. We present a mechanism to efficiently synchronize the distributed state of a game based on the concept of eventual consistency. We analyse the benefits of our approach compared to commonly used client-server and peer-to-peer topologies, and present first experimental results.}, 22550 isbn = {0302-9743}, 22551 author = {Muller, J. and Fischer, S. and Gorlatch, S. and Mauve,M} 22552 } 22553 @proceedings {, 22554 title = {ScriptEase: Generative Design Patterns for Computer Role-Playing Games}, 22555 journal = {ASE}, 22556 year = {2004}, 22557 pages = {88-99}, 22558 author = {Matthew McNaughton Maria Cutumisu,Duane Szafron and Parker,Dominique} 22559 } 22560 @proceedings {, 22561 title = {Social networks and mobile games: The use of bluetooth for a multiplayer card game}, 22562 journal = {Mobile Human-Computer Interaction - Mobilehci 2004, Proceedings}, 22563 volume = {3160}, 22564 year = {2004}, 22565 pages = {98-107}, 22566 abstract = {In this paper, we consider mobile game playing from the perspective of social network analysis. A multiplayer card game (BELKA) has been designed. The game allows players to select between trading, playing or pairing with other players. The game was played using playing-cards or using HP Ipaq devices equipped with Bluetooth, and players were either seated around a table or encouraged to move around the room. Activities during play were recorded and these data are analysed in terms of social networks. It was found that while the playing-cards led to attempts to apply the same type of activity in both seated and mobile conditions, the use of PDA led to differences in play. These differences were due to both technical, i.e., availability of players in the Bluetooth network, and social, i.e., visibility of players in the world and the activity of the Dealer. It is proposed that the manner in which the game was played changes when a mobile device is used whilst moving around, and that this is different to when the same device is used when sitting down.}, 22567 isbn = {0302-9743}, 22568 author = {Baber,C and Westmancott,O} 22569 } 22570 @article {, 22571 title = {Social realism in gaming}, 22572 journal = {Game Studies}, 22573 volume = {4}, 22574 number = {1}, 22575 year = {2004}, 22576 url = {http://www.gamestudies.org/0401/galloway/}, 22577 author = {Galloway, A. R.} 22578 } 22579 @proceedings {, 22580 title = {The social side of gaming: a study of interaction patterns in a massively multiplayer online game}, 22581 journal = {CSCW {\textquoteright}04: Proceedings of the 2004 ACM conference on Computer supported cooperative work}, 22582 year = {2004}, 22583 pages = {360-369}, 22584 address = {Chicago, Illinois, USA}, 22585 isbn = {1-58113-810-5}, 22586 author = {Ducheneaut,Nicolas and Moore,Robert J} 22587 } 22588 @inbook {, 22589 title = {Social translucence of the Xbox Live voice channel}, 22590 booktitle = {Entertainment Computing - ICEC 2004}, 22591 series = {Lecture Notes in Computer Science}, 22592 volume = {3166}, 22593 year = {2004}, 22594 pages = {377-385}, 22595 publisher = {Springer-Verlag Berlin}, 22596 organization = {Springer-Verlag Berlin}, 22597 address = {Berlin}, 22598 abstract = {In this paper we use the concept of {\textquoteright}social translucence{\textquoteright} to understand users{\textquoteright} initial reaction to, and use of, the voice communication channel provided by Xbox Live. We found that although users expected voice to be an advance over text-based communication, in practice they found voice difficult to use. In particular, users experienced difficulties controlling the voice channel and these difficulties are indicative of usability and sociability problems with the configuration of the voice channel in some Xbox Live games. We argue that game developers will need to address these problems in order to realize the potential of voice in online multiplayer videogames. We believe these problems can be addressed by designing the voice channel so that socially salient information is made available to participants according to interactional affordances and constraints that are sensibly designed and well understood by users.}, 22599 isbn = {0302-9743}, 22600 author = {Gibbs, M. R. and Hew, K. and Wadley, G.} 22601 } 22602 @article {, 22603 title = {{\textquoteright}The story so far .{\textquoteright}: The researcher as a player in game analysis}, 22604 journal = {Media International Australia}, 22605 number = {110}, 22606 year = {2004}, 22607 abstract = {This article outlines some preliminary research into the learning discourses of computer and video games, as expressed through the printed materials that accompany games, and the instructional elements built into game narratives. This leads to discussion of an interesting methodological dilemma - how does the interpretative ethnographic researcher analyse this content when he or she becomes part of the playing process? How do you analyse the learning mechanisms of games when you are being reflexively engaged in the training materials and systems mapped into the text by the games{\textquoteright} designers? This article examines this {\textquoteright}crisis of representation{\textquoteright} in interpretive ethnographic research approaches to games research.}, 22608 author = {David Cameron and John Carroll} 22609 } 22610 @inbook {, 22611 title = {Strategy selection in games using co-evolution between Artificial Immune Systems}, 22612 booktitle = {Entertainment Computing - ICEC 2004}, 22613 series = {Lecture Notes in Computer Science}, 22614 volume = {3166}, 22615 year = {2004}, 22616 pages = {445-450}, 22617 publisher = {Springer-Verlag Berlin}, 22618 organization = {Springer-Verlag Berlin}, 22619 address = {Berlin}, 22620 abstract = {In this paper, we create a simple artificial computer game in order to illustrate a means of making software players in computer games more intelligent. Despite being known as AIs, the current generation of computer players are anything but intelligent. We suggest an algorithm motivated by concepts from Artificial Immune Systems (AIS) in which an attack from one opponent is met with a response from the other which is refined in time to create an optimal response to that attack.. We refine the AIS algorithm in that we model the response with a probability vector rather than a population of antibodies. Some typical results are shown on the simple computer game.}, 22621 isbn = {0302-9743}, 22622 author = {MacDonald, D. and Fyfe, C.} 22623 } 22624 @article {, 22625 title = {Student{\textquoteright}s attitudes toward computer games}, 22626 journal = {Russian Education and Society}, 22627 volume = {46}, 22628 number = {7}, 22629 year = {2004}, 22630 pages = {3-35}, 22631 type = {Article}, 22632 isbn = {1060-9393}, 22633 author = {Sobkin, V. S. and Evstigneeva, I. M.} 22634 } 22635 @inbook {, 22636 title = {Supporting museum co-visits using mobile devices}, 22637 booktitle = {Mobile Human-Computer Interaction - Mobilehci 2004, Proceedings}, 22638 series = {Lecture Notes in Computer Science}, 22639 volume = {3160}, 22640 year = {2004}, 22641 pages = {451-455}, 22642 publisher = {Springer-Verlag Berlin}, 22643 organization = {Springer-Verlag Berlin}, 22644 address = {Berlin}, 22645 abstract = {The goal of this work is to provide tools that promote social interactions between visitors through cooperative and educational games. In this paper, we describe how to support collaborative learning in museum visits and show an example application based on mobile palmtop systems. To this end, we have developed a system that is able to support collaborative and independent activities, and offer context-aware content.}, 22646 isbn = {0302-9743}, 22647 author = {Laurillau, Y. and Paterno, F.} 22648 } 22649 @article {, 22650 title = {{\textquoteright}Tangible influence{\textquoteright}: Towards a new interaction paradigm for computer games}, 22651 journal = {Entertainment Computing - ICEC 2004}, 22652 volume = {3166}, 22653 year = {2004}, 22654 pages = {68-79}, 22655 abstract = {As AI techniques become more widespread in computer games, and the area of synthetic characters matures, avatars in such computer games also tend to gain autonomy and become more clever. However, this autonomy may bring also some change in the interaction between users and game characters. Players may become less in charge of their characters and lose the power of complete motion or behavior control. On the other hand, characters may become more clever exhibiting much more interesting autonomous actions and behaviors. This paper presents, defines and discusses the concept of "influence", as an alternative to "direct" control of game characters, describing how influence can be achieved in computer games. To illustrate the notion of "influence" we will present a game called FantasyA where players interact with it by influencing the emotions of they semi-autonomous avatars using a tangible interface called SenToy. We show how "influence" was built into this game, the role of SenToy as an influencing device, and the reactions of the users to this type of control.}, 22656 isbn = {0302-9743}, 22657 author = {Vala, M. and Paiva, A. and Prada, R.} 22658 } 22659 @article {, 22660 title = {TEAM: The team-oriented evolutionary adaptability mechanism}, 22661 journal = {Entertainment Computing - ICEC 2004}, 22662 volume = {3166}, 22663 year = {2004}, 22664 pages = {273-282}, 22665 abstract = {Many commercial computer games allow a team of players to match their skills against another team, controlled by humans or by the computer. Most players prefer human opponents, since the artificial intelligence of a computer-controlled team is in general inferior. An adaptive mechanism for team-oriented artificial intelligence would allow computer-controlled opponents to adapt to human player behaviour, thereby providing a means of dealing with weaknesses in the game AI. Current commercial computer games lack challenging adaptive mechanisms. This paper proposes {\textquoteright}TEAM{\textquoteright}, a novel team-oriented adaptive mechanism which is inspired by evolutionary algorithms. The performance of TEAM is evaluated in an experiment involving an actual commercial computer game (the Capture The Flag team-based game mode of the popular commercial computer game Quake III). The experimental results indicate that TEAM succeeds in endowing computer-controlled opponents with successful adaptive performance. We therefore conclude that TEAM can be successfully applied to generate challenging adaptive opponent behaviour in team-oriented commercial computer games.}, 22666 isbn = {0302-9743}, 22667 author = {Bakkes,S and Spronck,P and Postma,E} 22668 } 22669 @article {, 22670 title = {The TiM project: Overview of results}, 22671 journal = {Computers Helping People with Special Needs: Proceedings}, 22672 volume = {3118}, 22673 year = {2004}, 22674 pages = {248-256}, 22675 abstract = {The TiM project, funded by the European commission intended to develop and to adapt computer games for blind children and for partially sighted children who need specific graphical display settings that fit to their visual possibilities. A game engine has been developed that allows to design modality-adaptable multimedia games. These games can be played using various modalities according to the specific devices needed by the player. A set of such adapted games was developed and used to study the adaptation of game interaction situations and the potential of such games with respect to Education, Learning and Therapy, and to demonstrate the possibilities of the game engine. Additionally a new relief deposit method was created, a Braille device programming library was developed, and a juridical study about adaptation of existing contents was carried out. This paper summarises the results of the project.}, 22676 isbn = {0302-9743}, 22677 author = {Archambault,D} 22678 } 22679 @article {, 22680 title = {To Infinity and Beyond: Dialogue and Critique in Popular Film{\textquoteright}s Portrayal of Video Games}, 22681 journal = {Text/Technology}, 22682 volume = {13}, 22683 number = {1}, 22684 year = {2004}, 22685 pages = {32-51}, 22686 author = {Atkins, Barry} 22687 } 22688 @article {, 22689 title = {Towards a framework for design guidelines for young children{\textquoteright}s computer games}, 22690 journal = {Entertainment Computing - ICEC 2004}, 22691 volume = {3166}, 22692 year = {2004}, 22693 pages = {365-376}, 22694 abstract = {This paper describes a number of general design problems with adventure-like computer games for young children in order to demonstrate the need for specific design guidelines for this type of products. These problems were experienced by children participating in a number of user tests of existing computer games. By providing a generalization of these problems some first directions are given for the nature of the design guidelines that could be developed. Furthermore, a first proposal for a unifying framework to organize these guidelines is given.}, 22695 isbn = {0302-9743}, 22696 author = {Barendregt, W. and Bekker,M M} 22697 } 22698 @mastersthesis {, 22699 title = {Trouble in River City: The Social Life of Video Games}, 22700 volume = {Ph.D}, 22701 year = {2004}, 22702 pages = {344}, 22703 school = {University of Michigan}, 22704 type = {Ph.D. Dissertation}, 22705 address = {Ann Arbor, Michigan}, 22706 author = {Williams, Dmitri} 22707 } 22708 @proceedings {, 22709 title = {The untapped world of video games}, 22710 journal = {Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems}, 22711 year = {2004}, 22712 pages = {1610-1611}, 22713 author = {Keeker,Kevin and Pagulayan,Randy and Sykes,Jonathan and Lazzaro,Nicole} 22714 } 22715 @proceedings {, 22716 title = {Using frustration in the design of adaptive videogames}, 22717 journal = {Advances in Computer Entertainment Technology}, 22718 year = {2004}, 22719 pages = {228-232}, 22720 isbn = {1-58113-882-2}, 22721 url = {http://doi.acm.org/10.1145/1067343.1067372}, 22722 author = {Gilleade,Kiel Mark and Dix,Alan J} 22723 } 22724 @article {, 22725 title = {Versatile Walk Engine}, 22726 journal = {Journal of Game Development (JOGD)}, 22727 volume = {1}, 22728 number = {1}, 22729 year = {2004}, 22730 author = {Ronan Boulic Branislav Ulicny,Daniel Thalmann} 22731 } 22732 @inbook {, 22733 title = {{\textquoteright}Why is everyone inside me?!{\textquoteright} Using shared displays in mobile computer games}, 22734 booktitle = {Entertainment Computing - ICEC 2004}, 22735 series = {Lecture Notes in Computer Science}, 22736 volume = {3166}, 22737 year = {2004}, 22738 pages = {487-498}, 22739 publisher = {Springer-Verlag Berlin}, 22740 organization = {Springer-Verlag Berlin}, 22741 address = {Berlin}, 22742 abstract = {We have investigated the use of shared mobile displays to create a new type of computer games for mobile devices - Collaborative Games, which require players to physically coordinate their activities to succeed. Collaborative Games are played on mobile devices connected in wireless networks where users can start, join and leave games ad hoc. In a user study, one of these mobile games was made available in a cafe frequented by high school students for a period of two weeks. During the test period we noted several new forms of interaction emerging, such as players running away with their displays to avoid other players from accessing them. We also found interesting verbal exchanges, such as the use of "me" to refer to both the user{\textquoteright}s handheld display and her on-screen representation. We believe that these new ways of interaction is a result of using the shared display in a new domain.}, 22743 isbn = {0302-9743}, 22744 author = {Sanneblad,J and Holmquist,L E} 22745 } 22746 @article {, 22747 title = {Why media scholars should not study computer games}, 22748 journal = {Media International Australia}, 22749 number = {110}, 22750 year = {2004}, 22751 abstract = {In spite of the many prejudices which surround them, many scholars have recently taken an interest in the challenge of studying video/computer games. Among these are many who identify with the media studies tradition. This special issue of Media International Australia incorporating Culture and Policy presents some new work in this emerging literature of media theorists who are studying computer games. More specifically, it asks writers to address directly how media studies methodologies can be applied to the new object of computer games.}, 22752 author = {Chris Chesher and Brigid Costello} 22753 } 22754 @proceedings {4469, 22755 title = {"You Shoot Like A Girl!": The Female Protagonist in Action-Adventure Video Games}, 22756 journal = {Level Up! 2003 Digital Games Research Association Conference}, 22757 year = {2003}, 22758 month = {November 2003}, 22759 pages = {CD Rom}, 22760 address = {Utrecht, The Netherlands: University of Utrecht}, 22761 abstract = {This paper was inspired by the popularity of female video game protagonists despite girls{\textquoteright} and women{\textquoteright}s continued hesitance to participate in digital gaming activities. The pilot study examines how the imagery and narrative structure of popular, contemporary video games construct a paradigm of the ideal female heroine. An in-depth content analysis of three best-selling action-adventure video games was conducted. Key findings indicate the recurrence of a paradoxical interplay between beauty ideals and characterization, wherein the female protagonist must reconcile traditional ideals about beauty and body type with the decidedly untraditional gender roles and actions she engages in.}, 22762 keywords = {action-adventure, aesthetics, audience identification, film theory, gameplay, gender representation, gender roles, heroines, horror, representation}, 22763 url = {http://www.digra.org/dl/db/display_html?chid=http://www.digra.org/dl/db/05150.01496}, 22764 author = {Grimes, Sara M} 22765 } 22766 @article {2821, 22767 title = {The art and science of design}, 22768 journal = {Simulation \& Gaming - Special issue: The Art and Science of design}, 22769 volume = {34}, 22770 year = {2003}, 22771 month = {December 2003}, 22772 pages = {487-591}, 22773 abstract = {The main purpose of this special issue is to examine simulation/gaming as a trans-disciplinary field of inquiry and practice from the perspective of the science of design. The principle of indeterminacy applied to the social and human realm stipulates that the only way we can know human reality is by engaging it. Gaming represents a particularly powerful approach to engage people in shaping learning communities and in enhancing communities of practice. Principles and methods for designing gaming/simulations as such are well documented in the literature. In the 1970s and 1980s the communities of gamers have paid special attention to the methods and techniques of game design and model building. For example the proceedings of the annual international conferences of the International Simulation And Gaming Association (ISAGA) of 1979 focuses on {\textquotedblleft}How to build a simulation/game{\textquotedblright} (Bruin, K. et al. 1979). It is out of the scope of this special issue to discuss in detail the specifications of simulation/game design or to assess particular design methods. Focus is on the ramifications of simulation/game design and its impact on the broader social context of use. Simulation/game design does not happen in a social vacuum. It is part of a common understanding of associations such as ISAGA, NASAGA, SAGSET, ABSEL, JASAG, and SAGSAGA, which propagate proper design and use of simulation games, the debriefing included. It is also embedded in the practice on how to involve the user or client system in the design process. Moreover, gamers aim at influencing social practice by improving the competencies of individual actors and social agents involved.<br /> 22774 }, 22775 keywords = {actors, artefacts, complexity science, design-in-the-large, design-in-the-small, emergence, NETWORKS, organization, organized complexity, social system, structural conditioning}, 22776 author = {Klabbers, J. H. G.} 22777 } 22778 @conference {, 22779 title = {WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media}, 22780 booktitle = {Level Up: Digital Games Research Conference.}, 22781 year = {2003}, 22782 month = {4/11/2003}, 22783 address = {Utrecht, Holland - Universiteit Utrecht}, 22784 abstract = {This paper will focus on the inter-relationships between media, technology 22785 and culture as demonstrated by the online multiplayer FPS scene, and will 22786 make explicit the degree to which game texts and associated technology 22787 facilitate culture and the formation of community, and how in turn such social 22788 structures inflect and determine the development of computer games, related 22789 Internet technologies and subsequent models for software development and 22790 distribution. Beyond the idea of {\textquotedblleft}participatory media{\textquotedblright}, I argue that multiplayer 22791 FPS games have become {\textquotedblleft}co-creative media{\textquotedblright}; neither developers nor players 22792 can be solely responsible for production of the final assemblage regarded as 22793 {\textquotedblleft}the game{\textquotedblright}, it requires the input of both.}, 22794 keywords = {co-creative media, modding culture, participatory media, Video Games}, 22795 url = {http://www.digra.org/dl/db/05150.21522.pdf}, 22796 author = {Morris, Sue} 22797 } 22798 @conference {2923, 22799 title = {The Game, the Player, the World: Looking for a Heart of Gameness}, 22800 booktitle = {Level Up: Digital Games Research}, 22801 year = {2003}, 22802 month = {04/11/2003}, 22803 abstract = {This paper proposes a definition of games. I describe the classic game model, a list of six features that are necessary and sufficient for something to be a game. The definition shows games to be transmedial: There is no single game medium, but rather a number of game media, each with its own strengths. The computer is simply the latest game medium to emerge. While computer games1 are therefore part of the broader area of games, they have in many cases evolved beyond the classic game model. 22804 }, 22805 keywords = {computer game history., Game definition, game history, transmedial gaming}, 22806 url = {http://www.jesperjuul.net/text/gameplayerworld/}, 22807 author = {Juul, J.} 22808 } 22809 @conference {, 22810 title = {"You Can{\textquoteright}t Help Shouting and Yelling": Fun and Social Interaction in Super Monkey Ball}, 22811 booktitle = {Level Up: Digital Games Research}, 22812 year = {2003}, 22813 month = {04/11/2003}, 22814 address = {Utrecht: Utrecht University}, 22815 abstract = {This paper examines the relation between social interaction and fun in multi-player console gaming contexts. It points to the fruitfullness of integrating game studies and game sociology with cultural studies of television and video use in order to explain both the framing and (social) use of console games and the fun of playing them. A prestudy of the relation between social interaction and fun in the playing of the game Super Monkey Ball reveals that there is a close relation between gaming skills, the gaming situation as a pleasurable and relieving social activity and the experience of fun. 22816 }, 22817 keywords = {console gaming, contexts of consumption., Fun, social interaction, social practice, Super Monkey Ball}, 22818 author = {Klastrup, L.}, 22819 editor = {Copier,Marinka and Raessens,Joost} 22820 } 22821 @article {, 22822 title = {Alienation, aggression, and sensation seeking as predictors of adolescent use of violent film, computer, and website content}, 22823 journal = {Journal of Communication}, 22824 volume = {53}, 22825 number = {1}, 22826 year = {2003}, 22827 pages = {105-121}, 22828 abstract = {Use of violent media content by adolescents has long been a matter of public concern and debate, a concern that was heightened by the reported use of violent computer games and websites by the killers at Columbine High School in 1999. This study examined predictors of various types of self-reported use of violent media content by 8th graders (N= 3,127)from 20 schools around the U.S. Hierarchical regression analyses indicated that gender, sensation seeking, aggression, and frequency of Internet use had relatively strong contributions to explaining the use of violent media content composite and the measure of violent website content use. Alienation variables contributed significantly, though modestly, to variance explained in the use of violence-oriented websites, but not to the composite measure. Alienation from school and family also appeared to partially mediate effects of sensation seeking and aggression on use of violent Internet content. A negative feedback loop model for linking uses and gratifications approaches to the study of effects of violent media content on adolescents is suggested.}, 22829 keywords = {deviance, drug-use, etiology, Feelings, Personality, primary socialization theory, Thoughts}, 22830 author = {Slater,M D} 22831 } 22832 @book {1895, 22833 title = {Andrew Rollings and Ernest Adams on Game Design}, 22834 year = {2003}, 22835 publisher = {New Riders Games}, 22836 organization = {New Riders Games}, 22837 edition = {1st edition}, 22838 isbn = {1592730019}, 22839 author = {Rollings, Andrew and Adams, Ernest} 22840 } 22841 @article {, 22842 title = {Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games}, 22843 journal = {Cyberpsychology \& Behavior}, 22844 volume = {6}, 22845 number = {5}, 22846 year = {2003}, 22847 pages = {467-476}, 22848 abstract = {Virtual reality can be used to provide phobic clients with therapeutic exposure to phobogenic stimuli. However, purpose-built therapeutic VR hardware and software can be expensive and difficult to adapt to individual client needs. In this study, inexpensive and readily adaptable PC computer games were used to provide exposure therapy to 13 phobic participants and 13 non-phobic control participants. It was found that anxiety could be induced in phobic participants by exposing them to phobogenic stimuli in therapeutic virtual environments derived from computer games (TVEDG). Assessments were made of the impact of simulator sickness and of sense of presence on the phobogenic effectiveness of TVEDGs. Participants reported low levels of simulator sickness, and the results indicate that simulator sickness had no significant impact on either anxiety or sense of presence. Group differences, correlations, and regression analyses indicate a synergistic relationship between presence and anxiety. These results do not support Slater{\textquoteright}s(1) contention that presence and emotion are orthogonal.}, 22849 keywords = {Acrophobia, fear, Inventory, Reality Graded Exposure}, 22850 isbn = {1094-9313}, 22851 author = {Robillard,G and Bouchard,S and Fournier,T and Renaud,P} 22852 } 22853 @article {, 22854 title = {Beyond Nintendo: design and assessment of educational video games for first and second grade students}, 22855 journal = {Computers \& Education}, 22856 volume = {40}, 22857 number = {1}, 22858 year = {2003}, 22859 pages = {71-94}, 22860 keywords = {learning environments}, 22861 author = {Rosas, R and Nussbaum, M and Cumsille,P and Marianov,V and Correa,M and Flores,P and Grau,V and Lagos,F and Lopez,X and Lopez,V and Rodriguez, P. and Salinas,M} 22862 } 22863 @article {, 22864 title = {Boundary Spaces}, 22865 journal = {Information, Communication and Society}, 22866 volume = {6}, 22867 number = {4}, 22868 year = {2003}, 22869 note = {<p> 22870 Introduction to special edition of \&$\#$39;Information, Communication and Society\&$\#$39; on digital games. <a href="http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004" target="_blank">http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004</a><br /> 22871 </p> 22872 <p class="MsoNormal"> 22873 <strong>Contents</strong><br /> 22874 </p> 22875 <ul> 22876 <li> 22877 Jo Bryce and Jason Rutter<br /> 22878 <a href="/node/2419">Editorial Comment</a> </li> 22879 <li> 22880 Bob Rehak<br /> 22881 <a href="/node/1862">Mapping the Bit Girl</a> </li> 22882 <li> 22883 T L Taylor and Beth E Kolko<br /> 22884 <a href="/node/2420">Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community and Self in a Digital Age</a> </li> 22885 <li> 22886 Dmitri Williams<br /> 22887 <a href="/node/2421">The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000</a></li> 22888 <li>Bernadette Flynn<br /> 22889 <a href="/node/2416">Geography of the Digital Hearth</a> </li> 22890 <li> 22891 Diane Nutt and Diane Railton<br /> 22892 <a href="/node/2417">The Sims: Real life as genre</a> </li> 22893 <li> 22894 Hector Postigo<br /> 22895 <a href="/node/2418">From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work</a> </li> 22896 <li> 22897 Alberto Alvisi, Alessandro Narduzzo and Marco Zamarian<br /> 22898 <a href="/node/2415">PlayStation and the Power of Unexpected Consequences</a> <br /> 22899 </li> 22900 </ul> 22901 }, 22902 pages = {497-522}, 22903 abstract = {While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art\&$\#$39;s Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and \"fake\&$\#$39; websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games\&$\#$39; role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with \" factuality\&$\#$39;. Given the wide variety of \"legitimate\&$\#$39; conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game\&$\#$39;s pages and venturing into \" real\&$\#$39; World Wide Web sites. Its further use of AOL\&$\#$39;s instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being. 22904 }, 22905 keywords = {Games, identity, Internet, Majestic, multi-player, pervasive}, 22906 author = {Taylor, T. L. and Kolko, B.} 22907 } 22908 @article {, 22909 title = {Breaking the stereotype: The case of online gaming}, 22910 journal = {Cyberpsychology \& Behavior}, 22911 volume = {6}, 22912 number = {1}, 22913 year = {2003}, 22914 pages = {81-91}, 22915 abstract = {Despite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games. More recently, the Internet has become a new medium in which players can play videogames. Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites. Sociodemographics showed that the majority of players were male (approximately 85\%). Over 60\% of players were older than 19 years. The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer. The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.}, 22916 keywords = {adolescence, Computer games, Personality}, 22917 isbn = {1094-9313}, 22918 author = {Griffiths,M D and Davies,M N O and Chappell,D} 22919 } 22920 @book {, 22921 title = {Chris Crawford on Game Design}, 22922 year = {2003}, 22923 publisher = {New Riders Games}, 22924 organization = {New Riders Games}, 22925 edition = {1st edition}, 22926 isbn = {0131460994}, 22927 author = {Crawford,Chris} 22928 } 22929 @article {, 22930 title = {Compression of 3D models by remesh on texture images}, 22931 journal = {IEICE Transactions on Information and Systems}, 22932 volume = {E86D}, 22933 number = {6}, 22934 year = {2003}, 22935 pages = {1110-1115}, 22936 abstract = {Due to the rapid development of computer and information technology, 3D modeling and rendering capabilities are becoming increasingly important in many applications, including industrial design, architecture, CAD/CAM, video games, and medical imaging. Since 3D mesh models often have huge amounts of the data, it is time-consuming to retrieve front a storage device or to download from the network. Most 3D viewing applications need to obtain the entire file of a 3D model in order to display the model, even when the user is interested only in a low-resolution version of the model. Therefore, progressive coding that enables multiresolution transmission of 3D models is desired. In this paper, we propose the progressive coding scheme of 3D meshes with texture, in which we convert irregular meshes to semi-regular using texture coordinates, map them on planes, and apply 2D image coding algorithm to mesh compression. As our method uses the wavelet transform, the encoded bitstream has a progressive nature. We gain high compression rate with the same visual quality as original models.}, 22937 keywords = {Meshes}, 22938 isbn = {0916-8532}, 22939 author = {Okuda,M and Nagatomo,K and Ikehara,M and Takahashi,S} 22940 } 22941 @conference {, 22942 title = {Computer Game Modding, Intermediality and Participatory Culture}, 22943 booktitle = {New Media? New Theories? New Methods? Conference}, 22944 year = {2003}, 22945 address = {University of {\r A}rhus, Sonderborg, Denmark}, 22946 abstract = {To be able to say something about such a complex phenomenon as user-produced game modifications, it is important to consider modders as neither totally autonomous in their productive actions nor completely vulnerable to the game industry. 22947 }, 22948 keywords = {game modding, Machinima}, 22949 url = {http://old.imv.au.dk/eng/academic/pdf_files/Sotamaa.pdf}, 22950 author = {Sotamaa,Olli} 22951 } 22952 @book {, 22953 title = {Creating Emotion in Games: The Craft and Art of Emotioneering}, 22954 year = {2003}, 22955 publisher = {New Riders Games}, 22956 organization = {New Riders Games}, 22957 edition = {1st edition}, 22958 isbn = {1592730078}, 22959 author = {Freeman, David} 22960 } 22961 @book {, 22962 title = {Designing Virtual Worlds}, 22963 year = {2003}, 22964 publisher = {New Riders Games}, 22965 organization = {New Riders Games}, 22966 edition = {1st edition}, 22967 isbn = {0131018167}, 22968 author = {Bartle,Richard} 22969 } 22970 @article {, 22971 title = {The difference between playing games with and without the computer: A preliminary view}, 22972 journal = {Journal of Psychology}, 22973 volume = {137}, 22974 number = {2}, 22975 year = {2003}, 22976 pages = {133-144}, 22977 abstract = {The authors address the question of whether associations between video games and cognitive and metacognitive variables depend either on the features of the computer or on the content of the game that the computer allows one to play. An experiment to separate these two kinds of effects was carried out by using a traditional version and a computer-supported version of Pegopolis, a solitaire game. The two versions were exactly the same except that they were played by moving pieces either on a real board or on a virtual computer-presented board. The performance levels and strategies followed during the game by the 40 undergraduates who took part in the experiment were not significantly different in the real and virtual conditions. None of the participants transferred playing strategies or practice from one version of the game to the other. Scores were not affected by gender or by the studies pursued by participants, the habit of playing games in the traditional manner or playing video games, or intelligence. Retrospective reports did not support differences in the subjective experience between the two versions. Results showed that video games, when they do not make much use of the computer{\textquoteright}s special features, produce effects because of the situations they simulate rather than because of features of the computer itself.}, 22978 keywords = {Aggression, children, Performance, Players, Video-Games}, 22979 isbn = {0022-3980}, 22980 author = {Antonietti, A and Mellone, R} 22981 } 22982 @book {, 22983 title = {Digital Play: The Interaction of Technology, Culture and Marketing}, 22984 year = {2003}, 22985 publisher = {McGill-Queen{\textquoteright}s University Press}, 22986 organization = {McGill-Queen{\textquoteright}s University Press}, 22987 isbn = {0773525912}, 22988 author = {Stephen Kline and Nick Dyer-Witheford and Greig de Peuter} 22989 } 22990 @article {, 22991 title = {Editorial Comment: Digital Games Special Edition}, 22992 journal = {Information, Communication and Society}, 22993 volume = {6}, 22994 number = {4}, 22995 year = {2003}, 22996 note = {<p> 22997 Introduction to special edition of \&$\#$39;Information, Communication and Society\&$\#$39; on digital games. <a href="http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004" target="_blank">http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004</a><br /> 22998 </p> 22999 <p class="MsoNormal"> 23000 <strong>Contents</strong><br /> 23001 </p> 23002 <ul> 23003 <li> 23004 Jo Bryce and Jason Rutter<br /> 23005 <a href="/node/2419">Editorial Comment</a> </li> 23006 <li> 23007 Bob Rehak<br /> 23008 <a href="/node/1862">Mapping the Bit Girl</a> </li> 23009 <li> 23010 T L Taylor and Beth E Kolko<br /> 23011 <a href="/node/2420">Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community and Self in a Digital Age</a> </li> 23012 <li> 23013 Dmitri Williams<br /> 23014 <a href="/node/2421">The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000</a></li> 23015 <li>Bernadette Flynn<br /> 23016 <a href="/node/2416">Geography of the Digital Hearth</a> </li> 23017 <li> 23018 Diane Nutt and Diane Railton<br /> 23019 <a href="/node/2417">The Sims: Real life as genre</a> </li> 23020 <li> 23021 Hector Postigo<br /> 23022 <a href="/node/2418">From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work</a> </li> 23023 <li> 23024 Alberto Alvisi, Alessandro Narduzzo and Marco Zamarian<br /> 23025 <a href="/node/2415">PlayStation and the Power of Unexpected Consequences</a> <br /> 23026 </li> 23027 </ul> 23028 }, 23029 pages = {5-11}, 23030 author = {Rutter, Jason and Bryce, Jo} 23031 } 23032 @article {, 23033 title = {The effects of violent video games on adolescents - The overlooked influence of development}, 23034 journal = {Aggression and Violent Behavior}, 23035 volume = {8}, 23036 number = {4}, 23037 year = {2003}, 23038 pages = {377-389}, 23039 abstract = {Recent acts of extreme violence involving teens and associated links to violent video games have led to an increased interest in video game violence. Research suggests that violent video games influence aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal. Anderson and Bushman have posited a General Aggression Model (GAM) to explain the mechanism behind the link between violent video games and aggressive behavior. However, the influence of violent video games as a function of developmental changes across adolescence has yet to be addressed. The purpose of this review is to integrate the GAM with developmental changes that occur across adolescence. }, 23040 keywords = {A-Behavior, Aggressive-Behavior, children, Cognition, Gender, Hostility, Situations, Teenagers, Thoughts, Youth}, 23041 isbn = {1359-1789}, 23042 author = {Kirsh,S J} 23043 } 23044 @article {, 23045 title = {Enhancement of allergic skin wheal responses in patients with atopic eczema/dermatitis syndrome by playing video games or by a frequently ringing mobile phone}, 23046 journal = {European Journal of Clinical Investigation}, 23047 volume = {33}, 23048 number = {6}, 23049 year = {2003}, 23050 pages = {513-517}, 23051 keywords = {Antibody, Corticotropin-Releasing Hormone, Dermatitis, Lymphocytes, Mast-Cell Degranulation, Nerve Growth-Factor, Receptors, Rhinitis, Sleep-Deprivation, Substance-P}, 23052 isbn = {0014-2972}, 23053 author = {Kimata,H} 23054 } 23055 @book {, 23056 title = {Everquest Companion: The Inside Story}, 23057 year = {2003}, 23058 publisher = {Osborne/McGraw-Hill}, 23059 organization = {Osborne/McGraw-Hill}, 23060 isbn = {0072229039}, 23061 author = {Marks, Robert} 23062 } 23063 @article {, 23064 title = {From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work}, 23065 journal = {Information, Communication and Society}, 23066 volume = {6}, 23067 number = {4}, 23068 year = {2003}, 23069 note = {<p> 23070 Introduction to special edition of \&$\#$39;Information, Communication and Society\&$\#$39; on digital games. <a href="http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004" target="_blank">http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004</a><br /> 23071 </p> 23072 <p class="MsoNormal"> 23073 <strong>Contents</strong><br /> 23074 </p> 23075 <ul> 23076 <li> 23077 Jo Bryce and Jason Rutter<br /> 23078 <a href="/node/2419">Editorial Comment</a> </li> 23079 <li> 23080 Bob Rehak<br /> 23081 <a href="/node/1862">Mapping the Bit Girl</a> </li> 23082 <li> 23083 T L Taylor and Beth E Kolko<br /> 23084 <a href="/node/2420">Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community and Self in a Digital Age</a> </li> 23085 <li> 23086 Dmitri Williams<br /> 23087 <a href="/node/2421">The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000</a></li> 23088 <li>Bernadette Flynn<br /> 23089 <a href="/node/2416">Geography of the Digital Hearth</a> </li> 23090 <li> 23091 Diane Nutt and Diane Railton<br /> 23092 <a href="/node/2417">The Sims: Real life as genre</a> </li> 23093 <li> 23094 Hector Postigo<br /> 23095 <a href="/node/2418">From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work</a> </li> 23096 <li> 23097 Alberto Alvisi, Alessandro Narduzzo and Marco Zamarian<br /> 23098 <a href="/node/2415">PlayStation and the Power of Unexpected Consequences</a> <br /> 23099 </li> 23100 </ul> 23101 }, 23102 pages = {593-607}, 23103 abstract = {In the closing weeks of 2002, video games were featured in various popular American news publications and media outlets such as Wired, Entertainment Weekly, Newsweek and Time Magazine. It is becoming increasingly apparent that video games are no longer child\&$\#$39;s play, but rather that they are poised to become a major entertainment form for the twenty-first century. Social analysts and media scholars must begin to formulate an understanding of this emerging mass-consumer phenomenon because it will increasingly impact social and economic structures of post-industrial societies. Part of the tremendous value generated by the American video-game industry is tied into broad global economic shifts that have created a space where services and ephemeral products, such as software, can be created and cheaply distributed. The predominance of \" high-tech\&$\#$39; production, the rise of the Internet, and the cultural capital associated with computerization all have contributed to the rise of hobbyist software developers that currently tinker with commercial video games and freely add to them increasing levels of sophistication. This paper sees video-game programmer hobbyists as a source of some of the significant value that the video-game industry generates, and understands the role of the programmer hobbyists through the lens of theories on post-industrial work. My analysis situates the work of hobbyists on the Internet within the context of post-Fordism and explores some of the motivations for this unwaged work. In the sections that follow, I will analyse the potential value of the work hobbyist do as well as analyse its transition to paid work as some commercial software developers experiment with incorporating these fan bases into the game design process. 23104 }, 23105 keywords = {hackers, modders, modifications, mods, Unwaged work}, 23106 author = {Postigo, H.} 23107 } 23108 @book {, 23109 title = {Game Coding Complete}, 23110 year = {2003}, 23111 publisher = {Paraglyph Press}, 23112 organization = {Paraglyph Press}, 23113 address = {Scottsdale, AZ}, 23114 isbn = {1932111751}, 23115 author = {McShaffrey, Mike} 23116 } 23117 @book {, 23118 title = {Game Design Patterns}, 23119 year = {2003}, 23120 publisher = {Wordware Publishing}, 23121 organization = {Wordware Publishing}, 23122 address = {Plano, Texas}, 23123 isbn = {1556229674}, 23124 author = {Kreimeier, Bernd} 23125 } 23126 @article {, 23127 title = {Games Made for Remaking}, 23128 year = {2003}, 23129 note = {From New York Times, Dec 4, 2003. }, 23130 abstract = {IMAGINE buying the latest "Lord of the Rings" DVD and discovering that the cameras, lights, special effects and editing tools used in its making had been included at no extra charge. Or finding your favorite CD{\textquoteright}s crammed with virtual recording studios, along with implicit encouragement from the producer to remix the music, record your own material and post it all on the Internet}, 23131 keywords = {modding, Video Games}, 23132 url = {http://www.nytimes.com/2003/12/04/technology/circuits/04modd.html?ex=1385874000\&en=1bff37ae5c48d16b\&ei=5007\&partner=USERLAND}, 23133 author = {Marriott, Michael} 23134 } 23135 @article {, 23136 title = {Gender differences in adolescents{\textquoteright} perceptions of the best and worst aspects of computing at school}, 23137 journal = {Computers in Human Behavior}, 23138 volume = {19}, 23139 number = {6}, 23140 year = {2003}, 23141 pages = {673-682}, 23142 abstract = {This study examined gender differences in perceptions of school computing by asking girls and boys at early and late stages in secondary education what they liked best and least about using computers at school. Overall age differences were very marked and reflected the different skill levels of the pupils and the increase in the sophistication of their computer use at the later stage of the curriculum. Gender differences were found in both age groups. These included a greater work orientation and liking for e-mail apparent in girls{\textquoteright} responses. Boys showed a greater affinity with computer games and mentioned limitations upon their access to machines more. These gender differences are a further demonstration that girls approach computers as tools for accomplishing tasks, while boys approach them as technology for play and mastery. Such differences are important for understanding how computers are approached in educational settings. }, 23143 keywords = {Attitudes, children, Experience, Home, Internet}, 23144 isbn = {0747-5632}, 23145 author = {Colley, A} 23146 } 23147 @article {, 23148 title = {Gender dynamics and the social and spatial organisation of computer gaming}, 23149 journal = {Leisure Studies}, 23150 volume = {22}, 23151 number = {1}, 23152 year = {2003}, 23153 pages = {1-15}, 23154 abstract = {The increasing popularity of computer gaming and its associated technologies are evidence of the increasing convergence of new technology and leisure practice. The size and popularity of the games industry stands out in contrast to the relative lack of understanding of computer gaming as a serious leisure activity. Previous research on computer gaming has tended to focus on the negative aspects of gaming such as aggression, addiction, and social isolation, rather than viewing it as an activity which forms an important part of many peoples{\textquoteright} leisure lifestyles. This paper examines the relationship between gender and the social and spatial organization of computer gaming. The concept of leisure constraints and resistance are utilised to examine the extent to which technologically-mediated leisure activities, such as computer gaming, are part of wider changes in female access to private and public leisure spaces. Computer gaming is still perceived as a highly gendered activity which has the potential to reinforce traditional conceptualizations of masculinity, femininity and associated leisure activities. However, the popularity of domestic and online gaming among females, and the development of female gaining clans, highlights that leisure activities and spaces are becoming less gendered, and can provide sites for resistance to societal notions of the gender appropriateness of leisure activities.}, 23155 keywords = {Computer, Electronic Game, Gender, Leisure, Leisure activity, Social Isolation, Social Organization, Social Psychology, Social Role, Technology}, 23156 author = {Bryce, Jo and Rutter, Jason} 23157 } 23158 @book {3265, 23159 title = {Gender Inclusive Game Design: Expanding the Market}, 23160 year = {2003}, 23161 pages = {350}, 23162 publisher = {Charles River Media}, 23163 organization = {Charles River Media}, 23164 abstract = {From the very beginning of the computer gaming industry, women have been involved - as players, artists, programmers, producers, managers and even CEOs for premier game development houses. Why is it then, that most games are not developed to include women as part of the audience? This text explores the answers to this question and examines the relationship between women and computer games, both the women in the gaming industry and the women who serve as a market or potential market for computer games. Written for game designers, developers and publishers, the book explains the benefits of considering gender differences in game development and marketing. Using popular game titles as examples, the book explores why these games appeal to such a predominantly male audience, and investigates the key differences between male and female entertainment criteria. It also explains how males and females differ in regard to reward systems and learning styles, and how this information can be used to enhance game play.}, 23165 isbn = {1584502398}, 23166 issn = {1584502398}, 23167 author = {Graner-Ray, Sheri} 23168 } 23169 @inbook {, 23170 title = {The Gendering of Computer Gaming: Experience and Space}, 23171 booktitle = {Leisure Cultures: Investigations in Sport, Media and Technology}, 23172 year = {2003}, 23173 pages = {3-22}, 23174 publisher = {Leisure Studies Association}, 23175 organization = {Leisure Studies Association}, 23176 abstract = {The increasing popularity of computer gaming as a contemporary leisure activity, together with the use of PCs and games consoles as leisure technologies are evidence of the increasing convergence of new technology and leisure practice. The size and popularity of the games industry stands out in contrast to the lack of understanding of computer gaming as a serious leisure activity. Previous research on computer game playing has tended to focus on the negative aspects of gaming such as aggression, addiction, and social isolation, rather than viewing it as an activity which forms an important part of many people{\textquoteright}s leisure lifestyles. This paper presents a very different image of gaming and gamers. It investigates computer gaming as a serious and competitive leisure activity. The paper looks at the gendered use and negotiation of leisure spaces by gamers in the context of the expansion of gaming into space and place outside the traditional domestic contexts and which blur boundaries between domestic and public leisure spaces. As such it assumes a perspective on computer gaming in which the activity is seen as part of the everyday leisure routines of gamers rather than a spectacular and notable stimulus or event. The paper argues that although certain aspects of computer gaming involve technological mediation and disembodiment, the changes in gaming texts and contexts have not radically improved the leisure constraints associated with gendered space and technologically-mediated activities. To this end, the paper draws on the existing gaming literature and preliminary ethnographic research of public competitive gaming.}, 23177 keywords = {Computer games, gendered space, Internet, leisure constrains, Technology}, 23178 url = {http://www.cric.ac.uk/cric/staff/Jason_Rutter/papers/LSA.pdf}, 23179 author = {Bryce, Jo and Rutter, Jason}, 23180 editor = {Fleming,S and Jones,I} 23181 } 23182 @article {, 23183 title = {Geography of the Digital Hearth}, 23184 journal = {Information, Communication and Society}, 23185 volume = {6}, 23186 number = {4}, 23187 year = {2003}, 23188 note = {<p> 23189 Introduction to special edition of \&$\#$39;Information, Communication and Society\&$\#$39; on digital games. <a href="http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004" target="_blank">http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004</a><br /> 23190 </p> 23191 <p class="MsoNormal"> 23192 <strong>Contents</strong><br /> 23193 </p> 23194 <ul> 23195 <li> 23196 Jo Bryce and Jason Rutter<br /> 23197 <a href="/node/2419">Editorial Comment</a> </li> 23198 <li> 23199 Bob Rehak<br /> 23200 <a href="/node/1862">Mapping the Bit Girl</a> </li> 23201 <li> 23202 T L Taylor and Beth E Kolko<br /> 23203 <a href="/node/2420">Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community and Self in a Digital Age</a> </li> 23204 <li> 23205 Dmitri Williams<br /> 23206 <a href="/node/2421">The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000</a></li> 23207 <li>Bernadette Flynn<br /> 23208 <a href="/node/2416">Geography of the Digital Hearth</a> </li> 23209 <li> 23210 Diane Nutt and Diane Railton<br /> 23211 <a href="/node/2417">The Sims: Real life as genre</a> </li> 23212 <li> 23213 Hector Postigo<br /> 23214 <a href="/node/2418">From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work</a> </li> 23215 <li> 23216 Alberto Alvisi, Alessandro Narduzzo and Marco Zamarian<br /> 23217 <a href="/node/2415">PlayStation and the Power of Unexpected Consequences</a> <br /> 23218 </li> 23219 </ul> 23220 }, 23221 pages = {551-576}, 23222 abstract = {Console based video games are an increasingly familiar and engaging technology in the living room and as such, warrant critical attention. Considerations of their impact on the home have been widely regarded by new media academics as technological innovation and by social scientists as symptomatic of a decline in social and familial connectedness. In an attempt to move the debate beyond discussions of machine functionality and social crisis, this paper argues for a reframing of some of the ways we think about the impact of entertainment technologies on the home. It presents the notion of the digital hearth as a concept that shows how cultural meanings associated with the home can be transformed through gaming and changing patterns of consumption. The research examines the domestication of the console through cultural histories of the living room, the social context of electronic media, and ethnographic studies. It argues that the concept of the digital hearth represents a re-organization of the spaces in which collective engagement occurs and a shifting of the cultural norms associated with that collective engagement. In these spaces not only does the living room become the site of collective engagement but also the form of that engagement changes with the digital hearth acting as the focal point around social interaction. The paper traces parallels between the appropriation of television and of radio into the home and the domestication of the console while arguing that the console represents a shifting of spatial and social norms of domestication from previous electronic media. In addition it represents gaming in the home as symptomatic of changes from public to private forms of entertainment which constitutes a changing geographic base for social networks. 23223 }, 23224 keywords = {cybernetics, Gender, living room, parlour, spatiality, Video Games}, 23225 author = {Flynn, B.} 23226 } 23227 @inbook {, 23228 title = {God Games and Governmentality: Civilization II and Hypermediated Knowledge}, 23229 booktitle = {Governing the Present: Foucault and Cultural Studies}, 23230 year = {2003}, 23231 pages = {317-335}, 23232 publisher = {State University of New York Press}, 23233 organization = {State University of New York Press}, 23234 address = {Albany, NY}, 23235 author = {Miklaucic, Shawn}, 23236 editor = {Jack Bratich and Cameron McCarthy and Jeremy Packer} 23237 } 23238 @article {, 23239 title = {Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry}, 23240 journal = {Research Policy}, 23241 volume = {32}, 23242 number = {3}, 23243 year = {2003}, 23244 pages = {423-444}, 23245 abstract = {This paper examines the role of creative resources in the emergence of the Japanese video game industry. We argue that creative resources nurtured by popular cartoons and animation sector, combined with technological knowledge accumulated in the consumer electronics industry, facilitated the emergence of successful video game industry in Japan. First we trace the development of the industry from its origin to the rise of platform developers and software publishers. Then, knowledge and creative foundations that influenced the developmental trajectory of this industry are analyzed, with links to consumer electronics and in regards to cartoons and animation industry. 23246 }, 23247 keywords = {Creative resources, Japan, Video game industry}, 23248 author = {Aoyama, Y and Izushi, H} 23249 } 23250 @proceedings {, 23251 title = {How Videogames Express Ideas}, 23252 journal = {Level Up Conference Proceedings}, 23253 year = {2003}, 23254 abstract = {What are the exact aspects of the videogame medium, the precise features or combinations of features that lend themselves to expressing ideas and meaning? To chart this out, I begin with an American legal case that serves as a foundation for the basic issues involved and then move on to show how this relates to some of the broader attitudes the world of videogame discourse. Based on this, I break down the expressive strategies of videogames into three aspects{\textemdash}non-playable sequences, rule-based systems, and the relationship between the two{\textemdash}which I then illustrate with examples proving that videogames can indeed be an expressive medium.}, 23255 keywords = {Agency, communication, Cut-Scene, Dialogue-Scene, Expression, First Amendment, Ideology, Interactivity, Meaning, Opinion Summary, Speech, Videogaming Community}, 23256 url = {http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/05150.07598}, 23257 author = {Weise, Matthew} 23258 } 23259 @proceedings {, 23260 title = {Humans deceived by predatory stealth strategy camouflaging motion}, 23261 journal = {Proceedings of the Royal Society of London Series B-Biological Sciences}, 23262 volume = {270}, 23263 year = {2003}, 23264 pages = {S18-S20}, 23265 abstract = {Motion camouflage is a stealth strategy that allows a predator to conceal its apparent motion as it approaches a moving prey. Although male hoverflies have been observed to move in a manner consistent with motion camouflage to track females, the successful application of the technique has not previously been demonstrated. This article describes the implementation and results of a psychophysical experiment suggesting that humans are susceptible to motion camouflage. The experiment masqueraded as a computer-game competition. The basis of the competition was a game designed to test the comparative success of different predatory-approach strategies. The experiment showed that predators were able to approach closer to their prey (the player of the game) before being detected when using motion camouflage than when using other approach strategies tested. For an autonomous predator, the calculation of a motion-camouflage approach is a non-trivial problem. It was, therefore, of particular interest that in the game the players were deceived by motion-camouflage predators controlled by artificial neural systems operating using realistic levels of input information. It is suggested that these results are especially of interest to biologists, visual psychophysicists, military engineers and computer-games designers.}, 23266 isbn = {0962-8452}, 23267 author = {Anderson, A J and Mcowan, P W} 23268 } 23269 @article {, 23270 title = {Immediate and prolonged effects of videogame violence}, 23271 journal = {Journal of Applied Social Psychology}, 23272 volume = {33}, 23273 number = {8}, 23274 year = {2003}, 23275 pages = {1553-1563}, 23276 abstract = {This study examined the relationship between playing violent videogames and sensitivity to aggressive acts. In 2 experiments, college students were randomly assigned to play violent or less violent videogames. They then read a series of criminal vignettes and assigned prison sentences to violent criminals. In the second experiment, participants returned 1 hr later and completed a second series of vignettes. A significant interaction between gender and videogame was found in both experiments. Men who played the violent game gave more lenient sentences to criminals than did those who played the less violent game. In the second experiment, women, unlike men, assigned harsher sentences after playing the violent game. The effects were found to persist for at least I hr.}, 23277 keywords = {Aggressive-Behavior, children, Desensitization, Exposure, Games, Judgments, Personality, PLAY, Victims, Women}, 23278 isbn = {0021-9029}, 23279 author = {Deselms, J L and Altman, J D} 23280 } 23281 @article {, 23282 title = {The influence of media violence on youth}, 23283 journal = {Psychological Science in the Public Interest}, 23284 volume = {4}, 23285 number = {3}, 23286 year = {2003}, 23287 abstract = {Research on violent television and films, video games, and music reveals unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts. The effects appear larger for milder than for more severe forms of aggression, but the effects on severe forms of violence are also substantial (r = .13 to .32) when compared with effects of other violence risk factors or medical effects deemed important by the medical community (e.g., effect of aspirin on heart attacks). The research base is large; diverse in methods, samples, and media genres; and consistent in overall findings. The evidence is clearest within the most extensively researched domain, television and film violence. The growing body of video-game research yields essentially the same conclusions. Short-term exposure increases the likelihood of physically and verbally aggressive behavior, aggressive thoughts, and aggressive emotions. Recent large-scale longitudinal studies provide converging evidence linking frequent exposure to violent media in childhood with aggression later in life, including physical assaults and spouse abuse. Because extremely violent criminal behaviors (e.g., forcible rape, aggravated assault, homicide) are rare, new longitudinal studies with larger samples are needed to estimate accurately how much habitual childhood exposure to media violence increases the risk for extreme violence. Well-supported theory delineates why and when exposure to media violence increases aggression and violence. Media violence produces short-term increases by priming existing aggressive scripts and cognitions, increasing physiological arousal, and triggering an automatic tendency to imitate observed behaviors. Media violence produces long-term effects via several types of learning processes leading to the acquisition of lasting (and automatically accessible) aggressive scripts, interpretational schemas, and aggression-supporting beliefs about social behavior, and by reducing individuals\&$\#$39; normal negative emotional responses to violence (i.e., desensitization). Certain characteristics of viewers (e.g., identification with aggressive characters), social environments (e.g., parental influences), and media content (e.g., attractiveness of the perpetrator) can influence the degree to which media violence affects aggression, but there are some inconsistencies in research results. This research also suggests some avenues for preventive intervention (e.g., parental supervision, interpretation, and control of children\&$\#$39;s media use). However, extant research on moderators suggests that no one is wholly immune to the effects of media violence. Recent surveys reveal an extensive presence of violence in modern media. Furthermore, many children and youth spend an inordinate amount of time consuming violent media. Although it is clear that reducing exposure to media violence will reduce aggression and violence, it is less clear what sorts of interventions will produce a reduction in exposure. The sparse research literature suggests that counterattitudinal and parental-mediation interventions are likely to yield beneficial effects, but that media literacy interventions by themselves are unsuccessful. Though the scientific debate over whether media violence increases aggression and violence is essentially over, several critical tasks remain. Additional laboratory and field studies are needed for a better understanding of underlying psychological processes, which eventually should lead to more effective interventions. Large-scale longitudinal studies would help specify the magnitude of media-violence effects on the most severe types of violence. Meeting the larger societal challenge of providing children and youth with a much healthier media diet may prove to be more difficult and costly, especially if the scientific, news, public policy, and entertainment communities fail to educate the general public about the real risks of media-violence exposure to children and youth. 23288 }, 23289 url = {http://www.psychologicalscience.org/pdf/pspi/pspi43.pdf}, 23290 author = {Anderson,C A and Berkowitz, L. and Donnerstein, E. and Huesmann,L R and Johnson, J. D. and Linz, D. and Malamuth, N. M. and Wartella, E.} 23291 } 23292 @article {, 23293 title = {Integrating nonelectronic components into electronic microsystems}, 23294 journal = {IEEE Micro}, 23295 volume = {23}, 23296 number = {3}, 23297 year = {2003}, 23298 pages = {36-44}, 23299 abstract = {Microelectromechanical systems will soon usher in a new technological renaissance. Just as ICs brought the pocket calculator, PC, and video games, MEMS will provide a new set of products and markets. Learn about the state of the art, from inertial sensors to microfluidic devices.}, 23300 isbn = {0272-1732}, 23301 author = {Murari, B} 23302 } 23303 @article {, 23304 title = {Investigation of the relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents}, 23305 journal = {Asian Journal of Social Psychology}, 23306 volume = {6}, 23307 number = {2}, 23308 year = {2003}, 23309 pages = {149-158}, 23310 abstract = {Some support for expressed concern over the negative consequences of computer game play was obtained by Colwell and Payne (2000) in a questionnaire survey of UK adolescents. A second study was carried out in Tokyo, Japan, to test for generality of findings. There was strong evidence of similarity in relation to play patterns, but in contrast to the UK sample, number of good friends and self-esteem did not relate to game play. A principal components analysis of a scale to measure needs met by game play resulted in the same two previously obtained factors; {\textquoteright}companionship{\textquoteright} and {\textquoteright}prefer to friends{\textquoteright}. However, in contrast to the UK sample, {\textquoteright}companionship{\textquoteright} did not relate to play. A positive relation between the I prefer to friends{\textquoteright} factor and play was obtained for both boys and girls (boys only in the UK), thus providing support for the {\textquoteright}electronic friendship{\textquoteright} hypothesis. There was evidence of a positive relation between play and aggression, but a preference for aggressive games was associated with lower aggression scores, and this raises questions for the {\textquoteright}causal hypothesis{\textquoteright}.}, 23311 keywords = {Behavior, Violent Video Games}, 23312 isbn = {1367-2223}, 23313 author = {Colwell,J and Kato, M} 23314 } 23315 @article {, 23316 title = {Just what is it that makes computer games so different, so appealing?}, 23317 journal = {IGDA Ivory Tower Column}, 23318 year = {2003}, 23319 url = {http://www.igda.org/columns/ivorytower/ivory_Apr03.php}, 23320 author = {Juul,Jesper} 23321 } 23322 @article {, 23323 title = {Learning human-like opponent behavior for interactive computer games}, 23324 journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, 23325 volume = {2781}, 23326 year = {2003}, 23327 pages = {148-155}, 23328 abstract = {Compared to their ancestors in the early 1970s, present day computer games are of incredible complexity and show magnificent graphical performance. However, in programming intelligent opponents, the game industry still applies techniques developed some 30 years ago. In this paper, we investigate whether opponent programming can be treated as a problem of behavior learning. To this end, we assume the behavior of game characters to be a function that maps the current game state onto a reaction. We will show that neural networks architectures are well suited to learn such functions and by means of a popular commercial game we demonstrate that agent behaviors can be learned from observation.}, 23329 isbn = {0302-9743}, 23330 url = {http://www.cs.berkeley.edu/~daf/games/webpage/AIpapers/Bauckhage2003-LHL.pdf}, 23331 author = {Bauckhage,C and Thurau,C and Sagerer,G} 23332 } 23333 @article {, 23334 title = {Longitudinal study of skipping breakfast and weight change in adolescents}, 23335 journal = {International Journal of Obesity}, 23336 volume = {27}, 23337 number = {10}, 23338 year = {2003}, 23339 pages = {1258-1266}, 23340 abstract = {BACKGROUND: Several cross-sectional studies reported that heavier children eat breakfast less often. However, no longitudinal studies have addressed whether skipping breakfast leads to excessive weight gain. OBJECTIVE: To investigate whether skipping breakfast was prospectively associated with changes in body fatness. METHODS: A cohort of 414 000 boys and girls from all over the US, 9- to 14-y-old in 1996, returned annual mailed questionnaires (1996 - 1999) for the Growing Up Today Study. We analyzed change in body mass index (BMI; kg/m(2)) over three 1-y periods among children who reported breakfast frequency. RESULTS: Children who reported that they never eat breakfast had lower energy intakes than those who eat breakfast nearly every day. Children who were more physically active reported higher energy intakes, as did those who reported more time watching television/ videos and playing videogames. Like previous studies, skipping breakfast was associated with overweight, cross-sectionally. However, overweight children who never ate breakfast lost BMI over the following year compared to overweight children who ate breakfast nearly every day (boys: - 0.66 kg/m(2) (s.e. = 0.22); girls: - 0.50 kg/m(2) (s.e. = 0.14)). But normal weight children who never ate breakfast gained weight relative to peers who ate breakfast nearly every day ( boys: + 0.21 kg/m(2) (s.e. = 0.13); girls: + 0.08 kg/m(2) (s. e. = 0.05)). Breakfast frequency was positively correlated with self-reported quality of schoolwork. CONCLUSIONS: Overweight children who never eat breakfast may lose body fat, but normal weight children do not. Since numerous studies link skipping breakfast to poorer academics, children should be encouraged to eat breakfast.}, 23341 keywords = {Body-Mass Index, Childhood Obesity, Consumption Patterns, Eating Behaviors, fat distribution, Follow-up, food frequency questionnaire, Physical-Activity, School Breakfast, United-States}, 23342 isbn = {0307-0565}, 23343 author = {Berkey, C S and Rockett, H R H and Gillman, M W and Field, A E and Colditz, G A} 23344 } 23345 @unpublished {, 23346 title = {Making the case for computer games as a learning environment}, 23347 year = {2003}, 23348 note = {University of Wolverhampton, School of Educaton 23349 }, 23350 abstract = {In this paper we initially consider some of the features that are common to successful computer games by contrasting the views of those authors who contend that the narrative of the game is pivotal to its success, with those who suggest that the actual game play is of greater significance. We then go on to contrast the approaches taken by computer games to engage players with those of education to engage learners and ask whether there is any common ground. We further consider what sort of skills or knowledge could be acquired through the use of computer games with a particular emphasis on literacy. Finally we question current trends in the development of the virtual student learning space and suggest that some rethinking may be required if virtual learning environments are to be embraced by students. 23351 }, 23352 keywords = {Computer games, education, literacy, virtual learning environments}, 23353 url = {http://www.desq.co.uk/doomed/pdf/Making_the_case.pdf}, 23354 author = {Royle, Karl and Clarke, Richard} 23355 } 23356 @article {, 23357 title = {Mapping the Bit Girl: Lara Croft and new media fandom}, 23358 journal = {Information, Communication \& Society}, 23359 volume = {6}, 23360 number = {4}, 23361 year = {2003}, 23362 note = {<p> 23363 Introduction to special edition of \&$\#$39;Information, Communication and Society\&$\#$39; on digital games. <a href="http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004" target="_blank">http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004</a><br /> 23364 </p> 23365 <p class="MsoNormal"> 23366 <strong>Contents</strong><br /> 23367 </p> 23368 <ul> 23369 <li> 23370 Jo Bryce and Jason Rutter<br /> 23371 <a href="/node/2419">Editorial Comment</a> </li> 23372 <li> 23373 Bob Rehak<br /> 23374 <a href="/node/1862">Mapping the Bit Girl</a> </li> 23375 <li> 23376 T L Taylor and Beth E Kolko<br /> 23377 <a href="/node/2420">Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community and Self in a Digital Age</a> </li> 23378 <li> 23379 Dmitri Williams<br /> 23380 <a href="/node/2421">The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000</a></li> 23381 <li>Bernadette Flynn<br /> 23382 <a href="/node/2416">Geography of the Digital Hearth</a> </li> 23383 <li> 23384 Diane Nutt and Diane Railton<br /> 23385 <a href="/node/2417">The Sims: Real life as genre</a> </li> 23386 <li> 23387 Hector Postigo<br /> 23388 <a href="/node/2418">From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work</a> </li> 23389 <li> 23390 Alberto Alvisi, Alessandro Narduzzo and Marco Zamarian<br /> 23391 <a href="/node/2415">PlayStation and the Power of Unexpected Consequences</a>~</li> 23392 </ul> 23393 }, 23394 pages = {477-496}, 23395 abstract = {This paper examines the fan movement surrounding Lara Croft, a computer- generated character who has appeared in computer games, comic books, men\&$\#$39; s magazines, promotional tours, music videos, calendars, action figures and motion pictures. A fixture of the pop-culture landscape since 1996, Croft embodies or incarnates a nexus of cultural, economic, and technological forces, whose shared characteristic is their powerful hold on a vast audience base. Lara Croft is nothing without her fans. As the founding member of a new mode of celebrity system featuring female digital stars, Croft\&$\#$39;s essentially technological nature - the mode of her signification and circulation - produces continuities and ruptures with traditional fan practices, reframing our understandings of categories such as \"fan\&$\#$39;, \"audience\&$\#$39;, \"character\&$\#$39;, and \"text\&$\#$39; in relation to a mediascape whose speed and multiplicity mark not just postmodernism, but adaptive responses to postmodernity. From this perspective, Lara Croft is less a singular entity than a coping strategy, a mediation of media. The concerns of this project are, first, to examine Lara Croft as a conjunction of industrial and representational forces intended to promote certain types of reception and consumption; second, to assess the ways in which her peculiar semiotic status - simultaneously open-ended and concrete - renders her available for appropriation and elaboration by fans; and, finally, to discuss the ways in which Croft\&$\#$39;s fandom opens up new debates about the relationship between texts, audiences, and technology. 23396 }, 23397 keywords = {Celebrity, Fandom, Lara Croft, Reception, Synthespian, videogames}, 23398 author = {Rehak, Bob} 23399 } 23400 @book {, 23401 title = {Massively Multiplayer Game Development (Game Development Series)}, 23402 year = {2003}, 23403 publisher = {Charles River Media}, 23404 organization = {Charles River Media}, 23405 isbn = {1584502436}, 23406 author = {Alexander, Thor} 23407 } 23408 @book {, 23409 title = {Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture}, 23410 year = {2003}, 23411 publisher = {Random House}, 23412 organization = {Random House}, 23413 isbn = {0375505245}, 23414 author = {Kushner,David} 23415 } 23416 @article {, 23417 title = {Matching games to gamers with quality function deployment}, 23418 journal = {Total Quality Management \& Business Excellence}, 23419 volume = {14}, 23420 number = {9}, 23421 year = {2003}, 23422 pages = {959-967}, 23423 abstract = {Quality Function Deployment (QFD) has been used in various business domains as a means of matching products to customer requirements and desires. It has not so far been deployed in the video-games industry, no doubt partly because, at least on its own, it is not generally used to distinguish between different customer segments, segments which nevertheless characterize gamers and which are of considerable importance to games designers, developers and publishers. This paper presents a method of combining gamer segmentation and QFD methodology with the aim of matching games to gamer requirements and desires more reliably than at present. A discussion of a simplified but representative model of how the method can be applied forms the core of the paper.}, 23424 keywords = {Customer}, 23425 isbn = {1478-3371}, 23426 author = {Jacobs, G. and Ip, B.} 23427 } 23428 @article {, 23429 title = {Media and violence: Intervention strategies for reducing aggression}, 23430 journal = {Media Psychology}, 23431 volume = {5}, 23432 number = {4}, 23433 year = {2003}, 23434 pages = {363-403}, 23435 abstract = {In this article, we review research that explores how the effects of media violence on aggression may be diminished and how media productions may be used to reduce aggressive attitudes and behaviors. Studies show that adults{\textquoteright} comments before or during media exposure can reduce the impact of violent programming on children aggressiveness under some circumstances. Experiments involving more extensive media literacy curricula show that some approaches can alter attitudes toward media violence and, in a few cases, intervene in aggressive behavior. Studies of the impact of antiviolence media productions reveal that although such efforts can be effective, unanticipated "boomerang" effects are prevalent. Overall, the effectiveness of the 3 types of interventions was highly variable, and age and gender differences were prominent. The findings suggest that more research is needed to determine the best approaches to developing parental interventions, media literacy strategies, and prosocial media presentations for reducing youth violence.}, 23436 keywords = {Behavior, Desensitization, Elementary-School-Children, Exposure, Imitation, Parental Mediation, Responses, Television Violence, Video Games, Young-Children}, 23437 isbn = {1521-3269}, 23438 author = {Cantor,J and Wilson,B J} 23439 } 23440 @article {, 23441 title = {Memory consolidation and contextual interference effects with computer games}, 23442 journal = {Perceptual and Motor Skills}, 23443 volume = {97}, 23444 number = {2}, 23445 year = {2003}, 23446 pages = {581-589}, 23447 abstract = {Some investigators of the contextual interference effect contend that there is a direct relation between the amount of practice and the contextual interference effect based on the prediction that the improvement in learning tasks in a random practice schedule, compared to a blocked practice schedule, increases in magnitude as the amount of practice during acquisition on the tasks increases. Research using computer games in contextual interference studies has yielded a large effect (f = .50) with a random practice schedule advantage during transfer. These investigations had a total of 36 and 72 acquisition trials, respectively. The present study tested this prediction by having 72 college students, who were randomly assigned to a blocked or random practice schedule, practice 102 trials of three computer-game tasks across three days. After a 24-hr. interval, 6 retention and 5 transfer trials were performed. Dependent variables were time to complete an event in seconds and number of errors. No significant differences were found for retention and transfer. These results ire discussed in terms of how the amount of practice, task-related factors, and memory consolidation mediate the contextual interference effect.}, 23448 keywords = {Motor Skill Acquisition}, 23449 isbn = {0031-5125}, 23450 author = {Shewokis,P A} 23451 } 23452 @book {, 23453 title = {More than a game: The computer game as fictional form}, 23454 year = {2003}, 23455 publisher = {Manchester University Press}, 23456 organization = {Manchester University Press}, 23457 address = {Manchester}, 23458 isbn = {0-7190-6365-5}, 23459 author = {Atkins, Barry} 23460 } 23461 @conference {, 23462 title = {Movement and Spatiality in a Gaming Situation - Boosting Mobile Computer Games with the Highway Experience.}, 23463 booktitle = {IFIP TC 13 International Conference on Human-Computer Interaction}, 23464 year = {2003}, 23465 publisher = {IOS Press}, 23466 organization = {IOS Press}, 23467 abstract = {The <em>Backseat Gaming</em> prototype is a context dependent mobile game. It uses the changing scenery and sense of motion created during car travel to generate a compelling game experience. We discuss what road-side objects could be of use to create an understandable and fun mobile game, with reference to emerging game research as well as theories in highway design. We also present initial user feedback on the gaming experience. 23468 }, 23469 keywords = {Augmented reality, context awareness, entertainment applications, interactive design, mobile games}, 23470 author = {Brunnberg, Liselott and Juhlin, Oskar} 23471 } 23472 @article {, 23473 title = {One-year changes in activity and in inactivity among 10-to 15-year-old boys and girls: Relationship to change in body mass index}, 23474 journal = {Pediatrics}, 23475 volume = {111}, 23476 number = {4}, 23477 year = {2003}, 23478 pages = {836-843}, 23479 abstract = {Objective. Cross-sectional studies have suggested that children who were less physically active and children who watched more television (TV) had more excess body weight, but no large nationwide longitudinal studies have addressed whether children who change their personal levels of activity or inactivity, from one year to the next, experience changes in adiposity. Our objective is to study the association between change in body mass index (BMI) over 1 year and same year change in recreational physical activity and change in recreational inactivity (TV/videos/video games). Design. Cohort study using data from 2 mailed questionnaires, 1 year apart. Participants. A total of 11 887 boys and girls, aged 10 to 15, who returned questionnaires in both 1997 and 1998 as part of the Growing Up Today Study. Outcome Measure. Change in BMI from 1997-1998, accounting for increases in BMI associated with growth and development. Results. An increase in physical activity from 1997 1998 was associated with decreasing relative BMI in girls (-0.06 kg/m(2) per hour increase in daily activity; 95\% confidence interval : -0.11, -0.01) and in overweight boys (-0.22 kg/m(2); CI: -0.33, -0.10). An increase in inactivity was associated with increasing BMI in girls (-0.05 kg/m(2) per hour increase in daily TV/videos/video games; CI: +0.02, +0.08). Effects were generally stronger among overweight children. Increasing time doing aerobics/dancing and walking were associated with BMI declines for some groups of children. Conclusions. Many children may benefit by increasing their physical activity and by reducing time watching TV or videos and playing video games. In particular, 2 activities accessible to most children, aerobics/dancing and walking, also appeared beneficial.}, 23480 keywords = {American Children, Childhood Obesity, Environmental-Influences, fat distribution, Follow-up, food frequency questionnaire, Interdisciplinary Intervention, Physical-Activity, preschool-children, Public-Health}, 23481 isbn = {0031-4005}, 23482 author = {Berkey, C S and Rockett, H R H and Gillman, M W and Colditz, G A} 23483 } 23484 @article {, 23485 title = {Patterns of overweight, inactivity, and snacking in Chinese children}, 23486 journal = {Obesity Research}, 23487 volume = {11}, 23488 number = {8}, 23489 year = {2003}, 23490 pages = {957-961}, 23491 abstract = {Objective: To examine patterns of inactivity and snacking and their relationship with overweight status in Chinese children. Research Methods and Procedures: The study population was drawn from the 1997 China Health National Survey (1385 children, ages 6 to 11 years), conducted with a representative sample from nine provinces. The 2000 Centers for Disease Control and Prevention BMI charts were used to calculate "at risk of overweight" as those above the 85th percentile. Three days of 24-hour recall dietary data and detailed questions on physical activity and inactivity for the previous 7 days were used. Results: 9.4\% of the children were classified as overweight. Weekly mean and range of hours spent watching television/ videos, playing video games, studying, and in inactive transport were 5.1 (0 to 35), 0.3 (0 to 10), 4.7 (0 to 60), and 0.14 (0 to 4.2), respectively. Television/video viewing and studying did not differ in any meaningful manner between overweight and normal weight children. Snacking is inconsequential in China, comprising only 0.9\% of energy intake. Discussion: Chinese children are less overweight, less inactive, and less likely to ingest calories as snacks than children in the U.S. The absence of impact of these measures of inactivity, which are below an hour per day for the average Chinese child, indicate the possible value of limiting television viewing and other types of inactivity in other countries. Modern Western-style television programming and advertising started to come to China after 1997; therefore, extensive changes in television viewing patterns are expected to emerge.}, 23492 keywords = {Adolescents, Body-Weight, Childhood, National-Health, Obesity, Physical-Activity, Prevalence, Television, Trends, United-States}, 23493 isbn = {1071-7323}, 23494 author = {Waller,C E and Du,S F and Popkin,B M} 23495 } 23496 @article {, 23497 title = {Is physical activity differentially associated with different types of sedentary pursuits?}, 23498 journal = {Archives of Pediatrics \& Adolescent Medicine}, 23499 volume = {157}, 23500 number = {8}, 23501 year = {2003}, 23502 pages = {797-802}, 23503 abstract = {Objective: To determine whether there is a relationship between the time adolescents spend in physical activity and time they spend in different sedentary pursuits: watching television, playing video games, working on computers, doing homework, and reading, taking into account the effect of part-time work on students{\textquoteright} residual time. Design: Cross-sectional cohort design. Participants and Setting: Seven hundred forty-three high school students from 2 inner-city public schools and 1 private school. Methods: Students completed a self-administered questionnaire that addressed time spent in physical activity, time spent in sedentary pursuits, musculoskeletal pain, and psychosocial issues and were also measured for height and weight. Main Outcome Measure: Level of physical activity (low, moderate, high). Results: There were more girls than boys in the low and moderate physical activity groups and more boys than girls in the high activity group. Ordinal logistic regression showed that increased time spent in "productive sedentary behavior" (reading or doing homework and working on computers) was associated with increased physical activity (odds ratio, 1.7-1 95\% confidence interval, 1.2-2.4), as was time spent working (odds ratio, 13;95\%confidence interval, 1.2-1.4). Time spent watching television and playing video games was not associated with decreased physical activity. Conclusions: Physical activity was not inversely associated with watching television or playing video games, but was positively associated with productive sedentary behavior and part-time work. Some students appear capable of managing their time better than others. Future studies should explore the ability of students to manage their time and also determine what characteristics are conducive to better time management.}, 23504 keywords = {Adolescents, All-Cause Mortality, Back-Pain, Behaviors, children, Exercise, Health, inactivity, Perceived Barriers, Young-Adults}, 23505 isbn = {1072-4710}, 23506 author = {Feldman, D E and Barnett, T and Shrier, I and Rossignol, M and Abenhaim, L} 23507 } 23508 @article {, 23509 title = {Playing violent video games, desensitization, and moral evaluation in children}, 23510 journal = {Journal of Applied Developmental Psychology}, 23511 volume = {24}, 23512 number = {4}, 23513 year = {2003}, 23514 pages = {413-436}, 23515 abstract = {Relationships between short- and long-term exposure to violent video games and desensitization, as measured through components of moral evaluation, were examined. Sixty-six children aged 5-12 years old completed questionnaires assessing video game experience and preferences and empathy and attitudes toward violence. The children played a violent or nonviolent video game and then responded to vignettes about everyday occurrences. Vignette responses were coded for aggression and empathy. Preexisting empathy and attitudes towards violence were positively related to the corresponding vignette scores. Long-term exposure to violent video games contributed to lower empathy vignette scores. Playing a violent versus a nonviolent game did not affect vignette responses. Results suggest that long-term exposure to violent video games may be associated with desensitization as reflected in lower empathy, although the direction of causality remains unclear. }, 23516 keywords = {Adolescent Offenders, Aggressive-Behavior, Antisocial-Behavior, Attitudes, Cognitive Mediators, Computer games, Empathy, Physiological Arousal, Prosocial Behavior, Self-Concept}, 23517 isbn = {0193-3973}, 23518 author = {Funk,J B and Buchman,D D and Jenks,J and Bechtoldt,H} 23519 } 23520 @article {, 23521 title = {Playing with fire: Images of fire on toy packaging}, 23522 journal = {Journal of Burn Care \& Rehabilitation}, 23523 volume = {24}, 23524 number = {3}, 23525 year = {2003}, 23526 pages = {163-165}, 23527 abstract = {Despite prevention efforts designed to teach children that fire is not a toy, each year hundreds of children, primarily male, are injured while playing with fire. Mass-produced toys and games shape children{\textquoteright}s behaviors, and the fire images on toy packaging may send the message that fire is fun rather than dangerous. The purpose of this study was to determine the frequency of male fire-related injuries at our burn center and to investigate the use of fire images in toy packaging. An aisle-by-aisle search was conducted at a national toy store. Toys with fire images on their packaging were identified. Target gender and the setting in which the fire was displayed also were recorded. Only toys with clearly visible flames on their packaging were included. We reviewed our TRACS database from April 1997 to May 1999 for fire-related injuries to children admitted to our institution as a result of playing with fire. Review of toy stores revealed 404 toys with packaging containing fire images. Of these, 97\% (393 of 404) were targeted to males. Video games were the leading category of flame-related packaging (208 of 404), followed by toy car/truck displays (84 of 404). Packaging for girls{\textquoteright} toys had safe and contained settings, whereas boys{\textquoteright} toys used settings that were uncontrolled and associated with speed and weapons. A total of 59 children, 52 males and 7 females, with a mean age of 10 +/- 0.6 years and mean TBSA burn of 12.3 +/- 2.1\% were admitted to our facility with fire-related injuries during the study interval. Children imitate life with toys and use play to experiment with new behavior. Boys are receiving a powerful, consistent message from images of fire on toy packaging. These advertisements may help to contribute to the higher incidence of fire-related injuries in boys.}, 23528 keywords = {Gender}, 23529 isbn = {0273-8481}, 23530 author = {Curri,T B and Palmieri,T L and Aoki,T H and Kaulkin,C K and Lunn,M E and Gregory,C M and Greenhalgh,D G} 23531 } 23532 @article {, 23533 title = {Playstation and the Power of Unexpected Consequences}, 23534 journal = {Information, Communication and Society}, 23535 volume = {6}, 23536 number = {4}, 23537 year = {2003}, 23538 note = {<p> 23539 Introduction to special edition of \&$\#$39;Information, Communication and Society\&$\#$39; on digital games. <a href="http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004" target="_blank">http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004</a><br /> 23540 </p> 23541 <p class="MsoNormal"> 23542 <strong>Contents</strong><br /> 23543 </p> 23544 <ul> 23545 <li> 23546 Jo Bryce and Jason Rutter<br /> 23547 <a href="/node/2419">Editorial Comment</a> </li> 23548 <li> 23549 Bob Rehak<br /> 23550 <a href="/node/1862">Mapping the Bit Girl</a> </li> 23551 <li> 23552 T L Taylor and Beth E Kolko<br /> 23553 <a href="/node/2420">Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community and Self in a Digital Age</a> </li> 23554 <li> 23555 Dmitri Williams<br /> 23556 <a href="/node/2421">The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000</a></li> 23557 <li>Bernadette Flynn<br /> 23558 <a href="/node/2416">Geography of the Digital Hearth</a> </li> 23559 <li> 23560 Diane Nutt and Diane Railton<br /> 23561 <a href="/node/2417">The Sims: Real life as genre</a> </li> 23562 <li> 23563 Hector Postigo<br /> 23564 <a href="/node/2418">From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work</a> </li> 23565 <li> 23566 Alberto Alvisi, Alessandro Narduzzo and Marco Zamarian<br /> 23567 <a href="/node/2415">PlayStation and the Power of Unexpected Consequences</a> <br /> 23568 </li> 23569 </ul> 23570 }, 23571 pages = {608-627}, 23572 abstract = {It has been suggested that research business strategy is like studying specimens on a wall. By examining successful stories, one can easily identify the strategic factors responsible for such a success, and the greater the success, the more evident those factors are. Timing, strategic positioning, pricing policies, lead-time - everything goes back to the place where it fits best, like a beautiful mosaic. Even competitors\&$\#$39; mistakes become more evident, their dull misunderstanding of what the winner was planning as every successful move leads to an even more successful one. The case of Sony PlayStation, the most successful digital games console ever, is no exception and the temptation to explain the rationale behind such an achievement is almost irresistible. As this paper tries to suggest, sometimes ex- post rationalizations hide or avoid part of the truth. Despite PlayStation\&$\#$39;s success, Sony\&$\#$39;s strategic choices were, on more than one occasion, driven more by lucky coincidence than by long-range planning. Furthermore, this paper shows how some of the strategic factors behind PlayStation\&$\#$39;s winning run sprang from decisions taken by lack of alternatives, and that only in the very end was Sony able to understand their full profit potential. 23573 }, 23574 keywords = {Celebrity, deliberate vs emergent strategy, Reception, strategic change, Video-game industry}, 23575 author = {Alvisi, A. and Narduzzo, A. and Zamarian, M.} 23576 } 23577 @article {, 23578 title = {Popular video games: Quantifying the presentation of violence and its context}, 23579 journal = {Journal of Broadcasting \& Electronic Media}, 23580 volume = {47}, 23581 number = {1}, 23582 year = {2003}, 23583 pages = {58-76}, 23584 keywords = {Aggressive Thoughts, Feelings, Gender, Life, Physiological Arousal, Prosocial Behavior}, 23585 author = {Smith, S. L. and Lachlan, K. and Tamborini, R.} 23586 } 23587 @book {, 23588 title = {Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black and White, Age of Empires, and Other Top-Selling Games}, 23589 year = {2003}, 23590 publisher = {Focal Press}, 23591 organization = {Focal Press}, 23592 edition = {1st edition}, 23593 isbn = {1578202140}, 23594 author = {Grossman,Austin} 23595 } 23596 @proceedings {, 23597 title = {Power games just want to have fun?: instrumental play in a MMOG}, 23598 journal = {DiGRA 2005 Conference: Changing Views--Worlds in Play}, 23599 year = {2003}, 23600 abstract = {In this paper I explore a particular slice of massive multiplayer participants known as power gamers. Through my ethnography of EverQuest, as well as interviews with players, I analyze the ways these participants, who operate with a highly instrumental game-orientation, actually facilitate their play style through a variety of distinctly social activities. Rather than seeing this segment of the gaming population as {\textquotedblleft}lone ranger{\textquotedblright} figures or via various other {\textquotedblleft}geek gamer{\textquotedblright} myths, this work explores the way high-end players are actually embedded in deeply social structures, rituals, and practices.}, 23601 keywords = {EverQuest, massive multiplayer online games, MMOG, player typology, power gaming, Socialization, styles of play}, 23602 url = {http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/05163.32071}, 23603 author = {Taylor, T. L.} 23604 } 23605 @article {, 23606 title = {Predictors of children{\textquoteright}s electronic media use: An examination of three ethnic groups}, 23607 journal = {Media Psychology}, 23608 volume = {5}, 23609 number = {2}, 23610 year = {2003}, 23611 pages = {107-137}, 23612 abstract = {Predictors of media use of children from 1 to 12 years old were examined for 3 ethnic groups (European American, African American, and Hispanic American). Data from the Child Development Supplement to the Panel Study of Income Dynamics representing 1,819 children were used. Models consisting of child characteristics, demographics, family characteristics, and parental well-being predictors accounted for more of the variation in media use (television and video games) by European Americans and Hispanic Americans than they did for African Americans. Generally, variables predicted total use of television similarly for the 3 ethnic groups tested. Parental education predicted use of educational media only for European Americans. Electronic video game use varied almost exclusively by the age and gender of the child. The very different patterns for television and electronic game use suggest that these media may fulfill different functions for children and families.}, 23613 keywords = {Race, Television}, 23614 isbn = {1521-3269}, 23615 author = {Bickham,D S and Vandewater,E A and Huston,A C and Lee,J H and Caplovitz,A G and Wright,J C} 23616 } 23617 @article {, 23618 title = {Randomized pursuit-evasion in graphs}, 23619 journal = {Combinatorics Probability \& Computing}, 23620 volume = {12}, 23621 number = {3}, 23622 year = {2003}, 23623 pages = {225-244}, 23624 abstract = {We analyse a randomized pursuit-evasion game played by two players on a graph, a hunter and a rabbit. Let G be any connected, undirected graph with n nodes. The game is played in rounds and in each round both the hunter and the rabbit are located at a node of the graph. Between rounds both the hunter and the rabbit can stay at the current node or move to another node. The hunter is assumed to be restricted to the graph G: in every round, the hunter can move using at most one edge. For the rabbit we investigate two models: in one model the rabbit is restricted to the same graph as the hunter, and in the other model the rabbit is unrestricted, i.e., it can jump to an arbitrary node in every round. We say that the rabbit is caught as soon as hunter and rabbit are located at the same node in a round. The goal of the hunter is to catch the rabbit in as few rounds as possible, whereas the rabbit aims to maximize the number of rounds until it is caught. Given a randomized hunter strategy for G, the escape length for that strategy is the worst case expected number of rounds it takes the hunter to catch the rabbit, where the worst case is with regard to all (possibly randomized) rabbit strategies. Our main result is a hunter strategy for general graphs with an escape length of only O(n log(diam(G))) against restricted as well as unrestricted rabbits. This bound is close to optimal since Omega(n) is a trivial lower bound on the escape length in both models. Furthermore, we prove that our upper bound is optimal up to constant factors against unrestricted rabbits.}, 23625 keywords = {Games, mobile, Search}, 23626 isbn = {0963-5483}, 23627 author = {Adler,M and Racke,H and Sivadasan,N and Sohler,C and Vocking,B} 23628 } 23629 @article {, 23630 title = {Reactive animation}, 23631 journal = {Formal Methods for Components and Objects}, 23632 volume = {2852}, 23633 year = {2003}, 23634 pages = {136-153}, 23635 abstract = {Software engineers use system visualization mainly in two domains: algorithm visualization and system visualization, and both of these are often animated. In this paper we provide a generic link between the specification and animation of complex object-oriented reactive systems, which constitute one of the most important and difficult classes of systems. The link and its methodology form a basis for communication between standard reactive specification tools and standard animation tools. Reactive Animation can be used in a wide range of applications: computer games, navigation and traffic systems, interactive scientific visualization. Reactive Animation helps make the programming of such applications more reliable, expeditious and natural to observe and comprehend. We illustrate two examples: a complex biological model of thymic T-cell behavior and a traffic simulation(1).}, 23636 keywords = {Statecharts, Visualization}, 23637 isbn = {0302-9743}, 23638 author = {Harel,D and Efroni,S and Cohen,I R} 23639 } 23640 @conference {, 23641 title = {Real-Time Lighting Design for Interactive Narrative.}, 23642 booktitle = { International Conference on Virtual Storytelling}, 23643 year = {2003}, 23644 note = {Won second best paper award}, 23645 abstract = {Lighting design is an important element of scene composition. Designers use lighting to influence viewers{\textquoteright} perception by evoking moods, directing their gaze to important areas, and conveying dramatic tension. Lighting is a very time consuming task; designers typically spend hours manipulating lights{\textquoteright} colors, positions, and angles to create a lighting design that accommodates dramatic action and tension. Such manual design is inappropriate for interactive narrative, because the spatial and dramatic characteristics of an interactive scene, including dramatic tension, camera location, and character actions, change unpredictably, necessitating continual redesign as the scene progresses. In this paper, we present a lighting design system, called ELE (Expressive Lighting Engine), that automatically, in real-time, adjusts angles, positions, and colors of lights to accommodate the dramatic and spatial characteristics of a scene, while conforming to the established style and ensuring visual continuity. ELE uses constraint-based non-linear optimization algorithms to configure lights using cost functions formulated based on traditional film and theatrical lighting design theory.}, 23646 author = {Magy Seif El-Nasr and Ian Horswill} 23647 } 23648 @article {, 23649 title = {RSVP extensions for real-time services in Hierarchical Mobile IPv6}, 23650 journal = {Mobile Networks \& Applications}, 23651 volume = {8}, 23652 number = {6}, 23653 year = {2003}, 23654 pages = {625-634}, 23655 abstract = {The Mobile IPv6 (MIPv6) provides many great features, such as sufficient addressing space, mobility, and security; MIPv6 is one of the most important protocols for next generation mobile Internet. Simultaneously, with the rapid improvement of wireless technologies, the real-time multi-media IP services such as video on demand, videoconference, interactive games, IP telephony and video IP phone will be delivered in the near future. Thus, to furnish accurate QoS for real-time services is one of the most important thing in the next generation mobile Internet. Although RSVP, which is a resource reservation protocol, processes signaling messages to establish QoS paths between senders and receivers, RSVP was originally designed for stationary networks and not aware of the mobility of MNs. Therefore, this paper proposes a novel RSVP extension to support real-time services in Hierarchical Mobile IPv6 (HMIPv6) environments. For intra-site mobility, the concept of QoS Agent (QA) is proposed to handle the RSVP QoS update messages and provide the advanced reservation models for real-time services. For inter-site mobility, IP multicast can help to invite inter-site QAs to make pre-reservation and minimize the service disruption caused by re-routing the data path during handover. Simulation results show that the proposed scheme over HMIPv6 is more suitable for real-time services than the famous RSVP tunnel-based solution.}, 23656 keywords = {NETWORKS, Schemes}, 23657 isbn = {1383-469X}, 23658 author = {Huang,N F and Chen,W E} 23659 } 23660 @book {, 23661 title = {Rules of Play: Game Design Fundamentals}, 23662 year = {2003}, 23663 publisher = {The MIT Press}, 23664 organization = {The MIT Press}, 23665 isbn = {0262240459}, 23666 author = {Salen, Katie and Zimmerman, Eric} 23667 } 23668 @article {, 23669 title = {Serious play}, 23670 journal = {Journal of Curriculum Studies}, 23671 volume = {35}, 23672 number = {6}, 23673 year = {2003}, 23674 pages = {649-665}, 23675 keywords = {Aggressive Thoughts, Computer games, Video-Games, Virtual-Reality}, 23676 isbn = {0022-0272}, 23677 author = {De Castell,S and Jenson,J} 23678 } 23679 @article {, 23680 title = {The Sims: Real Life as Genre}, 23681 journal = {Information, Communication and Society}, 23682 volume = {6}, 23683 number = {4}, 23684 year = {2003}, 23685 note = {<p> 23686 Introduction to special edition of \&$\#$39;Information, Communication and Society\&$\#$39; on digital games. <a href="http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004" target="_blank">http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004</a><br /> 23687 </p> 23688 <p class="MsoNormal"> 23689 <strong>Contents</strong><br /> 23690 </p> 23691 <ul> 23692 <li> 23693 Jo Bryce and Jason Rutter<br /> 23694 <a href="/node/2419">Editorial Comment</a> </li> 23695 <li> 23696 Bob Rehak<br /> 23697 <a href="/node/1862">Mapping the Bit Girl</a> </li> 23698 <li> 23699 T L Taylor and Beth E Kolko<br /> 23700 <a href="/node/2420">Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community and Self in a Digital Age</a> </li> 23701 <li> 23702 Dmitri Williams<br /> 23703 <a href="/node/2421">The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000</a></li> 23704 <li>Bernadette Flynn<br /> 23705 <a href="/node/2416">Geography of the Digital Hearth</a> </li> 23706 <li> 23707 Diane Nutt and Diane Railton<br /> 23708 <a href="/node/2417">The Sims: Real life as genre</a> </li> 23709 <li> 23710 Hector Postigo<br /> 23711 <a href="/node/2418">From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work</a> </li> 23712 <li> 23713 Alberto Alvisi, Alessandro Narduzzo and Marco Zamarian<br /> 23714 <a href="/node/2415">PlayStation and the Power of Unexpected Consequences</a> <br /> 23715 </li> 23716 </ul> 23717 }, 23718 pages = {577-592}, 23719 abstract = {This article examines one of the most popular computer games The Sims to consider whether the shared understanding of the game\&$\#$39;s \"rules\&$\#$39; can be understood through the concept of genre. The main argument is that the genre being used is \"real life\&$\#$39;. The game\&$\#$39;s creators are assuming the players share with them, and with each other, an understanding of real life, which can be transposed into the game world. The article explores this notion of a real-life narrative that is shared, by considering the ways in which family and other relationships are both conceptualized and played out in the game. Whilst real life as genre is problematized here, the tensions and conflicts of contemporary real-world conceptualizations of family and other relationships do appear to be represented in the game. What is interesting then, given this, are the ways in which players negotiate the gameplay. The article concludes by suggesting that players are active agents negotiating both the game\&$\#$39; s version of real life, and their own real-world experiences. 23720 }, 23721 keywords = {Computer games, Family, Genre, narrative, relationships, The Sims}, 23722 author = {Nutt, D. and Railton, D.} 23723 } 23724 @article {, 23725 title = {S-modular games and power control in wireless networks}, 23726 journal = {IEEE Transactions on Automatic Control}, 23727 volume = {48}, 23728 number = {5}, 23729 year = {2003}, 23730 pages = {839-842}, 23731 abstract = {This note shows how centralized or distributed power control algorithms in wireless communications can be viewed as S-modular games coupled policy sets (coupling is due to the fact that the set of powers of a mobile that satisfy the signal-to-interference ratio constraints depends on powers used by other mobiles). This sheds a new light on convergence properties of existing synchronous and asynchronous algorithms, and allows us to establish new convergence results of power control algorithms. Furthermore, known properties of power control algorithms allow us to extend the theory of S-modular games and obtain conditions for the uniqueness of the equilibrium and convergence of best response algorithms independently of the initial state.}, 23732 keywords = {cellular radio systems}, 23733 isbn = {0018-9286}, 23734 author = {Altman, E and Altman, Z} 23735 } 23736 @article {, 23737 title = {A structure for modern computer narratives}, 23738 journal = {Computers and Games}, 23739 volume = {2883}, 23740 year = {2003}, 23741 pages = {308-325}, 23742 abstract = {In order to analyze or better develop modern computer games it is critical to-have an appropriate representation framework. In this paper a symbolic representation of modern computer narratives is described, and related to a general model of operational behaviour. The resulting structure can then be used to verify desirable properties, or as the basis for a narrative development system.}, 23743 keywords = {Nets}, 23744 isbn = {0302-9743}, 23745 author = {Verbrugge,C} 23746 } 23747 @proceedings {, 23748 title = {Together We Brand: America{\textquoteright}s Army}, 23749 journal = {Level Up Conference Proceedings}, 23750 year = {2003}, 23751 pages = {324-338}, 23752 abstract = {This paper signals the aesthetic and socio-economic implications of a new generation of commercial media culture in an age of computer network-facilitated participation. It explores the cultural status of the online game America s Army: Operations (US Army, 2002) that has commerce at the core of its brand identity. The game exemplifies the linkage of commercial goals with cultural texts through creating engaging experiences, initiated by commercial corporations for reasons of promotion and profit, enabled by computer networks, and to a lesser extent - given form by 23753 various members of the public.}, 23754 keywords = {Advergames, brand experience, design, marketing aesthetics, participatory culture}, 23755 url = {http://www.gamespace.nl/content/NieborgVanderGraaf_TogetherWeBrand_2003.pdf}, 23756 author = {Van Der Graaf,Shenja and David B. Nieborg} 23757 } 23758 @book {, 23759 title = {Ultimate Game Design: Building Game Worlds}, 23760 year = {2003}, 23761 note = {Build games with techniques and insights from a pro. Author and game developer Tom Meigs shows you the finer points of world building and behavior scripting. Learn about level stubbing, lighting, prop and item placement, camera tricks, particle and effects systems, communication loops, Massively Multiplayer Online Games, and much more.}, 23762 publisher = {McGraw-Hill Osborne Media}, 23763 organization = {McGraw-Hill Osborne Media}, 23764 address = {Emeryville, CA}, 23765 url = {http://mcgraw-hill.co.uk/html/0072228997.html}, 23766 author = {Meigs, Tom and Griffey, Lydia} 23767 } 23768 @article {, 23769 title = {The Video Game Lightning Rod}, 23770 journal = {Information, Communication and Society}, 23771 volume = {6}, 23772 number = {4}, 23773 year = {2003}, 23774 note = {<p> 23775 Introduction to special edition of \&$\#$39;Information, Communication and Society\&$\#$39; on digital games. <a href="http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004" target="_blank">http://www.ingentaconnect.com/content/routledg/rics/2003/00000006/00000004</a><br /> 23776 </p> 23777 <p class="MsoNormal"> 23778 <strong>Contents</strong><br /> 23779 </p> 23780 <ul> 23781 <li> 23782 Jo Bryce and Jason Rutter<br /> 23783 <a href="/node/2419">Editorial Comment</a> </li> 23784 <li> 23785 Bob Rehak<br /> 23786 <a href="/node/1862">Mapping the Bit Girl</a> </li> 23787 <li> 23788 T L Taylor and Beth E Kolko<br /> 23789 <a href="/node/2420">Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community and Self in a Digital Age</a> </li> 23790 <li> 23791 Dmitri Williams<br /> 23792 <a href="/node/2421">The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000</a></li> 23793 <li>Bernadette Flynn<br /> 23794 <a href="/node/2416">Geography of the Digital Hearth</a> </li> 23795 <li> 23796 Diane Nutt and Diane Railton<br /> 23797 <a href="/node/2417">The Sims: Real life as genre</a> </li> 23798 <li> 23799 Hector Postigo<br /> 23800 <a href="/node/2418">From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work</a> </li> 23801 <li> 23802 Alberto Alvisi, Alessandro Narduzzo and Marco Zamarian<br /> 23803 <a href="/node/2415">PlayStation and the Power of Unexpected Consequences</a> <br /> 23804 </li> 23805 </ul> 23806 }, 23807 pages = {523-550}, 23808 abstract = {New media technologies have long tapped into social hopes and anxieties, and the turmoil that follows their appearance offers a window into the social tensions of the time. Clashing sets of utopian and dystopian visions have typically resulted in an ambivalent portrayal of such technologies. Video games prove to be no exception. Through a content analysis of media frames in the USA\&$\#$39;s three leading news magazines, the reception and presentation of video-game technology was tracked over a thirty-year period, 1970-2000. The resulting patterns tell a story of vilification and partial redemption, owing to the mainstream acceptance of the medium and the aging user base. Fears of the negative effects from the new technology were hypothesized to come from a routine set of conservative worries. The results support this hypothesis. Moreover, the frames surrounding games, especially in the 1980s, reveal many of the key social tensions of the times, primarily those surrounding gender roles, the separation of age and racial groups, and the role of female parents within an increasingly technological society. The place of video games within the larger context of media history, and the social causes of the frames are discussed. 23809 }, 23810 keywords = {Content Analysis, Frame Analysis, Media Frames, Media History, Video Games}, 23811 author = {Williams, D.} 23812 } 23813 @book {, 23814 title = {The Video Game Theory Reader}, 23815 year = {2003}, 23816 publisher = {Routledge}, 23817 organization = {Routledge}, 23818 edition = {1 edition}, 23819 isbn = {0415965799}, 23820 author = {Wolf,Mark J P and Perron, Bernard} 23821 } 23822 @article {, 23823 title = {Violent media content and aggressiveness in adolescents - A downward spiral model}, 23824 journal = {Communication Research}, 23825 volume = {30}, 23826 number = {6}, 23827 year = {2003}, 23828 pages = {713-736}, 23829 abstract = {Theory and research on media violence provides evidence that aggressive youth seek out media violence and that media violence prospectively predicts aggression in youth. The authors argue that both relationships, when modeled over time, should be mutually reinforcing, in what they call a downward spiral model. This study uses multilevel modeling to examine individual growth curves in aggressiveness and violent media use. The measure of use of media violence included viewing action films, playing violent computer and video games, and visiting violence-oriented Internet sites by students from 20 middle schools in 10 different regions in the United States. The findings appear largely consistent with the proposed model. In particular, concurrent effects of aggressiveness on violent-media use and concurrent and lagged effects of violent media use on aggressiveness were found. The implications of this model for theorizing about media effects on youth, and for bridging active audience with media effects perspectives, are discussed.}, 23830 keywords = {Behavior, children, Exposure, film, Life, Personality, TV, Video-Games}, 23831 isbn = {0093-6502}, 23832 author = {Slater,M D and Henry, K L and Swaim, R C and Anderson, L L} 23833 } 23834 @article {, 23835 title = {Violent video games and aggressive behavior in young women}, 23836 journal = {Aggressive Behavior}, 23837 volume = {29}, 23838 number = {5}, 23839 year = {2003}, 23840 pages = {423-429}, 23841 abstract = {The increasing availability of violent video games and their implication in recent school shootings has raised the volume of public debate on the effects of such games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent video games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent video game increased aggressive behavior. Mediational analyses suggested that the violent video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated by revenge motivation. Other results suggested that the violent video game effect on aggression might be greater when the game player controls a same-sex violent game character. }, 23842 keywords = {Construct, Media Violence}, 23843 isbn = {0096-140X}, 23844 author = {Anderson,C A and Murphy,C R} 23845 } 23846 @article {, 23847 title = {On virtual economies}, 23848 journal = {Game Studies}, 23849 volume = {3}, 23850 number = {2}, 23851 year = {2003}, 23852 abstract = {Currently, several million people have accounts in massively multiplayer online games. The population of virtual worlds has grown rapidly since 1996; significantly, each world also seems to grow its own economy, with production, assets and trade with Earth economies. This paper explores two questions about these developments. First, will these economies grow in importance? Second, if they do grow, how will that affect real-world economies and governments? To shed light on the first question, the paper presents a simple choice model of the demand for game time. The model reveals a certain puzzle about puzzles and games: in the demand for these kinds of interactive entertainment goods, people reveal that they are willing to pay money to be constrained. Still, the nature of games as a produced good suggests that technological advances, and heavy competition, will drive the future development of virtual worlds. If virtual worlds do become a large part of the daily life of humans, their development may have an impact on the macroeconomies of Earth. It will also raise certain constitutional issues, since it is not clear, today, exactly who has jurisdiction over these new economies.}, 23853 url = {http://www.gamestudies.org/0302/castronova/}, 23854 author = {Castronova, E.} 23855 } 23856 @proceedings {, 23857 title = {{\textquoteright}You Shoot Like A Girl!{\textquoteright}: The Female Protagonist in Action-Adventure Video Games}, 23858 journal = { Level Up Conference Proceedings}, 23859 year = {2003}, 23860 abstract = {This paper was inspired by the popularity of female video game protagonists despite girls{\textquoteright} and women{\textquoteright}s continued hesitance to participate in digital gaming activities. The pilot study examines how the imagery and narrative structure of popular, contemporary video games construct a paradigm of the ideal female heroine. An in-depth content analysis of three best-selling action-adventure video games was conducted. Key findings indicate the recurrence of a paradoxical interplay between beauty ideals and characterization, wherein the female protagonist must reconcile traditional ideals about beauty and body type with the decidedly untraditional gender roles and actions she engages in.}, 23861 keywords = {audience identification, gender roles, heroines, representation, Video Games}, 23862 url = {http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/05150.01496}, 23863 author = {Grimes, Sara M} 23864 } 23865 @proceedings {, 23866 title = {Approximating Game-Theoretic Optimal Strategies for Full-scale Poker}, 23867 journal = {IJCAI}, 23868 year = {2003}, 23869 pages = {661-668}, 23870 author = {Billings,Darse and Burch,N and Davidson,Aaron and Holte,Robert and Schaeffer,Jonathan and Schauenberg,T and Szafron,Duane} 23871 } 23872 @article {, 23873 title = {Avatars of the tortoise: Life, longevity and simulation}, 23874 journal = {Digital Creativity}, 23875 volume = {14}, 23876 number = {1}, 23877 year = {2003}, 23878 pages = {54-63}, 23879 abstract = {This paper explores the contemporary fascination with artificial life and simulation. The concept of artificial life has broadened its reach from a rarefied speculative discipline to a phenomenon in popular culture and a fertile trope within the electronic arts. From tis representation in the cinema, to virtual pets and tamagotchis, to advanced digital art, the essay examines the category of {\textquoteright}life{\textquoteright} in the age of digital simulation. Questions to do with artificial life range from the representation or incarnation of our {\textquoteright}real{\textquoteright} selves as avatars in digital spaces (such as computer games), to popular, artistic and scientific attempts to simulate autonomous life forms. In the context of digital art, the essay critically engages with the work of Australian artist Troy Innocent, in particular with his most recent installation, Artefact (2001). In Artefact, Innocent actively investigates the digital investment of life in avatars as they operate in an interactive game environment. In this work, Innocent prompts an intriguing, if troubling, question, central to the overall interests of this essay: what, in the age of digital simulation is not alive?}, 23880 isbn = {1462-6268}, 23881 author = {Tofts,D} 23882 } 23883 @article {, 23884 title = {Building virtual actors who can really act}, 23885 journal = {Virtual Storytelling, Proceedings}, 23886 volume = {2897}, 23887 year = {2003}, 23888 pages = {127-134}, 23889 abstract = {When we think of "acting" in computer games, we tend to use a lower standard than the way we think of acting in live action films or theatre. Why is acting in computer games so bad? This is an important question because we will only be able to develop compute games into a more psychologically mature narrative medium when we can imbue them with actors that audiences can believe in. In this paper we present an approach to virtual actors in games that we believe will make it easier for audiences to willingly suspend their disbelief.}, 23890 isbn = {0302-9743}, 23891 author = {Perlin,K} 23892 } 23893 @article {, 23894 title = {Case-based plan recognition in computer games}, 23895 journal = {Case-Based Reasoning Research and Development, Proceedings}, 23896 volume = {2689}, 23897 year = {2003}, 23898 pages = {161-170}, 23899 abstract = {In this paper we explore the use of case-based plan recognition to predict a player{\textquoteright}s actions in a computer game. The game we work with is the classic Space Invaders game and we show that case-based plan recognition can produce good prediction accuracy in real-time, working with a fairly simple game representation. Our evaluation suggests that a personalized plan library will produce better prediction accuracy but, for Space Invaders, good accuracy can be produced using a plan library derived from the game play of another player.}, 23900 isbn = {0302-9743}, 23901 author = {Fagan,M and Cunningham,P} 23902 } 23903 @article {, 23904 title = {A clustering approach to the vision-based interface for interactive computer games}, 23905 journal = {Intelligent Data Engineering and Automated Learning}, 23906 volume = {2690}, 23907 year = {2003}, 23908 pages = {246-253}, 23909 abstract = {In interactive computer games, vision can be a powerful interface between humans and computers. In this paper, we propose a vision-based interface for 3D action games. We make dynamic gestures to input of the interface and represent a user{\textquoteright}s gesture as an ordered sequence of a user{\textquoteright}s poses. To estimate a human poses, we classify whole frames using K-Means clustering. For recognizing a gesture, each symbols from input sequence is matched with templates composed of ordered pose symbol sequences that indicate the specific gestures. Our interface recognizes ten gesture commands with a single commercial camera and no markers. Experimental results with 50 humans show an average recognition rate of 93.72 \% per a gesture command.}, 23910 isbn = {0302-9743}, 23911 author = {Kang, H. and Lee,C W and Jung,K and Kim,H J} 23912 } 23913 @article {, 23914 title = {Collaborative scenarios to promote positive interdependence among group members}, 23915 journal = {Groupware: Design, Implementation, and Use}, 23916 volume = {2806}, 23917 year = {2003}, 23918 pages = {356-370}, 23919 abstract = {Positive interdependence is the heart of collaborative activities that define collaboration and transform group work into teamwork. To achieve positive interdependence among students, just putting them in group and telling them to work together may not be sufficient. Previously, several types of positive interdependencies have been identified for unsupported group activities. These kinds of interdependencies are now instantiated for the case of computer-supported group learning. The examples we show in this paper are taken from computer games and other tools we have developed to set students in a scenario in which they must collaborate in order to succeed. This paper also presents diverse forms of structuring positive interdependence in software tools based on the interface design to ensure that students think we instead of me.}, 23920 isbn = {0302-9743}, 23921 author = {Collazos,C A and Guerrero,L A and Pino,J A and Ochoa,S F} 23922 } 23923 @article {, 23924 title = {Combining intelligent agents and animation}, 23925 journal = {AI*IA 2003: Advances in Artificial Intelligence, Proceedings}, 23926 volume = {2829}, 23927 year = {2003}, 23928 pages = {275-286}, 23929 abstract = {This paper reviews FreeWill and other AI architectures that have contributed to the ideas, which underlie it. "FreeWill" proposes and implements a cognitive architecture designed for easy creation of animated scenes with many autonomous agents interacting in various ways. The generation of animated human figures especially in crowd scenes has many applications in such domains as the special effects industry, computer games or for the simulation of the evacuation from crowded areas. Currently such scenes have to be created by human animators using dedicated software packages. This is both expensive and time-consuming. FreeWill combines and extends two existing architectures - Funge{\textquoteright}s cognitive architecture and the recent SAC concept. Additionally it puts emphasis on strong design and provides easy co-operation of different software packages.}, 23930 isbn = {0302-9743}, 23931 author = {Szarowicz,A and Forte,P} 23932 } 23933 @article {, 23934 title = {Computer Games as a Part of Children{\textquoteright}s Culture}, 23935 journal = {Game Studies}, 23936 volume = {3}, 23937 number = {1}, 23938 year = {2003}, 23939 url = {http://www.gamestudies.org/0301/fromme/}, 23940 author = {Johannes Fromme} 23941 } 23942 @article {, 23943 title = {Computer games as a part of children{\textquoteright}s culture}, 23944 journal = {Game Studies}, 23945 volume = {3}, 23946 number = {1}, 23947 year = {2003}, 23948 url = {http://www.gamestudies.org/0301/fromme/}, 23949 author = {Fromme, J.} 23950 } 23951 @article {, 23952 title = {The design and implementation of realistic fish animation play system using video sequence}, 23953 journal = {Journal of Information Science and Engineering}, 23954 volume = {19}, 23955 number = {6}, 23956 year = {2003}, 23957 pages = {1071-1085}, 23958 abstract = {In this paper, a novel system for rendering and animating fish is proposed. We captured a short video sequence of fish, and analyzed the similarities between these fish in video frames. In order to control the motions of the fish interactively as in computer games, we attempted to learn the motion properties of the fish in this video sequence. Some of the motion parameters of the fish were extracted from the video frames and then trained using a neural network. This trained information provided motion control for generating fish animation. In the proposed system, we also generate arbitrary video loop lengths for rendering and animating fish. It is not necessary that the video samples in these video loops be played in sequence. Furthermore, we can adapt both the video loop and neural network techniques in order to control the fish motions interactively and to maintain visual smoothness in fish animation.}, 23959 isbn = {1016-2364}, 23960 author = {Lee,T Y and Chen,H Y} 23961 } 23962 @article {, 23963 title = {Designing mobile games for a challenging experience of the urban heritage}, 23964 journal = {Euro-Par 2003 Parallel Processing, Proceedings}, 23965 volume = {2790}, 23966 year = {2003}, 23967 pages = {1129-1136}, 23968 abstract = {Ubiquitous gaming is a new emerging research area, that is gaining focus from industry and academy as smart wireless devices are becoming ever more widespread. We have explored this field implementing a treasure hunt game aimed at enhancing the visitor{\textquoteright}s experience of the heritage in a city area, such as Venice. The game relies on standard, commercially available hardware and middleware systems. The paper describes the pedagogical principles that inspire the game and the corresponding structure of VeGame. We also discuss how combining mobile gaming and an educational focus may deliver to the player a challenging and engaging experience of the heritage, as shown by early user tests. Extensive qualitative and quantitative evaluation will start in June 2003.}, 23969 isbn = {0302-9743}, 23970 author = {Bellotti,F and Berta,R and De Gloria,A and Ferretti,E and Margarone,M} 23971 } 23972 @article {, 23973 title = {Designing sound-based computer games}, 23974 journal = {Digital Creativity}, 23975 volume = {14}, 23976 number = {2}, 23977 year = {2003}, 23978 pages = {111-114}, 23979 abstract = {Designing interactive entertainment for visually impaired users poses several challenges. This article points out some key issues faced when developing sound-based computer game. The three games described here were developed for the Swedish Library of Talking Books and Braille (TPB), to be published on the TPB Internet site (TPB 2002). These games, Towers of Hanoi, Memory and Tag, can be played without the aid of graphics, although they do also feature animations of a style designed for partially sighted players. The games are fairly simple Macromedia Flash (TM) applications, suitable for web publishing, and while not so complex as some other titles, they still emphasise some crucial design issues of creating sound-based interactive media.}, 23980 isbn = {1462-6268}, 23981 author = {Gardenfors,D} 23982 } 23983 @article {, 23984 title = {A DSL paradigm for domains of services: A study of communication services}, 23985 journal = {Domain-Specific Program Generation}, 23986 volume = {3016}, 23987 year = {2003}, 23988 pages = {165-179}, 23989 abstract = {The domain of services for mobile communication terminals has long become a fast-moving target. Indeed, this domain has been affected by a continuous stream of technological advances on aspects ranging from physical infrastructures to mobile terminals. As a result, services for this domain are known to be very unpredictable and volatile. This situation is even worse when considering services relying heavily on multimedia activities (e.g., games, audio and/or video messages, etc.). Such an application area is very sensitive to a large variety of aspects such as terminal capabilities (graphics, CPU, etc.), bandwidth, service provider{\textquoteright}s billing policies, QoS, and user expectations. To address these issues, we present a paradigm based on domain-specific languages (DSLs) that enables networking and telecommunication experts to quickly develop robust communication services. Importantly, we propose implementation strategies to enable this paradigm to be supported by existing software infrastructures. Our DSL paradigm is uniformly used to develop a platform for communication services, named Nova. This platform addresses various domains of services including telephony services, e-mail processing, remote-document processing, stream processing, and HTTP resource adaption.}, 23990 isbn = {0302-9743}, 23991 author = {Consel,C and Reveillere,L} 23992 } 23993 @inbook {, 23994 title = {Dynamic strategies in a real-time strategy game}, 23995 booktitle = {Genetic and Evolutionary Computation - Gecco 2003, Pt Ii, Proceedings}, 23996 series = {Lecture Notes in Computer Science}, 23997 volume = {2724}, 23998 year = {2003}, 23999 pages = {1920-1921}, 24000 publisher = {Springer-Verlag Berlin}, 24001 organization = {Springer-Verlag Berlin}, 24002 address = {Berlin}, 24003 abstract = {Most modern real-time strategy computer games have a sophisticated but fixed {\textquoteright}AI{\textquoteright} component that controls the computer{\textquoteright}s actions. Once the user has learned how such a game will react, the game quickly loses its appeal. This paper describes an example of how a learning classifier system (based on Wilson{\textquoteright}s ZCS [1]) can be used to equip the computer with dynamically-changing strategies that respond to the user{\textquoteright}s strategies, thus greatly extending the games playability for serious, gamers.}, 24004 isbn = {0302-9743}, 24005 author = {Falke, W. J. and Ross, P.} 24006 } 24007 @article {, 24008 title = {Effective affective user interface design in games}, 24009 journal = {Ergonomics}, 24010 volume = {46}, 24011 number = {13-14}, 24012 year = {2003}, 24013 pages = {1332-1345}, 24014 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{\textquoteright}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 de. ning how flow in computer games can inform affective design.}, 24015 isbn = {0014-0139}, 24016 author = {Johnson,D and Wiles,J} 24017 } 24018 @proceedings {, 24019 title = {Explaining the enjoyment of playing video games: the role of competition}, 24020 journal = {Proceedings of the Second International Conference on Entertainment Computing}, 24021 year = {2003}, 24022 address = {Pittsburgh, Pennsylvania, USA}, 24023 url = {http://doi.acm.org/10.1145/958720.958735}, 24024 author = {Vorderer,Peter and Hartmann,Tilo and Klimmt,Christoph} 24025 } 24026 @article {, 24027 title = {Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident}, 24028 journal = {Cyberpsychology \& Behavior}, 24029 volume = {6}, 24030 number = {3}, 24031 year = {2003}, 24032 pages = {329-334}, 24033 isbn = {1094-9313}, 24034 author = {Walshe,D G and Lewis,E J and Kim,S I and O{\textquoteright}Sullivan,K and Wiederhold,B K} 24035 } 24036 @article {, 24037 title = {Fast, Realistic Lighting for Video Games}, 24038 journal = {IEEE Computer Graphics and Applications}, 24039 volume = {23}, 24040 number = {3}, 24041 year = {2003}, 24042 pages = {54-64}, 24043 author = {Iones,Andrey and Krupkin,Anton and Sbert,Mateu and Zhukov,Sergey} 24044 } 24045 @article {, 24046 title = {From Poietic Generator to digital perspective: The evolution of Internet computer games and virtual art projects}, 24047 journal = {Revue d{\textquoteright}Esthetique}, 24048 number = {43}, 24049 year = {2003}, 24050 pages = {127-136}, 24051 isbn = {0035-2292}, 24052 author = {Auber,O} 24053 } 24054 @article {, 24055 title = {From work of art to service of art. On contemporary art, new economy and Net activism}, 24056 journal = {Filozofski Vestnik}, 24057 volume = {24}, 24058 number = {1}, 24059 year = {2003}, 24060 pages = {183-200}, 24061 abstract = {The beginning of the 21st century is being defined by new politics, the new economy, the information society, techno sciences, multiculturalism, globalisation and new lifestyles, all of which have some impact on art. Art is beginning to omit the nature of the stable artefact as well as the traditional functions of representation and embellishment and is becoming post-aesthetical and process-like. Because the key feature of the finished and stable artwork is not as important as it used to be, the ontological question of what art is has also become an issue of no great importance. Instead, relation questions regarding the interaction between art and techno-sciences, new technologies, the new economy and the new politics have arisen. The key concern of this essay is the highlighting of the cultural turns which have, in these days of the Internet, techno-sciences, the new economy and globalisation, influenced the new concepts and placements of contemporary art and digital textuality. Art 3.5 (a technical term used for the contemporary art of processes, installations, computer games, events, artistic communications, performances and art worlds) is placed in life in reality version 6.1 (another technical term), which has also mutated and undergone many changes. From the author{\textquoteright}s point of view the changes in the art field derive from the parallel changes in art{\textquoteright}s subsystem of reality 6.1. Therefore, one can determine in reality at the beginning of the 21(st) century that even techno-sciences, new technologies, the new means of communication, the new politics and new economy have, in a way, become artistic.}, 24062 isbn = {0353-4510}, 24063 author = {Strehovec,J} 24064 } 24065 @article {, 24066 title = {Future trends in computer graphics: How much is enough?}, 24067 journal = {Journal of Computer Science and Technology}, 24068 volume = {18}, 24069 number = {5}, 24070 year = {2003}, 24071 pages = {531-537}, 24072 abstract = {Over the forty-year history of interactive computer graphics, there have been continuous advances, but at some stage this progression must terminate with images being sufficiently realistic for all practical purposes. How much detail do we really need? Polygon counts over a few million imply that on average each polygon paints less than a single pixel, making use of polygon shading hardware wasteful. We consider the problem of determining how much realism is required for a variety of applications. We discuss how current trends in computer graphics hardware, and in particular of graphics cards targeted at the computer games industry, will help or hinder achievement of these requirements. With images now being so convincingly realistic in many cases, critical faculties are often suspended and the images are accepted as correct and truthful although they may well be incorrect and sometimes misleading or untruthful. Display resolution has remained largely constant in spatial terms for the last twenty years and in terms of the number of pixels has increased by less than an order of magnitude. If the long-promised breakthroughs in display technology are finally realised, how should we use the increased resolution?}, 24073 isbn = {1000-9000}, 24074 author = {Forrest,A R} 24075 } 24076 @proceedings {, 24077 title = {Gains and losses online and off: Bridging and bonding social capital in weak- and strong-tie networks}, 24078 journal = {International Communication Association Conference}, 24079 year = {2003}, 24080 author = {Williams, Dmitri} 24081 } 24082 @article {, 24083 title = {Game noir - A conversation with Tim Schafer}, 24084 journal = {Game Studies}, 24085 volume = {3}, 24086 number = {1}, 24087 year = {2003}, 24088 url = {http://www.gamestudies.org/0301/pearce/}, 24089 author = {Pearce, C.} 24090 } 24091 @article {, 24092 title = {Gotta catch {\textquoteright}em all: structure, agency and pedagogy in children{\textquoteright}s media culture}, 24093 journal = {Media Culture \& Society}, 24094 volume = {25}, 24095 number = {3}, 24096 year = {2003}, 24097 pages = {379-+}, 24098 abstract = {This article uses an analytical case study of the Pokemon phenomenon as a means of addressing broader theoretical issues concerned with the relationships between structure and agency in children{\textquoteright}s media culture. It analyses the political economy of Pokemon, and its attempts to appeal to different sub-sections of the children{\textquoteright}s market; the textual appeals of the different Pokemon artefacts, and the role of {\textquoteright}knowledge{\textquoteright}; and debates about the positive and negative consequences for child consumers. In the, process, the article explores the notion of {\textquoteright}pedagogy{\textquoteright} as an alternative means of understanding the relations between structure and agency, and assesses its possibilities and limitations in the context of the case study.}, 24099 isbn = {0163-4437}, 24100 author = {Buckingham,D and Sefton-Green,J} 24101 } 24102 @article {, 24103 title = {Human lateral geniculate nucleus and visual cortex respond to screen flicker}, 24104 journal = {Annals of Neurology}, 24105 volume = {53}, 24106 number = {1}, 24107 year = {2003}, 24108 pages = {73-80}, 24109 author = {Krolak-Salmon,P and Henaff,M A and Tallon-Baudry,C and Yvert,B and Guenot,M and Vighetto,A and Mauguiere,F and Bertrand,O} 24110 } 24111 @article {, 24112 title = {"I lose, therefore i think" - A search for contemplation amid wars of push-button glare}, 24113 journal = {Game Studies}, 24114 volume = {3}, 24115 number = {2}, 24116 year = {2003}, 24117 url = {http://www.gamestudies.org/0302/lee/}, 24118 author = {Lee, Shuen-shing} 24119 } 24120 @article {, 24121 title = {The impact of digital games in education}, 24122 journal = {First Monday}, 24123 volume = {8}, 24124 number = {7}, 24125 year = {2003}, 24126 url = {http://firstmonday.org/issues/issue8_7/gros/index.html}, 24127 author = {Gros,Bego{\~n}a} 24128 } 24129 @article {, 24130 title = {Impact of hand dominance, gender, and experience with computer games on performance in virtual reality laparoscopy}, 24131 journal = {Surgical Endoscopy and Other Interventional Techniques}, 24132 volume = {17}, 24133 number = {7}, 24134 year = {2003}, 24135 pages = {1082-1085}, 24136 abstract = {Background: The impact of gender and hand dominance on operative performance may be a subject of prejudice among surgeons, reportedly leading to discrimination and lack of professional promotion. However, very little objective evidence is available yet on the matter. This study was conducted to identify factors that influence surgeons{\textquoteright} performance, as measured by a virtual reality computer simulator for laparoscopic surgery. Methods: This study included 25 surgical residents who had limited experience with laparoscopic surgery, having performed fewer than 10 laparoscopic cholecystectomies. The participants were registered according to their gender, hand dominance, and experience with computer games. All of the participants performed 10 repetitions of the six tasks on the Minimally Invasive Surgical Trainer-Virtual Reality (MIST-VR) within 1 month. Assessment of laparoscopic skills was based on three parameters measured by the simulator: time, errors, and economy of hand movement. Results: Differences in performance existed between the compared groups. Men completed the tasks in less time than women (p = 0.01, Mann-Whitney test), but there was no statistical difference between the genders in the number of errors and unnecessary movements. Individuals with right hand dominance performed fewer unnecessary movements (p = 0.045, Mann-Whitney test), and there was a trend toward better results in terms of time and errors among the residence with right hand dominance than among those with left dominance. Users of computer games made fewer errors than nonusers (p = 0.035, Mann-Whitney test). Conclusions: The study provides objective evidence of a difference in laparoscopic skills between surgeons differing gender, hand dominance, and computer experience. These results may influence the future development of training program for laparoscopic surgery. They also pose a challenge to individuals responsible for the selection and training of the residents.}, 24137 keywords = {Skills}, 24138 isbn = {0930-2794}, 24139 author = {Grantcharov,T P and Bardram,L and Funch-Jensen,P and Rosenberg,J} 24140 } 24141 @article {, 24142 title = {Interaction forms and communicative actions in multiplayer games}, 24143 journal = {Game Studies}, 24144 volume = {3}, 24145 number = {1}, 24146 year = {2003}, 24147 abstract = {This paper offers an insight into interaction forms available in multiplayer games by analysing the communicative and social aspects of computer-mediated gaming. The work is conducted using conceptual analysis, by applying the Communicative Action Theory as the framework. The analytical framework is further expanded by a model of interaction forms, which delineates the categories of perceivable interaction forms. The main contribution of this work is in illustrating the available interaction forms and in analysing them based on the various functions they support. The successful application of the social theory framework as a tool for analysing interaction forms indicates the importance of combining the research efforts of various disciplines and practices in order to achieve more comprehensive results in the area of interaction design for multiplayer games.}, 24148 url = {http://www.gamestudies.org/0301/manninen/}, 24149 author = {Manninen, T.} 24150 } 24151 @article {, 24152 title = {Interactive Leisure Software: Global market assessment and forecast to 2006}, 24153 year = {2003}, 24154 institution = {Screen Digest}, 24155 address = {London}, 24156 author = {ScreenDigest and ELSPA} 24157 } 24158 @proceedings {, 24159 title = {Learning from Games: HCI Design Innovations in Entertainment Software}, 24160 journal = {Proc. Graphics Interface 2003}, 24161 year = {2003}, 24162 author = {Jeff Dyck and David Pinelle and Barry Brown and Carl Gutwin} 24163 } 24164 @article {, 24165 title = {Liemandt Foundation launches hidden agenda contest: university students vie for a $25, 000 prize by building video games that secretly teach middle school subjects}, 24166 journal = {Computers in Entertainment}, 24167 volume = {1}, 24168 number = {1}, 24169 year = {2003}, 24170 pages = {4}, 24171 url = {http://doi.acm.org/10.1145/950566.950575}, 24172 author = {Davis,Lauren} 24173 } 24174 @article {, 24175 title = {{\textquoteleft}Live Life to the Power of PS2{\textquoteright}Locating the digital games industry in the new media environment}, 24176 journal = {Irish Communications Review}, 24177 volume = {9}, 24178 year = {2003}, 24179 author = {Kerr,A} 24180 } 24181 @book {, 24182 title = {The Nature of Computer Games: Play As Semiosis}, 24183 series = {Digital Formations}, 24184 volume = {16}, 24185 year = {2003}, 24186 publisher = {Peter Lang Pub Inc}, 24187 organization = {Peter Lang Pub Inc}, 24188 isbn = {0820467006}, 24189 author = {Myers,David} 24190 } 24191 @article {, 24192 title = {OpenTrek: A platform for developing interactive networked games on mobile devices}, 24193 journal = {Human-Computer Interaction with Mobile Devices and Services}, 24194 volume = {2795}, 24195 year = {2003}, 24196 pages = {224-240}, 24197 abstract = {Programming interactive networking applications for mobile devices is currently a laborious process, due to the lack of standardized development support. We introduce a new software platform, OpenTrek, primarily intended to assist the development of multiplayer networked games on Pocket PC devices. OpenTrek is similar to game development environments on stationary PCs, such as DirectX, but is fully optimized to work with mobile devices. It is a freely downloadable package with a fast learning curve, which includes support for ad hoc networking and efficient graphics. We successfully deployed OpenTrek in a course at a local university. 28 students with no previous experience in Pocket PC programming were able to create 12 different advanced multiplayer networked games in only five weeks (which included introduction to the platform). By easing the development of advanced interactive applications on Pocket PC, OpenTrek can lower the hurdle for researchers who wish to prototype and test novel user interfaces for mobile devices.}, 24198 isbn = {0302-9743}, 24199 author = {Sanneblad,J and Holmquist,L E} 24200 } 24201 @article {, 24202 title = {The performance of software multicast-reflector implementations for multi-player online games}, 24203 journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, 24204 volume = {2816}, 24205 year = {2003}, 24206 pages = {214-225}, 24207 abstract = {Massive multi-player online games are large distributed applications where thousands of participants exchange data. Existing solutions based on central servers face scalability problems. We study a hybrid solution between the peer-to-peer and central server models that divides a large game into several federated small games. The central component of this architecture is a multicast reflector. We present two efficient software implementations that have been developed as Linux kernel extensions and compare them with our user-space implementation. The comparison is based on performance measurements done on actual implementations.}, 24208 author = {Bauer, D. and Rooney, S.} 24209 } 24210 @article {, 24211 title = {Perspectives of computer game philology}, 24212 journal = {Game Studies}, 24213 volume = {3}, 24214 number = {1}, 24215 year = {2003}, 24216 url = {http://www.gamestudies.org/0301/kucklich/}, 24217 author = {K{\"u}cklich,J} 24218 } 24219 @article {, 24220 title = {Play dead - Genre and affect in Silent Hill and Planescape Torment}, 24221 journal = {Game Studies}, 24222 volume = {3}, 24223 number = {1}, 24224 year = {2003}, 24225 abstract = {Both Planescape Torment (Interplay 1999) and Silent Hill (Konami 1999) feature zombie assailants, violent confrontation, exploration, peril and death. But Planescape Torment and Silent Hill belong to different genres, and they employ different strategies in their bid to generate generically appropriate affect. Planescape Torment offers its players intersecting worlds, bizarre creatures, amnesia, gore and questing. It{\textquoteright}s a fantasy roleplaying game (RPG), and its meandering structure enhances its capacity to honour its generic roots. Silent Hill is a 3D survival horror game. The success of the Silent Hill series is a result of its capacity to frighten its users. Each of these games uses a navigational orientation that aids and abets its generic intent; each proposes goals and gameplay that nurtures a particular affect. The avatars, Harry in Silent Hill, and The Nameless One in Planescape Torment, perform differently for their players, and the relationship of each avatar to the worlds they infiltrate on our behalf is another factor to consider in relation to the games{\textquoteright} generic intentions.}, 24226 url = {http://www.gamestudies.org/0301/carr/}, 24227 author = {Carr, D.} 24228 } 24229 @article {, 24230 title = {Playing and gaming - Reflections and classifications [1]}, 24231 journal = {Game Studies}, 24232 volume = {3}, 24233 number = {1}, 24234 year = {2003}, 24235 url = {http://www.gamestudies.org/0301/walther/}, 24236 author = {Walther, B. K.} 24237 } 24238 @inbook {, 24239 title = {Playing at being: Psychoanalysis and the avatar}, 24240 booktitle = {The Video Game Theory Reader}, 24241 year = {2003}, 24242 pages = {103-128}, 24243 publisher = {Routledge}, 24244 organization = {Routledge}, 24245 author = {Rehak, Bob}, 24246 editor = {Wolf,Mark J P and Perron, Bernard} 24247 } 24248 @article {, 24249 title = {Recent advances in hardware-accelerated volume rendering}, 24250 journal = {Computers \& Graphics-UK}, 24251 volume = {27}, 24252 number = {5}, 24253 year = {2003}, 24254 pages = {725-734}, 24255 abstract = {The programmability and texture support of consumer graphics accelerators have drawn a lot of attention from visualization researchers, resulting in some very important advances in interactive volume data visualization. For many applications, scientists can now perform routine data visualization and analysis tasks on their desktop PC with a consumer graphics card that was designed mainly for playing video games. This paper presents several representative hardware-accelerated algorithms that have been introduced recently to address the problems of classification, illumination, non-photorealistic rendering, decoding, and image compositing in volume data visualization.}, 24256 isbn = {0097-8493}, 24257 author = {Ma,K L and Lum,E B and Muraki,S} 24258 } 24259 @article {, 24260 title = {Revisiting Globalisation Through the Movie and Digital Games Industries}, 24261 journal = {Convergence}, 24262 volume = {9}, 24263 number = {1}, 24264 year = {2003}, 24265 pages = {91}, 24266 author = {Kerr,A and Flynn,R} 24267 } 24268 @article {, 24269 title = {Sim sin city - Some thoughts about Grand Theft Auto 3}, 24270 journal = {Game Studies}, 24271 volume = {3}, 24272 number = {2}, 24273 year = {2003}, 24274 abstract = {There has been a lot of controversy about Grand Theft Auto 3 (GTA3) mainly because of its extreme violence. Certainly, this game was not designed with children in mind. Personally, I consider most of the debate on the effects of media to be fruitless. Any quick look at media history tells us that scared adults who did not bother to pay close attention to the subject of their fears have been responsible for causing all sorts of media-phobia. Historically, rock{\textquoteright}n{\textquoteright}roll, comic books, films and even novels have been blamed for corrupting the young. I am sad to let you know that you, my dear reader, were born under the sign of dangerous videogames. Let{\textquoteright}s pretend for a moment that violent videogames do actually encourage violent behaviour. If that was the case, how many deaths do you think videogames have caused so far? One hundred deaths? Maybe even 1,000? It is a big world out there, so let{\textquoteright}s assume there have been 100,000 undocumented cases of people killed or seriously harmed because of videogames. I hope any videogame detractor would agree with me that this is an outrageously exaggerated figure.}, 24275 url = {http://www.gamestudies.org/0302/frasca/}, 24276 author = {Frasca, G.} 24277 } 24278 @article {, 24279 title = {Simulating virtual humans across diverse situations}, 24280 journal = {Intelligent Virtual Agents}, 24281 volume = {2792}, 24282 year = {2003}, 24283 pages = {159-163}, 24284 abstract = {Perhaps due to its existentiality, the fact that simulated virtual humans give no impression of having an existence beyond their interactions with human users is often ignored in intelligent agent systems for virtual human control. This paper will describe the Proactive Persistent Agent architecture, which is designed for the control of intelligent agents in character-centric computer games. The architecture allows agents give the impression of living beyond interactions with players. Along with details of the architecture a sample simulation will be described and some steps towards evaluation will be outlined.}, 24285 isbn = {0302-9743}, 24286 author = {Mac Namee,B and Dobbyn,S and Cunningham,P and O{\textquoteright}Sullivan,C} 24287 } 24288 @article {, 24289 title = {The specific baggage of the localizer - What is really required from a new translator profile}, 24290 journal = {Meta}, 24291 volume = {48}, 24292 number = {4}, 24293 year = {2003}, 24294 pages = {526-545}, 24295 abstract = {The article starts with a definition of what localisation is and where it stands in respect to internationalisation, globalisation, and translation before analysing the nature and sequence of tasks and instruments involved in the localiser{\textquoteright}s standard activities--cloning or pseudo-cloning a Web site, localising software packages or video games and their accompanying documentation. Once the contents of the services performed by the localiser have been ascertained, a profile emerges for that particular species of translators: that of the {\textquoteright}ultimate translator{\textquoteright} in terms of domain specialisation, writing and rewriting skills, control of ergonomics, quality management abilities, project management skills, project team management know-how, and naturally enough, mastery of anything that has to do with computer science, computer technologies and computer-assisted whatnots. The author thinks that translator profiles should be upgraded in such a way that all translators become able to grab chunks of the new localisation markets. His choice would be to give the new translators all of the skills and competencies required of some kind of {\textquoteright}engineer (ingenieur) in multilingual and multimedia communication{\textquoteright}, whose abilities and markets would include all forms of what, under the name of localisation, is but a thrice specialised and better paid variant of translation. The emergence of localisation as a collection of new markets, a set of not so new skills, and a new frontier is the time for translators to decide where they stand and how much they are prepared to change, and for training institutions to adapt to the new challenges. That means that institutions must teach localisations as a matter of course but also reposition themselves more radically as schools of multilingual, multimedia engineering so that their trainees may keep abreast of changes that are already reshaping demand by work providers.}, 24296 isbn = {0026-0452}, 24297 author = {Gouadec,D} 24298 } 24299 @proceedings {, 24300 title = {Speech Interaction for Networked Video Games}, 24301 journal = {Proceedings of the Tenth International Conference on Human-Computer Interaction}, 24302 year = {2003}, 24303 pages = {1046-1050}, 24304 author = {Spyridou,E and Palmer,I and Williams,E} 24305 } 24306 @article {, 24307 title = {Stories in space: The concept of the Story Map}, 24308 journal = {Virtual Storytelling, Proceedings}, 24309 volume = {2897}, 24310 year = {2003}, 24311 pages = {85-93}, 24312 abstract = {While 3D space has become almost ubiquitous in computer games that apply narrative techniques, theoretical frameworks and practical experiments about the use of virtual space are underdeveloped compared to the number of works that deal with literary textual pieces such as MUDs. Offering one element to fill this gap, the notion of a Story Map is introduced in this paper. The interactor{\textquoteright}s experience of space and of the events in a Real-Time 3-Dimensional Virtual Environment (RT 3D VE) form a constant discourse and Story Maps are seen as a form of the interactor{\textquoteright}s comprehension of this discourse. The Common Tales research project exemplifies the development of this theory before the value of the Story Map for MMORPG{\textquoteright}s will be outlined.}, 24313 isbn = {0302-9743}, 24314 author = {Nitsche,M and Thomas,M} 24315 } 24316 @article {, 24317 title = {A study on thinking strategy between experts and novices of computer games}, 24318 journal = {Computers in Human Behavior}, 24319 volume = {19}, 24320 number = {2}, 24321 year = {2003}, 24322 pages = {245-258}, 24323 abstract = {The purpose of this study is to investigate strategic thinking between the experts and the novices of computer games. The computer game "Klotski" was chosen for 76 elementary school students to play. The operating time and number of steps were recorded to identify the expert and novice players. Following this, five expert players and five novice players were asked to play the game again. All game play processes, using a think-aloud protocol, were videotaped for further analysis. The analysis results showed that the relationship between the operating time and the steps of the novice group were more scattered than the expert group. The significant difference between the expert and novice groups was the percentage of different thinking types. In the game playing process, the expert players used more analogical thinking while the novice players tended to use trial-and-error thinking.}, 24324 isbn = {0747-5632}, 24325 author = {Hong,J C and Liu,M C} 24326 } 24327 @article {, 24328 title = {Supporting efficient design of mobile HCI}, 24329 journal = {Human-Computer Interaction with Mobile Devices and Services}, 24330 volume = {2795}, 24331 year = {2003}, 24332 pages = {241-255}, 24333 abstract = {Recent advances in mobile computing and communication technologies have spurred nomadic use of computers. In order to support HCI design for new mobile services, we have developed the MADE (Mobile Applications Development Environment) software development kit. MADE includes (MP)-P-3 (MicroMultiMedia Player), a network-enabled multimedia player easily programmable through the Micromultimedia Services Language (MSL). MSL provides high-level components encapsulating advanced services (e.g. positioning, database query, path search, games, etc.), that can be easily integrated in multimedia presentations. This allows building modular applications that provide information-rich services to the general public through a coherent and homogeneous multimedia HCI, that can be learned with low mental workload. On the other hand, MADE hides the low-level aspects of multimedia and service management, allowing designers to focus on the modalities of presentation of information and on user interaction. The paper describes MADE and briefly sketches some tour guide applications we developed using the tool.}, 24334 isbn = {0302-9743}, 24335 author = {Bellotti,F and Berta,R and De Gloria,A and Margarone,M} 24336 } 24337 @article {, 24338 title = {TeCo3D - Sharing interactive and dynamic 3D models}, 24339 journal = {Multimedia Tools and Applications}, 24340 volume = {20}, 24341 number = {3}, 24342 year = {2003}, 24343 pages = {283-304}, 24344 abstract = {In this paper we present a method for sharing interactive and dynamic 3D models that are collaboration-unaware, i.e., models that have not been designed to be used by multiple users at the same time. This functionality is an essential requirement for the inclusion of arbitrary 3D models, as generated by standard CAD or animation software, into teleconferencing sessions. A key aim of this work is to show that a large part of the required functionality can be developed in a way so that it is reusable for other applications such as shared whiteboards or networked computer games. Our method therefore consists of both an application dependent part that handles the specific tasks required for sharing 3D models, and of a number of generic services such as synchronization, scalable support for latecomers, and the ability to record and replay sessions. The generic services are based on an abstract media model and the RTP/I application level protocol for distributed interactive media. Any other application for a medium that shares this model and that uses RTP/I may reuse these generic services. We have implemented a prototype called TeCo3D demonstrating the feasibility of our approach.}, 24345 isbn = {1380-7501}, 24346 author = {Mauve,M} 24347 } 24348 @article {, 24349 title = {Television, computer use and body mass index in Australian primary school children}, 24350 journal = {Journal of Paediatrics and Child Health}, 24351 volume = {39}, 24352 number = {2}, 24353 year = {2003}, 24354 pages = {130-134}, 24355 author = {Wake,M and Hesketh,K and Waters,E} 24356 } 24357 @proceedings {, 24358 title = {A Toolkit for Exploring Affective Interface Adaptation in Videogames}, 24359 journal = {Proceedings of the Tenth International Conference on Human-Computer Interaction}, 24360 year = {2003}, 24361 pages = {370-374}, 24362 author = {Gilleade, M. ,K and Allanson, J.} 24363 } 24364 @article {, 24365 title = {Uneasy lies the head that wears a crown - Interactivity and signification in Head Over Heels}, 24366 journal = {Game Studies}, 24367 volume = {3}, 24368 number = {2}, 24369 year = {2003}, 24370 abstract = {The aim of this paper is to investigate - through a close analysis of the 1987 puzzle game Head Over Heels - to what extent media objects can generate meaning by means of their interactive structure. First we will look more closely at the computer game itself: the circumstances in which it was published, its frame story and its game play. Next, we will see how it was received by the Spectrum and Amstrad game community and how it is still highly valued by retro video game enthusiasts today. We will look at four reasons for the popularity of Head Over Heels given by the designers and the game community and propose two more, i.e. its interactive layout and its semantics. In the theoretical interlude we will go deeper into the history and nature of the concepts of "immersion" and "interactivity" in recent digital cultural theory. Finally, we will zoom in on the interactive framework of Head Over Heels using the concepts and theory sketched before, and attempt to substantiate the claim that signification plays a role in the appreciation and reception of interactive media objects. {\textcopyright} 2001-2004 Game Studies.}, 24371 url = {http://www.gamestudies.org/0302/vanlooy/}, 24372 author = {Van Looy, J.} 24373 } 24374 @article {, 24375 title = {The uses and abuses of science fiction}, 24376 journal = {Interdisciplinary Science Reviews}, 24377 volume = {28}, 24378 number = {3}, 24379 year = {2003}, 24380 pages = {175-178}, 24381 abstract = {Science fiction is one of the most successful and perhaps most influential contemporary literary genres, and surely also one of the most significant cultural factors shaping our images of science, technology, and - last but not least the future. As an integral part of postmodern culture, science fiction has penetrated all fields of the media landscape: fiction, comic books, movies, even plays and musicals. Science fiction themes and images surface sometimes quite unexpectedly in everyday life, in TV commercials and video clips, not to speak of computer games. Internet enthusiasts use science fiction jargon and imagery to depict their visions of cyberspace. A generation ago, the race to the moon was at least partly inspired by the dreams of early science fiction writers and readers. For the public, technology is science fiction come true. For many scientists and engineers too, science fiction provides the imagery of their visions.}, 24382 isbn = {0308-0188}, 24383 author = {Steinmuller,K} 24384 } 24385 @article {, 24386 title = {Video games and education: education in the face of a {\textquoteright}parallel school{\textquoteright}}, 24387 journal = {Computers in Entertainment}, 24388 volume = {1}, 24389 number = {1}, 24390 year = {2003}, 24391 pages = {10}, 24392 url = {http://doi.acm.org/10.1145/950566.950583}, 24393 author = {de Aguilera,Miguel and Mendiz,Alfonso} 24394 } 24395 @article {, 24396 title = {Video games in education}, 24397 journal = {International Journal of Intelligent Games \& Simulation (IJIGS)}, 24398 volume = {2}, 24399 number = {1}, 24400 year = {2003}, 24401 pages = {49-62}, 24402 url = {http://www.scit.wlv.ac.uk/~cm1822/ijkurt.pdf}, 24403 author = {Squire,Kurt} 24404 } 24405 @article {, 24406 title = {Violence and sociability in on-line video games}, 24407 journal = {Societes}, 24408 volume = {82}, 24409 number = {4}, 24410 year = {2003}, 24411 pages = {5-17}, 24412 isbn = {0765-3697}, 24413 author = {Nachez,M and Schmoll,P} 24414 } 24415 @article {, 24416 title = {A virtual memory architecture for real-time ray tracing hardware}, 24417 journal = {Computers \& Graphics-UK}, 24418 volume = {27}, 24419 number = {5}, 24420 year = {2003}, 24421 pages = {693-699}, 24422 abstract = {Real-time ray tracing offers a number of interesting benefits over current rasterization techniques. However, a major drawback has been that ray tracing requires access to the entire scene data base. This is particularly problematic for hardware implementations that only have a limited amount of dedicated on-board memory. In this paper we propose a virtual memory architecture for ray tracing that efficiently renders scenes many times larger than the available on-board memory. Instead of wasting large dedicated memory on a graphics card, scene data is stored in main memory, and on-board memory is used only as a cache. We show that typical scenes from computer games only require less than 8 MB of cache memory while 64 NIB are sufficient even for scenes with GBs of geometry and textures. The caching approach also minimizes the bandwidth between the graphics subsystem and the host such that even a standard PCI connection is sufficient.}, 24423 isbn = {0097-8493}, 24424 author = {Schmittler,J and Leidinger,A and Slusallek, P.} 24425 } 24426 @article {, 24427 title = {Virtual Unreality of Videogames}, 24428 journal = {Psychnology}, 24429 volume = {1}, 24430 number = {1}, 24431 year = {2003}, 24432 pages = {57-70}, 24433 abstract = {Beginning with an objection to the excessive emphasis on "realism" in videogames, the paper goes on to argue that realism may even be counterproductive. A number of detailed examples and counter-examples will be presented to describe the rationales used by game designers, which lead to what will be called here {\textquoteright}virtual unreality{\textquoteright}.}, 24434 author = {Guardini, Pietro} 24435 } 24436 @article {, 24437 title = {What video games have to teach us about learning and literacy}, 24438 journal = {Computers in Entertainment}, 24439 volume = {1}, 24440 number = {1}, 24441 year = {2003}, 24442 pages = {20}, 24443 url = {http://doi.acm.org/10.1145/950566.950595}, 24444 author = {Gee,James Paul} 24445 } 24446 @article {, 24447 title = {When seams fall apart-video game space and the player}, 24448 journal = {Game Studies}, 24449 volume = {3}, 24450 number = {2}, 24451 year = {2003}, 24452 abstract = {Much of the current critical and theoretical literature on new media, including video and computer games, assumes both the conceptual transparency of the video or computer screen and the absolute authority of a rational scientific order. In keeping with these cultural prejudices, descriptions of the optical space of video games presume an uncomplicated optical scheme, founded on traditions of linear perspective. This can be seen with game designers, and game critics, treatment of video game perspective and point-of-view: video game spaces are understood to be the procedural outcomes of geometrically articulated orders derived from using program code and the physics of game engines.[2] But, video game spaces are more than simply the sum of their code - they are experiential spaces generated through code and the player{\textquoteright}s interaction with the execution of that code through the medium of the screen. Given this multifaceted experiential component of games, an uncritical conception of spatial phenomenology and the verisimilitude of linear perspective fails to explain how video games operate. Critical theory, theory which explains how the player operates both on the game space and within the game space, is needed. In this paper, I propose that the models of subjectivity and agency offered by psychoanalysis provide a way to investigate the relationship of the player, player-character and the screen. For this investigation, I specifically examine how perspective shapes the field of the gaze and the implications of that shaping.}, 24453 url = {http://www.gamestudies.org/0302/taylor/}, 24454 author = {Taylor, L.} 24455 } 24456 @article {, 24457 title = {Games, Motivation, and Learning: A Research and Practice Model}, 24458 journal = {Simulation and Gaming}, 24459 volume = {33}, 24460 year = {2002}, 24461 month = {12/2002}, 24462 pages = {441-467}, 24463 abstract = {Although most agree that games can be engaging and that games can be instructive, there is little consensus regarding the essential characteristics of instructional games. Implicit in the research literature is the notion that if we pair instructional content with certain game features, we can harness the power of games to engage users and achieve desired instructional goals. We present an i<strong>nput-process-output model of instructional games</strong> and learning that elaborates (a) the key features of games that are of interest from an instructional perspective, (b) the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play, and (c) the types of learning outcomes that can be achieved. We discuss the implications of this approach for the design and implementation of effective instructional games. 24464 }, 24465 keywords = {game characterisitics, Games, Instruction, learning, motivation}, 24466 url = {http://sag.sagepub.com/cgi/reprint/33/4/441}, 24467 author = {Garris, R. and Ahlers, R. and Driskell, J. E.} 24468 } 24469 @article {, 24470 title = {Harnessing the Hive: How Online Games Drive Networked Innovation}, 24471 journal = {Release 1.0}, 24472 volume = {20}, 24473 year = {2002}, 24474 month = {10/2002}, 24475 abstract = {Can open source work as a business model? The idea is that users contribute to the development of a shared body of code, doing so not for money, but for pleasure, recognition from peers, a sense of mastery.... 24476 It sounds great, but it{\textquoteright}s not a common business model. Even programmers need to make a living; altruism sounds good, but.... 24477 In fact, the model does work. . .not only among some earnest techies, but also among a broad, diverse, loosely connected community of game players who double as developers. As JC Herz describes lucidly below, they are motivated not by altruism, but by pleasure, recognition from peers, a sense of mastery. Their efforts produce genuine social benefit for the users/developers, complement game companies{\textquoteright} work and add genuine economic benefit for those companies. . .in addition to paying a monthly subscription fee. Just as children used both to work and play on the farm, so do this generation{\textquoteright}s children work and play online. When they grow up, their skills and habits will persist.}, 24478 url = {http://www.oss.net/dynamaster/file_archive/041017/96a13ea1954b4fa57ad78d790077637a/JC Herz\%20on\%20Harnessing\%20the\%20Hive\%20Via\%20Online Games.pdf}, 24479 author = {Herz,J C} 24480 } 24481 @conference {, 24482 title = {Realism vs Surprise and Coherence: Different Aspect of Playability in Computer Games}, 24483 booktitle = {Playing With the Future conference,}, 24484 year = {2002}, 24485 month = {05/04/2002}, 24486 address = {Manchester, UK}, 24487 abstract = {In this paper, we address the issue of presence in the virtual environment. In particular, we discuss the 24488 question of aesthetic realism in computer games, and try to evaluate its importance in regard to different 24489 elements of playability that generate a sensation of immersion or presence. What we demonstrate, mainly 24490 through the analysis of interviews of Quake players and observations of their activity during lan-parties, is that 24491 players are driven by multi-dimensional pleasures in games, and that realism is far from being enough for 24492 enjoyment. The main qualities in a game{\textquoteright}s universe can be described as "a change of scenery" in different ways: 24493 the senses must be surprised (by sounds as much as images), there must be a cognitive challenge in the discovery 24494 of the laws of the universe (some laws are implicit and require training, like being able to evaluate if one can 24495 jump across a given river), social life must be slightly complex and, if possible, rewarding, emotions can be 24496 unusual, strong, or unusually associated. What the interviews show is that, in the first place, players are usually 24497 attracted to games where the aesthetic aspect is a success. However this aspect is only interesting for a short 24498 time: as soon as performance starts to become a central aspect of gameplay, what turns out to be important is 24499 the game{\textquoteright}s ability to generate emotions on a regular basis, and to be used as a benchmark to evaluate and 24500 compare progress. Depending on the players implication, his/her interest switches from aesthetic realism to the 24501 search for a game adapted, or adaptable, to the task. During Lan-Parties, experienced players parameterised 24502 Quake, not to get the best possible realism but to obtain the maximum speed, precision and clarity. Then the 24503 surroundings have to display a certain form of coherence in driving feelings related to the challenges that are at 24504 stake}, 24505 keywords = {Games, immersion, Presence, virtual reality}, 24506 author = {Retaux, X. and Rouchier, J.} 24507 } 24508 @conference {, 24509 title = {Use of Computer and Video Games in Classrooms}, 24510 booktitle = {Level Up Digital Games Research Conference}, 24511 year = {2002}, 24512 month = {04/11/2003}, 24513 publisher = {DIGRA}, 24514 organization = {DIGRA}, 24515 address = {Utrecht University, Netherlands.}, 24516 abstract = {This paper examines the use of {\textquotedblleft}pure{\textquotedblright} computer and video games in classrooms. It reports the findings of an ongoing informal survey of how and why such games are used as an integrated part of formal classroom learning. The paper presents a number of examples of the use of such games, and tries to determine likely trends in their use in such an environment. Of significance is an examination of the obstacles that teaching staff encounter in attempting to use such software during lesson times, and how some staff have overcome these obstacles. 24517 }, 24518 keywords = {classroom, Computer games, GameCube, PC, Playstation, PS2, SCHOOL, Video Games, Xbox}, 24519 url = {http://www.gamesconference.org/digra2003/2003/index.php?Games+conference}, 24520 author = {Kirriemuir, J and McFarlane, A.} 24521 } 24522 @article {3201, 24523 title = {Traffic Jam: Psychological Assessment of a Gaming Simulation}, 24524 journal = {Simulation \& Gaming}, 24525 volume = {33}, 24526 year = {2002}, 24527 month = {03/2002}, 24528 pages = {67-88}, 24529 abstract = {This article describes intermediate stages in the development of TRAFFIC JAM, a computerized gaming simulation for children and adolescents. TRAFFIC JAMfocuses on the environmental and health impact of various means of transport, such as walking, biking, and going by bus or private car. It is being developed within the field of environmental psychology as a tool for promoting attitudes related to proenvironmental choice of transportation. So far, the program has been assessed in three empirical studies. In the first study, the background pictures were validated by means of semantic environmental description. Study 2 aimed to evaluate the hero figures in terms of K{\"u}ller{\textquoteright}s basic emotional process, and in Study 3, players{\textquoteright} emotional reactions to the first version of TRAFFIC JAMwere studied with both quantitative and qualitative methods. The important question of attitudinal change is not discussed in the article.}, 24530 keywords = {Adolescents, children, gaming simulation, proenvironmental attitudes, psychologicalassessment, traffic pollution}, 24531 author = {Johansson, M. and Kuller, R.} 24532 } 24533 @article {, 24534 title = {ARQuake: The Outdoor Augmented Reality Gaming System}, 24535 journal = {Communications of the ACM}, 24536 volume = {45}, 24537 number = {1}, 24538 year = {2002}, 24539 month = {01/2002}, 24540 pages = {36-38}, 24541 type = {Journal}, 24542 chapter = {36}, 24543 abstract = {With the advent of commercially available affordable wearable computers and head-mounted displays (HMDs), it is possible to develop augmented reality entertainment applications suitable for an outdoor environment.We extended an existing desktop game and developed it into the ARQuake system [4], one of the first systems that allows users to play augmented reality games outdoors{\textemdash}allowing them to move in the physical world, and at the same time experience computer-generated graphical monsters and objects. 24544 }, 24545 keywords = {Augmented reality, Video Games}, 24546 author = {Piekarski, W. and Thomas, B.} 24547 } 24548 @article {, 24549 title = {Game Engines in Scientific Research}, 24550 journal = {Communications of the ACM}, 24551 volume = {45}, 24552 year = {2002}, 24553 month = {01/2002}, 24554 pages = {27-31}, 24555 abstract = {<p> 24556 Serious computational results are derived from computer-based games. 24557 </p> 24558 }, 24559 author = {Lewis, M. and Jacobson, J.} 24560 } 24561 @article {, 24562 title = {Gamebots: A Flexible Test Bed for Multiagent Team Research}, 24563 journal = {Communications of the ACM}, 24564 volume = {45}, 24565 number = {1}, 24566 year = {2002}, 24567 month = {01/2002}, 24568 pages = {43-45}, 24569 type = {Journal}, 24570 chapter = {43}, 24571 abstract = {GameBots is a virtual reality platform that allows the creation and evaluation of intelligent agents that interact with a rich 3D continuous dynamic environment. 24572 }, 24573 keywords = {AI, Video Games}, 24574 url = {http://portal.acm.org/}, 24575 author = {Kaminka,Gal A. and Veloso,Manuela, M. and Schaffer, Steve and Sollitto,Chris and Adobbati,Rogelio and Marshall, Andrew N. and Scholer, Andrew and Tejada, Sheila} 24576 } 24577 @article {, 24578 title = {RESEARCH IN HUMAN-LEVEL AI USING COMPUTER GAMES}, 24579 journal = {Communications of the ACM}, 24580 volume = {45}, 24581 number = {1}, 24582 year = {2002}, 24583 month = {01/2002}, 24584 pages = {32-35}, 24585 type = {Journal}, 24586 chapter = {32}, 24587 abstract = {The goal of my research group is to understand what is required for human-level artificial intelligence. A key component of our methodologyis developing AI systems thatbehave in complex, dynamic environments withmany of the properties of the world we inhabit. 24588 }, 24589 keywords = {AI, Video Games}, 24590 author = {Laird, J E} 24591 } 24592 @article {, 24593 title = {Testing and Demonstrating Context-Aware Services with Quake III Arena}, 24594 journal = {Communications of the ACM}, 24595 volume = {45}, 24596 number = {1}, 24597 year = {2002}, 24598 month = {01/2002}, 24599 pages = {46-48}, 24600 type = {Journal}, 24601 chapter = {46}, 24602 abstract = {QuakeSim is a tool that interactively simulatescontext information in real time. It simulates thereal 3D world and different kinds of context information.With QuakeSim, it is possible to test anddemonstrate context-aware services withoutrequiring users or objects to actually be located inand move around in the real world. 24603 }, 24604 keywords = {AI, Video Games}, 24605 url = {http://portal.acm.org/}, 24606 author = {Bylund, M. and Espinoza, F.} 24607 } 24608 @article {2970, 24609 title = {Unreal Tournament for Immersive Interactive Theater}, 24610 journal = {Communications of the ACM}, 24611 volume = {45}, 24612 number = {1}, 24613 year = {2002}, 24614 month = {01/2002}, 24615 pages = {39-42}, 24616 type = {Journal}, 24617 chapter = {39}, 24618 abstract = {CaveUT is a set of modifications to Unreal Tournament that allows it to display in panoramic (wide field of view) theaters. The result is a useful tool for educational applications and virtual reality (VR) research. 24619 }, 24620 keywords = {Theater, Video Games}, 24621 url = {http://portal.acm.org/}, 24622 author = {Jacobson, J. and Hwang, Z.} 24623 } 24624 @article {, 24625 title = {Acquisition of expertise on a difficult perceptual-motor task by an amnesic patient}, 24626 journal = {Perceptual and Motor Skills}, 24627 volume = {94}, 24628 number = {1}, 24629 year = {2002}, 24630 pages = {59-67}, 24631 abstract = {While numerous studies have reported learning of perceptual- motor skills by amnesic patients, few if any have documented the eventual acquisition of expertise on a given task. This paper recounts the learning of the computer game Tetris by a hippocampal amnesic,whose acquisition of the task in a formal evaluation was somewhat slower than that of a comparison group, but who after many hours of self-paced practice achieved expert-level play.}, 24632 keywords = {dissociation, explicit, hippocampus, knowledge, memory, Performance, retention, skill}, 24633 author = {Winter,W E} 24634 } 24635 @article {, 24636 title = {ADHD outside the laboratory: Boys{\textquoteright} executive function performance on tasks in videogame play and on a visit to the zoo}, 24637 journal = {Journal of Abnormal Child Psychology}, 24638 volume = {30}, 24639 number = {5}, 24640 year = {2002}, 24641 pages = {447-462}, 24642 abstract = {One current theory of attention-deficit/hyperactivity disorder (ADHD) proposes that a primary deficit in behavioral inhibition gives rise to secondary deficits in 4 executive functions and motor control. To date, empirical support for this model is based primarily on laboratory-based cognitive methods. This study assessed behavioral inhibition and executive functioning in children with ADHD in 2 real-life contexts: videogames (motor-skill target game, cognitively demanding adventure game) and an outing at the zoo (route tasks). Participants were a community sample of 57 boys diagnosed with ADHD (20 inattentive, 37 combined type) and 57 normally developing control boys, matched individually for age and nonverbal IQ. Operationally defined measures of behavioral inhibition and specific executive functions were derived from these activities and assessed under contrasting conditions of low or high working memory and distractor loads. There were no group differences in basic motor skills on the target game, nor in terms of the ability to inhibit a prepotent or ongoing response in the adventure videogame. However, boys with ADHD exhibited more self-talk, more effortful response preparation, and completed fewer challenges in the latter videogame. Also, they manifested inhibition deficits in terms of interference control during the route task at the zoo and took longer to complete the tasks. Typically, these differences were greatest under conditions of high working memory and distractor loads. Findings from this study suggest that cognitive difficulties in ADHD may be context dependent and that ADHD is associated with deficits in some but not all aspects of behavioral inhibition.}, 24643 keywords = {Ability, Attention, children, deficit-hyperactivity disorder, dopamine transporter, Games, Girls, Response-Inhibition Deficit, Working-Memory}, 24644 isbn = {0091-0627}, 24645 author = {Lawrence, Vivienne and Houghton, Stephen and Tannock, Rosemary and Douglas, Graham and Durkin, Kevin and Whiting, Ken} 24646 } 24647 @article {, 24648 title = {Aggression, competition and computer games: computer and human opponents}, 24649 journal = {Computers in Human Behavior}, 24650 volume = {18}, 24651 number = {5}, 24652 year = {2002}, 24653 pages = {495-506}, 24654 abstract = {Violence and aggression in computer games has been a concern of social commentators and an interest of media researchers for more than 10 years. Violent content has been at the top of the agenda even though aggression and hostility have been identified as a part of competitive gaming situations. The role of the opponent in this process has been largely overlooked. We examined the difference in frustration and aggression in game play after users encountered the computer as opponent and a proximate person as opponent using the same CD-ROM version of Monopoly. We found that users experienced higher levels of aggressive feelings after playing the computer than after playing a stranger face-to-face. It appears that aggression related to computer gaming may be reduced through the humanization of computer opponents.}, 24655 keywords = {Behavior, children, Feelings, Gender, Video Games, Violence}, 24656 isbn = {0747-5632}, 24657 author = {Williams,R B and Clippinger,C A} 24658 } 24659 @article {, 24660 title = {AlphaWolf: Social learning, emotion and development in autonomous virtual agents}, 24661 journal = {Innovative Concepts for Agent-Based Systems}, 24662 volume = {2564}, 24663 year = {2002}, 24664 pages = {35-45}, 24665 abstract = {We present research in synthetic social behavior for interactive virtual characters. We describe. a model from the natural world, the gray wolf (Cams lupus), and the social behavior exhibited by packs of wolves, to use as the target for an interactive installation entitled AlphaWolf, which was shown at SIGGRAPH 2001. We offer a computational model that captures a subset of the social behavior of wild wolves, involving models of learning, emotion and development. There is a range of real-world applications of synthetic social behavior, from short-term possibilities such as autonomous characters for computer games, to long-term applications such as computer interfaces that can interact more appropriately with humans by utilizing human social abilities. Our research offers initial steps toward computational systems with social behavior, in hope of making interactions with them more functional and more inherently rewarding.}, 24666 keywords = {model, Wolf}, 24667 isbn = {0302-9743}, 24668 author = {Tomlinson,B and Blumberg,B} 24669 } 24670 @proceedings {, 24671 title = {Approaches to Computer Game Design}, 24672 journal = {CGDC Conf.}, 24673 year = {2002}, 24674 author = {Lankoski, Petri and Heli{\"o}, Satu} 24675 } 24676 @book {, 24677 title = {The Art of Interactive Design: A Euphonious and Illuminating Guide to Building Successful Software}, 24678 year = {2002}, 24679 publisher = {No Starch Press}, 24680 organization = {No Starch Press}, 24681 isbn = {1886411840}, 24682 author = {Crawford,Chris} 24683 } 24684 @book {, 24685 title = {Break into the Game Industry: How to Get a Job Making Video Games}, 24686 year = {2002}, 24687 note = {Find out from an industry veteran exactly what you need to do to become a game designer, tester, artist, producer, programmer, writer, soundtrack composer, videographer, or sales/marketing professional. You{\textquoteright}ll get full-spectrum coverage of positions available within the game industry as well as details on how a game is created--from start to finish--and much more.}, 24688 pages = {352}, 24689 publisher = {McGraw-Hill Education}, 24690 organization = {McGraw-Hill Education}, 24691 address = {Columbus, OH}, 24692 isbn = {0072226609}, 24693 url = {http://mcgraw-hill.co.uk/html/0072226609.html}, 24694 author = {Adams, Ernest} 24695 } 24696 @article {, 24697 title = {Creative Player Actions in FPS Online Video Games - Playing Counter-Strike}, 24698 journal = {Game Studies}, 24699 volume = {2}, 24700 number = {2}, 24701 year = {2002}, 24702 url = {http://www.gamestudies.org/0202/wright/}, 24703 author = {Wright,Talmadge and Boria,Eric and Breidenbach,Paul} 24704 } 24705 @article {, 24706 title = {Development of a robotic device for facilitating learning by children who have severe disabilities}, 24707 journal = {IEEE Transactions on Neural Systems and Rehabilitation Engineering}, 24708 volume = {10}, 24709 number = {3}, 24710 year = {2002}, 24711 pages = {178-187}, 24712 abstract = {This paper presents technical aspects of a robot manipulator developed to facilitate learning by young children who are generally unable to grasp objects or speak. The severity of these physical disabilities also limits assessment of their cognitive and language skills and abilities. The CRS robot manipulator was adapted for use by children who have disabilities. Our emphasis is on the technical control aspects of the development of an interface and communication environment between the child and the robot arm. The system is designed so that each child has user control and control procedures that are individually adapted. Control interfaces include large push buttons, keyboards, laser pointer, and head-controlled switches. Preliminary results have shown that young children who have severe disabilities can use the robotic arm system to complete functional play-related tasks. Developed software allows the child to accomplish a series of multistep tasks by activating one or more single switches. Through a single switch press the child can replay a series of preprogrammed movements that have a development sequence. Children using this system engaged in three-step sequential activities and were highly responsive to the robotic tasks. This was in marked contrast to other interventions using toys and computer games.}, 24713 isbn = {1534-4320}, 24714 author = {Cook,A M and Meng,M Q H and Gu,J J and Howery,K} 24715 } 24716 @article {, 24717 title = {Does immigration help or harm children{\textquoteright}s health? The Mayan case}, 24718 journal = {Social Science Quarterly}, 24719 volume = {83}, 24720 number = {4}, 24721 year = {2002}, 24722 pages = {994-1002}, 24723 abstract = {Objective. We explore how the health, as measured by physical growth, of children in Guatemalan Maya families is impacted by immigration to the United States. Methods. We analyze anthropometric data on Maya children in Guatemala and in the United States. In addition, we use survey data from the Maya-American children and their parents about lifestyle and SES to examine the factors associated with overweight and obesity. Results. The Maya-American children are on average 10 centimeters taller, indicating better health. However, nearly half the Maya-American children are overweight and 42 percent are obese. Children who report watching TV or playing computer games as one of their favorite leisure time activities face a higher chance of being overweight. Conclusion. Immigration from Guatemala to the United States improves the health of children in that they generally grow taller. However, immigration also raises the risk of weight problems, increasing the likelihood of health problems such as hypertension and diabetes.}, 24724 keywords = {Obesity}, 24725 isbn = {0038-4941}, 24726 author = {Smith,P K and Bogin,B and Varela-Silva,M I and Orden,B and Loucky,J} 24727 } 24728 @article {, 24729 title = {The effects of extremely violent comic books on social information processing}, 24730 journal = {Journal of Interpersonal Violence}, 24731 volume = {17}, 24732 number = {11}, 24733 year = {2002}, 24734 pages = {1160-1178}, 24735 abstract = {This study investigated the effects of reading extremely violent comic books (EVCB) versus nonviolent comic books (NVCB) on the interpretation of overt and relational ambiguous provocation situations. Two hundred forty-nine introductory psychology students read either EVCB or NVCB. After reading the comic books, participants read hypothetical stories in which overt or relational aggression occurred but the intent of the provocateur was ambiguous. After each story participants were asked a series of questions about the provocateur{\textquoteright}s intent, potential retaliation toward the provocateur, and the provocateur{\textquoteright}s emotional state. Trait hostility was significantly related to hostile responding. Regardless of the type of aggression, participants reading EVCB responded more negatively than participants reading NVCB did. Males responded more negatively to the overt scenarios, whereas females responded more negatively to the relational scenarios. Results indicate that interpretation of ambiguous material appears to be affected by a number of variables, including gender, trait hostility, and violent media.}, 24736 keywords = {Behavior, Bias, children, Feelings, Media Violence, PERCEPTIONS, Relational Aggression, Thoughts, Video Games}, 24737 isbn = {0886-2605}, 24738 author = {Kirsh,S J and Olczak,P V} 24739 } 24740 @article {, 24741 title = {Effects of violent video games on aggressive behavior: Potential sex differences}, 24742 journal = {Journal of Experimental Social Psychology}, 24743 volume = {38}, 24744 number = {3}, 24745 year = {2002}, 24746 pages = {283-290}, 24747 abstract = {Evidence of the effects of playing violent video games on subsequent aggression has been mixed. This study examined how playing a violent video game affected levels of aggression displayed in a laboratory. A total of 43 undergraduate students (22 men and 21 women) were randomly assigned to play either a violent (Mortal Kombat) or nonviolent (PGA Tournament Golf) video game for 10 min. Then they competed with a confederate in a reaction time task that allowed for provocation and retaliation. Punishment levels set by participants for their opponents served as the measure of aggression. The results confirmed our hypothesis that playing the violent game would result in more aggression than would playing the nonviolent game. In addition, a Game X Sex interaction showed that this effect was larger for men than for women. Findings are discussed in light of potential differences in aggressive style between men and women. }, 24748 author = {B D Bartholow and Anderson,C A} 24749 } 24750 @book {, 24751 title = {Game on}, 24752 year = {2002}, 24753 publisher = {Universe Books}, 24754 organization = {Universe Books}, 24755 isbn = {0789307782}, 24756 author = {King, Lucien} 24757 } 24758 @unpublished {, 24759 title = {Genderizing HCI}, 24760 year = {2002}, 24761 abstract = {This article from the example of videogames for girls to other aspects of designing technology for women, it is instructive to apply McIntosh{\textquoteright}s model to the design of technology. We have left phase one behind: no longer is it possible to build womanless technology. Currently, there is widespread recognition of the importance of taking gender into account in interface design (witness the presence of this chapter in a handbook on HCI). And we have passed through phase two: public perception of the role of women in technology has changed radically, due to the efforts of activist computer scientists and historians who have highlighted, among others, Ada Lovelace{\textquoteright}s seminal role in the birth of the computer, and Grace Hopper{\textquoteright}s essential contribution to computing. Now, however, we find ourselves at a stage where women seem to pose some kind of problem for the design of technology. Tech companies pay consultants to help them figure out how to design for women. One gender and technology consulting firm refers to its ability to help companies succeed at "the notoriously selective and lucrative demographic of teenage girls." A consultant for online businesses advertises its knowledge of "what makes women click": a six-step program from initiating the relationship through subtle tactics of banner and home page design, through deepening the relationship by asking motivating survey questions. The goal is "the inside tract to get inside women{\textquoteright}s minds and keep them inside" the website. In fact, many websites for women have sprung up, but the majority treat the same topics as women{\textquoteright}s magazines that have been around for hundreds of years (the banner on one women{\textquoteright}s website invites readers to learn about "Making your home a haven for your family")}, 24762 url = {http://citeseer.ist.psu.edu/612839.html; http://gn.www.media.mit.edu/groups/gn/pubs/gender.hci.just.pdf}, 24763 author = {Cassell,Justine} 24764 } 24765 @article {, 24766 title = {Gore galore: Literary theory and computer games}, 24767 journal = {Computers and the Humanities}, 24768 volume = {36}, 24769 number = {3}, 24770 year = {2002}, 24771 pages = {345-358}, 24772 abstract = {Computer games have not been adequately theorized within the humanities. In this paper a brief history of computer games is presented as a starting point for developing a topology of games and a theory of computer games as rhetorical artifacts suitable for critical study. The paper addresses the question of why games should be treated seriously and suggests a theoretical approach based on Bakhtin{\textquoteright}s poetics of the novel where the experience of time and space (the chronotope) provides a framework of questions for discussing computer games.}, 24773 keywords = {Video}, 24774 isbn = {0010-4817}, 24775 author = {Rockwell,G} 24776 } 24777 @article {, 24778 title = {High versus low aggressive priming during video-game training: Effects on violent action during game play, hostility, heart rate, and blood pressure}, 24779 journal = {Journal of Applied Social Psychology}, 24780 volume = {32}, 24781 number = {12}, 24782 year = {2002}, 24783 pages = {2458-2474}, 24784 abstract = {Playing violent video games is related to increased negative affect and cardiovascular reactivity. We examined the influence of high and low aggressive priming during video-game training on violence during game play (e.g., shooting, choking), hostility, frustration with game play, blood pressure, and heart rate. Male undergraduates (N = 36) were assigned to a high aggressive or low aggressive video-game priming condition. After training, they played Metal Gear Solid(TM), which allows players to advance by using stealth, violence, or both. Participants in the high aggressive priming condition used significantly more violent action during game play and reported more hostility than those in the low aggressive priming condition. Heart rate was correlated with feelings of hostility. These findings indicate that both aggressive priming and use of game violence influence arousal and negative affect and might increase behavioral aggression.}, 24785 keywords = {children, Desensitization, Feelings, Individual-Differences, Media Violence, Physiological Arousal, Portrayals, Prosocial Behavior, Television Violence, Thoughts}, 24786 isbn = {0021-9029}, 24787 author = {Panee,C D and Ballard,M E} 24788 } 24789 @inbook {386, 24790 title = {Hybrid system models of navigation strategies for games and animations}, 24791 booktitle = {Hybrid Systems: Computation and Control}, 24792 series = {Lecture Notes in Computer Science}, 24793 volume = {2289}, 24794 year = {2002}, 24795 pages = {7-20}, 24796 publisher = {Springer-Verlag Berlin}, 24797 organization = {Springer-Verlag Berlin}, 24798 address = {Berlin}, 24799 abstract = {The virtual worlds of computer games and similar animated simulations may be populated by autonomous characters that intelligently navigate in virtual cities. We concretely apply hybrid system theory and tools to model navigation strategies for virtual characters. In particular, we present hybrid systems for both low-level (local) and high-level (global) navigation strategies, and we describe how we modeled these systems using the hybrid system specification tool CHARON. Further, we directly employed our hybrid system models to generate animations that demonstrate these navigation strategies. Overall, our results suggest that hybrid systems may be a natural framework for modeling aspects of intelligent virtual actors. We also present a small verification example for a simple navigation strategy, and we briefly discuss obstacles to widespread practical applicability of verification in this problem domain.}, 24800 keywords = {Automata}, 24801 isbn = {0302-9743}, 24802 author = {Aaron,E and Ivancic,F and Metaxas,D} 24803 } 24804 @article {, 24805 title = {Hyperactivity-induced suprahyoid muscular hypertrophy secondary to excessive video game play: A case report}, 24806 journal = {Journal of Oral and Maxillofacial Surgery}, 24807 volume = {60}, 24808 number = {3}, 24809 year = {2002}, 24810 pages = {326-327}, 24811 author = {Cultrara, A and Har-El, G} 24812 } 24813 @article {, 24814 title = {If you{\textquoteright}re no good at computer games, don{\textquoteright}t operate endoscopically!}, 24815 journal = {Gynaecological Endoscopy}, 24816 volume = {11}, 24817 number = {6}, 24818 year = {2002}, 24819 pages = {345-347}, 24820 abstract = {Objective To evaluate whether innate surgical endoscopic skill could be predicted by ability to play computer video games. Design Prospective study. Subjects 46 consecutive delegates attending an endoscopy workshop completed timed trials of laparoscopic and hysteroscopic skills stations and a commercial video game. These results were compared to identify any correlation. Results There was a highly statistically significant correlation between skills tests and game time. Conclusion This finding could be utilized to identify aptitude prior to or during surgical training.}, 24821 keywords = {Psychomotor Tester}, 24822 isbn = {0962-1091}, 24823 author = {Miskry,T and Magos,T and Magos,a} 24824 } 24825 @article {, 24826 title = {Impaired stress-induced pressure natriuresis increases cardiovascular load in African American youths}, 24827 journal = {American Journal of Hypertension}, 24828 volume = {15}, 24829 number = {10}, 24830 year = {2002}, 24831 pages = {903-906}, 24832 abstract = {Background: We hypothesized that impaired stress-induced pressure natriuresis increases blood pressure (BP) load. Methods: The 118 African American youths were brought into similar levels of sodium balance. The protocol consisted of a 2-h baseline period, a 1-h stress period (competitive video games), and a 2-h recovery period. Results: Normal pressure natriuresis (n = 80) resulted from a resistance-mediated (r = 0.23; P < .03) increase in BP (P < .001). In contrast, impaired pressure natriuresis (n = 38), leading to an extended period of elevated BP (P < .05), resulted from a volume-mediated (r = 0.55; P < .002) increase in BP (P < .001). Conclusions: Impaired stress-induced pressure natriuresis may contribute to the development of essential hypertension, particularly in African Americans.}, 24833 keywords = {Hypertension, Men, Sensitivity, Sodium-Excretion}, 24834 isbn = {0895-7061}, 24835 author = {Harshfield,G A and Wilson,M E and Hanevold,C and Kapuku,G K and Mackey,L and Gillis,D and Treiber,F A} 24836 } 24837 @article {, 24838 title = {Improving children{\textquoteright}s mental rotation accuracy with computer game playing}, 24839 journal = {Journal of Genetic Psychology}, 24840 volume = {163}, 24841 number = {3}, 24842 year = {2002}, 24843 pages = {272-282}, 24844 abstract = {The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n=24) and girls (n=23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children{\textquoteright}s spatial abilities.}, 24845 keywords = {Gender Differences, Performance, Sex-Differences, Spatial Abilities}, 24846 isbn = {0022-1325}, 24847 author = {De Lisi,R and Wolford,J L} 24848 } 24849 @article {, 24850 title = {In search of the videogame player - The lives of Mario}, 24851 journal = {New Media \& Society}, 24852 volume = {4}, 24853 number = {3}, 24854 year = {2002}, 24855 pages = {405-422}, 24856 abstract = {Videogames represent what may be the current apotheosis, and certainly most widely available implementation, of high-level human-computer interaction. As such, they must be viewed as a paradigmatic emblem of the new media. This article presents findings from two longitudinal studies that highlight the analytical and methodological weaknesses of the (sparse) extant scholarly studies of the medium, and calls for a more sensitive approach to investigating and interpreting the composition of the interactive experience of videogame play. The article offers an integrative model describing the complex of dialectical relationships and interactions between previously discrete concepts and constructs of player, system and gameworld.}, 24857 keywords = {Aggression, children, Games, Seizures, Violent}, 24858 isbn = {1461-4448}, 24859 author = {Newman,J} 24860 } 24861 @article {, 24862 title = {Interactive control of avatars animated with human motion data}, 24863 journal = {ACM Transactions on Graphics}, 24864 volume = {21}, 24865 number = {3}, 24866 year = {2002}, 24867 pages = {491-500}, 24868 abstract = {Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this set of behaviors, possibly with a low-dimensional input device. One appealing approach to obtaining a rich set of avatar behaviors is to collect an extended, unlabeled sequence of motion data appropriate to the application. In this paper, we show that such a motion database can be preprocessed for fle xibility in behavior and efficient search and exploited for real-time avatar control. Flexibility is created by identifying plausible transitions between motion segments, and efficient search through the resulting graph structure is obtained through clustering. Three interface techniques are demonstrated for controlling avatar motion using this data structure: the user selects from a set of available choices, sketches a path through an environment, or acts out a desired motion in front of a video camera. We demonstrate the flexibility of the approach through four different applications and compare the avatar motion to directly recorded human motion.}, 24869 keywords = {Interpolation}, 24870 isbn = {0730-0301}, 24871 author = {Lee,J H and Chai, J X and Reitsma, P S A and Hodgins, J K and Pollard, N S} 24872 } 24873 @article {, 24874 title = {Introducing Emotion into Military Simulation and Videogame Design: America{\textquoteright}s Army: Operations and VIRTE}, 24875 year = {2002}, 24876 note = {BIOGRAPHY 24877 LCDR Russell Shilling, Ph.D. is a U.S. Naval Aerospace Experimental Psychologist and the Technical Director for Immersive Technologies in the MOVES Institute at the Naval Postgraduate School(NPS) in Monterey, CA. and the lead audio engineer and sound designer for America{\textquoteright}s Army: Operations. He joined the Navy in 1992 after completing his Ph.D. in experimental psychology at the University of North Carolina at Greensboro where he studied neuroscience and auditory psychophysics. Prior to arriving at NPS, he conducted research on virtual environments at the 24878 Naval Air Warfare Center Training Systems Division and the U.S. Air Force Academy. 24879 24880 Russell Shilling (MOVES Institute; 833 Dyer Road , Room 254); Michael Zyda (MOVES Institute; 833 Dyer Road , Room 254);}, 24881 abstract = {Emotion is a key component for sound design in movies and videogames. We believe that it is also a key component in virtual environments and simulation. The following paper summarizes work at the MOVES Institute{\textquoteright}s Immersive Audio Laboratory which demonstrates the emotional impact of sound in interactive media and also shows that emotionality evoked in a simulation has a positive impact on learning for events that occur in the simulation. Our research methods employ objective measures such as physiological recordings and memory recall testing rather than the more commonly used subjective questionnaires and surveys. It is our belief that these objective measures are more easily replicated and generalized to a wide variety of simulations and situations. We discuss our research in terms of the parallel development in the MOVES Institute of the videogame "America{\textquoteright}s Army: Operations," which we use as an experimental test bed and tool. Applications of this research are discussed in terms of high-end simulation projects like the Virtual Technologies and Environments (VIRTE) program sponsored by the Office of Naval Research.}, 24882 keywords = {America{\textquoteright}s Army, audio, design, emotion, learning, memory, physiology, sound, training, videogames, VIRTE}, 24883 url = {http://gamepipe.usc.edu/~zyda/pubs/ShillingGameon2002.pdf}, 24884 author = {Shilling, Russell and Zyda, Michael and Wardynski, E. Casey} 24885 } 24886 @proceedings {, 24887 title = {Killing Like a Girl: Gendered Gaming and Girl Gamers{\textquoteright} Visibility}, 24888 journal = {Computer Games and Digital Cultures Conference Proceedings, Tampare: Tampare University Press}, 24889 year = {2002}, 24890 note = {Also available at http://www.cric.ac.uk/cric/staff/Jason_Rutter/papers/cgdc.pdf}, 24891 abstract = {Approaches to gender and computer gaming have been dominated by textual and content analysis at the expense of broader understandings of gaming. This paper examines computer games through gendered game content, game spaces and activities. The paper suggests that despite the popular stereotype of the computer gamer as an antisocial male teenager, there is increasing evidence of female gaming. This suggests the need to examine the relationship between gender and this activity in greater depth and within everyday contexts. The authors examine the possibility of computer gaming as a potential site for challenging dominant gender stereotypes, relating this to the production and consumption of contemporary leisure.}, 24892 keywords = {Gender, gendered technology, leisure spaces}, 24893 url = {http://digiplay.info/files/cgdc.pdf}, 24894 author = {Bryce, Jo and Rutter, Jason} 24895 } 24896 @article {, 24897 title = {Kinetic and physiological analysis of the GAME(wheels) system}, 24898 journal = {Journal of Rehabilitation Research and Development}, 24899 volume = {39}, 24900 number = {6}, 24901 year = {2002}, 24902 pages = {627-634}, 24903 abstract = {For individuals with a spinal cord injury or dysfunction (SCI/D), opportunities to exercise are limited and are usually not highly motivating experiences. Exercise programs or extracurricular activities may help increase or maintain the cardiovascular fitness level of individuals with SCI/D. The GAME(Wheels) system, an interface between a portable roller system and a computer, enables an individual to control a video game by propelling his or her wheelchair. The purpose of this study was to investigate whether the propulsive forces used during video play, both with and without the GAME(Wheels) system, were different. A secondary purpose was to examine differences in metabolic parameters during exercise under these two conditions. Ten manual wheelchair users exercised on the GAME(Wheels) system with and without controlling a video game. Physiological and kinetic data were collected six times during two exercise trials. Kinetic data were recorded with the SMART(Wheel) and used to investigate propulsion forces. No significant differences were found in the resultant force, rate of rise, or number of hand contacts with the pushrims. This study showed that propulsion pattern did not change significantly when wheelchair users exercised while playing a computer video game. Oxygen consumption, ventilation, and heart rate were significantly different (p < 0.05) between the two groups during the last three exercise intervals and cooldown. Playing a video game while exercising may help to motivate manual wheelchair users to exercise longer and regularly, something that was reported by this study{\textquoteright}s subjects; likewise, exercising while playing a video game may not be associated with higher pushrim forces and stroke frequencies.}, 24904 keywords = {Computer games, Pushrim Forces, Spinal-Cord Injuries, Video-Game, Wheelchair Propulsion}, 24905 isbn = {0748-7711}, 24906 author = {O Connor, T J and Fitzgerald,S G and Cooper,R A and Thorman,T A and Boninger,M L} 24907 } 24908 @article {, 24909 title = {Landscape journeys: Is the designed landscape letting us down? (Lessons from movies and computer games remind landscape architects of old responsibilities)}, 24910 journal = {Landscape Architecture}, 24911 volume = {92}, 24912 number = {4}, 24913 year = {2002}, 24914 pages = {135-136}, 24915 author = {Flaherty, E} 24916 } 24917 @book {2606, 24918 title = {The Language of New Media}, 24919 year = {2002}, 24920 pages = {394}, 24921 publisher = {MIT Press}, 24922 organization = {MIT Press}, 24923 isbn = {0262632551}, 24924 author = {Manovich, Lev} 24925 } 24926 @article {, 24927 title = {Latin America{\textquoteright}s new cultural industries still play old games - From the Banana Republic to Donkey Kong}, 24928 journal = {Game Studies}, 24929 volume = {2}, 24930 number = {2}, 24931 year = {2002}, 24932 abstract = {This article explores the video games industry as part of what has become 24933 known as the \"cultural industries\" (Hesmondhalgh 2002), using Latin America 24934 as a case study. We suggest that the video game industry possesses a 24935 political economy that responds to the same principles and patterns a 24936 conventional business does.~ 24937 }, 24938 url = {http://www.gamestudies.org/0202/lugo/}, 24939 author = {Lugo, J. and Sampson, T. and Lossada, M.} 24940 } 24941 @article {, 24942 title = {Loading... Please Wait: Ireland and the Global Games Industry}, 24943 year = {2002}, 24944 note = {Link to Executive Summary}, 24945 institution = {STeM}, 24946 url = {http://www.arts.ulster.ac.uk/media/kerr/source\%20files/text/executive\%20summary_final\%20report2.pdf}, 24947 author = {Kerr,A} 24948 } 24949 @article {2345, 24950 title = {Maintenance-oriented design and development: A case study}, 24951 journal = {IEEE Software}, 24952 volume = {19}, 24953 number = {4}, 24954 year = {2002}, 24955 pages = {100-+}, 24956 abstract = {Maintenance efforts are the most time and resource consuming of the entire software development process. the authors propose a different point of view that shifts the traditional perspective and thinks of the implementation stage as maintenance as well. They present a case study of the development of educational video games for children to determine the proposed method{\textquoteright}s benefits and drawbacks in this domain.}, 24957 isbn = {0740-7459}, 24958 author = {Zagal, Jose P. and Ahues,R S and Nussbaum, M} 24959 } 24960 @article {, 24961 title = {Measuring problem video game playing in adolescents}, 24962 journal = {Addiction}, 24963 volume = {97}, 24964 number = {12}, 24965 year = {2002}, 24966 pages = {1601-1606}, 24967 abstract = {Aims Some researchers suggest that for some people, video game playing is an addictive behaviour similar to substance dependence. Our aim,was to design and validate a scale to measure the problems associated with the apparently addictive use of all types of video games and video game systems, because there is no instrument at the present time that can be used for this purpose. Design We reviewed the DSM-IV criteria for substance dependence and for pathological gambling, as well as the literature on the addictions in order to design a short scale (PVP; problem video game playing) that is quick and easy to apply. Participants The scale was administered to 223 Spanish adolescents aged between 13 and 18 years. The study was carried out in Granada and Algeciras, Spain. Findings Psychometric analyses show that the PVP seems to be unidimensional and has acceptable internal consistency (Cronbach{\textquoteright}s alpha) at 0.69. The pattern of associations between the scale scores and alternative measures of problem play supports its construct validity (higher total scores in the scale were associated with higher frequency of play, mean and longest times per session, self and parents{\textquoteright} perception of playing to excess, and scores in the Severity of Dependence Scale). Conclusions Our results confirm that the excessive use of video games is associated with a number of problems which resemble a dependence syndrome, and the PVP appears as a useful instrument for the measurement of such problems.}, 24968 keywords = {Addiction, Amphetamine Users, children, Computer games, Dependence Scale Sds, Leisure Activities, Personality, Severity}, 24969 isbn = {0965-2140}, 24970 author = {Salguero,R A T and Moran,R M B} 24971 } 24972 @book {456, 24973 title = {The Medium of the Video Game}, 24974 year = {2002}, 24975 publisher = {University of Texas Press}, 24976 organization = {University of Texas Press}, 24977 edition = {1st edition}, 24978 abstract = {Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term ""video game"" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.}, 24979 isbn = {0292791488}, 24980 author = {Baer,Ralph H and Wolf,Mark J P} 24981 } 24982 @article {, 24983 title = {Mitigating the effects of gun violence on children and youth}, 24984 journal = {Future of Children}, 24985 volume = {12}, 24986 number = {2}, 24987 year = {2002}, 24988 pages = {73-85}, 24989 abstract = {Countless children and youth are exposed to gun violence each year--at home, at school, in their communities, or through the media. Gun violence can leave lasting emotional scars on these children. This article reviews research regarding the psychological effects of gun violence on children and youth, and offers suggestions for how parents, school administrators, and mental health workers can mitigate these negative effects.* Children exposed to gun violence may experience negative short- and long-term psychological effects, including anger, withdrawal, posttraumatic stress, and desensitization to violence. All of these outcomes can feed into a continuing cycle of violence.* Certain children may be at higher risk for negative outcomes if they are exposed to gun violence. Groups at risk include children injured in gun violence, those who witness violent acts at close proximity, those exposed to high levels of violence in their communities or schools, and those exposed to violent media.* Parents, school administrators, and mental health workers all can play key roles in protecting children from gun violence and helping them overcome the effects of gun-related trauma.The authors recommend a number of strategies that adults can adopt to help children cope with gun violence, such as increasing parental monitoring, targeting services to youth at risk of violent activity, and developing therapeutic interventions to help traumatized young people.Guns are deeply embedded in American society. Indeed, many people around the world perceive the gun as one of America{\textquoteright}s primary cultural icons--from Al Capone{\textquoteright}s machine gun to GI Joe{\textquoteright}s rifle, or more recently, the shotguns and assault rifles of young gang members and adolescent school shooters. An estimated 43\% of American households contain some type of gun. (l) Despite the prevalence of guns in the United States, an ongoing and intense cultural struggle continues regarding their proper place in society, particularly in the lives of children and youth. Most states have laws limiting minors{\textquoteright} access to guns. Yet surveys reveal that many youth, perhaps most, believe they could obtain a gun if they wanted to, and research suggests that as many as one in five inner-city teenagers reports carrying a gun at some point...}, 24990 keywords = {American, Behavior, Community Violence, Life, Mothers, Video Games, War}, 24991 isbn = {1054-8289}, 24992 url = {http://www.futureofchildren.org/usr_doc/tfoc_12-2f.pdf}, 24993 author = {Garbarino, J and Bradshaw, C P and Vorrasi, J A} 24994 } 24995 @article {, 24996 title = {Not so doomed: computer game play and positive adolescent development}, 24997 journal = {Journal of Applied Developmental Psychology}, 24998 volume = {23}, 24999 number = {4}, 25000 year = {2002}, 25001 pages = {373-392}, 25002 abstract = {It has been speculated that computer game play by young people has negative correlates or consequences, although little evidence has emerged to support these fears. An alternative possibility is that <strong>game play may be associated with positive features of development</strong>, as the games reflect and contribute to participation in a challenging and stimulating voluntary leisure environment. This study examined the relationship between game play and several measures of adjustment or risk taking in a sample of 16-year-old high school students. No evidence was obtained of negative outcomes among game players. On <strong>several measures-including family closeness, activity involvement, positive school engagement, positive mental health, substance use, self-concept, friendship network, and disobedience to parents-game players scored more favorably than did peers who never played computer games</strong>. It is concluded that computer games can be a positive feature of a healthy adolescence. 25003 }, 25004 keywords = {Aggressive-Behavior, children, Impact, Involvement, Leisure Activities, Physiological Arousal, Prosocial Behavior, Self-Esteem, Socialization, Violent Video Games}, 25005 isbn = {0193-3973}, 25006 url = {http://www.rcgd.isr.umich.edu/garp/articles/durkin02.pdf}, 25007 author = {Durkin,K and Barber,B} 25008 } 25009 @book {, 25010 title = {Opening the Xbox: Inside Microsoft{\textquoteright}s Plan to Unleash an Entertainment Revolution}, 25011 year = {2002}, 25012 publisher = {Prima Publishing}, 25013 organization = {Prima Publishing}, 25014 address = {Roseville}, 25015 author = {Takahashi, D.} 25016 } 25017 @article {, 25018 title = {Peer rejection, competitiveness, and problems of cooperation between peers}, 25019 journal = {Psychologie in Erziehung Und Unterricht}, 25020 volume = {49}, 25021 number = {2}, 25022 year = {2002}, 25023 pages = {89-101}, 25024 abstract = {A sample of 94 children who attended third, fifth, and sixth grade classrooms was used in order to explore children{\textquoteright}s emotional reactions when their (same-sex) partner in a cooperative computer game appeared to be unable or unwilling to do his or her share in the joint endeavor. During the ensuing discussions dominance in the shape of disgust or contempt made up 18 \% of all facial expressions. Different types of smiles, however, were far more frequent - they made up almost half of all facial expressions. Hierarchical regression analyses which were guided by a theoretical model suggest that children showed more often expressions of anger and denigration on their faces when they considered themselves to be rejected by their peers, when their relation ship with their play partner was overshadowed by competition (girls only), and when they experienced intense anger and contempt at the same time. Implications of dominance and denigration for the partner and the cooperation as well as the need of furthering the development of emotional competence are discussed.}, 25025 keywords = {anger, Behavior, Childhood, children, competetiveness, conflict, cooperation, emotion, emotional competence, friendship, friendship relations, middle childhood, peer rejection}, 25026 author = {von Salisch,M} 25027 } 25028 @article {, 25029 title = {Playability in action videogames: A qualitative design model}, 25030 journal = {Human-Computer Interaction}, 25031 volume = {17}, 25032 number = {4}, 25033 year = {2002}, 25034 pages = {311-368}, 25035 abstract = {In the 1990s, the videogame industry has managed to become the fastest growing segment of the entertainment industry in America. However, only a very low number of videogame products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, players{\textquoteright} preferences are a core issue in creating successful products, and the game design process is crucial for guaranteeing players{\textquoteright} satisfaction. Then, an important question arises: What do players want in videogames? The purpose of this work is to propose a game design reference that directly mirrors players{\textquoteright} preference, shaped as a qualitative model based on empirical data gathered during playing sessions. The model describes the main elements that, according to players{\textquoteright} opinions, determine the playability of action videogames; the model proposes design guidelines that are the conceptualization of players{\textquoteright} preferences. Therefore, the model helps game designers to understand the elements that must be dealt with to make better games. Besides the operational relevance of the model, the research methodology described in this work is an example of how a qualitative approach such as the grounded theory paradigm can be applied to solve a software specification problem directly focusing on end-users.}, 25036 isbn = {0737-0024}, 25037 author = {Fabricatore, C and Nussbaum, M and Rosas, R} 25038 } 25039 @article {, 25040 title = {Playing video games seems to have few serious acute adverse effects on health}, 25041 journal = {British Medical Journal}, 25042 volume = {324}, 25043 number = {7346}, 25044 year = {2002}, 25045 pages = {1159-1159}, 25046 author = {Griffiths,M D} 25047 } 25048 @proceedings {, 25049 title = {The Pleasure of the Playable Text: Towards an Aesthetic Theory of Computer Games}, 25050 journal = {CGDC Conf.}, 25051 year = {2002}, 25052 author = {Lauteren, Georg} 25053 } 25054 @article {, 25055 title = {Prevalence rates and epidemiological risk factors for astigmatism in Singapore school children}, 25056 journal = {Optometry and Vision Science}, 25057 volume = {79}, 25058 number = {9}, 25059 year = {2002}, 25060 pages = {606-613}, 25061 abstract = {Purpose. This study examined the prevalence rate of astigmatism and its epidemiological risk factors in Singapore school children. Methods. In a study of school children aged 7 to 9 years old in two schools in Singapore in 1999, a detailed questionnaire was administered to parents regarding reading or close-work habits, past history of close-work, family history, and socioeconomic factors. Cycloplegic refraction was performed five times in each eye. Defining astigmatism as worse than or equal to 0.5, 0.75, and 1 D cylinder in the right eye, the prevalence of astigmatism was calculated. Results. The study population consisted of 1028 children. The prevalence rate of astigmatism (worse than or equal to 1 D cylinder) was 19.2\% (95\% confidence interval, 16.8 to 21.6). This was not different between genders, ethnic groups, or age (p > 0.05). With-the-rule astigmatism was more common than against-the-rule astigmatism. The prevalence of astigmatism and myopia was 9.8\% (95\% confidence interval, 8.0 to 11.6). A high AC/A ratio was associated (p = 0.003) with astigmatism, even after exclusion of myopic children. On vectorial analysis, J(0) and J(45) were associated with the number of hours of playing video games, whereas J(45) was also associated with computer use. Only J(45) was associated to male gender, a high AC/A ratio, and a family history of myopia. Conclusions. The prevalence rate of astigmatism (greater than or equal to1 D) was 19\%. Playing video games and computer use may be associated with astigmatism severity, although the presence of astigmatism (greater than or equal to1 D) was not associated with any nearwork factors. A family history of myopia was associated with oblique astigmatism severity. A high AC/A ratio is associated with astigmatism, and this requires further investigation.}, 25062 keywords = {Anisometropia, Axis, Chinese Preschool-Children, Corneal, Eye, Myopia, ONSET, Population, Refractive Errors, Sample}, 25063 isbn = {1040-5488}, 25064 author = {Tong,L and Saw,S M and Carkeet,a and Chan,W Y and Wu,H M and Tan,D} 25065 } 25066 @article {, 25067 title = {Report on the Educational Use of Games: an Exploration by TEEM of the Contribution which Games Can Make to the Education Process}, 25068 year = {2002}, 25069 pages = {26}, 25070 institution = {TEEM}, 25071 address = {St Ives, Cambridgeshire, UK}, 25072 abstract = {{\textquoteleft}Computer games{\textquoteright} is a term that is widely used to describe many different<br /> 25073 activities on the computer. Games can be categorised into broad groups<br /> 25074 and these teacher led categorisations are comprehensible to parents.<br /> 25075 Primary teachers perceive that many educational titles contain a game<br /> 25076 element, and this perception is shared by children using such software. The<br /> 25077 games included in this evaluation were all outside this traditional classroom<br /> 25078 software group.<br /> 25079 Games provide a forum in which learning arises as a result of tasks<br /> 25080 stimulated by the content of the games, knowledge is developed through<br /> 25081 the content of the game, and skills are developed as a result of playing the<br /> 25082 game. 25083 }, 25084 keywords = {Educational Use, Video Games}, 25085 url = {www.teem.org.uk/publications/teem_gamesined_full.pdf}, 25086 author = {McFarlane, A. and Sparrowhawk, A. and Heald, Y.} 25087 } 25088 @proceedings {, 25089 title = {Representing Users in the Design of Digital Games}, 25090 journal = {CGDC Conf.}, 25091 year = {2002}, 25092 author = {Kerr,Aphra} 25093 } 25094 @book {, 25095 title = {ScreenPlay: Cinema/videogames/interfaces}, 25096 year = {2002}, 25097 publisher = {Wallflower Press}, 25098 organization = {Wallflower Press}, 25099 address = {London}, 25100 author = {King, G and Krzywinska, T} 25101 } 25102 @article {378, 25103 title = {Searching for an agent who may or may not want to be found}, 25104 journal = {Operations Research}, 25105 volume = {50}, 25106 number = {2}, 25107 year = {2002}, 25108 pages = {311-323}, 25109 abstract = {There is an extensive theory regarding optimal continuous path search for a mobile or immobile {\textquoteright}target.{\textquoteright} The traditional theory assumes that the target is one of three types: (i) an object with a known distribution of paths, (ii) a mobile or immobile hider who wants to avoid or delay capture, or (iii) a rendezvouser who wants to find the searcher. This paper introduces a new type of search problem by assuming that aims of the target are not known to the searcher. The target may be either a type (iii) cooperator (with a known cooperation probability c) or a type (ii) evader. This formulation models search problems like that for a lost teenager who may be a {\textquoteright}runaway,{\textquoteright} or a lost intelligence agent who may be a defector. In any given search context, it produces a continuum of search problems F(c), 0 less than or equal to c less than or equal to 1, linking a zero-sum search game (with c = 0) to a rendezvous problem (with c = 1). These models thus provide a theoretical bridge between two previously distinct parts of search theory, namely search games and rendezvous search.}, 25110 keywords = {Game, Line, Players, Rendezvous Search}, 25111 isbn = {0030-364X}, 25112 author = {Alpern, S and Gal, S} 25113 } 25114 @article {, 25115 title = {Self-reported copycat crime among a population of serious and violent juvenile offenders}, 25116 journal = {Crime \& Delinquency}, 25117 volume = {48}, 25118 number = {1}, 25119 year = {2002}, 25120 pages = {46-69}, 25121 abstract = {A unique population of juveniles, serious and violent juvenile offenders (SVJOs), has emerged as a public concern. A corollary concern is the effect of the mass media on juveniles. Addressing both issues, an exploratory study of copycat crime and the media{\textquoteright}s role in copycat crime{\textquoteright}s generation among a sample of SVJOs is conducted. The study{\textquoteright}s goals are to measure the prevalence of self-reported copycat crime in SVJOs and examine the correlates of self-reported copycat criminal behaviors. Concerning prevalence, about one fourth of the juveniles reported that they have attempted a copycat crime. The correlates of copycat behavior include a set of media and peer-related attitudes. Academic and demographic characteristics are not found to significantly relate to copycat crime. Additional research on specific media, such as video games, as well is offender/nonoffender comparisons is suggested.}, 25122 keywords = {Aggression, Video Games}, 25123 isbn = {0011-1287}, 25124 author = {Surette,R} 25125 } 25126 @inbook {, 25127 title = {Spectacle of the Deathmatch: Producing Character and Narrative in Multiplayer Gaming}, 25128 booktitle = {ScreenPlay: Cinema/videogames/interfaces}, 25129 year = {2002}, 25130 pages = {66-80}, 25131 publisher = {Wallflower Press}, 25132 organization = {Wallflower Press}, 25133 address = {London}, 25134 author = {Bryce, Jo and Rutter, Jason}, 25135 editor = {King,Geof and Krzywinska,Tanya} 25136 } 25137 @conference {, 25138 title = {Story Visualization Techniques for Interactive Drama}, 25139 booktitle = { AAAI Spring Symposium}, 25140 series = {AI and Interactive Entertainment}, 25141 year = {2002}, 25142 abstract = {Research on interactive drama, or interactive fiction in 25143 general, mostly focuses on character and plot development. 25144 It is important to investigate the change of plot and 25145 character responses due to interaction in interactive stories. 25146 However, it is also important to investigate the change of 25147 visual designs and setups, including lighting color, position 25148 and angle, camera angle, position, and movement, and 25149 characters{\textquoteright} movements and gestures, and their functions in 25150 interactive stories. While the importance of visual design is 25151 unquestionable in film and theatre, only a few research 25152 attempts have been made to devise a system that changes 25153 visual designs and setups depending on story interaction. 25154 The paper describes an approach to build story visualization 25155 systems that dynamically change visual designs/setups to 25156 suit plot and authorial intention, and to emotionally engage 25157 the participant in a dramatic experience.}, 25158 author = {Magy Seif El-Nasr} 25159 } 25160 @article {, 25161 title = {Structure and competition in the U.S. home video game industry}, 25162 journal = {The International Journal on Media Management}, 25163 volume = {4}, 25164 number = {1}, 25165 year = {2002}, 25166 pages = {41-54}, 25167 abstract = { The video game industry has continued to grow dramatically over the past decade, cutting into mainstream media in participation and revenues as it becomes part of mainstream media culture. Following the industrial organization model, this paperconceptualizes and systematically analyzes five vertical stages and the key market segments of consoles, handheld and PC-based games. Genre-based measures of content show that the different game platforms have varying levels of product diversity, driven by differing levels of risk and rewards. Comparisons in production and distribution are made with other major media. The main conclusion is that the industry is reaching a mature phase with concentration and integration beginning to be found in its stages. A mainstreaming of content is partially countered by a vibrant commnity of developers, mostly for PC games. As a standard-based industry, non-interoperability and network effects continue to play a key role in preserving competition in a field with a shrinking number of firms.}, 25168 url = {http://www.mediajournal.org/modules/pub/view.php/mediajournal-5}, 25169 author = {Williams, Dmitri} 25170 } 25171 @proceedings {, 25172 title = {The technoludic film: images of video games in movies (1973-2001)}, 25173 journal = {IWEC}, 25174 year = {2002}, 25175 note = {Draws on http://www.mattscape.com/images/TECHNOLUDIC_FILM.pdf}, 25176 pages = {307-312}, 25177 isbn = {1-4020-7360-7}, 25178 author = {Bittanti,Matteo} 25179 } 25180 @article {, 25181 title = {Triumph of the mod: Player-created additions to computer games aren{\textquoteright}t a hobby anymore -- they{\textquoteright}re the lifeblood of the industry}, 25182 year = {2002}, 25183 abstract = {Apr 16, 2002 | The wall went down last month. From now on <strong>in computer gaming, there were to be no real barriers between creator and audience, or producer and consumer.</strong> They would be collaborators in the same imaginative space, and working as equals, they\&$\#$39;d create a new medium, together. That announcement was made, if you listened closely enough, at the annual Game Developers Conference in San Jose, when Valve Software founder Gabe Newell unveiled Steam, a broadband distribution network that would offer instant updates to recent Valve games and new titles from Valve and other companies. Listed among the new titles was \"Day of Defeat,\" a multiplayer add-on to Valve\&$\#$39;s best-selling first-person shooter (FPS), \"Half-Life.\" 25184 }, 25185 keywords = {history, video game modding}, 25186 url = {http://dir.salon.com/story/tech/feature/2002/04/16/modding/index.html}, 25187 author = {Au, Wagner James} 25188 } 25189 @book {, 25190 title = {Video Games: A Popular Culture Phenomenon}, 25191 year = {2002}, 25192 publisher = {Transaction}, 25193 organization = {Transaction}, 25194 address = {New Brunswick}, 25195 author = {Berger, Arthur Asa} 25196 } 25197 @article {, 25198 title = {Video games are exciting: A European study of video game-induced seizures and epilepsy}, 25199 journal = {Epileptic Disorders}, 25200 volume = {4}, 25201 number = {2}, 25202 year = {2002}, 25203 pages = {121-128}, 25204 abstract = {Background: Video game seizures have been reported in photosensitive and non-photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. Methods: We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. Results: The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game- viewing and-playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program (P < 0.001, P < 0.05 respectively). Playing the video game Mario World on a 50 Hz TV, appeared to be significantly more provocative than playing this game on the 100 Hz TV (P < 0.001). Of 163 patients with a history of TV-, VG- or CG-seizures, 85\% of them showed epileptiform discharges in response to photic stimulation, 44\% to patterns, 59\% to 50 Hz TV and 29\% to 100 Hz TV. Conclusions: Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative .}, 25205 keywords = {Computer games, Epilepsy, Pattern-Sensitive Epilepsy, photosensitivity, Stimulation, Super Mario World, Television, TV, Video Games}, 25206 author = {Trenite, Dgakn and da Silva, A. M. and Ricci,S and Rubboli, G. and Tassinari, C. A. and Lopes,J and Bettencourt,M and Oosting,J and Segers, J. P.} 25207 } 25208 @article {, 25209 title = {Violent video games and hostile expectations: A test of the General Aggression Model}, 25210 journal = {Personality and Social Psychology Bulletin}, 25211 volume = {28}, 25212 number = {12}, 25213 year = {2002}, 25214 pages = {1679-1686}, 25215 abstract = {Research conducted over several decades has shown that violent media increase aggression. It is now time to move beyond the question of whether violent media increase aggression to answering the question why violent media increase aggression. The present research tested whether violent video games produce a hostile expectation bias-the tendency to expect others to react to potential conflicts with aggression. Participants (N = 224) played either a violent or nonviolent video game. Next, they read ambiguous story stems about potential interpersonal conflicts. They were asked what the main character will do, say, think, and feel as the story continues. People who played a violent video game described the main character as behaving more aggressively, thinking more aggressive thoughts, and feeling more angry than did people who played a nonviolent video game. These results are consistent with the General Aggression Model.}, 25216 keywords = {Arousal, Behavior, Cognition, Media Violence, Thoughts}, 25217 isbn = {0146-1672}, 25218 author = {Bushman,B J and Anderson,C A} 25219 } 25220 @article {, 25221 title = {Visual protective sheet can increase blink rate while playing a hand-held video game}, 25222 journal = {American Journal of Ophthalmology}, 25223 volume = {133}, 25224 number = {5}, 25225 year = {2002}, 25226 pages = {704-705}, 25227 abstract = {PURPOSE: To evaluate the effectiveness of a protective sheet in reducing eye strain caused by unnecessary light reflection on portable liquid crystal display panels while playing Game Boy (Nintendo, Kyoto, Japan). DESIGN: Nonrandomized clinical trial. METHODS: The blink rates of 24 normal volunteers were measured under relaxed conditions while viewing a portable liquid crystal display panel and playing Game Boy with and without the protective sheet of polyethylene terephthalate with antiglare coating for a total of 10 minutes each. RESULTS: The results showed a dramatic increase (from 5.6 +/- 3 to 9.1 +/- 4.9 ) in blinks/minute with use of the protective sheet. CONCLUSION: The protective sheet has shown the possibility of increasing the blink rate by making the screen easier to see.}, 25228 author = {Tsubota, K and Miyake, M and Matsumoto, Y and Shintani, M} 25229 } 25230 @proceedings {, 25231 title = {{\textquoteright}Whose Game Is This Anyway?{\textquoteright}: Negotiating Corporate Ownership in a Virtual World}, 25232 journal = {CGDC Conf.}, 25233 year = {2002}, 25234 author = {Taylor, T. L.} 25235 } 25236 @article {, 25237 title = {Aggression and psychopathology in adolescents with a preference for violent electronic games}, 25238 journal = {Aggressive Behavior}, 25239 volume = {28}, 25240 number = {2}, 25241 year = {2002}, 25242 pages = {134-144}, 25243 abstract = {Associations between a preference for violent electronic games and adolescents{\textquoteright} self-perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self-Report (YSR), a standardized self- report measure of adolescent problem behaviors. Thirty-two 11- through 15-year-olds (17 girls) listed and categorized favorite electronic games into one of six predetermined categories and completed the YSR. MANOVA revealed significant relationships between a preference for violent games and the Thought Problems subscale (P < .01) and YSR Total Score (P < .05), with trends noted for the Internalizing (P < .06) and Anxious-Depressed (P < .08) subscales. Expected relationships with externalizing behaviors, including aggression, were not found. However, across all YSR subscales, children with higher preference for violent games had more clinically significant elevations than those with low preference for violent games. On the Total Problems subscale, of the eight children receiving scores in the clinically significant range, six were in the High preference group (three boys and three girls). The failure to rind the expected relationships between a preference for violent games and aggressive, externalizing behaviors is puzzling. It is possible that individuals with a preference for violent games may have high exposure to all forms of media violence. Their perceptions of their own behavior, in comparison, may not seem sufficiently aggressive to justify endorsement of problems in this area. Or, playing violent electronic games may promote a disconnection between the emotions normally associated with violence and violent acts. These explanations are consistent with a desensitization model where exposure to media violence decreases sensitivity to aggression. }, 25244 author = {Funk,J B and Hagan,J and Schimming,J and Bullock,W A and Buchman,D D and Myers,M} 25245 } 25246 @proceedings {, 25247 title = {All The World{\textquoteright}s A Botfighter Stage: Notes on Location-based Multi-User Gaming}, 25248 journal = {CGDC Conf.}, 25249 year = {2002}, 25250 author = {Sotamaa,Olli} 25251 } 25252 @article {, 25253 title = {Application of computer games in the field of education}, 25254 journal = {Electronic Library}, 25255 volume = {20}, 25256 number = {2}, 25257 year = {2002}, 25258 pages = {98-102}, 25259 abstract = {The computer gaming industry has today become bigger than the world music and movie industries, The influence of computer games over the youth of today is akin to that of the cultural influence of music, political movements and even religion on youth culture of the past. Of late, computer games have been attracting people of all kinds into using computers, They have driven the spread of computers into the lives of individuals who had earlier had no incentive to use them, Computer games are gaining unprecedented access to the homes, minds and souls of people today. Hence it has become increasingly important for game developers and educators to study the application of computers for enhancing the education offered to the next generation of students, Computer games can be used to give a better form of education and can even make computers become the unique tools of learning. The paper will present the current scenarios of computer games being used for the purposes of education and training. It will also dwell on areas in which the tremendous capabilities of computer games as an education medium can be utilized in educating a new generation of students weaned on computer games. New possibilities for computer games as tools of knowledge will also be projected.}, 25260 author = {Jayakanthan,R} 25261 } 25262 @article {, 25263 title = {Applying inexpensieve AI techniques to computer games}, 25264 journal = {IEEE Intelligent Systems}, 25265 volume = {17}, 25266 number = {4}, 25267 year = {2002}, 25268 pages = {48-53}, 25269 abstract = {Groo and tt14m are two systems that use simple and computationally inexpensive AI mechanisms to produce engaging character behavior for computer games, while remaining within performance constraints of modern game development.}, 25270 isbn = {1094-7167}, 25271 author = {Khoo,A and Zubek,R} 25272 } 25273 @article {, 25274 title = {Aspects of networking in multiplayer computer games}, 25275 journal = {Electronic Library}, 25276 volume = {20}, 25277 number = {2}, 25278 year = {2002}, 25279 pages = {87-97}, 25280 abstract = {Distributed, real-time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer-to-peer, client/server, server-network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.}, 25281 author = {Smed,J and Kaukoranta,T and Hakonen,H} 25282 } 25283 @proceedings {, 25284 title = {Augmented Reality for a Casual User: Designing Tools for Interaction with the Virtual World.}, 25285 journal = {CGDC Conf.}, 25286 year = {2002}, 25287 author = {Suomela,Riku and Mattila,Jouka and R{\"a}s{\"a}nen,Eero and Koskinen,Timo} 25288 } 25289 @article {, 25290 title = {Better acting in computer games: the use of procedural methods}, 25291 journal = {Computers \& Graphics-UK}, 25292 volume = {26}, 25293 number = {1}, 25294 year = {2002}, 25295 pages = {3-11}, 25296 abstract = {"Acting" in computer games is not the same as acting in film or theatre-it does not engage us on as deep a level. This difference currently limits the expressivity of games as a medium. We discuss how procedural techniques may change this. In this paper, I briefly review my investigations into procedural methods in computer graphics texture modeling and rendering. Then I show how this approach can be applied to the problem of creating more believable virtual acting for interactive computer-based media, and review some of my experiments in this area. Finally, I outline where I believe this field needs to go in order to be successful, going forward, for enabling better interactive storytelling.}, 25297 author = {Perlin,K} 25298 } 25299 @article {, 25300 title = {Boundary element color interpolation for instrumentation, imaging and internet graphics industries}, 25301 journal = {Engineering Analysis with Boundary Elements}, 25302 volume = {26}, 25303 number = {5}, 25304 year = {2002}, 25305 pages = {379-389}, 25306 author = {Dasgupta,G and Anna,Malsch E} 25307 } 25308 @proceedings {, 25309 title = {Computer Game Criticism: A Method for Computer Game Analysis}, 25310 journal = {CGDC Conf.}, 25311 year = {2002}, 25312 author = {Konzack,Lars} 25313 } 25314 @article {, 25315 title = {Computer games and scientific visualization}, 25316 journal = {Communications of the ACM}, 25317 volume = {45}, 25318 number = {7}, 25319 year = {2002}, 25320 pages = {40-44}, 25321 isbn = {0001-0782}, 25322 author = {Rhyne,T M} 25323 } 25324 @proceedings {, 25325 title = {Computer Games / Cinema / Interfaces}, 25326 journal = {CGDC Conf.}, 25327 year = {2002}, 25328 author = {King,Geoff and Krzywinska,Tanya} 25329 } 25330 @article {, 25331 title = {Computer games have words, too: Dialogue conventions in Final Fantasy VII}, 25332 journal = {Game Studies}, 25333 volume = {2}, 25334 number = {2}, 25335 year = {2002}, 25336 url = {http://www.gamestudies.org/0202/smith/}, 25337 author = {Smith, G. M.} 25338 } 25339 @article {, 25340 title = {Computer games vs. motion sickness}, 25341 journal = {Mechanical Engineering}, 25342 volume = {124}, 25343 number = {3}, 25344 year = {2002}, 25345 pages = {16-16}, 25346 author = {Thilmany,J} 25347 } 25348 @proceedings {, 25349 title = {Console Games in the Age of Convergence}, 25350 journal = {CGDC Conf.}, 25351 year = {2002}, 25352 author = {Finn,Mark} 25353 } 25354 @article {, 25355 title = {Controlling a camera in a virtual environment}, 25356 journal = {Visual Computer}, 25357 volume = {18}, 25358 number = {1}, 25359 year = {2002}, 25360 pages = {1-19}, 25361 abstract = {This paper presents an original solution to the camera control problem in a virtual environment. Our objective is to present a general framework that allows the automatic control of a camera in a dynamic environment. The proposed method is based on the image-based control or visual servoing approach. It consists of positioning a camera according to the information perceived in the image. This is thus a very intuitive approach of animation. To be able to react automatically to modifications of the environment, we also considered the introduction of constraints into the control. This approach is thus adapted to highly reactive contexts (virtual reality, video games). Numerous examples dealing with classic problems in animation are considered within this framework and presented in this paper.}, 25362 author = {Marchand,E and Courty,N} 25363 } 25364 @article {, 25365 title = {Creating conversational interfaces for children}, 25366 journal = {IEEE Transactions on Speech and Audio Processing}, 25367 volume = {10}, 25368 number = {2}, 25369 year = {2002}, 25370 pages = {65-78}, 25371 abstract = {Creating conversational interfaces for children is challenging in several respects. These include acoustic modeling for automatic speech recognition (ASR), language and dialog modeling, and multimodal-multimedia user interface design. First, issues in ASR of children speech are introduced by an analysis of developmental changes in the spectral and temporal characteristics of the speech signal using data obtained from 456 children, ages five to 18 years. Acoustic modeling adaptation and vocal tract normalization algorithms that yielded state-of-the-art ASR performance on children speech are described. Second, an experiment designed to better understand how children interact with machines using spoken language is described. Realistic conversational multimedia interaction data were obtained from 160 children who played a voice-activated computer game in a Wizard of Oz (WoZ) scenario. Results of using these data in developing novel language and dialog models as well as in a unified maximum likelihood framework for acoustic decoding in ASR and semantic classification for spoken language understanding are described. Leveraging the lessons learned from the WoZ study and a concurrent user experience evaluation, a multimedia personal agent prototype for children was designed. Details of the architecture and application details are described. Informal evaluation by children was found positive especially for the animated agent and the speech interface.}, 25372 author = {Narayanan, S. and Potamianos,A} 25373 } 25374 @article {, 25375 title = {Cultural Framing of Computer/Video Games}, 25376 journal = {Game Studies}, 25377 volume = {2}, 25378 number = {1}, 25379 year = {2002}, 25380 url = {http://www.gamestudies.org/0102/squire/}, 25381 author = {Squire,Kurt} 25382 } 25383 @article {, 25384 title = {Deep Blue}, 25385 journal = {Artificial Intelligence}, 25386 volume = {134}, 25387 number = {1}, 25388 year = {2002}, 25389 pages = {57-83}, 25390 author = {Campbell,M and Hoane,A J and Hsu,F H} 25391 } 25392 @article {, 25393 title = {The development of an interactive game-based tool for learning surgical management algorithms via computer}, 25394 journal = {American Journal of Surgery}, 25395 volume = {183}, 25396 number = {3}, 25397 year = {2002}, 25398 pages = {305-308}, 25399 abstract = {Background: We have previously demonstrated the potential efficacy of a computer-assisted board game as a tool for medical education. The next logical step was to transfer the entire game on to the computer, thus increasing accessibility to students and allowing for a richer and more accurate simulation of patient scenarios. Methods: First, a general game model was developed using Microsoft Visual Basic. A breast module was then created using 3-D models, radiographs, and pathology and cytology images. The game was further improved by the addition of an animated facilitator, who directs the players via gestures and speech. Thirty-three students played the breast module in a variety of team configurations. After playing the game, the students completed surveys regarding its value as both an educational tool and as a form of entertainment. 10-question tests were also administered before and after playing the game, as a preliminary investigation into its impact on student learning, Results: After playing the game, mean test scores increased from 6.43 (SEM +/- 0.30) to 7.14 (SEM +/- 0.30; P = 0.006). The results of the five- question survey were extremely positive. Students generally agreed that the game concept has value in increasing general knowledge regarding the subject matter of breast disease and that the idea of following simultaneously the work-up of numerous patients with similar problems is a helpful way to learn a work-up algorithm. Conclusions: Postgame surveys demonstrate the efficacy of our computer game model as a tool for surgical education. The game is an example of problem based learning because it provides students with an initial set of problems and requires them to collect information and reason on their own in order to solve the problems. Individual game modules can be developed to cover material from different diagnostic areas. }, 25400 author = {Mann,B D and Eidelson,B M and Fukuchi,S G and Nissman,S A and Robertson,S and Jardines,L} 25401 } 25402 @article {, 25403 title = {Domain specificity of spatial expertise: The case of video game players}, 25404 journal = {Applied Cognitive Psychology}, 25405 volume = {16}, 25406 number = {1}, 25407 year = {2002}, 25408 pages = {97-115}, 25409 abstract = {Two experiments examined whether video game expertise transfers to performance on measures of spatial ability. In Experiment 1, skilled Tetris players outperformed non-Tetris players on mental rotation of shapes that were either identical to or very similar to Tetris shapes, but not on other tests of spatial ability. The pattern of performance on those mental rotation tasks revealed that skilled Tetris Players used the same mental rotation procedures as non-Tetris players, but when Tetris shapes were used, they executed them more quickly. In Experiment 2, non-Tetris players who received 12 hours of Tetris-playing experience did not differ from matched control students in pretest-to-posttest gains on tests of spatial ability. However, Tetris-experienced participants were more likely to use an alternative type of mental rotation for Tetris shapes than were Tetris-inexperienced participants. The results suggest that spatial expertise is highly domain-specific and does not transfer broadly to other domains.}, 25410 author = {Sims,V K and Mayer, R. E.} 25411 } 25412 @article {, 25413 title = {The dungeon and the ivory tower: Vive la difference ou liaison dangereuse?}, 25414 journal = {Game Studies}, 25415 volume = {2}, 25416 number = {1}, 25417 year = {2002}, 25418 url = {http://www.gamestudies.org/0102/editorial.html}, 25419 author = {Aarseth, E.} 25420 } 25421 @article {, 25422 title = {The effect of video games on children{\textquoteright}s cortisol}, 25423 journal = {International Journal of Psychophysiology}, 25424 volume = {45}, 25425 number = {1-2}, 25426 year = {2002}, 25427 pages = {91-92}, 25428 author = {Alipour,J and Faraji,Y J and Mirrezaie,A} 25429 } 25430 @article {, 25431 title = {The effectiveness of interventions to increase physical activity - A systematic review}, 25432 journal = {American Journal of Preventive Medicine}, 25433 volume = {22}, 25434 number = {4}, 25435 year = {2002}, 25436 pages = {73-108}, 25437 abstract = {The Guide to Community Preventive Service{\textquoteright}s methods for systematic reviews were used to evaluate the effectiveness of various approaches to increasing physical activity: informational, behavioral and social, and environmental and policy approaches. Changes in physical activity behavior and aerobic capacity were used to assess effectiveness. Two informational interventions ("point-of-decision" prompts to encourage stair use and community-wide campaigns) were effective, as were three behavioral and social interventions (school-based physical education, social support in community settings, and individually-adapted health behavior change) and one environmental and policy intervention (creation of or enhanced access to places for physical activity combined with informational outreach activities). Additional information about applicability, other effects, and barriers to implementation are provided for these interventions. Evidence is insufficient to assess a number of interventions: classroom- based health education focused on information provision, and family-based social support (because of inconsistent findings); mass media campaigns and college-based health education and physical education (because of an insufficient number of studies); and classroom-based health education focused on reducing television viewing and video game playing (because of insufficient evidence of an increase in physical activity). These recommendations should serve the needs of researchers, planners, and other public health decision makers.}, 25438 author = {Kahn,E B and Ramsey,L T and Brownson,R C and Heath,G W and Howze,E H and Powell,K E and Stone,E J and Rajab,M W and Corso,P and Briss,P A} 25439 } 25440 @article {, 25441 title = {An efficient partitioning algorithm for distributed virtual environment systems}, 25442 journal = {IEEE Transactions on Parallel and Distributed Systems}, 25443 volume = {13}, 25444 number = {3}, 25445 year = {2002}, 25446 pages = {193-211}, 25447 abstract = {Distributed virtual environment (DVE) systems model and simulate the activities of thousands of entities interacting in a virtual world over a wide area network. Possible applications for DVE systems are multiplayer video games, military and industrial trainings, and collaborative engineering. In general, a DVE system is composed of many servers and each server is responsible to manage multiple clients who want to participate in the virtual world. Each server receives updates from different clients (such as the current position and orientation of each client) and then delivers this information to other clients in the virtual world. The server also needs to perform other tasks, such as object collision detection and synchronization control. A large scale DVE system needs to support many clients and this imposes a heavy requirement on networking resources and computational resources. Therefore, how to meet the growing requirement of bandwidth and computational resources is one of the major challenges in designing a scalable and cost-effective DVE system. In this paper, we propose an efficient partitioning algorithm that addresses the scalability issue of designing a large scale DVE system. The main idea is to dynamically divide the virtual world into different partitions and then efficiently assign these partitions to different servers. This way, each server will process approximately the same amount of workload. Another objective of the partitioning algorithm is to reduce the server-to-server communication overhead. The theoretical foundation of our dynamic partitioning algorithm is based on the linear optimization principle. We also illustrate how one can parallelize the proposed partitioning algorithm so that it can efficiently partition a very large scale DVE system. Lastly, experiments are carried out to illustrate the effectiveness of the proposed partitioning algorithm under various settings of the virtual world.}, 25448 author = {Lui,J C S and Chan,M F} 25449 } 25450 @article {, 25451 title = {An Empirical Analysis of Children{\textquoteright}s Thinking and Learning in a Computer Game Context}, 25452 journal = {Educational Psychology}, 25453 volume = {22}, 25454 number = {2}, 25455 year = {2002}, 25456 pages = {219-233}, 25457 author = {Ko,S} 25458 } 25459 @article {, 25460 title = {Ethnic differences in physical activity and inactivity patterns and overweight status}, 25461 journal = {Obesity Research}, 25462 volume = {10}, 25463 number = {3}, 25464 year = {2002}, 25465 pages = {141-149}, 25466 abstract = {Objective: To examine the relationship between physical activity and inactivity patterns and overweight in U.S. adolescents using baseline and 1-year change in activity and inactivity data. Research Methods and Procedures: Nationally representative data from 12,759 participants (6997 non-Hispanic whites, 2676 non-Hispanic blacks, 2185 Hispanics. and 901 Asians) in the National Longitudinal Study of Adolescent Health (1995 and 1996). Data on moderate to vigorous and low-intensity physical activity, TV/video viewing, and video game/computer use were obtained from questionnaires. Multivariate models assessed the association of overweight (body mass index greater than or equal to 95th percentile Centers for Disease Control and Prevention/National Center for Health Statistics 2000 curves) with initial (and 1-year change) activity and inactivity levels, controlling for age. ethnicity, socioeconomic status, urban residence, cigarette smoking, and region of residence. Results: Overweight prevalence was positively associated with high level TV/video viewing among white boys (odds ratio = 1.52; 95\% confidence interval ) and girls (OR = 2.45 ). The odds of overweight decreased with high levels of moderate to vigorous physical activity among white boys (OR = 0.81 ), non-Hispanic black boys (OR = 0.86 ) and girls (OR = 0.88 ). and Hispanic boys (OR = 0.90 ) and girls (OR = 0.91 ). Discussion: Predicted probabilities generated from the logistic regression models. which examined the experimental effects of altering hours of TV/video viewing and bouts of moderate to vigorous physical activity, show lower overweight among adolescents who watched less TV per week combined with frequent moderate to vigorous physical activity than those who watched more TV per week combined with fewer bouts of weekly moderate to vigorous physical activity. Predicted probabilities suggest important sex and ethnic differences in these associations.}, 25467 author = {Gordon-Larsen,P and Adair,L S and Popkin,B M} 25468 } 25469 @proceedings {, 25470 title = {The EverQuest Speech Community}, 25471 journal = {CGDC Conf.}, 25472 year = {2002}, 25473 author = {Tosca,Susana Pajares} 25474 } 25475 @article {, 25476 title = {Expert Behavior in Children{\textquoteright}s Video Game Play}, 25477 journal = {Simulation \& Gaming}, 25478 volume = {33}, 25479 number = {1}, 25480 year = {2002}, 25481 pages = {28-48}, 25482 author = {VanDeventer,S S and White,J A} 25483 } 25484 @article {, 25485 title = {Forty Simple Computer Games and What They Could Mean to Educators}, 25486 journal = {Simulation \& Gaming}, 25487 volume = {33}, 25488 number = {2}, 25489 year = {2002}, 25490 pages = {157-168}, 25491 author = {Dempsey,J V and Haynes,L L and Lucassen,B A and Casey,M S} 25492 } 25493 @article {, 25494 title = {From computer games to interactive stories: interactive storytelling}, 25495 journal = {Electronic Library}, 25496 volume = {20}, 25497 number = {2}, 25498 year = {2002}, 25499 pages = {103-112}, 25500 abstract = {Interactive storytelling can be based either on explicit plot representations or on the autonomous behaviour of artificial characters. in such a character-based approach, the dynamic interaction between characters generates the actual plot from a generic storyline, Characters{\textquoteright} behaviours are implemented through real-time search-based planning techniques. However, the top-down planning systems that control artificial actors need to be complemented with appropriate mechanisms dealing with emerging ("bottom-up") situations of narrative relevance. After discussing the determinants that account for the emergence of narrative situations, we introduce additional mechanisms for coping with these situations, These comprise situated reasoning and action repair: we also illustrate the concepts through detailed examples.}, 25501 author = {Charles,F and Mead,S J and Cavazza,M} 25502 } 25503 @article {, 25504 title = {Frustrating the user on purpose: a step toward building an affective computer}, 25505 journal = {Interacting with Computers}, 25506 volume = {14}, 25507 number = {2}, 25508 year = {2002}, 25509 pages = {93-118}, 25510 abstract = {Using a deliberately slow computer-game-interface to induce a state of hypothesised frustration in users, we collected physiological, video and behavioural data, and developed a strategy for coupling these data with real-world events. The effectiveness of our strategy was tested in a study with thirty six subjects, where the system was shown to reliably synchronise and gather data for affect analysis. A pattern- recognition strategy known as Hidden Markov Models was applied to each subject{\textquoteright}s physiological signals of skin conductivity and blood volume pressure in an effort to see if regimes of likely frustration could be automatically discriminated from regimes when frustration was much less likely. This pattern- recognition approach performed significantly better than random guessing at classifying the two regimes. Mouse-clicking behaviour was also synchronised to frustration-eliciting events and analysed, revealing four distinct patterns of clicking responses. We provide recommendations and guidelines for using physiology as a dependent measure for HCI experiments, especially when considering human emotions in the HCI equation.}, 25511 author = {Scheirer,J and Fernandez,R and Klein,J and Picard,R W} 25512 } 25513 @proceedings {, 25514 title = {The Gameplay Gestalt, Narrative, and Interactive Storytelling}, 25515 journal = {CGDC Conf.}, 25516 year = {2002}, 25517 author = {Lindley,Craig A} 25518 } 25519 @proceedings {, 25520 title = {Gameplay Rhetoric: A Study of the Construction of Satirical and Associational Meaning in Short Computer Games for the WWW}, 25521 journal = {CGDC Conf.}, 25522 year = {2002}, 25523 author = {Madsen,Helene and Johansson,Troels Degn} 25524 } 25525 @article {, 25526 title = {Gaming retrospective - Our 25-year anniversary celebration continues with gaming highlights - Part 3}, 25527 journal = {Computer Graphics World}, 25528 volume = {25}, 25529 number = {3}, 25530 year = {2002}, 25531 pages = {20-+}, 25532 abstract = {Game graphics appeared as a blip on the computer screen more than 40 years ago, and eventually made their way into the commercial arena by way of television sets with Atari{\textquoteright}s Pong. When Computer Graphics World was founded during the late-1970s, arcade-style video games with rudimentary images were becoming popular. A decade later, as gaming graphics began to mature, Computer Graphics World was there to report on the innovations. The rest is history.}, 25533 author = {Moltenbrey,K and Donelan, J.} 25534 } 25535 @proceedings {, 25536 title = {Gran Stylissimo: The Audiovisual Elements and Styles in Computer and Video Games}, 25537 journal = {CGDC Conf.}, 25538 year = {2002}, 25539 author = {J{\"a}rvinen,Aki} 25540 } 25541 @article {, 25542 title = {Guest editor{\textquoteright}s introduction}, 25543 journal = {Game Studies}, 25544 volume = {2}, 25545 number = {2}, 25546 year = {2002}, 25547 url = {http://www.gamestudies.org/0202/editorial/}, 25548 author = {Dovey, J.} 25549 } 25550 @article {, 25551 title = {Halo and the anatomy of FPS}, 25552 journal = {Game Studies}, 25553 volume = {2}, 25554 number = {1}, 25555 year = {2002}, 25556 url = {http://www.gamestudies.org/0102/jarvinen/}, 25557 author = {J{\"a}rvinen, A.} 25558 } 25559 @article {, 25560 title = {Hand-arm vibration syndrome may be associated with prolonged use of vibrating computer games}, 25561 journal = {British Medical Journal}, 25562 volume = {324}, 25563 number = {7332}, 25564 year = {2002}, 25565 pages = {301-301}, 25566 author = {Cleary,A G and McKendrick,H and Sills,J A} 25567 } 25568 @article {, 25569 title = {High-speed Java (TM) runtime environment for embedded equipment}, 25570 journal = {IEICE Transactions on Electronics}, 25571 volume = {E85C}, 25572 number = {2}, 25573 year = {2002}, 25574 pages = {375-383}, 25575 abstract = {In the field of mobile information devices for personal use, Java(TM) has been a focus of attention. It provides easy development of network-oriented applications and is equipped with a mechanism for adding or deleting a application service dynamically. This is implementing wide-ranging, personal preference-oriented services, such as games or electronic commerce requiring high security capability. It also as a programming language is an object-oriented language which is greatly effective in improvement of software productivity. While having such advantages, Java is bottlenecked in a low running speed in such an embedded environment with strict resource restrictions as mobile information devices. This low running speed limits applications to be used. thus killing its potential. This time, we have built the Java runtime environment for embedded equipment which is executed at a high speed by hardware, in order to improve the running speed up to 20 times as fast as conventional software implementation.}, 25576 isbn = {0916-8524}, 25577 author = {Nakagawa,S and Baba,Y and Miyata,Y and Yanagi,H} 25578 } 25579 @proceedings {, 25580 title = {I Have No Words \& I Must Design: Toward a Critical Vocabulary for Games}, 25581 journal = {CGDC Conf.}, 25582 year = {2002}, 25583 author = {Costikyan,Greg} 25584 } 25585 @proceedings {, 25586 title = {iDTV Gamers: The Emergence of a New Community?}, 25587 journal = {CGDC Conf.}, 25588 year = {2002}, 25589 author = {Nolan,Stuart} 25590 } 25591 @article {, 25592 title = {The impact of computer games}, 25593 journal = {Electronic Library}, 25594 volume = {20}, 25595 number = {2}, 25596 year = {2002}, 25597 pages = {85-86}, 25598 author = {Loo,A and Choi,C} 25599 } 25600 @article {, 25601 title = {The impact of computer games - Editor{\textquoteright}s note}, 25602 journal = {Electronic Library}, 25603 volume = {20}, 25604 number = {2}, 25605 year = {2002}, 25606 pages = {86-86}, 25607 author = {Raitt,D} 25608 } 25609 @article {, 25610 title = {Impaired stress-induced pressure natriuresis is related to left ventricle structure in blacks}, 25611 journal = {Hypertension}, 25612 volume = {39}, 25613 number = {4}, 25614 year = {2002}, 25615 pages = {844-847}, 25616 abstract = {The mechanisms through which stress may contribute to the racial difference in the prevalence of essential hypertension and associated target organ damage remain unclear. This study examined differences in stress-induced pressure natriuresis in 69 black and 52 white normotensives age 14 to 27 years, all with a positive family history of hypertension. Urine samples for sodium excretion were collected before and after a series of tasks (video game challenge, forehead cold stimulation). The average blood pressure across the 2 tasks and the average increase in blood pressure to the 2 tasks were calculated. Blacks had higher mean systolic (131 +/- 12 versus 126 +/- 12 min Hg, P < 0.02) and diastolic (77 +/- 8 versus 72 +/- 9 mm Hg, P < 0.001) blood pressure and a greater average change in systolic blood pressure (15 +/- 9 versus 11 +/- 7 mmHg, P < 0.04). This was associated with a smaller change in sodium excretion (2 +/- 6 versus 7 +/- 10 mEq/h P < 0.002). The change in sodium excretion was related to the change in systolic (r = 0.31, P < 0.03) and diastolic (r = 0.27, P < 0.05) blood pressure in whites but not in blacks. Relative wall thickness was greater in blacks (0.31 +/- 0.04 versus 0.29 +/- 0.03, P < 0.002). In conclusion, impaired stress-induced pressure natriuresis in blacks may contribute to racial differences in essential hypertension and its sequelae.}, 25617 author = {Harshfield,G A and Treiber,F A and Davis,H and Kapuku,G K} 25618 } 25619 @proceedings {, 25620 title = {In Defense of Cutscenes}, 25621 journal = {CGDC Conf.}, 25622 year = {2002}, 25623 author = {Klevjer,Rune} 25624 } 25625 @article {, 25626 title = {In silico biology: More than computer games}, 25627 journal = {Genomics}, 25628 volume = {79}, 25629 number = {3}, 25630 year = {2002}, 25631 pages = {273-273}, 25632 author = {Steele,F R} 25633 } 25634 @article {, 25635 title = {Influence of control and physical effort on cardiovascular reactivity to a video game task}, 25636 journal = {Psychophysiology}, 25637 volume = {39}, 25638 number = {5}, 25639 year = {2002}, 25640 pages = {591-598}, 25641 author = {Weinstein,S E and Quigley,K S and Mordkoff,J T} 25642 } 25643 @article {, 25644 title = {Innovation and competition in standard-based industries: A historical analysis of the US home video game market}, 25645 journal = {IEEE Transactions on Engineering Management}, 25646 volume = {49}, 25647 number = {1}, 25648 year = {2002}, 25649 pages = {67-82}, 25650 abstract = {This paper examines the competitive dynamics in a standard- based industry through a historical observation of the U.S. home video game industry. The paper focuses on the theoretical issues of switching costs, installed base, and complementary goods as critical factors of dominant designs and firm success in a network-based industry. Our analysis reveals multiple stages of technological innovations and changes of market leadership and industry standards during a relatively short history of the industry. The industry exhibits six generations: of technological changes in video game consoles and complementary products, with each generation represented by a new set of competitors, dominant designs, and market leaders out-competing the leaders of the prior generation. Our analysis confirms the efficacy of traditional tenets of successful strategic management in a network-based industry, such as the importance of technological innovation, building entry barriers, protecting firm-specific assets, competitive pricing, brand recognition, and effective channel management. These traditional strategies, however, should be geared to achieve new strategic goals, such as building installed base and a network of complementary products, that are critical success factors in competing in a network-based industry.}, 25651 author = {Gallagher,S and Park,S H} 25652 } 25653 @article {, 25654 title = {Integrated learning for interactive synthetic characters}, 25655 journal = {ACM Transactions on Graphics}, 25656 volume = {21}, 25657 number = {3}, 25658 year = {2002}, 25659 pages = {417-426}, 25660 abstract = {The ability to learn is a potentially compelling and important quality for interactive synthetic characters. To that end, we describe a practical approach to real-time learning for synthetic characters. Our implementation is grounded in the techniques of reinforcement learning and informed by insights from animal training. It simplifies the teaming task for characters by (a) enabling them to take advantage of predictable regularities in their world, (b) allowing them to make maximal use of any supervisory signals, and (c) making them easy to train by humans. We built an autonomous animated dog that can be trained with a technique used to train real dogs called "clicker training". Capabilities demonstrated include being trained to recognize and use acoustic patterns as cues for actions, as well as to synthesize new actions from novel paths through its motion space. A key contribution of this paper is to demonstrate that by addressing the three problems of state, action, and state-action space discovery at the same time, the solution for each becomes easier. Finally, we articulate heuristics and design principles that make learning practical for synthetic characters.}, 25661 isbn = {0730-0301}, 25662 author = {Blumberg,B and Downie,M and Ivanov,Y and Berlin,M and Johnson,M P and Tomlinson,B} 25663 } 25664 @proceedings {, 25665 title = {Interaction Forms, Agents and Tellable Events in EverQuest}, 25666 journal = {CGDC Conf.}, 25667 year = {2002}, 25668 author = {Klastrup,Lisbeth} 25669 } 25670 @proceedings {, 25671 title = {Introduction: All Your Base Are Belong to Us}, 25672 journal = {CGDC Conf.}, 25673 year = {2002}, 25674 author = {M{\"a}yr{\"a}, Frans} 25675 } 25676 @article {, 25677 title = {Ion-graphy implanter with stencil mask}, 25678 journal = {Journal of Vacuum Science \& Technology B}, 25679 volume = {20}, 25680 number = {3}, 25681 year = {2002}, 25682 pages = {914-917}, 25683 abstract = {Recently, the demand for semiconductor devices has been greatest in the consumer market for such products as video games, cellular phones, and DVD players. In order to satisfy these demands, semiconductor manufacturers are now designing new production lines, such as mini fabs, to decrease the processing time for various types of semiconductor devices. Over the past few decades, the availability and throughput of ion implanters have improved dramatically. However, the implantation process itself has, except for a slight change, remained basically the same, A recent article (Ref. 1) describes the basic concept of an ion-implantation process that does not require use of a photoresist mask. This article reports the experimental data and the basic functions of a type of ion implanter currently being developed. This implanter implants ions in one chip at a time through a stencil mask without the use of a photoresist mask. This ion-implantation technology, called stencil mask ion implantation technology, and the ion implanter, called a stencil mask lithographic ion implanter, will be exceptionally suitable for future semiconductor manufacturing processes.}, 25684 isbn = {1071-1023}, 25685 author = {Nishihashi,T and Kashimoto,K and Fujiyama,J and Sakurada,Y and Shibata,T and Suguro,K and Sugihara,K and Okumura,K and Gotou,T and Saji,S and Tsunoda,M} 25686 } 25687 @article {, 25688 title = {Language plasticity revealed by electroencephalogram mapping}, 25689 journal = {Pediatric Neurology}, 25690 volume = {26}, 25691 number = {2}, 25692 year = {2002}, 25693 pages = {106-115}, 25694 abstract = {Reasoning is the result of the computations made by intelligent systems, for instance those in the brain. It is not an abstract concept because calculations performed by computations are very concrete transactions among the different central processing unit components. Entropy measurements are proposed here to disclose the plasticity of the cerebral processing associated with language comprehension in video game playing. It is also assumed that entropy may be evaluated from the correlation coefficients obtained for the game event-related activity calculated for the different electroencephalogram derivations in the 10/20 system. The brain mapping derived from these entropy measurements clearly demonstrates the reallocation of speech functions to right brain areas when the classic left language circuits are damaged during prenatal life.}, 25695 author = {Foz,F B and Lucchini,F L P and Palimieri,S and Rocha,A F and Rodella,E C and Rondo,A G and Cardoso,M B and Ramazzini,P B and Leite,C C} 25696 } 25697 @article {, 25698 title = {Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis}, 25699 journal = {Game Studies}, 25700 number = {2}, 25701 year = {2002}, 25702 url = {http://www.gamestudies.org/0202/kennedy/}, 25703 author = {Kennedy, Helen} 25704 } 25705 @proceedings {, 25706 title = {Leaving fantasy behind in videogames: the limits of the narrative paradigm}, 25707 journal = {IWEC}, 25708 year = {2002}, 25709 pages = {347-354}, 25710 isbn = {1-4020-7360-7}, 25711 author = {Grasca,Gonzalo} 25712 } 25713 @article {, 25714 title = {The model of hierarchical growth processes by differential equations - The analysis of the sales of the video game machines assuming two stage growth processes}, 25715 journal = {Journal of the Operations Research Society of Japan}, 25716 volume = {45}, 25717 number = {1}, 25718 year = {2002}, 25719 pages = {44-63}, 25720 abstract = {In this study, we introduce the differential equation model which can explain some hierarchical growth processes. This model is based on the assumptions that some growth processes can be devided into plural stages, and that in a given stage, increasing speed of population (human or otherwise) depends on the size of population in the previous stage. For example, urbanization process can be devided into residential land development stage and building up stage, and the expanding speed of the built-up area depends on the residential development area, In accordance with these assumptions, we formulate the simultaneous differential equations, then calculate their general solutions. We consider that this model can describe the sales of the video game machines, because the process of buying them has following two stages, first a person wants to buy the machine, then he actually buys it, In addition, the person who gets the game machine will buy some video game softwares. Deriving new model with these thought, we can confirm that the model can explain the sales of video game machines well especially shortly after the machine{\textquoteright}s being put on the market. This consequence indicates that the hierarchical model is appropriate for the explanation of the growth tendency of the beginning period. Furthermore, the application of this model to explain the sudden growth in a growth process is proposed in this paper. When a price reduce campaign is launched, the sales of the machines shows a tendency of sudden increase. The model can explain this change by adding only two parameters to the original model. Our model has so simple structure that it will be able to represent some underlying mechanisms of various growth processes.}, 25721 author = {Nakagiri,Y and Kurita,O} 25722 } 25723 @article {, 25724 title = {The Myth of the Ergodic Videogame - Some thoughts on player-character relationships in videogames}, 25725 journal = {Game Studies}, 25726 volume = {2}, 25727 number = {1}, 25728 year = {2002}, 25729 url = {http://www.gamestudies.org/0102/newman/}, 25730 author = {Newman, James} 25731 } 25732 @proceedings {, 25733 title = {Myzel - Selforganization in Networked Worlds}, 25734 journal = {CGDC Conf.}, 25735 year = {2002}, 25736 author = {Judmaier,Peter and Piringer,Gunter and Piringer,J{\"o}rg} 25737 } 25738 @article {, 25739 title = {Next steps for mobile entertainment portals}, 25740 journal = {Computer}, 25741 volume = {35}, 25742 number = {5}, 25743 year = {2002}, 25744 pages = {63-+}, 25745 abstract = {Wireless games are constrained by the unpredictability and length of player interactions, traffic volume, uptime, and computational bottlenecks. They must also be reliable, scalable, and secure. The authors describe an argumentation-based philosophy for analyzing game-content design that complements recent mobile-environment design efforts that use contextual inquiry and scenario-based validation techniques.}, 25746 isbn = {0018-9162}, 25747 author = {Raghu,T S and Ramesh,R and Whinston,a B} 25748 } 25749 @proceedings {, 25750 title = {The Open and the Closed: Games of Emergence and Games of Progression}, 25751 journal = {CGDC Conf.}, 25752 year = {2002}, 25753 author = {Juul,Jesper} 25754 } 25755 @article {, 25756 title = {Persecuted objects - The appearance of a face on the data interface (philosophical aspects of interactive computer games)}, 25757 journal = {Neue Rundschau}, 25758 volume = {113}, 25759 number = {4}, 25760 year = {2002}, 25761 pages = {95-99}, 25762 isbn = {0028-3347}, 25763 author = {Heidenreich,S} 25764 } 25765 @article {, 25766 title = {Personal virtual humans: inhabiting the TalkZone and beyond}, 25767 journal = {BT Technology Journal}, 25768 volume = {20}, 25769 number = {1}, 25770 year = {2002}, 25771 pages = {115-129}, 25772 abstract = {One of the fundamental goals of graphics has always been to visually create a three-dimensional person that is indistinguishable from a real person. This target is only slightly short of being reached, as was demonstrated when Columbia Pictures released Final Fantasy in 2001, an animated science fiction film with high-definition emotive characters. Through what has been a cultural and technological convergence, we are now starting to see software tools and techniques that can generate life-like characters while not sacrificing the human judgement and artistic skills that are needed in character animation. Computer games, films, and the Internet are now starting to use virtual humans, which as our conclusion will show will become more realistic. However, a new challenge has been set - people now do not want to just play a computer game with a visually realistic character, or see a television programme with a vivid computer generated character - they want to see themselves in that computer game or film. The future is towards individuals having their own virtual clones, which they can utilise in computer-generated worlds and applications. This paper will discuss the advantages of having a personal computer-generated character, and also describe several systems that BTexact Technologies have successfully developed and deployed to generate them, as well as some of the applications for which they can be used. The paper will finish by glimpsing into the future of what we can expect to see in the next few years, with the advent of this new exciting technology.}, 25773 isbn = {1358-3948}, 25774 author = {Ballin,D and Lawson,M and Lumkin,M A and Osborne,J} 25775 } 25776 @article {, 25777 title = {The player with many faces - A conversation with Louise Castle}, 25778 journal = {Game Studies}, 25779 volume = {2}, 25780 number = {2}, 25781 year = {2002}, 25782 url = {http://www.gamestudies.org/0202/pearce/}, 25783 author = {Pearce, C.} 25784 } 25785 @article {, 25786 title = {Playing with players: Potential methodologies for MUDs}, 25787 journal = {Game Studies}, 25788 volume = {2}, 25789 number = {1}, 25790 year = {2002}, 25791 url = {http://www.gamestudies.org/0102/mortensen/}, 25792 author = {Mortensen, T.} 25793 } 25794 @article {, 25795 title = {Primary care interventions to reduce television viewing in African-American children}, 25796 journal = {American Journal of Preventive Medicine}, 25797 volume = {22}, 25798 number = {2}, 25799 year = {2002}, 25800 pages = {106-109}, 25801 abstract = {Background: Data are lacking on primary care interventions to reduce children{\textquoteright}s television viewing. Low-income African- American children watch greater amounts of television than their peers. Design/Methods: A randomized controlled pilot and feasibility trial was conducted. Twenty-eight families with 7- to 12-year-old African-American children receiving primary care at an urban community clinic serving a low-income population were randomized to receive Counseling alone or counseling plus a behavioral intervention that included an electronic television time manager. The main outcome was hours of children{\textquoteright}s television, videotape, and video game use. Parents/guardians and children completed baseline and 4-week follow-up self-report surveys. Additional outcomes included overall household television use, time spent in organized physical activity and playing outside, and meals eaten by the child while watching television. Results: Both intervention groups reported similar decreases in children{\textquoteright}s television, videotape, and video game use (mean changes of -13.}, 25802 author = {Ford,B S and McDonald,T E and Owens,A S and Robinson,T N} 25803 } 25804 @article {, 25805 title = {Quantitative assessments of sensitivity to reinforcement contingencies in mental retardation}, 25806 journal = {American Journal on Mental Retardation}, 25807 volume = {107}, 25808 number = {2}, 25809 year = {2002}, 25810 pages = {136-145}, 25811 abstract = {Sensitivity to differences in reinforcement contingencies was examined in 6 individuals with mental retardation. A concurrent operants procedure was implemented in the context of a computer game. Participants selected two different types of animated figures displayed concurrently in the left and right portions of a touchscreen monitor. Over a series of conditions, the relative rates or magnitudes of reinforcers following selections of the two options were changed in ratios of 5:1, 3:1, 1:1, 1:3, and 1:5. Sensitivity was quantified by application of the generalized matching equation. Results included individual differences in sensitivity and differential sensitivity to rate and magnitude variation. The results suggest that comprehensive assessments of potential reinforcers may benefit from including tests of delivery parameters.}, 25812 author = {Dube,W V and McIlvane,W J} 25813 } 25814 @article {, 25815 title = {Recall of brand placements in computer/video games}, 25816 journal = {Journal of Advertising Research}, 25817 volume = {42}, 25818 number = {2}, 25819 year = {2002}, 25820 pages = {80-92}, 25821 abstract = {Product placements have become popular across media, including computer and video games, as a way to increase brand awareness. This paper explores effectiveness of placing brands in a racing game across two preliminary studies by asking respondents which brands they recalled directly after game-play and at a five- month delay. Game players were readily able to recall about 25 to 30 percent of brands in the short-term and about 10 to 15 percent at a delay. Brands demonstrated recall superiority when they were a major part of game-play or when they were local or new brands, atypical of brands found in games, or relevant to the consumer. When asked their attitudes toward product placements, players were generally positive, indicating that they did not consider the practice deceptive and that brands can enhance game-realism. Open-ended comments revealed that players{\textquoteright} attitudes, however, depended upon the game genre and how and where the brand appeared.}, 25822 author = {Nelson,M R} 25823 } 25824 @article {, 25825 title = {Regional brain activation associated with addiction of computer games in adolescents}, 25826 journal = {Journal of Nuclear Medicine}, 25827 volume = {43}, 25828 number = {5}, 25829 year = {2002}, 25830 pages = {1393}, 25831 author = {Ryu,Y H and Shin,Y J and Ko,R W and Lee,J D} 25832 } 25833 @article {, 25834 title = {Research in human-level AI using computer games}, 25835 journal = {Communications of the ACM}, 25836 volume = {45}, 25837 number = {1}, 25838 year = {2002}, 25839 pages = {32-35}, 25840 author = {Laird, J E} 25841 } 25842 @article {, 25843 title = {The role of computer games in the development of theoretical analysis, flexibility and reflective thinking in children: A longitudinal study}, 25844 journal = {International Journal of Psychophysiology}, 25845 volume = {45}, 25846 number = {1-2}, 25847 year = {2002}, 25848 pages = {149-149}, 25849 author = {Aliya,K S} 25850 } 25851 @article {, 25852 title = {The role of rapid prototyping in the product development process: A case study on the ergonomic factors of handheld video games}, 25853 journal = {Rapid Prototyping Journal}, 25854 volume = {8}, 25855 number = {2}, 25856 year = {2002}, 25857 pages = {116-125}, 25858 author = {Lopez,S M and Wright,P K} 25859 } 25860 @article {, 25861 title = {Schizophrenia and narrative in artificial agents}, 25862 journal = {Leonardo}, 25863 volume = {35}, 25864 number = {4}, 25865 year = {2002}, 25866 pages = {427-431}, 25867 abstract = {Artificial-agent technology has become commonplace in technical research from computer graphics to interface design and in popular culture through the Web and computer games. On the one hand, the population of the Web and our PCs with characters who reflect us can be seen as a humanization of a previously purely mechanical interface. On the other hand, the mechanization of subjectivity carried the danger of simply reducing the human to the machine. The author argues that predominant artificial intelligence (AI) approaches to modeling agents are based on an erasure of subjectivity analogous to that which appears when people are subjected to institutionalization. The result is agent behavior that is fragmented, depersonalized, lifeless and incomprehensible. Approaching the problem using a hybrid of critical theory and AI agent technology, the author argues that agent behavior should be narratively understandable; she presents a new agent architecture that structures behavior to be comprehensible as narrative.}, 25868 isbn = {0024-094X}, 25869 author = {Sengers,P} 25870 } 25871 @article {, 25872 title = {Security issues in online games}, 25873 journal = {Electronic Library}, 25874 volume = {20}, 25875 number = {2}, 25876 year = {2002}, 25877 pages = {125-133}, 25878 abstract = {The traditional target of computer game security is mainly copy protection. The emergence of online games fundamentally changes the security requirements for computer games. Although computer game development often utilizes cutting edge technology in computer graphics, artificial intelligence, human computer interaction and programming, game providers (developers or operators) do not pay much attention to security techniques. In this paper, we look into security failures that have happened or might happen in online games, and discuss some key security issues that have to concern online game providers. Specifically, we look into various kinds of online cheating, and introduce security techniques to deal with cheating prevention, though meanwhile other security issues are also discussed.}, 25879 author = {Yan,J X J and Choi,H J} 25880 } 25881 @article {, 25882 title = {A Self-Defining Game for One Player: On the Nature of Creativity and the Possibility of Creative Computer Programs}, 25883 journal = {Leonardo}, 25884 volume = {35}, 25885 number = {1}, 25886 year = {2002}, 25887 pages = {59-64}, 25888 author = {Cohen,H} 25889 } 25890 @article {, 25891 title = {Shader-driven compilation of rendering assets}, 25892 journal = {ACM Transactions on Graphics}, 25893 volume = {21}, 25894 number = {3}, 25895 year = {2002}, 25896 pages = {713-720}, 25897 abstract = {Rendering performance of consumer graphics hardware benefits from pre-processing geometric data into a form targeted to the underlying API and hardware. The various elements of geometric data are then coupled with a shading program at runtime to draw the asset. In this paper we describe a system in which pre-processing is done in a compilation process in which the geometric data are processed with knowledge of their shading programs. The data are converted into structures targeted directly to the hardware, and a code stream is assembled that describes the manipulations required to render these data structures. Our compiler is structured like a traditional code compiler, with a front end that reads the geometric data and attributes (hereafter referred to as an art asset) output from a 3D modeling package and shaders in a platform independent form and performs platform-independent optimizations, and a back end that performs platform-specific optimizations and generates platform-targeted data structures and code streams. Our compiler back-end has been targeted to four platforms, three of which are radically different from one another. On all platforms the rendering performance of our compiled assets, used in real situations, is well above that of hand-coded assets.}, 25898 isbn = {0730-0301}, 25899 author = {Lalonde,P and Schenk,E} 25900 } 25901 @proceedings {, 25902 title = {The Similar Eye: Proxy Life and Public Space in the MMORPG}, 25903 journal = {CGDC Conf.}, 25904 year = {2002}, 25905 author = {Holland,Oliver Julian} 25906 } 25907 @article {, 25908 title = {Sims, battleBots, cellular automata God and go: A conversation with will wright}, 25909 journal = {Game Studies}, 25910 volume = {2}, 25911 number = {1}, 25912 year = {2002}, 25913 url = {http://www.gamestudies.org/0102/pearce/}, 25914 author = {Pearce, C.} 25915 } 25916 @article {, 25917 title = {Some management issues on computer game development for primary education}, 25918 journal = {Electronic Library}, 25919 volume = {20}, 25920 number = {2}, 25921 year = {2002}, 25922 pages = {119-124}, 25923 abstract = {In this paper, the authors first discuss a prototype computer interaction with primary school students using Image Map Technology, This is followed by a discussion on possible enhancements with comparison to those games as suggested by other Web sites. The paper is concluded with some management issues such as hardware, software, expertise and funding for such projects.}, 25924 author = {Cheung,D and Siu,B} 25925 } 25926 @proceedings {, 25927 title = {The Study of Computer Games as a Second-Order Cybernetic System}, 25928 journal = {CGDC Conf.}, 25929 year = {2002}, 25930 author = {K{\"u}cklich,Julian} 25931 } 25932 @article {, 25933 title = {Supporting mobile commerce applications using dependable wireless networks}, 25934 journal = {Mobile Networks \& Applications}, 25935 volume = {7}, 25936 number = {3}, 25937 year = {2002}, 25938 pages = {225-234}, 25939 abstract = {Mobile commerce (m-commerce) is an emerging discipline involving applications, mobile devices, middleware, and wireless networks. While most of existing e-commerce applications can be modified to run in a wireless environment, m-commerce also involves many more new applications that become possible only due to the wireless infrastructure. These applications include mobile financial services, user and location specific mobile advertising, mobile inventory management, wireless business re-engineering, and mobile interactive games. In addition to device and wireless constraints, mobile commerce would also be impacted by the dependability of wireless infrastructure. Unlike e-commerce applications that usually run on fixed networking infrastructure of fairly high dependability (approaching to about 100\%), m-commerce applications may not receive such high dependability from the existing and emerging wireless infrastructure. So far, most of the m-commerce research focuses on applications, devices, and security issues. We believe that some work is necessary in addressing the dependability challenges of the wireless infrastructure. In this paper, we present (a) the dependability issues of wireless infrastructure, (b) several architectures to improve the dependability of wireless networks, and (c) a simulation model and results on wireless dependability for m-commerce. The results show that a significant improvement is possible in wireless dependability for supporting m-commerce applications.}, 25940 isbn = {1383-469X}, 25941 author = {Malloy, A D and Varshney, U and Snow, A P} 25942 } 25943 @article {, 25944 title = {A symbolic conflict/cooperation simulation program, with embedded protocol recording and automatic psychometric assessment}, 25945 journal = {Behavior Research Methods Instruments \& Computers}, 25946 volume = {34}, 25947 number = {1}, 25948 year = {2002}, 25949 pages = {83-89}, 25950 abstract = {This paper describes an interactive software environment designed as a social interaction simulator with embedded comprehensive recording and flexible assessment facilities. Using schematized visual sketches similar to cross-cultural facial universals (Ekman, 1999), Mimics (Shmelyov \& Aidman, 1997) employs a computer-game-like scenario that requires the subject to identify with an avatar and navigate it through a playing field inhabited by hosts who display a range of facial expressions. From these expressions (which are highly consequential), the player has to anticipate the hosts{\textquoteright} reactions to the avatar (which may vary from friendly to obstructing or aggressive) and choose between negotiating with a host (by altering the avatar{\textquoteright}s facial expression), attacking it, or searching for an escape route. Comprehensive recording of player moves and interactions has enabled computation of several fine-grained indices of interactive behavior, such as aggressive response styles, efficiency, and motivation in conflict/cooperation contexts. Initial validation data and potential applications of the method in the assessment of personality and social behavior are discussed.}, 25951 author = {Aidman,E V and Shmelyov,A G} 25952 } 25953 @article {, 25954 title = {Teaching the Nintendo generation to program}, 25955 journal = {Communications of the ACM}, 25956 volume = {45}, 25957 number = {4}, 25958 year = {2002}, 25959 pages = {17-21}, 25960 author = {Guzdial,M and Soloway,E} 25961 } 25962 @article {, 25963 title = {Television viewing, video games, and studying are not associated with overweight in Chinese children}, 25964 journal = {FASEB Journal}, 25965 volume = {16}, 25966 number = {5}, 25967 year = {2002}, 25968 pages = {A1020-A1020}, 25969 author = {Waller,C W and Popkin,B M} 25970 } 25971 @proceedings {, 25972 title = {A Touch of Medieval: Narrative, Magic and Computer Technology in Massively Multiplayer Computer Role-Playing Games}, 25973 journal = {CGDC Conf.}, 25974 year = {2002}, 25975 author = {Stern,Eddo} 25976 } 25977 @proceedings {, 25978 title = {Towards Communicative, Collaborative and Constructive Multi-Player Games}, 25979 journal = {CGDC Conf.}, 25980 year = {2002}, 25981 author = {Manninen,Tony} 25982 } 25983 @article {, 25984 title = {Towards interactive real-time crowd behavior simulation}, 25985 journal = {Computer Graphics Forum}, 25986 volume = {21}, 25987 number = {4}, 25988 year = {2002}, 25989 pages = {767-775}, 25990 abstract = {While virtual crowds are becoming common in non-real-time applications, the real-time domain is still relatively unexplored. In this paper we discuss the challenges involved in creating such simulations, especially the need to efficiently manage variety. We introduce the concept of levels of variety. Then we present our work on crowd behaviour simulation aimed at interactive real-time applications such as computer games or virtual environments. We define a modular behavioural architecture of a multi-agent system allowing autonomous and scripted behaviour of agents supporting variety. Finally we show applications of our system in a virtual reality training system and a virtual heritage reconstruction.}, 25991 isbn = {0167-7055}, 25992 author = {Ulicny,B and Thalmann,D} 25993 } 25994 @article {, 25995 title = {Understanding youth obesity and media use: Implications for future intervention programs}, 25996 journal = {Quest}, 25997 volume = {54}, 25998 number = {4}, 25999 year = {2002}, 26000 pages = {259-275}, 26001 author = {Clocksin,B D and Watson,D L and Ransdell,L} 26002 } 26003 @article {, 26004 title = {Video games: Rot your brain or improve your mind}, 26005 journal = {Journal of Cognitive Neuroscience}, 26006 year = {2002}, 26007 pages = {12}, 26008 author = {Green,C and Bavelier,D} 26009 } 26010 @proceedings {, 26011 title = {Video Games: What the heck?}, 26012 journal = {Proceedings of the Graphics Interface 2002}, 26013 year = {2002}, 26014 pages = {229-230}, 26015 address = {Mississauga, Ontario, Canada}, 26016 author = {Buchanan,John W} 26017 } 26018 @article {, 26019 title = {Violent video games and films with eroticized violence - What is their impact on the level of violence?}, 26020 journal = {Kriminalistik}, 26021 volume = {56}, 26022 number = {8-9}, 26023 year = {2002}, 26024 pages = {539-542}, 26025 isbn = {0023-4699}, 26026 author = {Fullgrabe,U} 26027 } 26028 @article {, 26029 title = {Visual requirement representation}, 26030 journal = {Journal of Systems and Software}, 26031 volume = {61}, 26032 number = {2}, 26033 year = {2002}, 26034 pages = {129-143}, 26035 abstract = {Multimedia technology has played an important role in modern computing because it offers more natural and user-friendly interactions with an automated system. This is particularly true for systems utilizing graphical, icon or window-based input and output. Multimedia technology also facilitates "reuse" more naturally, since the basic components and functions of presentation and animation can be reused for several different animation scenarios. This is evidenced by the rapid prototyping capability of computer and video games where although the characters and story lines change, the basic animation remains constant. In this paper we utilize multimedia technology for eliciting requirements of software systems, particularly those systems that utilize windows- (or graphical)-based interactions with the user. Our methodology will implicitly emphasize reuse since in our approach reusable components include not only code and documents, but also voice narration, animation sequences and message mechanisms. We call such software components as multimedia reusable components (MRCs). Using MRCs. one can view software requirements instead of reading textual representation of the requirements. }, 26036 author = {Chen,D J and Chen,W C and Kavi,K M} 26037 } 26038 @article {, 26039 title = {What decides us - War and games (epistemology of computer games)}, 26040 journal = {Neue Rundschau}, 26041 volume = {113}, 26042 number = {2}, 26043 year = {2002}, 26044 pages = {28-43}, 26045 isbn = {0028-3347}, 26046 author = {Pias,C} 26047 } 26048 @article {, 26049 title = {Wireless games: Review and experiment}, 26050 journal = {Product Focused Software Process Improvement, Proceedings}, 26051 volume = {2559}, 26052 year = {2002}, 26053 pages = {587-600}, 26054 abstract = {This paper is an introduction to the domain of wireless games. It presents a brief history of mobile gaming, a number of important technologies and introduces classification and evaluation concepts and criteria. A multi-player, multi-platform card game developed in the University of Oulu, is used to present authors{\textquoteright} own experiences in this field.}, 26055 isbn = {0302-9743}, 26056 author = {Bendas,D and Myllyaho,M} 26057 } 26058 @article {, 26059 title = {Wireless online games}, 26060 journal = {Electronic Library}, 26061 volume = {20}, 26062 number = {2}, 26063 year = {2002}, 26064 pages = {113-118}, 26065 abstract = {The number of mobile phone users is increasing rapidly and this will provide opportunities for developing additional business in the mobile device market. Wireless online games is one of the rising stars in the market. Nevertheless, the insecurity of data transmission through wireless networks and the low performance of the central processing unit (CPU) of mobile devices create a harrier to doing business through these wireless networks. This paper proposes an "interactive dynamic cryptosystem" for enhancing the security of data transmission through wireless networks and a multi-tier architecture for improving the performance and management of the multiuser wireless online games system. Based on the proposal, a safe environment can be set up for truly real-time interactive wireless online games.}, 26066 isbn = {0264-0473}, 26067 author = {Mok,W S S} 26068 } 26069 @article {, 26070 title = {Special issue: State of the art and science of simulation/gaming}, 26071 journal = {Simulation \& Gaming - Special issue: State of the Art and Science of simulation/gaming}, 26072 volume = {32}, 26073 year = {2001}, 26074 month = {December 2001}, 26075 pages = {469-551}, 26076 abstract = {The guest editor presents a framework for addressing the state of the art and science in the field of gaming and simulation, and an overview of topics covered by the articles that fit into this scheme. Many empty cells still have to be addressed. Such a synthetic perspective on inquiry allows the gaming and simulation community to accumulate understanding on the field by looking for commonalities. Differences between a disciplinary and trans-disciplinary review are explored from the viewpoint of knowledge development in the social field of power. In that respect, designers and facilitators of games and simulations have to cope with putting their institutions at risk, as the form of knowledge generated through gaming and simulation i.e., their social capital, may not count as recognizable currency. The articles give ample evidence of the related obstacles in research, teaching, and practice. Nevertheless, the articles show what has been accomplished and which major puzzles gamers still need to address to improve professional practice in research and education, in management and governance. 26077 }, 26078 keywords = {diachronic perspective, disciplinary review, social/cultural capital, synchronic perspective, trans-disciplinary review}, 26079 author = {Klabbers, J. H. G.} 26080 } 26081 @conference {, 26082 title = {A Game-Based Training Model: Development, Application, And Evaluation}, 26083 booktitle = {The Interservice/Industry Training, Simulation \& Education Conference (I/ITSEC)}, 26084 year = {2001}, 26085 month = {26/11/2001}, 26086 publisher = {NTSA}, 26087 organization = {NTSA}, 26088 address = {Orlando, Florida}, 26089 abstract = {A shift in military training is underway from a traditional emphasis on classroom instruction to a more learner-centric model of training. In this approach, where training may be delivered "anytime, anywhere," trainees are often dispersed, and there is a greater responsibility on the learner to maintain motivation for his or her own learning. Although instructional games can provide a learning environment that actively engages the learner, this remains a relatively new instructional technology with limited empirical support. 26090 26091 Several studies have examined the effects of game-based instructional programs on learning. For example, both Whitehall and McDonald (1993) and Ricci, Salas, and Cannon-Bowers (1996) found that instruction incorporating game features led to improved learning. In addition, Ricci, et. al (1996) proposed that instruction that incorporated game features enhanced student motivation, which led to greater attention to training content and greater retention. 26092 26093 There is an implicit model of learning that is inherent in these studies. First, the goal is to design an instructional program that incorporates certain features or characteristics of games. Second, these features trigger a game cycle, a repeating cycle of user judgments, behavior, and feedback that characterizes the game player{\textquoteright}s self-motivated engagement and task persistence (Garris, Ahlers, and Driskell, 2001). To the extent that training designers are successful in pairing instructional content with appropriate game features, this engagement in game play leads to the achievement of training objectives and specific learning outcomes. 26094 26095 Although many have noted the potential benefits that may be gained from incorporating game characteristics into instructional applications, there is clearly little consensus regarding what the essential characteristics are and how they should be implemented. Based on a review of the literature about games, motivational training, and motivation-related constructs, we synthesized a model of motivational training using game features and predicted training and motivation outcomes. In this paper, we describe essential game features, how they were implemented for this research, and report a subset of the results of an empirical study to assess the effectiveness of a game-based trainer to enhance submarine technical skills and the effects of the training approach on student motivation. Bottom Gun, a game-based periscope trainer developed in support of this research, is a simulation-based game that incorporates simulated contacts, a high rate of interactivity, scoring, and visual and sound effects. The control training condition provided the same contacts within the same scenarios minus the game characteristics. 26096 26097 The proposed approach to designing and evaluating the effectiveness of games was generally supported. Despite holding training objectives and content constant, Bottom Gun was perceived as more game-like than the control condition. Results indicated that both training conditions resulted in significant improvements in accuracy in calling angle-on-the-bow, a difficult visual perception task. However, the game-based training resulted in smaller visual estimation errors than the control training condition. Additionally, four context-specific measures of components of motivation, including locus of control, self-efficacy, valence, and goal commitment were found to have shifted in a positive direction at the post-test. 26098 }, 26099 keywords = {game-based training, model}, 26100 url = {http://ntsa.metapress.com/app/home/contribution.asp?referrer=parent\&backto=issue,6,151;journal,6,7;linkingpublicationresults,1:113340,1}, 26101 author = {Garris, R. and Ahlers, R.} 26102 } 26103 @article {, 26104 title = {Accessing electronic information sources through computer games consoles}, 26105 journal = {ASLIB Proceedings}, 26106 volume = {53}, 26107 number = {1}, 26108 year = {2001}, 26109 pages = {23-31}, 26110 abstract = {This paper provides an overview of the games console market, a rapidly growing sector of the entertainment industry. An overview of the emergence of games consoles, and advances in games console technology, is given, as well as examples of the increasing incorporation of aspects of computer gaming into Higher Education student courses. Current and future games consoles are described in some detail, and their networking capabilities considered. The paper then focuses on the requirements of users of networked-based services. The first games console to come equipped with network access facilities is used in order to access a number of electronic library resources and services, and to consider the viability of such a device for this purpose. Comments on issues surrounding data exchange between electronic devices such as games consoles are given, and future developments in the games console sector, especially in relation to the remote access of electronic information resources and services, are speculated.}, 26111 author = {Kirriemuir, J} 26112 } 26113 @book {, 26114 title = {Arcade Fever: The Fan{\textquoteright}s Guide to the Golden Age of Video Games}, 26115 year = {2001}, 26116 publisher = {Running Press}, 26117 organization = {Running Press}, 26118 isbn = {0762409371}, 26119 author = {John Sellers} 26120 } 26121 @article {, 26122 title = {Cardiovascular (CV) responsivity and recovery to acute stress and future CV functioning in youth with family histories of CV disease: a 4-year longitudinal study}, 26123 journal = {International Journal of Psychophysiology}, 26124 volume = {41}, 26125 number = {1}, 26126 year = {2001}, 26127 pages = {65-74}, 26128 abstract = {Blood pressure (BP) and heart rate (HR) data obtained during supine rest, in response to and recovery from four laboratory stressors in a baseline year were used to predict supine resting BP and HR values obtained during each of four consecutive annual follow-up evaluations. Subjects were 385 normotensive youth (mean age 12.7 +/- 2.6 at baseline year) with a positive family history of cardiovascular disease (CVD). During the baseline evaluation subjects were presented with four laboratory stressors (namely, postural change, video game challenge, social competence interview, and parent-child conflict discussion). The BP and HR values taken during each of the laboratory stressors and during the post stressor recovery periods were converted to z-scores which were averaged to yield aggregate measures for systolic and diastolic BP and HR responsivity and recovery. The data obtained during the baseline evaluation were subsequently used to predict the follow-up values of supine resting BP and HR. The prediction models were fairly consistent across each of the 4 follow-up years. Responsivity or recovery accounted for up to 6\% of the total variance after accounting for baseline values. Within the prediction models responsivity or recovery accounted for 4-56\% of the variance. The predictive value of the derived models did not decline from one annual evaluation to the next over the length of the study. CV recovery may supplement resting and responsivity in the prediction of future development of CVD.}, 26129 author = {Treiber,F A and Musante, L and Kapuku,G and Davis, C and Litaker, M and Davis,H} 26130 } 26131 @book {1543, 26132 title = {Children and their changing media environment: a European comparative study}, 26133 year = {2001}, 26134 publisher = {Lawrence Erlbaum Associates}, 26135 organization = {Lawrence Erlbaum Associates}, 26136 address = {Norwood, NJ}, 26137 isbn = {0805834990}, 26138 author = {Livingstone,S and Bovill,M} 26139 } 26140 @article {, 26141 title = {Children and video game playing: neuropsychological effects}, 26142 journal = {Archives of Clinical Neuropsychology}, 26143 volume = {16}, 26144 number = {8}, 26145 year = {2001}, 26146 note = {Abstract only. 26147 26148 National Academy of Neuropsychology Abstracts from the 21st Annual Meeting, San Francisco, California, October 31{\textendash}November 3, 2001 (Convention Abstracts Accepted under the Guest Editorship of Philip Schatz, Ph.D. and Tony L. Strickland, Ph.D.)}, 26149 pages = {786}, 26150 abstract = {The purpose of this investigation was to examine whether playing video games affected children{\textquoteright}s ability to perform certain cognitive functions or altered beta and theta brain wave activity. Thirty children 10-14 years old who played video games in their leisure time participated in this controlled study. The sample included children with Learning Disabilities and ADHD. Measures of auditory memory, attention, and planning, as well as beta and theta activity in the brain, were collected as pre- and posttest measures. Participants were randomly assigned to either the experimental or control group. Participants in the experimental group played video games for 1 h, while participants in the control group played card or board games for 1 h. Pre- and post-test difference scores were analyzed according to group for variations between groups. No significant differences were noted on MANOVAs. When children in this sample engaged in video game play with mildly rated (E for Everyone) recreational video games without blood, gore, and carnage for a limited time (60 min), beta and theta activity and ability to perform certain neuropsychological tasks did not appear to be disrupted. 26151 }, 26152 author = {Vaupel, C A} 26153 } 26154 @book {, 26155 title = {The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers}, 26156 year = {2001}, 26157 note = {Extract at http://www.gamecareerguide.com/features/325/book_excerpt_complete_guide_to_.php}, 26158 publisher = {Focal Press}, 26159 organization = {Focal Press}, 26160 author = {Marks,Aaron} 26161 } 26162 @proceedings {, 26163 title = {Computer gaming and the routine pursuit of excellence}, 26164 journal = {Leisure Studies Association Conference}, 26165 year = {2001}, 26166 address = {Luton}, 26167 author = {Bryce, Jo and Rutter, Jason} 26168 } 26169 @article {, 26170 title = {Computer Go: An AI oriented survey}, 26171 journal = {Artificial Intelligence}, 26172 volume = {132}, 26173 number = {1}, 26174 year = {2001}, 26175 pages = {39-103}, 26176 abstract = {Since the beginning of AI, mind games have been studied as relevant application fields. Nowadays, some programs are better than human players in most classical games. Their results highlight the efficiency of AI methods that are now quite standard. Such methods are very useful to Go programs, but they do not enable a strong Go program to be built. The problems related to Computer Go require new AI problem solving methods. Given the great number of problems and the diversity of possible solutions, Computer Go is an attractive research domain for AI. Prospective methods of programming the game of Go will probably be of interest in other domains as well. The goal of this paper is to present Computer Go by showing the links between existing studies on Computer Go and different AI related domains: evaluation function, heuristic search, machine learning, automatic knowledge generation, mathematical morphology and cognitive science. In addition, this paper describes both the practical aspects of Go programming, such as program optimization, and various theoretical aspects such as combinatorial game theory, mathematical morphology, and Monte-Carlo methods.}, 26177 url = {http://www.math-info.univ-paris5.fr/~bouzy/publications/CG-AISurvey.pdf}, 26178 author = {Bouzy, B and Cazenave, T} 26179 } 26180 @book {, 26181 title = {Digital Game-Based Learning}, 26182 year = {2001}, 26183 publisher = {McGraw-Hill}, 26184 organization = {McGraw-Hill}, 26185 author = {Prensky,Marc} 26186 } 26187 @article {, 26188 title = {Does Lara Croft wear fake polygons? Gender and gender-role subversion in computer adventure games}, 26189 journal = {Leonardo}, 26190 volume = {34}, 26191 number = {3}, 26192 year = {2001}, 26193 pages = {221-226}, 26194 abstract = {The subject matter of this article emerged in part out of research for the author{\textquoteright}s thesis project and first game patch, Madame Polly, a {\textquoteright}first-person shooter gender hack{\textquoteright}. Since the time it was written, there has been an upsurge of interest and research in computer games among artists and media theoreticians. Considerable shifts in gaming culture at large have taken place, most notably, a shift toward on-line games, as well as an increase in the number of female players. The multidirectional information space of the network offers increasing possibilities for interventions and gender reconfigurations such as those discussed at the end of the article.}, 26195 author = {Schleiner, A M} 26196 } 26197 @article {, 26198 title = {A dynamic motion control technique for human-like articulated figures}, 26199 journal = {Computer Graphics Forum}, 26200 volume = {20}, 26201 number = {3}, 26202 year = {2001}, 26203 pages = {C192-+}, 26204 abstract = {This paper presents a dynamic motion control technique for human-like articulated figures in a physically based character animation system. This method controls a figure such that the figure tracks input motion specified by a user. When environmental physical input such as an external force or a collision impulse are applied to the figure, this method generates dynamically changing motion in response to the physical input. Me have introduced comfort and balance control to compute the angular acceleration of the figure{\textquoteright}s joints, Our algorithm controls the several parts of a human-like articulated figure separetely through the minimum number of degrees-of-freedom. Using this approach, our algorithm simulates realistic human motions at efficient computational cost, Unlike existing dynamic simulation systems, out, method assumes that input motion is already realistic, and is aimed at dynamically, changing the input motion in real-time only when tin expected physical input is applied to the figure. As such, our method works efficiently in the framework of current computer games.}, 26205 keywords = {model}, 26206 isbn = {0167-7055}, 26207 author = {Masaki Oshita and Akifumi Makinouchi} 26208 } 26209 @article {, 26210 title = {The effects of computer games on young children: A review of the research}, 26211 year = {2001}, 26212 institution = {The Home Office}, 26213 address = {London}, 26214 author = {Harris, J.} 26215 } 26216 @article {, 26217 title = {A framework for the development of videogames}, 26218 journal = {Software-Practice \& Experience}, 26219 volume = {31}, 26220 number = {11}, 26221 year = {2001}, 26222 pages = {1091-1107}, 26223 abstract = {A framework is a high-level solution for the reuse of software pieces, a step forward in simple library-based reuse, that allows the sharing of not only common functions but also the generic logic of a domain application. It also ensures a better level of quality for the final product, given the fact that an important fraction of the application is already found within the framework and has therefore already been tested. This case study takes the systematic generation of hot-spot subsystems approach as a reference point to describe the underlying concepts in the design of a framework for the development of 2D action videogames for low-performance machines. The main goal of this paper is to show the applicability of framework-based reuse to videogames. Both standard and framework-based game implementations are compared and the results are analysed. Special attention is paid to the (potential) benefits that the use of frameworks brings to the fulfillment of maintenance tasks along the game{\textquoteright}s life cycle, a stage that normally consumes most resources in software projects. At the end of the paper, based on the implementation results, this study shows the predicted conditions under which building a framework is cost effective for the development of videogames similar to the ones from the studied domain.}, 26224 keywords = {design}, 26225 isbn = {0038-0644}, 26226 author = {Ra{\"a}l A. Santelices and Miguel Nussbaum} 26227 } 26228 @book {, 26229 title = {Game Design: Theory and Practice (2nd Edition) (Wordware Game Developer{\textquoteright}s Library)}, 26230 year = {2001}, 26231 publisher = {Wordware Publishing, Inc.}, 26232 organization = {Wordware Publishing, Inc.}, 26233 edition = {2nd edition}, 26234 isbn = {1556229127}, 26235 author = {Richard Rouse} 26236 } 26237 @article {, 26238 title = {A gamut of games}, 26239 journal = {AI Magazine}, 26240 volume = {22}, 26241 number = {3}, 26242 year = {2001}, 26243 pages = {29-46}, 26244 keywords = {knowledge, machine, program, Search}, 26245 author = {Schaeffer,J} 26246 } 26247 @article {, 26248 title = {Human-level AI{\textquoteright}s killer application interactive computer games}, 26249 journal = {AI Magazine}, 26250 volume = {22}, 26251 number = {2}, 26252 year = {2001}, 26253 pages = {15-25}, 26254 type = {Article}, 26255 abstract = {Although one of the fundamental goals of Al is to understand and develop intelligent systems that have all the capabilities of humans, there is little active research directly pursuing this goal. We propose that Al for interactive computer games is an emerging application area in which this goal of human-level Al can successfully be pursued. Interactive computer games have increasingly complex and realistic worlds and increasingly complex and intelligent computer-controlled characters. In this article, we further motivate our proposal of using interactive computer games for Al research, review previous research on Al and games, and present the different game genres and the roles that human-level Al could play within these genres. We then describe the research issues and Al techniques that are relevant to each of these roles. Our conclusion is that interactive computer games provide a rich environment for incremental research on human-level AI.}, 26256 keywords = {simulation}, 26257 isbn = {0738-4602}, 26258 author = {Laird, J E and van Lent, M.} 26259 } 26260 @article {, 26261 title = {Impact of the consumer marketplace on engineering technology}, 26262 journal = {Sound and Vibration}, 26263 volume = {35}, 26264 number = {6}, 26265 year = {2001}, 26266 pages = {16-19}, 26267 abstract = {Consumer technology has become a commodity. Computers are in the workplace, home, automobiles, watches, phones, appliances, everywhere! Technology and techno gadgets are the rage. Children two years and older are interacting with computers and computer games, The fallout of the PC revolution, the Internet, digital music, wireless communication, the GPS system, 2D-3D graphics gaming engines, etc., are going to drastically impact the way that we will educate, do business, conduct scientific research, etc, In this article some of the immediate impacts of this technology revolution upon the Structural Dynamics, Acoustics and Controls (SDAC) areas will be discussed.}, 26268 author = {Brown, D L and Declercq, S D and Adams, D E} 26269 } 26270 @conference {599, 26271 title = {In the Game--In the Flow: Presence in Public Computer Gaming}, 26272 year = {2001}, 26273 note = {Poster presented at "Computer Games \& Digital Textualities", IT University of Copenhagen, March 2001}, 26274 url = {http://digiplay.info/flow}, 26275 author = {Bryce, Jo and Rutter, Jason} 26276 } 26277 @booklet {2449, 26278 title = {Making Consumer Knowledge Available and Useful: The Case of the Computer Games}, 26279 year = {2001}, 26280 publisher = {DRUID}, 26281 edition = {2nd}, 26282 address = {Copenhagen Business School, Denmark}, 26283 abstract = {It has been demonstrated that users occasionally innovate. However, it can now be observed that even end-consumers act as a source novel product designs. A case study of a firm, and "its" consumers - from the computer games industry - illustrates how sourcing of consumer knowledge has enabled the firm to improve product design. Two conditions favor the results firms can obtain from consumer{\textquoteright}s knowledge. First, is firm{\textquoteright}s ability to exploit new opportunities of information and communication technology - on-line communities - to establish interfaces connecting them with consumers. Second, is firm{\textquoteright}s ability to initiate a mode of organization by which the consumers are guided and motivated to reveal merely relevant knowledge.}, 26284 keywords = {Computer games, Consumers, Innovation, On-line communities}, 26285 isbn = {87-7873-109-7}, 26286 url = {http://www.druid.dk/uploads/tx_picturedb/wp01-10.pdf}, 26287 author = {Jeppesen, Lars Bo} 26288 } 26289 @article {, 26290 title = {Media violence}, 26291 journal = {Pediatrics}, 26292 volume = {108}, 26293 number = {5}, 26294 year = {2001}, 26295 pages = {1222-1226}, 26296 abstract = {The American Academy of Pediatrics recognizes exposure to violence in media, including television, movies, music, and video games, as a significant risk to the health of children and adolescents. Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed. Pediatricians should assess their patients{\textquoteright} level of media exposure and intervene on media-related health risks. Pediatricians and other child health care providers can advocate for a safer media environment for children by encouraging media literacy, more thoughtful and proactive use of media by children and their parents, more responsible portrayal of violence by media producers, and more useful and effective media ratings.}, 26297 author = {Bar-on, M E and Broughton, D D and Buttross, S and Corrigan, S and Gedissman, A and de Rivas, M R G and Rich, M O and Shifrin, D L} 26298 } 26299 @book {, 26300 title = {Phoenix: The Fall and Rise of Videogames}, 26301 year = {2001}, 26302 publisher = {Rolenta Press}, 26303 organization = {Rolenta Press}, 26304 edition = {3rd}, 26305 author = {Herman,Leonard} 26306 } 26307 @article {, 26308 title = {Play to win - Computer games could put stroke victims back in control}, 26309 journal = {New Scientist}, 26310 volume = {172}, 26311 number = {2314}, 26312 year = {2001}, 26313 pages = {26-26}, 26314 author = {Samuel, E} 26315 } 26316 @article {, 26317 title = {Recovering and analyzing 3-D motion of team sports employing uncalibrated video cameras}, 26318 journal = {IEICE Transactions on Information and Systems}, 26319 volume = {E84D}, 26320 number = {12}, 26321 year = {2001}, 26322 pages = {1728-1732}, 26323 abstract = {Techniques for human-motion recovery are applicable to a variety of areas, such as sports, dancing, virtual reality, and video-game production. The people who work in this area focus their attention on recovering information on the motion of individuals rather than groups of people. It is important to demonstrate the possibility of recovering descriptions of the 3-D motion in team sports, since such information is able to provide us with a variety of information on the relations among players. This paper presents a new experimental result on 3-D motion recovery from a team sport. The result was obtained by a non-rigid shape recovery technique based on images from uncalibrated cameras. The technique was applied to recovering the 3-D motion of the players in a mini-basketball game which was played in a gymnasium. Some attention is focused on the analysis of the players{\textquoteright} motion. Satisfactory results were obtained.}, 26324 author = {Tan, J K and Ishikawa, S} 26325 } 26326 @article {, 26327 title = {Using a computer game to develop advanced Al}, 26328 journal = {Computer}, 26329 volume = {34}, 26330 number = {7}, 26331 year = {2001}, 26332 pages = {70-+}, 26333 abstract = {Building agents that can survive the harsh environment of a popular computer game provides fresh insight into the study of artificial intelligence.}, 26334 author = {Laird, J E} 26335 } 26336 @article {, 26337 title = {Video games and real-life aggression: Review of the literature}, 26338 journal = {Journal of Adolescent Health}, 26339 volume = {29}, 26340 number = {4}, 26341 year = {2001}, 26342 pages = {244-257}, 26343 author = {Bensley, L and Van Eenwyk, J} 26344 } 26345 @article {, 26346 title = {Will Linux be computer games{\textquoteright} dark horse OS?}, 26347 journal = {Computer}, 26348 volume = {34}, 26349 number = {12}, 26350 year = {2001}, 26351 pages = {161-162}, 26352 author = {Macedonia, M} 26353 } 26354 @article {, 26355 title = {Allegories of space: Spatiality in computer games}, 26356 journal = {Zeitschrift Fur Semiotik}, 26357 volume = {23}, 26358 number = {3-4}, 26359 year = {2001}, 26360 pages = {301-318}, 26361 abstract = {Computer games are undoubtedly the most diverse and fast- changing cultural genre that ever existed. And perhaps most importantly, computer games represent a new mode of aesthetic as well as social discourse, an alternative to the narrative, which has been the leading paradigm until now: the primary means to convey knowledge and experience. Now, however, the mode of simulation is sued as an effective pedagogical tool that privileges active experimentation with its subject material rather than observation. Simulation is also a way to explore the partly unknown, to test models and hypotheses, and thus to construct and acquire new knowledge in a way narrative never could. The article at hand defends the claim that spatiality is a central theme in computer games. It starts by expanding this claim: Spatiality is the defining element in computer games. They are essentially concerned with spatial representation and negotiation, and therefore a classification of computer games can be based on how they represent space.}, 26362 author = {Aarseth,Espen} 26363 } 26364 @article {, 26365 title = {Alternative magnetic field exposure metrics: Relationship to TWA, appliance use, and demographic characteristics of children in a leukemia survival study}, 26366 journal = {Bioelectromagnetics}, 26367 volume = {22}, 26368 number = {8}, 26369 year = {2001}, 26370 pages = {574-580}, 26371 abstract = {The ongoing Childhood Leukemia Survival Study is examining the possible association between magnetic field exposure and survival of children with newly diagnosed acute lymphocytic leukemia (ALL). We report the results of the first year 24 h personal magnetic field monitoring for 356 US and Canadian children by time weighted average TWA and alternative exposure metrics. The mean TWA of 0.12 muT was similar to earlier personal exposure studies involving children. A high correlation was found between 24 h TVA and alternative metrics: 12 h day TWA, 12 night TWA, geometric mean, 95th percentile value, percentage time over 0.2 and 0.3 muT, and an estimate of field stability (Constant Field Metric). Two measures of field intermittency, rate of chance metric (RCM) and standardized rate of change metric (RCMS), were not highly correlated with TWA. The strongest predictor of TWA was location of residence, with highest TWAs associated with urban areas. Residence in an apartment, lower paternal educational level, and residential mobility were also associated with higher TWAs. There were no significant differences in the appliance use patterns of children with higher TWA values. Children with the highest field intermittency (high RCM) were more likely to sit within 3 feet of a video game attached to the TV. Our results suggest that 24 h TWA is a representative metric for certain patterns of exposure, but is not highly correlated with two metrics that estimate field intermittency.}, 26372 author = {Foliart,D E and Iriye,R N and Tarr,K J and Silva,J M and Kavet,R and Ebi,K L} 26373 } 26374 @article {, 26375 title = {Amblyopia treatment by means of computer-games with background stimulation: a placebo controlled pilot study of 10 days}, 26376 journal = {Klinische Monatsblatter Fur Augenheilkunde}, 26377 volume = {218}, 26378 number = {4}, 26379 year = {2001}, 26380 pages = {243-250}, 26381 author = {Kampf,U and Muchamedjarow,F and Seiler,T} 26382 } 26383 @article {, 26384 title = {American children{\textquoteright}s use of electronic media in 1997: A national survey}, 26385 journal = {Journal of Applied Developmental Psychology}, 26386 volume = {22}, 26387 number = {1}, 26388 year = {2001}, 26389 pages = {31-47}, 26390 abstract = {Within a weighted, nationally representative sample of 2902 children, differences in electronic media use by age and sex were examined. The data collected were part of the University of Michigan{\textquoteright}s Child Development Supplement (CDS) to the Panel Study of Income Dynamics (PSID), and included two 24-h time-use diaries, one from a weekday and one from a weekend day. Children and their parents reported the titles of television programs, videotapes, and electronic games (both computer and platform) that the children used. These titles were coded by genre, and differences in total time and in time spent with specific genres within each medium were examined. Main effects of age and sex on total use and use by genres are reported. Among other results, oldest boys were found to spend more time watching sports programs and playing electronic sports games while the oldest girls spend more time watching relationship dramas and not a large amount of time playing video games. The results indicate the diverging media interests of boys and girls. Use patterns may also suggest a lack of availability of appropriate electronic games for older girls.}, 26391 author = {Wright,J C and Huston,A C and Vandewater,E A and Bickham,D S and Scantlin,R M and Kotler,J A and Caplovitz,A G and Lee,J H and Hofferth,S and Finkelstein,J} 26392 } 26393 @article {, 26394 title = {Among the grouse - On computer games}, 26395 journal = {Merkur-Deutsche Zeitschrift Fur Europaisches Denken}, 26396 volume = {55}, 26397 number = {2}, 26398 year = {2001}, 26399 pages = {181-185}, 26400 author = {Knipphals,D} 26401 } 26402 @article {, 26403 title = {Applying adversarial planning techniques to Go}, 26404 journal = {Theoretical Computer Science}, 26405 volume = {252}, 26406 number = {1-2}, 26407 year = {2001}, 26408 pages = {45-82}, 26409 abstract = {Approaches to computer game playing based on alpha-beta search of the tree of possible move sequences combined with a position evaluation function have been successful for many games, notably Chess. Such approaches are less successful for games with large search spaces and complex positions, such as Go, and we are led to seek alternatives. One such alternative is to model the goals of the players, and their strategies for achieving these goals. This approach means searching the space of possible goal expansions, typically much smaller than the space of move sequences. Previous attempts to apply these techniques to Go have been unable to provide results for anything other than a high strategic level or very open game positions. In this paper we describe how adversarial hierarchical task network planning can provide a framework for goal-directed game playing in Go which is also applicable both strategic and tactical problems.}, 26410 author = {Willmott,S and Richardson,J and Bundy,A and Levine,J} 26411 } 26412 @article {, 26413 title = {Applying computer game techniques to process visualization}, 26414 journal = {Information Design Journal}, 26415 volume = {10}, 26416 number = {1}, 26417 year = {2001}, 26418 pages = {50-57}, 26419 author = {Weisscher, A.} 26420 } 26421 @article {, 26422 title = {Are sophisticated multimedia works comparable to video games?}, 26423 journal = {Journal of the Copyright Society of the USA}, 26424 volume = {48}, 26425 number = {3}, 26426 year = {2001}, 26427 pages = {467-490}, 26428 author = {Stamatoudi,I A} 26429 } 26430 @article {, 26431 title = {The art of games - Developers reach new levels in computer gaming realism and intelligence}, 26432 journal = {Computer Graphics World}, 26433 volume = {24}, 26434 number = {3}, 26435 year = {2001}, 26436 pages = {27-+}, 26437 abstract = {An evolution in real-time imagery has resulted in surprising new worlds.}, 26438 author = {Moltenbrey,K and Robertson,B} 26439 } 26440 @article {, 26441 title = {{\textquoteright}Backpack adventures in asthma{\textquoteright}: Interactive multimedia computer game piques childrens{\textquoteright} interest in asthma}, 26442 journal = {Journal of Allergy and Clinical Immunology}, 26443 volume = {107}, 26444 number = {2}, 26445 year = {2001}, 26446 pages = {239}, 26447 author = {Huss,K and Winkelstein,M L and Crosbie,K and Stanton,C I and Dennett,B E and Huss,R W} 26448 } 26449 @article {, 26450 title = {Biological behavior and tumorigenesis of subependymal giant cell astrocytomas}, 26451 journal = {Journal of Neuro-Oncology}, 26452 volume = {52}, 26453 number = {3}, 26454 year = {2001}, 26455 pages = {217-225}, 26456 abstract = {In spite of the benign nature of subependymal giant cell astrocytomas (SEGAs), some show massive hemorrhage, rapid growth, and tumor recurrence. This led us to investigate the biological behavior, cell dynamics, and nobreak tumorigenesis of SEGAs. All patients (4 men and 3 women; age range, 6-27 years; mean, 13.6 years) had features of tuberous sclerosis complex and obstructive hydrocephalus. One patient had intratumoral bleeding. In two patients, sequential neuroimaging showed a subependymal nodule growing to become a SEGA. All underwent surgical resection without radiation therapy. One tumor recurred and was treated surgically. There were no postoperative deaths. The presence of cytologic atypia, mitoses and vascular proliferation had no implication in terms of the clinical course. MIB-1 labeling indices were low (mean, 0.9), indicating low proliferative potential. Unexpectedly, bcl-2 staining was sparse and bax staining predominated in majority of cases. However, the mean value of terminal deoxynucleotidyl transferase-mediated dUTP-biotin nick end labeling index was low. Immunohistochemically, tumors were positive for both glial and neuronal markers. In the majority of our cases, the expression of p53 was low. Only one tumor was focally positive for tuberin. SEGAs have low proliferative potential and apoptotic activity, and exhibit features of mixed glial- neuronal differentiation. In contrast to p53, tuberin is suggested to be the tumor suppressor in this tumor.}, 26457 author = {Kim,S K and Wang,K C and Cho,B K and Jung,H W and Lee,J Y and Chung,Y S and Park,S H and Kim,Y M and Choe,G and Chi,J G} 26458 } 26459 @article {, 26460 title = {Bites, bits, and video games: The changes ahead}, 26461 journal = {Journal of Academic Librarianship}, 26462 volume = {27}, 26463 number = {3}, 26464 year = {2001}, 26465 pages = {171-172}, 26466 author = {Matarazzo,J M} 26467 } 26468 @article {, 26469 title = {Body movements of boys with Attention Deficit Hyperactivity Disorder (ADHD) during computer video game play}, 26470 journal = {British Journal of Educational Technology}, 26471 volume = {32}, 26472 number = {5}, 26473 year = {2001}, 26474 pages = {607-618}, 26475 abstract = {The type and severity of body movements exhibited by 79 (unmedicated) boys clinically diagnosed with ADHD (30 Predominantly Inattentive Type and 49 Combined Type), and 67 non-ADHD boys were recorded while playing Crash Bandicoot I, a Sony Playstation platform computer video game. In Crash Bandicoot, participants control the movements of a small animated figure (CB) through a hazardous jungle environment. Two tasks totaling 12 trials were administered, each of which incorporated with and without Distractor conditions. For those trials with the Distractor, a segment of the television show "The Simpsons" was simultaneously played on a television screen adjacent to the computer game monitor and at an equal volume. Contrary to theory and expectations an analysis of the data did not reveal any statistically significant differences in the frequency, type and severity of body movements between the ADHD and non-ADHD boys, or between the ADHD subtypes during computer video game play. These findings have important implications for assessment and teaching processes in both classroom and therapeutic contexts.}, 26476 author = {Farrace-Di Zinno,A M and Douglas,G and Houghton,S and Lawrence,V and West,J and Whiting,K} 26477 } 26478 @inbook {, 26479 title = {Building rules}, 26480 booktitle = {Cognitive Technology: Instruments of Mind, Proceedings}, 26481 series = {Lecture Notes in Artificial Intelligence}, 26482 volume = {2117}, 26483 year = {2001}, 26484 pages = {267-281}, 26485 abstract = {This paper reports on aspects of the Playground project in which young children (age 6 to 8) are writing and sharing their own computer video-games. We discuss how structures in the kernel language influenced the design of one of the project{\textquoteright}s playgrounds and in turn children{\textquoteright}s thinking and use of rules. One feature of the paper is the range of children{\textquoteright}s responses to the task of translating their ideas for games into formal rules; kernel features, such as object orientation and the use of events, at times support and at other times constrain those responses.}, 26486 author = {Goldstein,R and Kalas,I and Noss,R and Pratt,D} 26487 } 26488 @article {, 26489 title = {A camera engine for computer games: Managing the trade-off between constraint satisfaction and frame coherence}, 26490 journal = {Computer Graphics Forum}, 26491 volume = {20}, 26492 number = {3}, 26493 year = {2001}, 26494 pages = {C174-+}, 26495 abstract = {Many computer games treat the user in the "1st person" and bind the camera to his or her view More sophistication in a game can be achieved by enabling the camera to leave the users{\textquoteright} viewpoint. This, however, requires new methods for automatic, dynamic camera control. In this paper we present methods and tools for such camera control. We emphasize guiding camera control by constraints; however, optimal constraint satisfaction tends to lead to the camera jumping around too much. Thus, we pay particular attention to a trade-off between constraint satisfaction and frame coherence. We present a new algorithm for dynamic consideration of the visibility of objects which are deemed to be important in a given game context.}, 26496 author = {Halper,N and Helbing,R and Strothotte,T} 26497 } 26498 @article {, 26499 title = {Captured by the computer: Psychophysiological profile of boys playing computer games}, 26500 journal = {Applied Psychophysiology and Biofeedback}, 26501 volume = {26}, 26502 number = {3}, 26503 year = {2001}, 26504 pages = {241-241}, 26505 author = {Peper,E and Burke,A} 26506 } 26507 @article {, 26508 title = {Child health in the information age: Media education of pediatricians}, 26509 journal = {Pediatrics}, 26510 volume = {107}, 26511 number = {1}, 26512 year = {2001}, 26513 pages = {156-162}, 26514 abstract = {exposure to entertainment media with increased levels of interpersonal violence, risky sexual behavior, body image distortion, substance abuse, and obesity. The objective of this study was to determine what pediatric residency programs are teaching trainees about media and the influence of media on the physical and mental health of children and adolescents. Design. Survey of residency curricula, consisting of 17 items about children{\textquoteright}s exposure to media, including television, movies, popular music, computer/video games and the Internet, the effects of this exposure on specific health risks, and associations between program characteristics and media education in the residency curriculum. Participants. Directors of the 209 accredited pediatric residency programs in the United States. Results. Two hundred four programs (97.6\%) responded. Fifty-eight programs (28.4\%) offered formal education on 1 or more types of media; 60 programs (29.4\%) discussed the influences of media when teaching about specific health conditions. Residents in 96 programs (47.1\%) were encouraged to discuss media use with patients and parents; 13 programs (6.4\%) taught media literacy as an intervention. Among program characteristics, only media training received by program directors was significantly associated with inclusion of media in residency curricula. Conclusions. Despite increasing awareness of media influence on child health, less than one-third of US pediatric residency programs teach about media exposure. Developing a pediatric media curriculum and training pediatric residency directors or designated faculty may be a resource-effective means of improving health for children growing up in a media-saturated environment.}, 26515 author = {Rich, M. and Bar-on, M.} 26516 } 26517 @article {, 26518 title = {Children{\textquoteright}s attentional skills and road behavior}, 26519 journal = {Journal of Experimental Psychology-Applied}, 26520 volume = {7}, 26521 number = {3}, 26522 year = {2001}, 26523 pages = {227-234}, 26524 abstract = {Switching attention and concentration, 2 skills expected to be used by skillful pedestrians, were studied. A sample of 160 children (aged 4 years 3 months-10 years) played a computer game involving attention switching. To examine concentration, a subset of the children was distracted with a cartoon video while they attempted a difficult task that required matching familiar figures. The same subset was also observed crossing roads. Older children switched faster and were less distracted. Children who were better at switching were more likely to show awareness of traffic when about to cross a road. Children who maintained concentration when challenged by a distracting event crossed the road in a less reckless manner. Parents and educators designing safety programs should take into account the development of these skills.}, 26525 author = {Dunbar,G and Hill,R and Lewis,V} 26526 } 26527 @article {, 26528 title = {Children{\textquoteright}s emotional experience of peer provocation: The relation between observed behaviour and self-reports of emotions, expressions, and social goals}, 26529 journal = {International Journal of Behavioral Development}, 26530 volume = {25}, 26531 number = {4}, 26532 year = {2001}, 26533 pages = {320-330}, 26534 abstract = {For an experimental study of children{\textquoteright}s responses to peer provocation, this investigation examined the correlations between children{\textquoteright}s observed behaviours and their self-reports of their emotional experiences, expressions, and social goals provided in an interview immediately following the provocation. Participants were 565 children (approximate ages 8, 10, and 12 years old) who were provoked in two ways in an experimental play session: By losing at a computer game they were playing for a desirable prize, and by being taunted by a peer actor. Children{\textquoteright}s responses to provocation were reliably coded for verbalisations, facial expressions, and gestures. Results indicated often significant but quite modest correlations between children{\textquoteright}s self-reports of their emotional behaviour and their behaviours as coded during the play session. For the magnitude of these correlations, there were not significant developmental differences, and the strength of the correlations did not differ for same- or for other-gender dyads. There was some evidence that for girls, self-reports corresponded to emotional behaviours more strongly than for boys.}, 26535 author = {Underwood,M K and Bjornstad,G J} 26536 } 26537 @article {, 26538 title = {Children{\textquoteright}s enjoyment and perception of computer use in the home and the school}, 26539 journal = {Computers \& Education}, 26540 volume = {36}, 26541 number = {4}, 26542 year = {2001}, 26543 pages = {347-362}, 26544 abstract = {This paper seeks to examine the nature and experiences of children{\textquoteright}s computer use in the home and school. Past research suggests a growing gap between computer use in the home and the school. This study was conducted to find out how children perceive and enjoy computer use in these two environments. Using a sample of year 3 and 5 pupils in three primary schools, qualitative and quantitative data were gathered. The results suggest that children make more use of the computer at home than at school. The most popular activity on the home computer which all children enjoyed was playing games. The most frequent activity at the school computer was word processing which pupils considered boring. Interesting gender differences showed that boys spent more lime playing computer games whereas girls spent more time on the Internet emailing friends. The study concludes that schools should learn from what works at home and enable children to work on activities they find valuable, motivational and worthwhile.}, 26545 author = {Mumtaz,S} 26546 } 26547 @article {, 26548 title = {Children{\textquoteright}s positive and negative experiences with the Internet - An exploratory survey}, 26549 journal = {Communication Research}, 26550 volume = {28}, 26551 number = {5}, 26552 year = {2001}, 26553 pages = {652-675}, 26554 abstract = {This survey among 194 Dutch children ages 8 to 13 who had home access to the Internet was designed to explore (a) children{\textquoteright}s motives for using the Internet, (b) their positive experiences with the Internet, and (c) their negative experiences with the Internet. Results showed that the most important motive for using the Internet was affinity with computers, followed by information and entertainment. Online social interaction and off-line social interaction were the least important motives. Children{\textquoteright}s spontaneous descriptions of their positive experiences with the Internet most frequently included playing or down loading computer games (17\%), watching video clips and songs (13\%), visiting kids entertainment sites (12\%), and seeking information about animals (7\%). As a negative experience, children most frequently reported a virus or computer crash (10\%), violence (4\%), and pornography (4\%). The authors found several significant age and/or gender differences in children{\textquoteright}s motives for using the Internet and in their experiences with the Internet.}, 26555 author = {Valkenburg,P M and Soeters,K E} 26556 } 26557 @article {, 26558 title = {Children{\textquoteright}s responses to same- and other-gender peers: An experimental investigation with 8-, 10-, and 12-year-olds}, 26559 journal = {Developmental Psychology}, 26560 volume = {37}, 26561 number = {3}, 26562 year = {2001}, 26563 pages = {362-372}, 26564 abstract = {This research compared how participants in the age range of middle childhood (N = 565, approximate ages 8, 10, and 12 years) responded to provocation by a same- or an other-gender peer. In a laboratory play session, participants were provoked in two ways: by losing at a computer game and by being teased by a confederate actor. Immediately following the provoking play session, participants were interviewed about their perceptions of the provoking peer, emotional responses, coping strategies, and social goals. For both the baseline and provocation periods, observational data indicated that facial. verbal, and gestural responses to an other-gender peer were more negative than to a same-gender peer. With other-gender partners, participants reported liking the peer less, trying less to get along with the provocateur, and coping with the provocation by trying to play better rather than by verbally confronting the actor.}, 26565 author = {Underwood,M K and Schockner,A E and Hurley,J C} 26566 } 26567 @article {, 26568 title = {Computer game delusions}, 26569 journal = {Journal of the Royal Society of Medicine}, 26570 volume = {94}, 26571 number = {7}, 26572 year = {2001}, 26573 pages = {369-369}, 26574 author = {Spence,S A} 26575 } 26576 @article {, 26577 title = {Computer game delusions}, 26578 journal = {Journal of the Royal Society of Medicine}, 26579 volume = {94}, 26580 number = {4}, 26581 year = {2001}, 26582 pages = {184-185}, 26583 author = {Forsyth,R and Harland,R and Edwards,T} 26584 } 26585 @article {, 26586 title = {Computer game design: How to motivate engineering students to integrate technology with reflection}, 26587 year = {2001}, 26588 abstract = {The core intention of computational visualistics {\textendash} a 5-year engineering diploma programme introduced at the university of Magdeburg, Germany in 1996 {\textendash} is to integrate technical know-how of all kinds of generating and processing of digital images with the reflection on pictures and on the contexts of use of technical devices as performed in the humanities. Although these interdisciplinary intentions are widely agreed upon, students often feel less motivated to actually materialize this integration as they mostly find one set of lectures dealing more or less exclusively with technical aspects, and another set dealing predominantly with the perspectives from, e.g., psychology or educational science. While the advantage of learning {\textquotedblleft}across the boundaries{\textquotedblright} of Snow{\textquoteright}s Two Cultures is quite accepted, the motivation for doing so often wanes in the face of the effort. In search of a theme for a lecture allowing us to deal with technical and reflective aspects of something relevant for visualistics that would simultaneously gain a high level of motivation from the students, {\textquoteleft}computer game design{\textquoteright} fell into our view, and proved, on careful examination, to be ideal for that purpose. This paper describes, as a case study, the background, structure, and effect of the resulting lecture.}, 26589 url = {http://www.computervisualistik.de/~schirra/Work/Papers/P01/P01-1/}, 26590 author = {Schirra,J{\"o}rg R J} 26591 } 26592 @article {, 26593 title = {Computer games 2002}, 26594 journal = {ICGA Journal}, 26595 volume = {24}, 26596 number = {2}, 26597 year = {2001}, 26598 pages = {122-122}, 26599 author = {Schaeffer,J} 26600 } 26601 @article {, 26602 title = {Computer usage and its relationship with adolescent lifestyle in Hong Kong}, 26603 journal = {Journal of Adolescent Health}, 26604 volume = {29}, 26605 number = {4}, 26606 year = {2001}, 26607 pages = {258-266}, 26608 abstract = {Purpose. To determine the patterns of computer usage among adolescents in Hong Kong and to examine whether computer usage is associated with less physical activity and social support among adolescents. Methods: A total of 2110 secondary school students (52\% boys and 48\% girls) in Hong Kong completed a set of questionnaires to measure their computer usage and lifestyle. Mean age of the respondents was 14.16 years (SD = 1.81 years). Computer usage was taped by asking the students to indicate how much time (in minutes) they spent on the computer each day for doing homework assignments; playing computer games; "surfing" the Internet; and communicating with others. The students also provided information on their social-physical lifestyle. Student{\textquoteright}s t-tests and analysis of variance were used to examine group differences. Pearson product moment correlations were used to explore relationships between computer usage and lifestyle. Results: Boys who use computers for doing homework, "surfing" the Internet, and communicating with others engage in more social-physical activities than others. Boys who use computers to play games tend to be more social-behaviorally inactive. For girls, patterns of computer usage are not related to lifestyle. Conclusions: Computer users tended to engage in social-physical activities more frequently and had higher social support than nonusers. But among computer users, the amount of time spent daily on the computer was not associated with lifestyle. Instead, patterns of computer usage are more related to lifestyle and the relationship is moderated by gender.}, 26609 author = {Ho,S M Y and Lee,T M C} 26610 } 26611 @article {, 26612 title = {Convergent evolution of protein structure prediction and computer chess tournaments: CASP, Kasparov, and CAFASP}, 26613 journal = {IBM Systems Journal}, 26614 volume = {40}, 26615 number = {2}, 26616 year = {2001}, 26617 pages = {410-425}, 26618 abstract = {Predicting the three-dimensional structure of a protein from its amino acid sequence is one of the most important current problems of modern biology. The GASP (Critical Assessment of Structure Prediction) blind prediction experiments aim to assess the prediction capabilities in the field. A limitation of GASP is that predictions are prepared and filed by humans using programs, and thus, what is being evaluated is the performance of the predicting groups rather than the performance of the programs themselves. To address this limitation the Critical Assessment of Fully Automated Structure Prediction (CAFASP) experiment was initiated in 1998. In CAFASP, the participants are programs or Internet servers, and what is evaluated are their automatic results without allowing any human intervention. In this paper, we review in brief the current state of protein structure prediction and describe what has been learned from the CAFASP1 experiment, the evolution toward CAFASP2, and how we foresee the future of automated structure prediction. We observe that the histories of "in silico" structure prediction experiments and computer chess tournaments show some striking similarities as well as some differences. We question whether the major advances in automated protein structure prediction stem from novel insights of the protein folding problem, of protein evolution and function, or merely from the technical advances in the ways the evolutionary information available in the biological databases is exploited We conclude with a speculation about the future, where interesting chess might only be observed in computer games and where the interpretation of the information encoded in the human genome may be achieved mainly through in silico biology.}, 26619 author = {Siew,N and Fischer,D} 26620 } 26621 @article {, 26622 title = {Design and experience with a computer game for teaching construction project planning and control}, 26623 journal = {Engineering Construction and Architectural Management}, 26624 volume = {8}, 26625 number = {5-6}, 26626 year = {2001}, 26627 pages = {418-427}, 26628 author = {Al-Jibouri,S H and Mawdesley,M J} 26629 } 26630 @article {, 26631 title = {Digital media, nation-states and local cultures: the case of multimedia {\textquoteright}content{\textquoteright} production}, 26632 journal = {Media, Culture \& Society}, 26633 volume = {23}, 26634 number = {1}, 26635 year = {2001}, 26636 pages = {109-131}, 26637 author = {Preston,P and Kerr,A} 26638 } 26639 @article {, 26640 title = {The distributed simulation of multiagent systems}, 26641 journal = {Proceedings of the IEEE}, 26642 volume = {89}, 26643 number = {2}, 26644 year = {2001}, 26645 pages = {174-185}, 26646 abstract = {Agent-based systems are increasingly being applied in a wide range of areas including telecommunications, business process modeling, computer games, control of mobile robots, and military simulations. Such systems are typically extremely complex and it is often useful to be able to simulate on agent- based system to learn more about its behaviour or investigate the implications of alternative architectures. In this paper, we discuss the application of distributed discrete-event simulation techniques to the simulation of multiagent systems. We identify the efficient distribution of the agents{\textquoteright} environment as a key problem in the simulation of agent-based systems and present an approach to the decomposition of the environment that facilitates load balancing.}, 26647 author = {Logan, B. and Theodoropoulos,G} 26648 } 26649 @article {, 26650 title = {Does computer game play aid in motivation of exercise and increase metabolic activity during wheelchair ergometry?}, 26651 journal = {Medical Engineering \& Physics}, 26652 volume = {23}, 26653 number = {4}, 26654 year = {2001}, 26655 pages = {267-273}, 26656 abstract = {GAME(Wheels) is an interface between a portable roller system and a computer that enables a wheelchair user to play commercially available computer video games. The subject controls the game play with the propulsion of their wheelchair{\textquoteright}s wheels on the rollers. The purpose of this study was to investigate whether using the GAME(Wheels) System during wheelchair propulsion exercise can help increase the individual{\textquoteright}s physiological response and aid in the motivation to exercise. Fifteen subjects participated in this study. The subjects propelled their wheelchairs on a portable roller that was equipped with the GAME(Wheels) System. There were two exercise trials consisting of 2 min of warm-up, 16 min of exercise and 2 min of cool-down, Physiological data (ventilation rate, oxygen consumption, heart rate) were collected. A significant difference (P < 0.05) was found between exercise with GAME(Wheels) versus without GAME(Wheels) for average ventilation rate and average oxygen consumption. The differences were found during time periods of transition from warm-up to exercise, and before and after the midpoint of exercise. Written questionnaires showed that 87\% of the individuals tested reported the system would help them work out on a regular basis. Playing the video game helped these individuals to reach their exercise training zone faster and maintain it for the entire exercise trial. Published by Elsevier Science Ltd on behalf of IPEM.}, 26657 author = {O{\textquoteright}Connor,T J and Fitzgerald,S G and Cooper,R A and Thorman,T A and Boninger,M L} 26658 } 26659 @article {, 26660 title = {Does trait cognitive anxiety influence the learning of perceptual-motor skills in a contextual interference paradigm?}, 26661 journal = {Journal of Human Movement Studies}, 26662 volume = {41}, 26663 number = {3}, 26664 year = {2001}, 26665 pages = {225-245}, 26666 abstract = {Contextual interference is a learning paradox associated with enhanced long-term memory and transfer when learning multiple, similar skills. The performance benefits of contextual interference have been demonstrated frequently. This study examines the influence of a participant characteristic (trait cognitive anxiety) on the learning of multiple related skills in a contextual interference paradigm. Contextual interference effects were tested by controlling for individual differences in trait cognitive anxiety when learning sport-oriented computer games. Undergraduate sport management majors ((N) under bar =20) completed the Sport Anxiety Scale (Smith et al, 1990). Then they played a computer game simulating the events of the winter Olympics. Participants were randomly assigned to either a random or blocked practice schedule, practicing 72 training trials of three events in two testing sessions. Delayed retention and transfer tests were performed after a four-day interval. The dependent variable was time taken to complete an event. An ANCOVA model, using trait cognitive anxiety as a covariate, showed participants in random ((M) under bar (adjusted)=247sec) were significantly faster ((p) under bar <0.05) than participants in blocked practice schedules (<(M)under bar>(adjusted)=281sec) during transfer. However, during acquisition and retention, random and blocked participants performed similarly. Results extend previous contextual interference findings and are discussed in terms of the implications of these findings on contextual interference and cognitive anxiety in an interdisciplinary framework.}, 26667 author = {Shewokis,P A and Krane,V and Snow,J and Greenleaf,C} 26668 } 26669 @article {, 26670 title = {Effects of reducing children{\textquoteright}s television and video game use on aggressive behavior - A randomized controlled trial}, 26671 journal = {Archives of Pediatrics \& Adolescent Medicine}, 26672 volume = {155}, 26673 number = {1}, 26674 year = {2001}, 26675 pages = {17-23}, 26676 author = {Robinson,T H and Wilde,M L and Navracruz,L C and Haydel,K F and Varady,A} 26677 } 26678 @article {, 26679 title = {Effects of reducing television viewing on children{\textquoteright}s requests for toys: A randomized controlled trial}, 26680 journal = {Journal of Developmental and Behavioral Pediatrics}, 26681 volume = {22}, 26682 number = {3}, 26683 year = {2001}, 26684 pages = {179-184}, 26685 abstract = {Previous attempts to reduce the effects of television advertising on children{\textquoteright}s purchase requests have had little success. Therefore, we tested the effects of a classroom intervention to reduce television, videotape, and video game use on children{\textquoteright}s toy purchase requests, in a school-based randomized controlled trial. Third- and fourth-grade children (mean age, 8.9 years) in two socio-demographically and scholastically matched public elementary schools were eligible to participate. Children in one randomly selected elementary school received an 18-lesson, 6-month classroom curriculum to reduce television, videotape, and video game use. In both schools, in September (before intervention) and April (after intervention) of a single school year, children and parents reported children{\textquoteright}s prior week{\textquoteright}s purchase requests for toys seen on television. After intervention, children in the intervention school were significantly less likely to report toy purchase requests than children in the control school, with adjusting for baseline purchase requests, gender, and age (odds ratio, 0.29; 95\% confidence interval, 0.12-0.69). Among intervention school children, reductions in self-reported purchase requests were also associated with reductions in television viewing. There was no significant difference between schools in parent reports of children{\textquoteright}s requests for toy purchases. These findings suggest that reducing television viewing is a promising approach to reducing the influences of advertising on children{\textquoteright}s behavior.}, 26686 author = {Robinson,T N and Saphir,M N and Kraemer,H C and Varady,A and Haydel,K F} 26687 } 26688 @article {, 26689 title = {Effects of violent versus nonviolent video games on children{\textquoteright}s arousal, aggressive mood, and positive mood}, 26690 journal = {Journal of Applied Social Psychology}, 26691 volume = {31}, 26692 number = {10}, 26693 year = {2001}, 26694 pages = {2047-2071}, 26695 abstract = {This study investigated the relationship between violent video games and children{\textquoteright}s mood. A total of 71 children aged 8 to 12 years played a paper-and-pencil game, a nonviolent video game, and a violent video game. Results indicate that arousal, as measured by heart rate and self-reported arousal, increased significantly after playing the violent video game, as compared with the other two game conditions, with girls reporting more arousal than did boys. There was no significant increase in aggressive mood scores for either boys or girls after playing the violent game. Positive mood, as measured by positive affect, showed no significant increases or decreases after playing either video game. However, positive mood, as measured by general mood, showed a significant increase after playing the violent game for both boys and girls, but only as compared with the paper-and-pencil game. Results are interpreted in terms of social learning and cognitive information processing theories of aggression.}, 26696 author = {Fleming,M J and Rickwood,D J} 26697 } 26698 @article {, 26699 title = {The effects of violent video games on aggression: A meta-analysis}, 26700 journal = {Human Communication Research}, 26701 volume = {27}, 26702 number = {3}, 26703 year = {2001}, 26704 pages = {309-331}, 26705 abstract = {Violent content video games such as Mortal Kombat and Doom have become very popular among children and adolescents, causing great concern for parents, teachers, and policy makers. This study cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables, Results suggest there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively related to time spent playing the games, Directions for future programmatic research on video games are outlined.}, 26706 author = {Sherry, J. L.} 26707 } 26708 @article {, 26709 title = {Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature}, 26710 journal = {Psychological Science}, 26711 volume = {12}, 26712 number = {5}, 26713 year = {2001}, 26714 pages = {353-359}, 26715 abstract = {Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal arid aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.}, 26716 author = {Anderson,C A and Bushman,B J} 26717 } 26718 @article {, 26719 title = {Enhancing the control of force in putting by video game training}, 26720 journal = {Ergonomics}, 26721 volume = {44}, 26722 number = {12}, 26723 year = {2001}, 26724 pages = {1025-1037}, 26725 abstract = {Even if golf video games provide no proprioceptive afferences on actual putting movement, they may give sufficient substitutive visual cues to enhance force control in this skill. It was hypothesized that this usefulness requires, however, two conditions: the video game must provide reliable demonstrations of actual putts, and the user must want to use the game to make progress in actual putting. Accordingly, a video game was selected on the basis of its fidelity to the real-world game. It allowed two different methods of adjusting the virtual player{\textquoteright}s putting force in order to hole a putt: an analogue method that consisted of focusing on the virtual player{\textquoteright}s movement and a symbolic method that consisted of focusing on the movement of a gauge on a scale representing the virtual player{\textquoteright}s putting force. The participants had to use one of these methods with either the intention of making progress in actual putting or in a second condition to simply enjoy the game. Results showed a positive transfer of video playing to actual putting skill for the learning group and also, to a lesser degree, for the enjoyment group; but only when they used the symbolic method. Results are discussed in the context of how vision may convey force cues in sports video games.}, 26726 author = {Fery,Y A and Ponserre,S} 26727 } 26728 @article {, 26729 title = {Evaluation of microcomputer nutritional teaching games in 1,876 children at school}, 26730 journal = {Diabetes \& Metabolism}, 26731 volume = {27}, 26732 number = {4}, 26733 year = {2001}, 26734 pages = {459-464}, 26735 abstract = {Objective: We evaluated in a prospective study microcomputer nutritional teaching games and their contribution to the children{\textquoteright}s acquisition of nutritional knowledge and improvement of eating habits. Material and methods: One thousand eight hundred seventy-six children aged 7-12 years took part in this study at school. All 16 schools of the same school district were randomized into two groups: games group and control group, both receiving conventional nutritional teaching by their teachers. The children in the games group played computer games during the conventional nutritional teaching period (2 hours a week for 5 weeks). At completion of the study, dietetic knowledge and dietary records were evaluated in both groups. Results: Dietary knowledge tests results were better in the games group (p < 0.001). The children in the games group had a significantly better balanced diet for an energy intake of about 1900 kilocalories: more carbohydrate (46.4 +/- 0.2\% vs 45.7 +/- 0.2\%, p < 0.05), less fat(37.1 +/- 0.1\% vs 37.6 +/- 0.2\%, p < 0.05), less protein (16.5 +/- 0.1\% vs 16.7 +/- 0.1\%, p < 0.05), less saccharose (11.5 +/- 0.1\% vs 12.2 +/- 0.2\%, p < 0.001), more calcium (p < 0.001) and more fiber (p < 0.05). The games group had a better snack at 10 a.m., a less copious lunch and less nibbling (p < 0.001), Conclusion: The children in the games group had slightly but significantly better nutritional knowledge and dietary intake compared to children in the control group. Using our micro computer nutritional teaching games at school provides an additional and modern support to conventional teaching.}, 26736 author = {Turnin,M C and Tauber,M T and Couvaras,O and Jouret,B and Bolzonella,C and Bourgeois,O and Buisson,J C and Fabre,D and Cance-Rouzaud,A and Tauber,J P and Hanaire-Broutin,H} 26737 } 26738 @booklet {, 26739 title = {Fair play?: violence, gender and race in video games}, 26740 year = {2001}, 26741 publisher = {Children Now}, 26742 abstract = {This article identifies some of the unhealthy social messages that video games may be sending to young players about violence, gender and race and contains ideas for improving games for children. Fair Play? Violence, Gender and Race in Video Games examines the top-selling video games for each of the seven different game systems. This resource addresses concerns relating to gender-bias and/or discrimination. Copyright 2005 EDC}, 26743 url = {http://www.childrennow.org/media/video-games/2001/fair-play-2001.pdf}, 26744 author = {Glaubke,Christina} 26745 } 26746 @article {, 26747 title = {Family history of hypertension and left ventricular mass in youth: Possible mediating parameters}, 26748 journal = {American Journal of Hypertension}, 26749 volume = {14}, 26750 number = {4}, 26751 year = {2001}, 26752 pages = {351-356}, 26753 abstract = {Whether positive family history (FH) of essential hypertension (EH) in normotensive youth is associated with increased left ventricular mass (LVM) and hemodynamic anthropometric, and demographic parameters previously associated with increased LVM in adults is unknown, To examine these issues, 323 healthy youth (mean age, 13.6 +/- 1.3 years), 194 with positive FH of EH (61\% African Americans, 39\% whites) and 129 with negative FH of EH (33\% African Americans. 67\% whites) Evert evaluated. Hemodynamics were measured at rest and during four stressors (ie, postural change, car driving simulation, video game, forehead cold). Echocardiographic-derived measures of LVM were indexed separately to body surface area and height(2,7). Controlling for age and race differences (ie, 74\% of African Americans v, 47\% of whites had positive FH), the positive FH group exhibited greater LVM/height(2,7), LVM/body surface area, higher systolic (SBP) and diastolic blood pressures (DBP), and total peripheral resistance index (TPRI) and lower cardiac index at rest (P < .05 for all). The positive FH group also displayed higher peak SEP or DBP and higher TPRI increases to each stressor and came from lower socioeconomic status backgrounds (P < .05 for all). Regression analyses indicated that FH of EH was not a significant determinant of LVM/height(2,7) after accounting for contributions of gender (greater in men), general adiposity, resting cardiac index and blood pressure (BP), and TPRI responsivity to video game and cold stimulation (P < .05 for all). Thus, greater LVM index; in positive FH of EH youth appears in part related to their greater BP and TPRI at rest and during stress. }, 26754 author = {Cook,B B and Treiber,F A and Mensah,G and Jindal,M and Davis,H C and Kapuku,G K} 26755 } 26756 @article {, 26757 title = {Games on the verge of a nervous breakdown: Emotional content in computer games}, 26758 journal = {Computer Graphics-US}, 26759 volume = {35}, 26760 number = {1}, 26761 year = {2001}, 26762 pages = {6-10}, 26763 author = {Rouse,R} 26764 } 26765 @article {, 26766 title = {Generalized solutions of the pursuit problem in three- dimensional Euclidean space}, 26767 journal = {Applied Mathematics and Computation}, 26768 volume = {119}, 26769 number = {1}, 26770 year = {2001}, 26771 pages = {35-45}, 26772 abstract = {A more rigorous formulation of the pursuit in E-3 is presented. The classical solution is extended, and we then proceed to formulate a new method of solution defined as the intercept approach. This new technique involves the specification of an arbitrary {\textquoteright}escape function{\textquoteright} having real zeroes. The method has been used to model the path of a dog in pursuit of a fish in a newly developed computer game - FISHER. A simple numerical problem is solved to illustrate the ease of use of the new approach over the classical method.}, 26773 author = {Ibidapo-Obe,O and Asaolu,O S and Badiru,A B} 26774 } 26775 @article {, 26776 title = {Goals, attention, and video game performance among gifted children}, 26777 journal = {Gifted Child Quarterly}, 26778 volume = {45}, 26779 number = {3}, 26780 year = {2001}, 26781 pages = {216-222}, 26782 abstract = {Gifted children{\textquoteright}s goals for learning on their video game performance and patterns of attention were examined. Before playing a game, second- and fifth-graders were instructed to adopt an evaluative, process, outcome, or no specific goal focus while playing. Children were then asked about the game strategies and game features they attended to while playing. Older children showed better performance overall and their best performance when instructed to adopt an evaluative goal. Younger children showed their worst performance in the same condition. This developmental pattern of findings was reversed among children instructed to adopt an outcome goal. Postgame responses indicated developmental differences in game features, strategies, and evaluation assessments. Most children across both grades made reference to process goals. These findings provide preliminary support for the hypothesis that gifted children{\textquoteright}s goals for learning impact their performance and attention and that this impact may be influenced by their developmental level.}, 26783 author = {Blumberg,F C and Hollander,B and Genovese,J I} 26784 } 26785 @article {, 26786 title = {Homo-gamer, psychology of computer games}, 26787 journal = {Novyi Mir}, 26788 number = {2}, 26789 year = {2001}, 26790 pages = {233-234}, 26791 author = {Vasilevskii,A} 26792 } 26793 @article {, 26794 title = {Household television access: Associations with screen time, reading, and homework among youth}, 26795 journal = {Ambulatory Pediatrics}, 26796 volume = {1}, 26797 number = {5}, 26798 year = {2001}, 26799 pages = {244-251}, 26800 abstract = {Objective.-We examined how household factors that mediate television access are associated with screen time (television, videos, movies, and computer and video games), reading, and homework. Methods.-We conducted a self-report survey among 1197 sixth and seventh graders in 10 middle schools in 4 Boston-area communities in 1995. To assess independent associations, SUDAAN linear regressions were calculated to control for respondent characteristics and household access and to account for clustered sampling in the school-based design. Results.-Total viewing (television, videos, movies, and computer and video games) averaged 3.35 +/- 2.2 hours per day. In multivariate regressions, independent direct associations with total viewing were observed for the following categories: youth has a television in the bedroom: 0.64 hours per day (P < .001), never/seldom has family dinners: 0.55 hours (P < .01), no parental limits on television time: 0.48 hours (P < .01): and each additional television outside the youth{\textquoteright}s bedroom, 0.12 hours (P < .05). Similar results held when television/video/niovie use was examined separately from computer/video game use. Youth reported an average of 1.6 +/- 1.1 hours of reading and homework per day, Parental limits on television time were associated with 0.21 hours more reading per day (P < .01), whereas a television in the bedroom was associated with 0.18 hours less (P < .01). Conclusions.- Reducing intrahousehold television access may enhance clinical, school, and Community strategies to reduce youth television viewing and other screen time.}, 26801 author = {Wiecha,J L and Sobol,A M and K. E. Peterson and S. L. Gortmaker} 26802 } 26803 @article {, 26804 title = {The {\textquoteright}How!{\textquoteright} sign: A central palmar blister induced by overplaying on a Nintendo console}, 26805 journal = {Archives of Disease in Childhood}, 26806 volume = {84}, 26807 number = {4}, 26808 year = {2001}, 26809 pages = {288-288}, 26810 author = {Wood,J} 26811 } 26812 @article {, 26813 title = {The impact of computer use on children{\textquoteright}s and adolescents{\textquoteright} development}, 26814 journal = {Journal of Applied Developmental Psychology}, 26815 volume = {22}, 26816 number = {1}, 26817 year = {2001}, 26818 pages = {7-30}, 26819 abstract = {In recent years, electronic games, home computers, and the Internet have assumed an important place in our lives. This paper presents a review of the research on the impact of home computer use on the development of children and adolescents. Time use data are presented along with a discussion of factors such as age, gender, and ethnicity, which impact the time spent on computers as well as the activities engaged in. Research on the impact of computer use on cognitive skill and academic development, social development and relationships, and perceptions of reality and violent behavior is reviewed. The special role of the Internet in the lives of adolescents is brought out using data from the HomeNet study. The paper concludes with recommendations for future study in order to better understand the growing impact of computers on our youth.}, 26820 author = {Subrahmanyam,K and Greenfield,P and Kraut,R and Gross,E} 26821 } 26822 @article {, 26823 title = {Impact of media on children and adolescents: A 10-year review of the research}, 26824 journal = {Journal of the American Academy of Child and Adolescent Psychiatry}, 26825 volume = {40}, 26826 number = {4}, 26827 year = {2001}, 26828 pages = {392-401}, 26829 abstract = {Objective: To review the research literature published within the past 10 years regarding the impact of media on children and adolescents. Method: Media categories researched with computer technology included television and movies, rock music and music videos. advertising, video games, and computers and the Internet. Results: Research prior to 1990 documented that children learn behaviors and have their value systems shaped by media. Media research since has focused on content and viewing patterns. Conclusions: The primary effects of media exposure are increased violent and aggressive behavior, increased high- risk behaviors, including alcohol and tobacco use, and accelerated onset of sexual activity. The newer forms of media have not been adequately studied. but concern is warranted through the logical extension of earlier research on other media forms and the amount of time the average child spends with increasingly sophisticated media.}, 26830 author = {Villani, S.} 26831 } 26832 @article {, 26833 title = {Interactive computer games for treatment of pelvic floor dysfunction}, 26834 journal = {Journal of Urology}, 26835 volume = {166}, 26836 number = {5}, 26837 year = {2001}, 26838 pages = {1893-1898}, 26839 author = {Herndon,C D A and DeCambre,M and McKenna,P H} 26840 } 26841 @article {, 26842 title = {Inverted television and video games to maintain neck extension}, 26843 journal = {Journal of Burn Care \& Rehabilitation}, 26844 volume = {22}, 26845 number = {5}, 26846 year = {2001}, 26847 pages = {366-368}, 26848 abstract = {It has been the standard of care in our pediatric facility to keep patients on strict bedrest with the neck in hyperextension for 5 days after a neck contracture release or grafting. Multiple methods have been used to help maintain neck immobility after grafting. It has been challenging to maintain strict bedrest protocols, because of decreased compliance and boredom. To address this issue, we examined common sedentary diversional activities engaged in by children. We decided to use video games to facilitate the intrinsic motivation of play. The monitor of a video game activity was inverted and placed behind the head of the bed so that the child could maintain proper neck positioning. We found the activity to be beneficial in many aspects. It helped maintain neck positioning, decreased the demand for individual interventions, and provided opportunities for improving self-confidence.}, 26849 isbn = {0273-8481}, 26850 author = {Foley,K H and Kaulkin,C and Palmieri,T L and Greenhalgh,D G} 26851 } 26852 @article {, 26853 title = {Ken Thompson{\textquoteright}s influence on computer games research}, 26854 journal = {ICGA Journal}, 26855 volume = {24}, 26856 number = {2}, 26857 year = {2001}, 26858 pages = {71-72}, 26859 author = {Schaeffer,J} 26860 } 26861 @article {, 26862 title = {Knowledge structures and the acquisition of a complex skill}, 26863 journal = {Journal of Applied Psychology}, 26864 volume = {86}, 26865 number = {5}, 26866 year = {2001}, 26867 pages = {1022-1033}, 26868 abstract = {The purpose of this study was to examine the viability of knowledge structures as an operationalization of learning in the context of a task that required a high degree of skill. Over the course of 3 days, 86 men participated in 9 training sessions and learned a complex video game. At the end of acquisition, participants{\textquoteright} knowledge structures were assessed, After a 4-day nonpractice interval, trainees completed tests of skill retention and skill transfer. Findings indicated that the similarity of trainees{\textquoteright} knowledge structures to an expert structure was correlated with skill acquisition and was predictive of skill retention and skill transfer. However, the magnitude of these effects was dependent on the method used to derive the expert referent structure. Moreover, knowledge structures mediated the relationship between general cognitive ability and skill-based performance.}, 26869 author = {Day,E A and Arthur,W and Gettman,D} 26870 } 26871 @article {, 26872 title = {A Look at Mass and Computer Mediated Technologies: Understanding the Roles of Television and Computers in the Home}, 26873 journal = {Journal of Broadcasting \& Electronic Media}, 26874 volume = {45}, 26875 number = {1}, 26876 year = {2001}, 26877 pages = {135-161}, 26878 author = {Morrison,Margaret and Krugman,Dean M} 26879 } 26880 @article {, 26881 title = {Management of chronic pediatric diseases with interactive health games: Theory and research findings}, 26882 journal = {Journal of Ambulatory Care Management}, 26883 volume = {24}, 26884 number = {1}, 26885 year = {2001}, 26886 pages = {26-38}, 26887 author = {Lieberman, D A} 26888 } 26889 @article {, 26890 title = {Men, muscles, and machismo: The relationship between television violence exposure and aggression and hostility in the presence of hypermasculinity}, 26891 journal = {Media Psychology}, 26892 volume = {3}, 26893 number = {2}, 26894 year = {2001}, 26895 pages = {159-188}, 26896 abstract = {This study examined the effects of exposure to television programming that contains both violent actions and macho portrayals of male characters on subsequent self-reports of aggression and hostility. Experimental results showed that those exposed to a violent and hypermasculine television program had a larger increase in reports of aggression and hostility compared to those exposed to a nonviolent, hypermasculine television program. Self-reports of higher levels of hypermasculinity prior to exposure led to larger increases in aggression and hostility after exposure. Predicted interactions between exposure to the stimulus and prior hypermasculinity occurred for many of the aggression/hostility dimensions. The theory of neo-associationism and priming is discussed to explain the patterns of results.}, 26897 author = {Scharrer,E} 26898 } 26899 @article {, 26900 title = {Mobile leaders team up for universal mobile games platform}, 26901 journal = {Electronic Design}, 26902 volume = {49}, 26903 number = {11}, 26904 year = {2001}, 26905 pages = {28-28}, 26906 author = {Eccles,L} 26907 } 26908 @article {, 26909 title = {Modeling Emotion and Behavior in Animated Personas to Facilitate Human Behavior Change: The Case of the HEART-SENSE Game}, 26910 journal = {Health Care Management Science}, 26911 volume = {4}, 26912 number = {3}, 26913 year = {2001}, 26914 pages = {213-228}, 26915 author = {Silverman, B. G. and Holmes, J. and Kimmel, S. and Branas, C. and Ivins, D. and Weaver, R. and Chen, Y.} 26916 } 26917 @article {, 26918 title = {Modeling expert problem solving in a game of chance: a Yahtzee case study}, 26919 journal = {Expert Systems}, 26920 volume = {18}, 26921 number = {2}, 26922 year = {2001}, 26923 pages = {88-98}, 26924 author = {Maynard, K. and Moss, P. and Whitehead, M. and Narayanan, S. and Garay, M. and Brannon, N. and Kantamneni, R. G. and Kustra, T.} 26925 } 26926 @article {, 26927 title = {Multi-modal human interactions with an intelligent interface utilizing images, sounds, and force feedback}, 26928 journal = {Journal of Intelligent \& Robotic Systems}, 26929 volume = {32}, 26930 number = {2}, 26931 year = {2001}, 26932 pages = {171-190}, 26933 abstract = {One goal of research in the area of human-machine interaction is to improve the ways a human user interacts with a computer through a multimedia interface. This interaction comprises of not only text, graphical animation, stereo sounds, and live video images, but also force and haptic feedback, which can provide more "real" feeling to the user. The force feedback joystick, a human interface device is an input-output device. It not only tracks user{\textquoteright}s physical manipulation input, but also provides realistic physical sensations of force coordinated with system output. As part of our research, we have developed a multimedia computer game that assimilates images, sounds, and force feedback. We focused on the issues of how to combine these media to allow the user feel the compliance, damping, and vibration effects through the force feedback joystick. We conducted series of human subject experiments that incorporated different combinations of media, including the comparative study of the different performances of 60 human users, aiming to answer the question: What are the effects of force feedback (and associated time delays) when used in combination with visual and auditory information as part of a multi-modal interface? It is hoped that these results can be utilized in the design of enhanced multimedia systems that incorporate force feedback.}, 26934 author = {He,F and Agah,A} 26935 } 26936 @article {, 26937 title = {Neurobehavioral test performance in the third National Health and Nutrition Examination Survey}, 26938 journal = {Neurotoxicology and Teratology}, 26939 volume = {23}, 26940 number = {6}, 26941 year = {2001}, 26942 pages = {569-589}, 26943 abstract = {The third National Health and Nutrition Examination Survey (NHANES III) contained three computerized neurobehavioral tests from the Neurobehavioral Evaluation System (NES): simple reaction time, symbol-digit substitution and serial digit learning. The neurobehavioral data that were collected came from a nationally representative sample of adults 20-59 years old. Performance on the tests was related to sex, age, education level, family income and race-ethnicity. Performance decreased as age increased, and increased as education level and family income increased. Differences in performance between sexes, levels of education and racial-ethnic groups tended to decrease as family income increased. The relationship between age and performance on the symbol-digit substitution test varied by education level and by racial-ethnic group. The relationship between age and performance on the serial digit learning test varied by racial-ethnic group. Questionnaire variables that were related to performance on one or more of the tests included the reported amount of last night{\textquoteright}s sleep, energy level, computer or video game familiarity, alcoholic beverages within the last 3 h and effort. Persons who took the tests in English or Spanish performed differently on the symbol-digit substitution and serial digit learning tests. Performance on all the tests decreased as test room temperature increased. Published by Elsevier Science Inc. All rights reserved.}, 26944 author = {Krieg,E F and Chrislip,D W and Letz,R E and Otto,D A and Crespo,C J and Brightwell,W S and Ehrenberg,R L} 26945 } 26946 @article {, 26947 title = {Never a dull moment in the EMC test laboratory}, 26948 journal = {EE-Evaluation Engineering}, 26949 volume = {40}, 26950 number = {1}, 26951 year = {2001}, 26952 pages = {88-+}, 26953 abstract = {Some people have fun playing video games, but the engineers at this test laboratory find even greater excitement on the job.}, 26954 author = {Proffitt,S} 26955 } 26956 @article {, 26957 title = {Nintendo capitalism: Enclosures and insurgencies, virtual and terrestrial}, 26958 journal = {Revue Canadienne d{\textquoteright}Etudes du Developpement-Canadian Journal of Development Studies}, 26959 volume = {22}, 26960 year = {2001}, 26961 pages = {965-996}, 26962 abstract = {This study develops the premise that "the commons" is today emerging as a crucial concept for activists and thinkers involved in myriad mobilizations around the planet. This follows from a shared experience of "enclosure" - the dispossession, expropriation and fencing-in effected, across a wide variety of economic, social and psychological registers, by the forces of a globally triumphant world-market. A case study connects two aspects of this process. The first is the binding of minds and imaginations in the information spaces dominated by media corporations, using the example of Nintendo, a leading company in the video game business. The second facet of the contemporary enclosures is the incarceration of laboring bodies of dispossessed peasants and subsistence providers in the factory-spaces of the new planetary industrial zones. The specific case involves an assembly plant operated by a Nintendo subcontractor, Maxi-Switch, in the Mexican maquiladoras, where the destruction of a pre-capitalist peasant agriculture has created a labor force available for re-enclosure and multinational exploitation in the "postmodern Satanic Mills" of globalized capital.}, 26963 author = {Dyer-Witheford,N} 26964 } 26965 @inbook {, 26966 title = {OPAC: a new game for Playstation 2}, 26967 booktitle = {Asist 2001: Proceedings of the 64th Asist Annual Meeting, Vol 38, 2001}, 26968 series = {Proceedings of the Asist Annual Meeting}, 26969 volume = {38}, 26970 year = {2001}, 26971 pages = {648-648}, 26972 author = {Fagan,J} 26973 } 26974 @article {, 26975 title = {An optimal period for setting sustained variability levels}, 26976 journal = {Psychonomic Bulletin \& Review}, 26977 volume = {8}, 26978 number = {1}, 26979 year = {2001}, 26980 pages = {177-184}, 26981 abstract = {In two experiments, we investigated how explicit reinforcement of highly variable behavior at different points in training affected performance after the requirement was eliminated. Two versions of a computer game, differing in the number of possible solution paths, were used. In each, an optimal period of training for producing sustained high variability was found. Exposure to a high lag requirement shortly after acquisition sustained variability. Rewarding variability at other times did not have a sustained effect. The implications for learning and problem solving are discussed.}, 26982 author = {Stokes,P D and Balsam,P} 26983 } 26984 @article {, 26985 title = {Photosensitive epilepsies of children}, 26986 journal = {Revista de Neurologia}, 26987 volume = {32}, 26988 number = {8}, 26989 year = {2001}, 26990 pages = {768-772}, 26991 abstract = {Introduction. Reflex epileptic seizures are caused by a specific sensorial stimulus which determines their classification. Photosensitive epilepsies are the commonest forms and are included with the idiopathic generalized epilepsies. Development and conclusions. We analyze the different responses to intermittent light stimulation, in both normal and epileptic persons. and study the various epileptic syndromes in which photosensitivity is seen. The purely photosensitive (photogenic) epilepsies are characterized by seizures caused only by light as compared with the epilepsies with photosensitivity which also present spontaneous seizures. Special mention is made of seizures induced by the television screen, computer screen and video-games. The palpebral myoclonias with absences may be considered to be reflex seizures, since they are induced by eyelid closure, and include the vary rare self-induced epileptic seizures. Finally we study the epileptic seizures induced by {\textquoteright}pattern{\textquoteright} and exclusively due to intermittent light stimulation.}, 26992 author = {Rodriguez-Barrionuevo,A C and Bauzano-Poley,E and Rodriguez-Vives,M A} 26993 } 26994 @article {, 26995 title = {Physical activity and determinants of physical activity in obese and non-obese children}, 26996 journal = {International Journal of Obesity}, 26997 volume = {25}, 26998 number = {6}, 26999 year = {2001}, 27000 pages = {822-829}, 27001 abstract = {OBJECTIVE: To compare the physical activity (PA) patterns and the hypothesized psychosocial and environmental determinants of PA in an ethnically diverse sample of obese and non-obese middle school children. DESIGN: Cross-sectional study. SUBJECTS: One-hundred and thirty-three non-obese and 54 obese sixth grade children (mean age of 11.4 +/-0.6). Obesity status determined using the age-, race- and gender-specific 95th percentile for BMI from NHANES-1. MEASUREMENTS: Objective measurements were collected of PA over a 7-day period using the CSA 7164 accelerometer: total daily counts; daily moderate (3- 5.9 METs) physical activity (MPA); daily vigorous physical activity (greater than or equal to 6 METs; VPA); and weekly number of 5, 10 and 20 min bouts of moderate-to-vigorous physical activity (greater than or equal to 3 METs, MVPA). Self-report measures were collected of PA self-efficacy; social influences regarding PA, beliefs about PA outcomes; perceived PA levels of parents and peers, access to sporting and/or fitness equipment at home, involvement in community-based PA organizations; participation in community sports teams; and hours spent watching television or playing video games. RESULTS: Compared to their non-obese counterparts, obese children exhibited significantly lower daily accumulations of total counts, MPA and VPA as well as significantly fewer 5, 10 and 20 min bouts of MVPA. Obese children reported significantly lower levels of PA self-efficacy, were involved in significantly fewer community organizations promoting PA and were significantly less likely to report their father or male guardian as physically active. CONCLUSIONS: The results are consistent with the hypothesis that physical inactivity is an important contributing factor in the maintenance of childhood obesity. Interventions to promote PA in obese children should endeavor to boost self-efficacy perceptions regarding exercise, increase awareness of, and access to, community PA outlets, and increase parental modeling of PA.}, 27002 author = {Trost,S G and Kerr,L M and Ward,D S and Pate,R R} 27003 } 27004 @article {, 27005 title = {Physiologic and emotional responses to first-person shooter video games}, 27006 journal = {Psychophysiology}, 27007 volume = {38}, 27008 year = {2001}, 27009 pages = {S60-S60}, 27010 author = {Lang,A and Schneider,E} 27011 } 27012 @article {, 27013 title = {Players of computer games and relationships with their parents and friends}, 27014 journal = {Ceskoslovenska Psychologie}, 27015 volume = {45}, 27016 number = {2}, 27017 year = {2001}, 27018 pages = {143-151}, 27019 abstract = {This study is focused on exploration of relationships of computer games players with their parents and friends. A total of 76 players (N = 76, age 14 - 19) who were suitable for two criteria: a) duration of playing computer games per week (minimum: 7 hours a week), b) duration of interest in computer games (minimum: 1 year) participated in the study. Patents and friends are important source of help and support for players. They don{\textquoteright}t argue with parents very often. Leisure time activities are important part of relationship between players and their peers. Players confide with secrets and feelings to their friends more than parents. Factor analysis disclosed three components of relationship between players and parents - cohesion, acceptance, refusal, and three components of relationship between players and their friends - support, acceptance, distance.}, 27020 author = {Vaculik,M} 27021 } 27022 @article {, 27023 title = {The relationship between hand-eye coordination development and motivation to play video games}, 27024 journal = {Journal of Sport \& Exercise Psychology}, 27025 volume = {23}, 27026 year = {2001}, 27027 pages = {S82-S82}, 27028 author = {Barker,S and Corley,N and Grayhem,P and Whalen,A and Witzgall,M and Raudenbush,B} 27029 } 27030 @article {, 27031 title = {Researchers profit from video games}, 27032 journal = {R\&D Magazine}, 27033 volume = {43}, 27034 number = {7}, 27035 year = {2001}, 27036 pages = {62-63}, 27037 author = {Studt,T} 27038 } 27039 @article {, 27040 title = {RTP/I - Toward a common application level protocol for distributed interactive media}, 27041 journal = {IEEE Transactions on Multimedia}, 27042 volume = {3}, 27043 number = {1}, 27044 year = {2001}, 27045 pages = {152-161}, 27046 abstract = {Distributed interactive media are media that involve communication over a computer network as well as user interactions with the medium itself. Examples of this kind of media are shared whiteboard presentations and networked computer games. One key problem of this media class is that a large amount of common functionality is currently redesigned and redeveloped for each single medium. In order to solve this problem we present a media model and an application level protocol called RTP/I. Derived from the experience gained with audio and video transmission using RTP, RTP/I is defined as a new protocol framework which reuses many aspects of RTP while it is thoroughly adapted to meet the demands of distributed interactive media. By identifying and supporting the common aspects of distributed interactive media RTP/I allows the reuse of key functionality in form of generic services. Furthermore RTP/I makes it possible for applications of different vendors to interact with each other in a standardized way.}, 27047 author = {Mauve,M and Hilt,V and Kuhmunch,C and Effelsberg, W.} 27048 } 27049 @inbook {, 27050 title = {Secure mobile gambling}, 27051 booktitle = {Topics in Cryptology - Ct-Ras 2001, Proceedings}, 27052 series = {Lecture Notes in Computer Science}, 27053 volume = {2020}, 27054 year = {2001}, 27055 pages = {110-125}, 27056 publisher = {Springer-Verlag Berlin}, 27057 organization = {Springer-Verlag Berlin}, 27058 address = {Berlin}, 27059 abstract = {We study lightweight and secure gambling methods, and propose a general framework that is secure against various "disconnection" and "payment refusal" attacks. Our method can be employed for single- and multi-player games in which players are independent, such as slot machines, roulette and blackjack. We focus on "open card" games, i.e., games where the casino{\textquoteright}s best game strategy is not affected by knowledge of the randomness used by the players (once both or all parties have committed to their random strings.) Our method allows players as well as casinos to ascertain that the game is played exactly according to the rules agreed oil. including that the various random events in fact are random. Given the low computational costs involved, we can implement the games on cellular phones, without concerns of excessive computation or power consumption.}, 27060 keywords = {digital signature, fair, gambling, lightweight, Merkle, publicly verifiable, robust}, 27061 isbn = {0302-9743}, 27062 author = {Jakobsson, M. and Pointcheval, D. and Young, A.} 27063 } 27064 @article {, 27065 title = {Self-images in the video monitor coded by monkey intraparietal neurons}, 27066 journal = {Neuroscience Research}, 27067 volume = {40}, 27068 number = {2}, 27069 year = {2001}, 27070 pages = {163-173}, 27071 abstract = {When playing a video game, or using a teleoperator system, we feel our self-image projected into the video monitor as a part of or an extension of ourselves. Here we show that such a self image is coded by bimodal (somatosensory and visual) neurons in the monkey intraparietal cortex, which have visual receptive fields (RFs) encompassing their somatosensory RFs. We earlier showed these neurons to code the schema of the hand which can be altered in accordance with psychological modification of the body image: that is, when the monkey used a rake as a tool to extend its reach, the visual RFs of these neurons elongated along the axis of the tool, as if the monkeys self image extended to the end of the tool. In the present experiment, we trained monkeys to recognize their image in a video monitor (despite the earlier general belief that monkeys are not capable of doing so), and demonstrated that the visual RF of these bimodal neurons was now projected onto the video screen so as to code the image of the hand as an extension of the self. Further, the coding of the imaged hand could intentionally be altered to match the image artificially modified in the monitor.}, 27072 author = {Iriki,A and Tanaka,M and Obayashi,S and Iwamura,Y} 27073 } 27074 @article {, 27075 title = {Social Influences Involved in Childrens Gambling Behavior}, 27076 journal = {Journal of Gambling Studies}, 27077 volume = {17}, 27078 number = {3}, 27079 year = {2001}, 27080 pages = {191-215}, 27081 author = {Hardoon, K. K. and Derevensky, J. L.} 27082 } 27083 @article {, 27084 title = {State of the Industry Report 2000-2001}, 27085 year = {2001}, 27086 author = {Interactive Digital Software Association,} 27087 } 27088 @article {, 27089 title = {A study of the relationship between participation in common leisure activities and seizure occurrence}, 27090 journal = {Acta Neurologica Scandinavica}, 27091 volume = {103}, 27092 number = {5}, 27093 year = {2001}, 27094 pages = {300-303}, 27095 abstract = {Objective - To investigate whether participation in a structured programme of fairly intensive leisure activities increased seizure occurrence. Material and methods - 212 adults with medically-in tractable epilepsy were closely monitored for seizure occurrence during an "activities day", i.e. a day consisting of various structured sessions of leisure pursuits (video game play, reading, ward puzzles, television, physical exercise), and during other days of relative rest, whilst undergoing prolonged video EEG monitoring. Results - The relative risk of seizures did not differ significantly during activities days compared with days of relative rest. Conclusions These findings fail to provide empirical support for the hypothesis that cognitive exertion has an adverse effect on seizure control.}, 27096 author = {Millett,C J and Johnson,A L and Thompson,P J and Fish,D R} 27097 } 27098 @article {, 27099 title = {The technological transformation of leisure}, 27100 journal = {Social Science Computer Review}, 27101 volume = {19}, 27102 number = {1}, 27103 year = {2001}, 27104 pages = {7-16}, 27105 abstract = {There is a large body of literature examining the role of communication technologies in the shaping of contemporary society. One area that has not been sufficiently considered in the literature is the influence of technology on the organization and experience of leisure. Historically, there has always been a relationship between technology and leisure, but the increasing use of the Internet and computer gaming technology during leisure time is facilitating a transformation in contemporary leisure activity and has relevance for themes in both leisure and Internet research. This article presents a brief examination of the historical relationship between technology and leisure, before examining the implications of technological change for themes in leisure and Internet research. Examined with reference to computer technology and the use of the Internet are (a) activity, place, and meaning; (b) leisure freedom and constraint; (c) deviant leisure; and (d) leisure and health.}, 27106 author = {Bryce, Jo} 27107 } 27108 @inbook {, 27109 title = {Technology and changing leisure practice}, 27110 booktitle = {Leisure, Culture and Commodification}, 27111 year = {2001}, 27112 publisher = {LSA Publications}, 27113 organization = {LSA Publications}, 27114 author = {Bryce, Jo}, 27115 editor = {Horne,J} 27116 } 27117 @article {, 27118 title = {Ubiquitous computing on campus: Patterns of engagement by university students}, 27119 journal = {International Journal of Human-Computer Interaction}, 27120 volume = {13}, 27121 number = {2}, 27122 year = {2001}, 27123 pages = {245-256}, 27124 abstract = {It is argued that, for full-time undergraduates, ubiquitous computing will continue to involve the private, circumscribed workstation as a significant feature of its design. We report records of how a random sample of campus-resident students makes use of a networked and versatile infrastructure of computers. Highly detailed system logs revealed intensive periods of use. The content of this activity was strongly biased toward more playful interests than the curricula agenda of the institution. This did not reflect unfavorable competition between the activity of study and other discrete activities such as computer games. Instead, the capacity of the desktop environment to provide strong distracting affordances for interaction and interruption is noted. This sustains a significantly mobile and multitasking style of engagement. We noted that the versatility of ubiquitous computing creates tensions in relation to the activity system of private study. The same characteristics that empower research-led study practices also empower the pursuit of interests in distracting competition with the demands of learning and research. Moreover, study may demand ways of acting that are not consistent with the affordances of ubiquity}, 27125 author = {Crook,C and Barrowcliff,D} 27126 } 27127 @article {, 27128 title = {The use of a skill-based activity in therapeutic induction}, 27129 journal = {American Journal of Clinical Hypnosis}, 27130 volume = {44}, 27131 number = {2}, 27132 year = {2001}, 27133 pages = {119-126}, 27134 abstract = {This paper describes a hypnotherapeutic intervention for a brain damaged 36-year-old male who has suffered from asthma since infancy and seizure disorder from the age of eight, In early sessions it was discovered that conventional "passive- relaxation" induction techniques seemed to exacerbate certain disturbing somatic experiences, which he refers to as scary feelings. It was found that his performance of a previously learned skilled activity (the playing of the computer game Tetris) permitted the experience of a highly focused but relaxed state that was conducive to therapeutic interaction. This approach to induction bears similarity to "active-alert" procedures but may be more importantly related to Mihaly Csikszentmihalyi{\textquoteright}s principle of flow, in that it involves engagement in a subjectively meaningful, skill-based activity.}, 27135 author = {Winter,W E} 27136 } 27137 @article {, 27138 title = {A validity test of movie, television, and video-game ratings}, 27139 journal = {Pediatrics}, 27140 volume = {107}, 27141 number = {6}, 27142 year = {2001}, 27143 pages = {1302-1308}, 27144 author = {Walsh,D A and Gentile,D A} 27145 } 27146 @article {, 27147 title = {Video center games: Energy cost and children{\textquoteright}s behaviors}, 27148 journal = {Pediatric Exercise Science}, 27149 volume = {13}, 27150 number = {4}, 27151 year = {2001}, 27152 pages = {413-421}, 27153 abstract = {Time spent playing video games has been linked to increases in childhood obesity and sedentary behavior. However, "new generation" video games require total body movement and greater physical exertion. The aim of this study was to describe children{\textquoteright}s behavior and energy expenditure while visiting video game centers. Observations were undertaken on 134 children{\textquoteright}s activity patterns while playing at a video game center. The energy cost of 10 children (5 male and 5 female) aged 12.5 +/- 0.5 yr, playing 4 popular video games was then measured. Gross energy cost ranged from 7.6 to 26.5 ml(.)kg(-1.)min(-1). Based on our observations, we estimate that the gross energy expenditure during a child{\textquoteright}s typical session in a video game center will range from 2.3-2.6 METS.}, 27154 author = {Ridley, K. and Olds, T.} 27155 } 27156 @article {, 27157 title = {Video game epilepsy}, 27158 journal = {Neurology India}, 27159 volume = {49}, 27160 number = {4}, 27161 year = {2001}, 27162 pages = {411-412}, 27163 abstract = {Reflex epilepsy is the commonest form of epilepsy in which seizures are provoked by specific external stimulus. Photosensitive reflex epilepsy is provoked by environmental flicker stimuli. Video game epilepsy is considered to be its variant or a pattern sensitive epilepsy. The mean age of onset is around puberty and boys suffer more commonly as they are more inclined to play video games. Television set or computer screen is the commonest precipitants. The treatment remains the removal of the offending stimulus along with drug therapy. Long term prognosis in these patients is better as photosensitivity gradually declines with increasing age. We present two such case of epilepsy induced by video game.}, 27164 author = {Singh,R and Bhalla,A and Lehl,S S and Sachdev,A} 27165 } 27166 @article {, 27167 title = {Video games and aggressive behaviour}, 27168 journal = {Australian Psychologist}, 27169 volume = {36}, 27170 number = {3}, 27171 year = {2001}, 27172 pages = {184-192}, 27173 abstract = {Research in recent years indicates that children and adolescents are spending a significant amount of time entertaining themselves with video games. This work has lead to an investigation of the relationship between the playing of video games and violent behaviour. In this paper we provide an overview of the key findings of the above research, and outline possible mediating factors, including (a) individual/physiological differences, (b) reality perception, and (c) contextual features of violence. Finally, we discuss the use of clinical intervention, education, and filtering software as strategies for managing the possible violent effects of video games. The inconsistencies in the findings from a vast body of research and the rate of advancement in video game technology make it difficult to draw any firm conclusions about the relationship between exposure to video game violence and aggressive behaviour. However, it is concluded that there is preliminary evidence that violent video games may have an antisocial effect on young players. It is therefore recommended that Australian policy makers actively intervene at an educational level.}, 27174 author = {Unsworth,G and Ward,T} 27175 } 27176 @mastersthesis {, 27177 title = {Videogames of the Oppressed: videogames as a means of critical thinking and debate}, 27178 volume = {Master{\textquoteright}s}, 27179 year = {2001}, 27180 school = {Georgia Insitute of Technology}, 27181 type = {Masters Thesis}, 27182 abstract = {This thesis examines the potential of videogames as a medium for fostering critical thinking and discussion about social and personal problems. This analysis focuses on simulation as a representational form, which unlike others such as narrative, creates models that not only display the characteristics of the source system, but also reproduce its behavior by means of a set of rules. Therefore, videogames have the potential to represent reality not as a collection of images or texts, but as a dynamic system that can evolve and change. After studying how the process of interpretation functions in simulations, I propose to adapt the basic elements of the work of drama theorist Augusto Boal into videogame design. Boal created a set of techniques for participative theater that raises the spectators{\textquoteright} awareness about their reality and encourages personal and social change. I propose two examples of how these goals could be attained by using videogames. One is based on a popular videogame that simulates suburban life. By modifying its design, I suggest ways for players to deconstruct the simulation{\textquoteright}s ideological assumptions and discuss alternative constructions that reflect their personal opinions. The second, uses videogame design in order to allow players to present their personal problems as unresolved simulations that will be shared and discussed among peers.}, 27183 author = {Frasca,Gonzalo} 27184 } 27185 @article {, 27186 title = {Violence in children{\textquoteright}s films and video games}, 27187 journal = {JAMA-Journal of the American Medical Association}, 27188 volume = {286}, 27189 number = {16}, 27190 year = {2001}, 27191 pages = {1971-1972}, 27192 author = {Pober,A I} 27193 } 27194 @article {, 27195 title = {Violence in children{\textquoteright}s films and video games - Reply}, 27196 journal = {JAMA-Journal of the American Medical Association}, 27197 volume = {286}, 27198 number = {16}, 27199 year = {2001}, 27200 pages = {1972-1972}, 27201 author = {Thompson,K M and Haninger,K and Yokota,F} 27202 } 27203 @article {, 27204 title = {Violence in E-rated video games}, 27205 journal = {JAMA-Journal of the American Medical Association}, 27206 volume = {286}, 27207 number = {5}, 27208 year = {2001}, 27209 pages = {591-598}, 27210 author = {Thompson,K M and Haninger,K} 27211 } 27212 @inbook {, 27213 title = {Virtual space computer games with a floor sensor control - Human centred approach in the design process}, 27214 booktitle = {Haptic Human-Computer Interaction, Proceedings}, 27215 series = {Lecture Notes in Computer Science}, 27216 volume = {2058}, 27217 year = {2001}, 27218 pages = {199-204}, 27219 abstract = {Traditionally computer games are played with a keyboard and a mouse or a joystick. The playing relies mainly on visual and auditory senses. Tactile or haptic user interfaces and natural movements of the human being, e.g. running, are seldom utilised in computer games. The Lumetila project (Virtual Space - User Interfaces of the Future) aims at developing a {\textquoteright}natural{\textquoteright} user interface in a computer game where the user uses his body movements to control the game. To create an immersive, captivating and highly usable game, the development will be carried out in the context and practice of Human-Centred Design approach, where the computer game is designed and evaluated with end-users in every step of the iterative design process.}, 27220 author = {Leikas,J and Vaatanen,A and Raty,V P} 27221 } 27222 @article {, 27223 title = {What{\textquoteright}s the point of using computers? The development of young people{\textquoteright}s computer expertise in the home}, 27224 journal = {New Media \& Society}, 27225 volume = {3}, 27226 number = {2}, 27227 year = {2001}, 27228 pages = {199-219}, 27229 abstract = {Despite the column inches and policy statements dedicated to arguing that young people need to use computers, very little is known about the reasons why young people themselves might value and acquire computer expertise. Drawing on a survey of 855 children and 16 detailed case studies of children{\textquoteright}s use of computers at home this article explores the influence of software design, family discourses, peer group culture and gender identity on children{\textquoteright}s perception of the potential uses and benefits of ICT expertise. The article goes on to argue that young people value and acquire computer expertise primarily in order to achieve practical objectives and in relation to the construction of (gendered) peer group identities. Given these findings the article questions the continued emphasis in educational policy on the acquisition of decontextualized information and communications technology (ICT) {\textquoteright}skills{\textquoteright} within a rationale of future relevance to the workplace.}, 27230 author = {Facer,K and Sutherland,R and Furlong,R and Furlong,J} 27231 } 27232 @article {, 27233 title = {When I die, I feel small: Electronic game characters and the social self}, 27234 journal = {Journal of Broadcasting \& Electronic Media}, 27235 volume = {45}, 27236 number = {2}, 27237 year = {2001}, 27238 pages = {241-258}, 27239 abstract = {This article explores children{\textquoteright}s use of mediated characters as role models for development of their self-concept and personality. Using the perspective of the "social self," we examine data on children{\textquoteright}s perceptions of electronic game characters as comparisons to their own personality and other developing characteristics. The evidence suggests that children identify quite closely with electronic characters and that these identifications have implications for children{\textquoteright}s emotional well being and the development of their personality.}, 27240 author = {McDonald,D G and Kim, H.} 27241 } 27242 @article {, 27243 title = {FLAME - A Fuzzy Logic Adaptive Model of Emotions}, 27244 journal = {Automous Agents and Multi-agent Systems}, 27245 volume = {3}, 27246 year = {2000}, 27247 month = {2000}, 27248 pages = {219-257}, 27249 abstract = {Emotions are an important aspect of human intelligence and have been shown to play a significant role in the human decision-making process. Researchers in areas such as cognitive science, philosophy, and artificial intelligence have proposed a variety of models of emotions. Most of the previous models focus on an agent{\textquoteright}s reactive behavior, for which they often generate emotions according to static rules or pre-determined domain knowledge. However, throughout the history of research on emotions, memory and experience have been emphasized to have a major influence on the emotional process. In this paper, we propose a new computational model of emotions that can be incorporated into intelligent agents and other complex, interactive programs. The model uses a fuzzy-logic representation to map events and observations to emotional states. The model also includes several inductive learning algorithms for learning patterns of events, associations among objects, and expectations. We demonstrate empirically through a computer simulation of a pet that the adaptive components of the model are crucial to users{\textquoteright} assessments of the believability of the agent{\textquoteright}s interactions. 27250 }, 27251 keywords = {articulate 3D characters, believable agents, believable characters, emotional agents, emotions, life-like agents, NPCs, social agents}, 27252 author = {Magy Seif El-Nasr and John Yen and Thomas R Ioerger} 27253 } 27254 @article {, 27255 title = {Activity, dietary intake, and weight changes in a longitudinal study of preadolescent and adolescent boys and girls}, 27256 journal = {Pediatrics}, 27257 volume = {105}, 27258 number = {4}, 27259 year = {2000}, 27260 pages = {E561-E569}, 27261 keywords = {adiposity, adole, body mass index, Body-Mass Index, Childhood, dietary fat, energy intake, Energy-Expenditure, fiber, gym class, inactivity, Obesity, physical activity, preadolescence, Television, United-States, video/computer games, videos, weight change}, 27262 author = {Berkey, C S and Rockett, H R H and Field, A E and Gillman, M W and Frazier, A L and Camargo, C A and Colditz, G A} 27263 } 27264 @article {, 27265 title = {Art Form for the Digital Age}, 27266 journal = {Technology Review}, 27267 number = {Sept/Oct}, 27268 year = {2000}, 27269 abstract = {Last year, Americans bought over 215 million computer and video games. That{\textquoteright}s more than two games per household. The video game industry made almost as much money from gross domestic income as Hollywood. 27270 27271 So are video games a massive drain on our income, time and energy? A new form of "cultural pollution," as one U.S. senator described them? The "nightmare before Christmas," in the words of another? Are games teaching our children to kill, as countless op-ed pieces have warned? 27272 27273 No. Computer games are art-a popular art, an emerging art, a largely unrecognized art, but art nevertheless. 27274 }, 27275 keywords = {art form, culture, Video Games}, 27276 url = {http://www.technologyreview.com/Infotech/12189/}, 27277 author = {Jenkins,Henry} 27278 } 27279 @article {, 27280 title = {Brains and video games at high altitude}, 27281 journal = {Wilderness \& Environmental Medicine}, 27282 volume = {11}, 27283 number = {4}, 27284 year = {2000}, 27285 pages = {290-292}, 27286 author = {Lankford, H V} 27287 } 27288 @article {, 27289 title = {Building the navigational maps for intelligent agents}, 27290 journal = {Computers \& Graphics-UK}, 27291 volume = {24}, 27292 number = {1}, 27293 year = {2000}, 27294 pages = {79-89}, 27295 abstract = {The problem of intelligent agent navigation in synthetic environment is the subject of many recent AI researches. Even though many solutions have been proposed to address this problem, the ever-growing complexity of virtual environments inhabited by sophisticated characters makes it necessary to further elaborate computational models used for intelligent agent navigation. In this paper we further develop our navigation technique based on the construction and use of the so-called navigational maps. The technique is perfectly suited for the use in modern VR systems, 3D video games and simulators. We present in details the navigational map construction algorithms that are applicable for the creation of the maps for the agents with different locomotion capabilities moving in complex 3D environments.}, 27296 author = {Zhukov, S and Iones, A} 27297 } 27298 @article {, 27299 title = {Categorization of videogames: Some comments on {\textquoteright}Children and electronic games{\textquoteright} by Funk, et al.{\textquoteright}}, 27300 journal = {Psychological Reports}, 27301 volume = {86}, 27302 number = {3}, 27303 year = {2000}, 27304 pages = {1247-1248}, 27305 abstract = {Comments are made on an article by Funk, ct al. about children and electronic games. This author argues the cross-cultural differences and developmental effects must be taken into account and that the categorization system of videogames based on content is incomplete or too general to cover the complex actions of contemporary videogames. These factors alone may have implications for research.}, 27306 author = {Griffiths, M} 27307 } 27308 @article {, 27309 title = {Charting the physical activity patterns of contemporary children and adolescents}, 27310 journal = {Proceedings of the Nutrition Society}, 27311 volume = {59}, 27312 number = {4}, 27313 year = {2000}, 27314 pages = {497-504}, 27315 abstract = {The impact of physical inactivity on health is well accepted throughout the medical and health service community. However, the case has largely been established through epidemiological studies with adults. Substantial attention has been paid to the activity levels of children and adolescents, largely because of changing lifestyles that have threatened the opportunity to be active and also introduced attractive sedentary alternatives such as playing computer games. The research evidence that children have become less active to the point where it is seriously damaging their current and future health has been difficult to establish. This situation is due to difficulties in establishing sensitive health risk markers, and also with the assessment of the different elements of physical activity which in children and adolescents is a complex profile of social behaviours. Self report of activity is unreliable with young children, and objective measures are required that are cheap and effective with large samples and that are capable of measuring levels, volume and patterns of physical activity. Accelerometry in combination with diaries offers the best current solution for most activity-health relationships, and for informing intervention need and design.}, 27316 author = {Fox, K R and Riddoch, C} 27317 } 27318 @article {, 27319 title = {Designing User Interfaces for Games}, 27320 year = {2000}, 27321 institution = {Human-Computer Interaction Institute, Carnegie Mellon University}, 27322 abstract = {This white paper discusses general issues a designer may encounter when designing user interfaces for games, from design process to design principles.}, 27323 keywords = {serious-games}, 27324 author = {Ye,Zhan} 27325 } 27326 @book {, 27327 title = {The First Quarter: A 25-year History of Video Games}, 27328 year = {2000}, 27329 publisher = {BWD Press}, 27330 organization = {BWD Press}, 27331 author = {Kent,Steven L} 27332 } 27333 @article {, 27334 title = {An in-school CD-ROM asthma education program}, 27335 journal = {Journal of School Health}, 27336 volume = {70}, 27337 number = {4}, 27338 year = {2000}, 27339 pages = {153-159}, 27340 abstract = {Computer-based education in schools is not novel. However; only a few computer games have been introduced into school-based health education programs. This study describes inclusion of an asthma education space adventure game into fourth-grade classrooms. Using the game improved asthma knowledge in the intervention classes. Children in the active participation class-room gained significantly more asthma knowledge ol er rite observation period compared to the classroom that did not play the computer game. Knowledge gained was retained over a four-week period and the addition of physician-led talks appeared to add little to the knowledge gained. "Air Academy:(TM) The Quest for Airtopia " is an easy and successfull tool for elementary grade asthma-related health education in schools.}, 27341 author = {Yawn, B P and Algatt-Bergstrom, P J and Yawn, R A and Wollan, P and Greco, M and Gleason, M and Markson, L} 27342 } 27343 @article {, 27344 title = {Internet program impacts youth interest in hunting}, 27345 journal = {Wildlife Society Bulletin}, 27346 volume = {28}, 27347 number = {4}, 27348 year = {2000}, 27349 pages = {1077-1085}, 27350 abstract = {Demographic trends in the United States suggest that the general public will become increasingly isolated from traditional consumptive uses of wildlife. This is correlated with nationwide decreases in hunter initiation and continuation. Because most state wildlife agencies derive a large portion of their funding from hunting-license sales, a decline in this source of revenue could have dramatic implications for future wildlife management programming. The International Association of Fish and Wildlife Agencies (IAFWA) developed the Hunting as a Choice (HAC) project to help its member state fish and wildlife agencies effectively address these trends. HAC products target nontraditional constituents (suburban 10-12-year-old children). As a marketing study, we assessed the effectiveness of HAC to determine whether computer-based educational products (website and computer game) could increase the interest of 10- to 12-year-old suburban children in hunting or hunter education classes. Nearly half of the 91 suburban school children in Jacksonville, Florida, exposed to the website and computer game requested more information about taking a hunter education course from the Florida Fish and Wildlife Conservation Commission. Participants also became more tolerant of other people who hunt.}, 27351 author = {DiCamillo, J A and Schaefer, J M} 27352 } 27353 @article {, 27354 title = {Media diversity and cultural identities: The development of multimedia {\textquoteright}content{\textquoteright} in Ireland}, 27355 journal = {New Media \& Society}, 27356 volume = {2}, 27357 number = {3}, 27358 year = {2000}, 27359 pages = {286-312}, 27360 author = {Kerr,A} 27361 } 27362 @article {, 27363 title = {MPEG-4 natural video coding: An overview}, 27364 journal = {Signal Processing-Image Communication}, 27365 volume = {15}, 27366 number = {4-5}, 27367 year = {2000}, 27368 pages = {365-385}, 27369 isbn = {0923-5965}, 27370 author = {Ebrahimi, T and Horne, C} 27371 } 27372 @article {, 27373 title = {One- and two-year predictors of excess weight gain among elementary schoolchildren in multiethnic, low-income, inner- city neighborhoods}, 27374 journal = {American Journal of Epidemiology}, 27375 volume = {152}, 27376 number = {8}, 27377 year = {2000}, 27378 pages = {739-746}, 27379 abstract = {Longitudinal studies are needed to increase understanding of the causes of childhood obesity. To identify 1-and 2-year predictors of excess weight gain among preadolescents, the authors conducted a prospective cohort study of fourth- and fifth-grade students in 16 elementary schools located in multiethnic, low-income neighborhoods in Montreal, Quebec, Canada, that were participating in the evaluation of a school- based heart health promotion program. Subjects included 2,318 children aged 9-12 years with baseline and 1-year follow-up data and 633 children aged 9-11 years with baseline and 2-year follow-up data. One-year predictors of highest docile of change in body mass index (BMI) identified in logistic regression analyses included baseline BMI of 90th percentile or more (odds ratio (OR) = 2.66, 95\% confidence interval: 1.80, 3.94) in boys and baseline BMI of 90th percentile or more (OR = 2.34, 95\% confidence interval: 1.46, 3.76), no sports outside school (OR = 1.90, 95\% confidence interval: 1.18, 3.06), and playing video games everyday (OR = 2.48, 95\% confidence interval: 1.04, 5.92) in girls. Two-year predictors included baseline BMI of 90th percentile or more (OR = 3.26, 95\% confidence interval: 1.52, 7.01), no sports outside school (OR = 2.14, 95\% confidence interval: 0.96, 4.77), and least active (OR = 2.18, 95\% confidence interval: 1.01, 4.71) in boys; only baseline BMI of 90th percentile or more (OR = 2.22, 95\% confidence interval: 1.02, 4.81) was significant in girls. Results suggest the need for interventions to promote increased physical activity in children.}, 27380 author = {J OLoughlin and K Gray-Donald and G Paradis and G Meshefedjian} 27381 } 27382 @book {, 27383 title = {The Playful World, How Technology is Transforming Our Imagination}, 27384 year = {2000}, 27385 publisher = {Ballantine Books}, 27386 organization = {Ballantine Books}, 27387 author = {Pesce,Mark} 27388 } 27389 @article {, 27390 title = {Replaying the game: Hypnagogic images in normals and amnesics}, 27391 journal = {Science}, 27392 volume = {290}, 27393 number = {5490}, 27394 year = {2000}, 27395 pages = {350-353}, 27396 abstract = {Participants playing the computer game Tetris reported intrusive, stereotypical, visual images of the game at sleep onset. Three amnesic patients with extensive bilateral medial temporal Lobe damage produced similar hypnagogic reports despite being unable to recall playing the game. suggesting that such imagery may arise without important contribution from the declarative memory system. In addition, control participants reported images from previously played versions of the game, demonstrating that remote memories can influence the images from recent waking experience.}, 27397 author = {Stickgold, R and Malia, A and Maguire, D and Roddenberry, D and OConnor, M} 27398 } 27399 @book {, 27400 title = {Revolutionaries at Sony: The Making of the Sony Playstation and The Visionaries Who Conquered The World of Video Games}, 27401 year = {2000}, 27402 publisher = {McGraw-Hill}, 27403 organization = {McGraw-Hill}, 27404 author = {Asakura,Reiji} 27405 } 27406 @booklet {, 27407 title = {Testimony Before the Senate Commerce Committee Hearing on {\textquoteright}The Impact of Interactive Violence on Children{\textquoteright}}, 27408 year = {2000}, 27409 url = {http://psych-server.iastate.edu/faculty/caa/abstracts/2000-2004/00senate.pdf}, 27410 author = {Anderson, Craig} 27411 } 27412 @book {, 27413 title = {Trigger Happy - The Inner Life of Videogames}, 27414 year = {2000}, 27415 publisher = {Fourth Estate}, 27416 organization = {Fourth Estate}, 27417 isbn = {1559705981}, 27418 url = {http://stevenpoole.net/blog/trigger-happier/}, 27419 author = {Poole, Steven} 27420 } 27421 @article {, 27422 title = {Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life}, 27423 journal = {Journal of Personality and Social Psychology}, 27424 volume = {78}, 27425 number = {4}, 27426 year = {2000}, 27427 pages = {772-790}, 27428 abstract = {Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of rime spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the shea term (e.g., laboratory aggression) and the long term (e.g., delinquency).}, 27429 keywords = {Adolescents, children, Gender, Media}, 27430 isbn = {0022-3514}, 27431 author = {Anderson,C A and Dill, K. E.} 27432 } 27433 @book {, 27434 title = {Visual Digital Culture: Surface Play and Spectacle in New Media Genres}, 27435 series = {Sussex Studies in Culture and Communication}, 27436 year = {2000}, 27437 publisher = {Routledge}, 27438 organization = {Routledge}, 27439 author = {Darley,Andrew} 27440 } 27441 @article {, 27442 title = {Visual servo control algorithm for soccer robots considering time-delay}, 27443 journal = {Intelligent Automation and Soft Computing}, 27444 volume = {6}, 27445 number = {1}, 27446 year = {2000}, 27447 pages = {33-43}, 27448 type = {Article}, 27449 abstract = {An efficient visual servo control algorithm which uses primary/secondary controller and the Smith predictor based an an accurate model of robot soccer system including time-delay is suggested for micro-robot soccer tournament (MIROSOT). In this paper, we analyze and design control system of soccer robot in the frame of visual servoing. We think that our approach encourages more systematic approaches to soccer robot system. MIROSOT system is a typical direct visual servo system with a fixed camera and mobile robots with internal sensors such as encoders. In real games, encoders often offer wrong position data due to slips and collisions between robots or between a robot and a walt However, vision provides positions and orientations of robots in certain accuracy regardless of slips or collisions. In spite of this advantage inevitable time-delay arising from vision and communication subsystems seriously causes undesired effects in control of robots. In this paper we present a visual servo controller considering the time-delay. First, we present an accurate dynamic model of organic cooperation of robot soccer systems [3] that includes the time-delay. And we design the Smith predictor [13] using the model to cancel out the deteriorating effect of time-delay in our soccer robot system And using the model, we also propose control structure with primary/secondary controller [12] to control the system precisely. Finally, we show performance of the proposed controller and the predictor in simulation studies.}, 27450 keywords = {primary and secondary controller, Smith-predictor, time-delay, visual servo control}, 27451 isbn = {1079-8587}, 27452 author = {Kim, S. H. and Choi, J. S. and Kim, B. K.} 27453 } 27454 @conference {, 27455 title = {What Computer Games Can and Can{\textquoteright}t Do}, 27456 booktitle = {Digital Arts and Culture}, 27457 year = {2000}, 27458 note = {From the Introduction: 27459 27460 "The title of this paper is the grand "what computer games can and can{\textquoteright}t do". While I am unfortunately unable to give you a full answer to the question in my title, it is meant more literally than you may think. At the same time, the preparation of this presentation caused me to doubt several things that I hadn{\textquoteright}t really suspected I would doubt. I{\textquoteright}d like to share those doubts with you. 27461 27462 This paper has three main points: 27463 27464 1. Computer games (and games) are the great undescribed of our culture. 27465 2. We need a ludology - a theory of games - and to get one, academia must learn from the game development community. 27466 3. Games exist in a formal/algorithmic domain, stories in a domain of interpretation, and this means that games resist the evocative themes of stories, because they cannot be formalised."}, 27467 address = {Bergen}, 27468 url = {http://www.jesperjuul.net/text/wcgcacd.html}, 27469 author = {Juul,Jesper} 27470 } 27471 @conference {, 27472 title = {Affective Images: Videogames and the Cybernetic Rewiring of Vision}, 27473 booktitle = {International Crossroads in Cultural Studies Conference}, 27474 year = {2000}, 27475 address = {University of Birmingham}, 27476 author = {Terranova,Tiziana} 27477 } 27478 @article {, 27479 title = {APHID: Asynchronous parallel game-tree search}, 27480 journal = {Journal of Parallel and Distributed Computing}, 27481 volume = {60}, 27482 number = {2}, 27483 year = {2000}, 27484 pages = {247-273}, 27485 abstract = {Most parallel game-tree search approaches use synchronous methods, where the work is concentrated within a specific part of the tree or at a given search depth. This article shows that asynchronous game-tree search algorithms can be as efficient as or better than synchronous methods in determining the minimax value. APHID, a new asynchronous parallel game-tree search algorithm, is presented. APHID is implemented as a freely available portable library, making the algorithm easy to integrate into a sequential game-tree searching program. APHID has been added to four programs written by different authors. APHID yields better speedups than synchronous search methods for an Othello and a checkers program and comparable speedups on two chess programs. }, 27486 author = {Brockington,M G and Schaeffer,J} 27487 } 27488 @article {, 27489 title = {An application developer{\textquoteright}s perspective on reliable multicast for distributed interactive media}, 27490 journal = {Computer Communication Review}, 27491 volume = {30}, 27492 number = {3}, 27493 year = {2000}, 27494 pages = {28-38}, 27495 abstract = {In this paper we investigate which characteristics reliable multicast services should have in order to be appropriate for use by distributed interactive media applications such as shared whiteboards, networked computer games, or distributed virtual environments. We take a close look at the communication requirements of these applications and at existing approaches to realize reliable multicast. Based on this information we deduce which reliable multicast transport protocols am appropriate for the different aspects of distributed interactive media. Furthermore we discuss how the application programming interface of a reliable multicast service should be designed in order to support the development of applications for distributed interactive media.}, 27496 author = {Mauve,M and Hilt,V} 27497 } 27498 @article {, 27499 title = {Is an Arcade-style Computer Game an Effective Medium for Providing Drug Education to Schoolchildren?}, 27500 journal = {Education for Health: Change in Learning \& Practice}, 27501 volume = {13}, 27502 number = {3}, 27503 year = {2000}, 27504 pages = {404-406}, 27505 author = {Noble, A. and Best, D. and Sidwell, C. and Strang, J.} 27506 } 27507 @article {, 27508 title = {Art form for the digital age - Video games shape our culture. It{\textquoteright}s time we took them seriously}, 27509 journal = {Technology Review}, 27510 volume = {103}, 27511 number = {5}, 27512 year = {2000}, 27513 pages = {117-+}, 27514 author = {Jenkins, H} 27515 } 27516 @article {, 27517 title = {Assessment of PEP and BRS while doing video games. Contrast between puzzle type game and action type game}, 27518 journal = {International Journal of Psychology}, 27519 volume = {35}, 27520 number = {3-4}, 27521 year = {2000}, 27522 pages = {145-145}, 27523 author = {Yuichiro,N and Kodama,M and Naoya,T and Obata,A} 27524 } 27525 @article {, 27526 title = {The challenge of the evolving media environment}, 27527 journal = {Journal of Adolescent Health}, 27528 volume = {27}, 27529 number = {2}, 27530 year = {2000}, 27531 pages = {69-72}, 27532 abstract = {As media become more powerful and prominent, questions about their positive and negative effects on children and youth will increase. Although the body of quality research about media and youth is growing, there are some significant gaps. Three important areas for future research are identified: physiological research, differential effects research, and media education outcomes research.}, 27533 author = {Walsh,D A} 27534 } 27535 @article {, 27536 title = {Children and computers: New technology - Old concerns}, 27537 journal = {Future of Children}, 27538 volume = {10}, 27539 number = {2}, 27540 year = {2000}, 27541 pages = {31-43}, 27542 abstract = {Computer technology has ushered in a new era of mass media, bringing with it great promise and great concerns about the effect on children{\textquoteright}s development and wellbeing. Although we tend to see these issues as being new, similar promises and concerns have accompanied each new wave of media technology throughout the past century: films in the early 1900s, radio in the 1920s, and television in the 1940s. With the introduction of each of these technologies, proponents touted the educational benefits for children, while opponents voiced fears about exposure to inappropriate commercial, sexual, and violent content. This article places current studies on children and computers in a historical context, noting the recurrent themes and patterns in media research during the twentieth century. Initial research concerning each innovation has tended to focus on issues of access and the amount of time children were spending with the new medium. As use of the technology became more prevalent, research shifted to issues related to content and its effects on children. Current research on children{\textquoteright}s use of computers is again following this pattern. But the increased level of interactivity now possible with computer games and with the communication features of die Internet has heightened both the promise of greatly enriched learning and the concerns related to increased risk of harm. As a result, research on die effects of exposure to various types of content has taken on a new sense of urgency The authors conclude that to help inform and sustain die creation of more quality content for children, further research is needed on the effects of media on children, and new partnerships must be forged between industry, academia, and advocacy groups.}, 27543 author = {Wartella,E A and Jennings,N} 27544 } 27545 @article {, 27546 title = {Children{\textquoteright}s computer use in the home}, 27547 journal = {Social Science Computer Review}, 27548 volume = {18}, 27549 number = {1}, 27550 year = {2000}, 27551 note = { Spr}, 27552 pages = {56-72}, 27553 author = {Orleans,Myron and Laney,Margaret C} 27554 } 27555 @article {, 27556 title = {Children{\textquoteright}s exposure to magnetic fields produced by US television sets used for viewing programs and playing video games}, 27557 journal = {Bioelectromagnetics}, 27558 volume = {21}, 27559 number = {3}, 27560 year = {2000}, 27561 pages = {214-227}, 27562 abstract = {Two epidemiologic studies have reported increased risk of childhood leukemia associated with the length of time children watched television (TV) programs or played video games connected to TV sets. To evaluate magnetic field exposures resulting from these activities, the static, ELF, and VLF magnetic fields produced by 72 TV sets used by children to watch TV programs and 34 TV sets used to play video games were characterized in a field study conducted in Washington DC and its Maryland suburbs. The resulting TV-specific magnetic field data were combined with information collected through questionnaires to estimate the magnetic field exposure levels associated with TV watching and video game playing. The geometric means of the ELF and VLF exposure levels so calculated were 0.0091 and 0.0016 mu T, respectively, for children watching TV programs and 0.023 and 0.0038 mu T, respectively, for children playing video games. Geometric means of ambient ELF and VLF levels with TV sets turned off were 0.10 and 0.0027 mu T, respectively. Summed over the ELF frequency range (6-3066 Hz), the exposure levels were small compared to ambient levels. However, in restricted ELF frequency ranges (120 Hz and 606-3066 Hz) and in the VLF band, TV exposure levels were comparable to or larger than normal ambient levels. Even so, the strengths of the 120 Hz or 606-3066 Hz components of TV fields were small relative to the overall ambient levels. Consequently, our results provide little support for a linkage between childhood leukemia and exposure to the ELF magnetic fields produced by TV sets. Our results do suggest that any future research on possible health effects of magnetic fields from television sets might focus on the VLF electric and magnetic fields produced by TV sets because of their enhanced ability relative to ELF fields to induce electric currents.}, 27563 author = {Kaune,W T and Miller,M C and Linet,M S and Hatch,E E and Kleinerman,R A and Wacholder,S and Mohr,A H and Tarone,R E and Hianes,C} 27564 } 27565 @article {, 27566 title = {Commentary on {\textquoteright}Contrasting case studies of frequent internet use: Is it pathological or adaptive?{\textquoteright}}, 27567 journal = {Journal of College Student Psychotherapy}, 27568 volume = {14}, 27569 number = {4}, 27570 year = {2000}, 27571 pages = {19-22}, 27572 abstract = {Argues that D. T. Leon and R. J. Rotunda (see record 2000-05355-002) are right to call attention to the problems associated with excessive computer and Internet use and to the computer{\textquoteright}s potential for both adaptive and maladaptive consequences. To decide when computer use is a problem, it makes sense to adapt criteria used for pathological gambling and substance abuse. Although excessive computer use is a new problem on the college psychotherapy scene, the psychological issues underlying this problem are familiar ones: the struggles for intimacy, self-understanding, identity and self worth.}, 27573 author = {Grayson,Paul A and Schwartz,Victor} 27574 } 27575 @article {, 27576 title = {Computer games and adolescents{\textquoteright} cognitive abilities}, 27577 journal = {International Journal of Psychology}, 27578 volume = {35}, 27579 number = {3-4}, 27580 year = {2000}, 27581 pages = {61-61}, 27582 author = {Chayka,G V} 27583 } 27584 @article {, 27585 title = {Computer games as a learning tool for language acquisition, disease knowledge and coping skills for children with juvenile idiopathic arthritis}, 27586 journal = {Arthritis and Rheumatism}, 27587 volume = {43}, 27588 number = {9}, 27589 year = {2000}, 27590 pages = {1590}, 27591 author = {Kuchta,G and Hutcheon,W and Tucker,L B} 27592 } 27593 @article {, 27594 title = {Computer games{\textquoteright} influence on scientific and information visualization}, 27595 journal = {Computer}, 27596 volume = {33}, 27597 number = {12}, 27598 year = {2000}, 27599 pages = {154-156}, 27600 author = {Rhyne,T M} 27601 } 27602 @article {, 27603 title = {Computer games, not computer movies}, 27604 journal = {Computer Graphics-US}, 27605 volume = {34}, 27606 number = {4}, 27607 year = {2000}, 27608 pages = {5-7}, 27609 author = {Rouse,R} 27610 } 27611 @article {, 27612 title = {Computers as cognitive media: Examining the potential of computers in education}, 27613 journal = {Computers in Human Behavior}, 27614 volume = {16}, 27615 number = {5}, 27616 year = {2000}, 27617 pages = {537-552}, 27618 abstract = {This paper examines common criticisms of educational computer use, considers how society and schools have reacted to previous technological trends, and outlines relationships between diverse approaches to computer use and the ensuing outcomes that can be expected. Two approaches to media use, representational and generative, are described in an attempt to identify instructional approaches that improve educational quality. Implications of computing on how people think, the way people learn, and how we conceptualize and evaluate intelligence are discussed.}, 27619 author = {Hokanson,B and Hooper,S} 27620 } 27621 @article {, 27622 title = {Consumers of computer games culture}, 27623 journal = {Sotsiologicheskie Issledovaniya}, 27624 number = {9}, 27625 year = {2000}, 27626 pages = {80-87}, 27627 author = {Boleskina,E L} 27628 } 27629 @article {, 27630 title = {Covert PSI in computer solitaire}, 27631 journal = {Journal of Parapsychology}, 27632 volume = {64}, 27633 number = {2}, 27634 year = {2000}, 27635 pages = {195-211}, 27636 author = {Palmer,John} 27637 } 27638 @article {, 27639 title = {Debunking the myth of the nintendo generation: How doctoral students introduce new electronic communication practices into university research}, 27640 journal = {Journal of the American Society for Information Science}, 27641 volume = {51}, 27642 number = {14}, 27643 year = {2000}, 27644 pages = {1284-1294}, 27645 abstract = {Current research on the influence of electronic communication technologies such as electronic mail, World Wide Web, electronic journals, bibliographic databases, and on-line card catalogs suggest that they broaden academic research communities and change the ways researchers work. However, it is less well-understood how these changes take place. One explanation is that the mechanism for change is generational: doctoral students transform research disciplines as they apply new electronic communication skills they "grew up with." This article examines this explanation and related claims through evidence from a study of 28 graduate students and their advisors in four disciplines at eight U.S. research universities. Although all the doctoral students used electronic communication technologies in various ways, their work practices reinforced existing patterns of work and resource use in their disciplines. Students used electronic communication to (1) mimic the electronic communication patterns of their advisor, (2) differentiate or specialize their research with respect to their advisor or research specialty, (3) enhance the social connections and material resources their advisor or institution provided to them, and/or (4) ease or improve "hands-on" research techniques (textual analysis, wet lab work, programming, statistical analysis) that their advisor or research group delegated to them.}, 27646 author = {Covi,L M} 27647 } 27648 @article {, 27649 title = {The Design and Evolution of a Simulation/Game for Teaching Information Systems Development}, 27650 journal = {Simulation \& Gaming}, 27651 volume = {31}, 27652 number = {4}, 27653 year = {2000}, 27654 pages = {445-463}, 27655 author = {Martin, A.} 27656 } 27657 @article {, 27658 title = {Determinants of adolescent physical activity and inactivity patterns}, 27659 journal = {Pediatrics}, 27660 volume = {105}, 27661 number = {6}, 27662 year = {2000}, 27663 pages = {art. no.-e83}, 27664 author = {Gordon-Larsen,P and McMurray, R. G. and Popkin,B M} 27665 } 27666 @article {, 27667 title = {Do virtual worlds threaten children{\textquoteright}s and teenagers{\textquoteright} mental health?}, 27668 journal = {Archives de Pediatrie}, 27669 volume = {7}, 27670 number = {2}, 27671 year = {2000}, 27672 pages = {209-210}, 27673 abstract = {Video games and the Internet cause enthousiasm but also worry Among the possible risks, addiction (dependency), isolation, retiring within oneself and loss of reality: are often put forward. Available data show that serious problems remain exceptional and non-specific, and that these new technological supports do nor create new pathologies. Excessive use and isolation have to be solved on an educational basis. Nevertheless, virtual reality, whose applications for the general public are still considered part of the future, needs particular attention.}, 27674 author = {Plusquellec,M} 27675 } 27676 @article {, 27677 title = {Does the camera add 10 pounds? Media use, perceived importance of appearance, and weight concerns among teenage girls}, 27678 journal = {Journal of Adolescent Health}, 27679 volume = {26}, 27680 number = {1}, 27681 year = {2000}, 27682 pages = {36-41}, 27683 abstract = {Purpose To examine the relationship between use of electronic media and perceived importance of appearance and weight concerns among adolescent girls. Methods: Physical measures and self-report surveys were obtained from 837 ninth-grade girls attending public high schools in San Jose, California (mean age = 14.9 +/- 0.47 years; 36\% Latino, 24\% White, 22\% Asian, 8\% Black, 10\% other). Correlational and multiple regression analyses were performed with ethnicity, body mass index (BMI), perceived importance of appearance, weight concerns, and media use (based on self-reported average weekly use of television, videotapes, video and computer games, and music videos). Results: Total media use was not significantly related to perceived importance of appearance or weight con cems. When media use was separated into distinct media genres, only hours of watching music videos was related to perceived importance of appearance and weight concerns (r = 0.12, p < .001, and v = .08, p < .05, respectively). In multivariate analyses, after controlling for BMI and ethnicity, no media use variables were significantly associated with either perceived importance of appearance or weight concerns. Conclusions: Frequent music video use may be a risk factor for increased perceived importance of appearance and increased weight concerns among adolescent girls.}, 27684 author = {Borzekowski,D L G and Robinson,T N and Killen,J D} 27685 } 27686 @article {, 27687 title = {The effects of children{\textquoteright}s goals for learning on video game performance}, 27688 journal = {Journal of Applied Developmental Psychology}, 27689 volume = {21}, 27690 number = {6}, 27691 year = {2000}, 27692 pages = {641-653}, 27693 abstract = {Children{\textquoteright}s goals for learning on their video game performance and patterns of attention were examined. Before playing a game, second- and fifth-graders were instructed to adopt an evaluative, process, outcome, or no specific goal focus while playing. Children were then interviewed about their game strategies and the game features they paid attention to while playing. Older children and more frequent players showed better performance. Among frequent players, process goal instructions facilitated performance. Younger children{\textquoteright}s interview references to process goals also were predictive of better performance. Their references to attention strategies, however, were predictive of poorer performance while older children{\textquoteright}s references to attention strategies were predictive of better performance. These findings highlight the efficacy of process goals for learning among younger and older children.}, 27694 author = {Blumberg,F C} 27695 } 27696 @article {, 27697 title = {The effects of sound and colour on responses to a computer game}, 27698 journal = {Interacting with Computers}, 27699 volume = {13}, 27700 number = {2}, 27701 year = {2000}, 27702 pages = {183-192}, 27703 abstract = {Background colour (red/blue) and sound (loud/quiet) were manipulated in a series of computer games. Players using a blue screen improved gradually over the session, while red screen players peaked midway and then deteriorated. A similar pattern for heart rate was found, suggesting that arousal was implicated in the effect. Sound alone had little impact, but the red/loud combination was associated with perceptions of excitement and playing well. The results suggest that the aura of a computer game may affect cognitive and physiological responses.}, 27704 author = {Wolfson,S and Case,G} 27705 } 27706 @article {, 27707 title = {Engaging students in active learning: The case for personalized multimedia messages}, 27708 journal = {Journal of Educational Psychology}, 27709 volume = {92}, 27710 number = {4}, 27711 year = {2000}, 27712 pages = {724-733}, 27713 abstract = {The authors tested the hypothesis that personalized messages in a multimedia science lesson can promote deep learning by actively engaging students in the elaboration of the materials and reducing processing load. Students received a multimedia explanation of lightning formation (Experiments 1 and 2) or played an agent-based computer game about environmental science (Experiments 3, 4, and 5). Instructional messages were presented in either a personalized style, where students received spoken or written explanations in the 1st- and 2nd- person points of view, or a neutral style, where students received spoken or written explanations in the 3rd-person point of view. Personalized rather than neutral messages produced better problem-solving transfer performance across all experiments and better retention performance on the computer game. The theoretical and educational implications of the findings are discussed.}, 27714 author = {Moreno, R. and Mayer, R. E.} 27715 } 27716 @article {, 27717 title = {Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry}, 27718 year = {2000}, 27719 url = {http://www.gamasutra.com/features/20000301/carson_01.htm}, 27720 author = {Don Carson} 27721 } 27722 @inbook {, 27723 title = {Ephemeral games: Is it barbaric to design videogames after Auschwitz?}, 27724 booktitle = {CyberText Yearbook 2000}, 27725 year = {2000}, 27726 publisher = {Research Centre for Contemporary Culture}, 27727 organization = {Research Centre for Contemporary Culture}, 27728 author = {Frasca,Gonzalo}, 27729 editor = {Eskelinen,Markku and Koskimaa,Raine} 27730 } 27731 @article {, 27732 title = {Evaluation of a manual wheelchair interface to computer games}, 27733 journal = {Neurorehabilitation and Neural Repair}, 27734 volume = {14}, 27735 number = {1}, 27736 year = {2000}, 27737 pages = {21-31}, 27738 abstract = {The sedentary lifestyle of many people with spinal cord injury (SCI) has lead to cardiovascular diseases being a major health concern. A suitable exercise program may help improve the SCI individual{\textquoteright}s cardiovascular fitness level. GAME(Wheels) is an interface between a custom wheelchair roller system and a computer that enables an individual to control computer video games by driving his or her wheelchair. The purpose of Phase 1 was to evaluate the design of the GAME(Wheels) system and to determine the type of computer video game that is likely to motivate wheelchair users to exercise. Phase 2 included physiologic testing of wheelchair users and the GAME(Wheels) system to investigate whether the system elicits an exercise training response. Thirty-five subjects were recruited to evaluate the GAME(Wheels) by Flaying three commercial computer games (Phase 1) and to identify the computer game that they would prefer to use when exercising. The feedback from Phase 1 was used with test subjects to verify that the GAME(Wheels) system elicits an exercise training effect (Phase 2). Phase 2 included 10 subjects using the GAME(Wheels) system to play Need for Speed II. During game play, physiologic data were collected and the subjects{\textquoteright} oxygen consumption and heart rate were analyzed. Analysis showed that the GAME(Wheels) system induced nine subjects to reach their tr;training zone, defined as 50\% and 60\% of their maximum oxygen consumption and heart rate, respectively. This study demonstrates that the GAME(Wheels) system elicits an exercise training response.}, 27739 author = {O{\textquoteright}Connor,T J and Cooper,R A and Fitzgerald,S G and Dvorznak,M J and Boninger,M L and VanSickle,D P and Glass,L} 27740 } 27741 @article {, 27742 title = {A family of single-user autostereoscopic displays with head- tracking capabilities}, 27743 journal = {IEEE Transactions on Circuits and Systems for Video Technology}, 27744 volume = {10}, 27745 number = {2}, 27746 year = {2000}, 27747 pages = {234-243}, 27748 abstract = {In this paper, we present prototypes of autostereoscopic displays which allow single users to experience stereoscopic vision without the need for special eye glasses or helmet- mounted displays. The design of the displays is based on lenticular raster plates and includes a number of novel concepts for tracking of raster plates or projection lenses to account for changes of the viewers position in front of the screen. Applications envisioned include 3-D multimedia desktop visualization for medical and biological imaging, design, and architecture, as well as computer games and 3-D virtual reality in general. Concepts and results for both high-resolution nat liquid-crystal panel monitors for PC desktop applications as well as Large screen high resolution displays using rear- projection technology are discussed.}, 27749 author = {Borner,R and Duckstein,B and Machui,O and Roder,H and Sinnig,T and Sikora,T} 27750 } 27751 @article {, 27752 title = {Foucault{\textquoteright}s heterotopia and children{\textquoteright}s everyday lives}, 27753 journal = {Childhood-a Global Journal of Child Research}, 27754 volume = {7}, 27755 number = {4}, 27756 year = {2000}, 27757 pages = {479-492}, 27758 abstract = {This article discusses Foucault{\textquoteright}s notion of the heterotopia and uses it in relation to the everyday social lives of children. The article uses data gathered from a study of children{\textquoteright}s use of computer and video games, It argues that childhood is subject to increasing boundaries, and that for children, {\textquoteright}other{\textquoteright} spaces are created through everyday leisure activities. Further, the spaces created through leisure are differentiated by gender, These spaces, or heterotopias pace Foucault, enable children to resist and escape control.}, 27759 author = {McNamee,S} 27760 } 27761 @article {, 27762 title = {From fantasy worlds to backgammon: US online gaming forecast and analysis, 1999-2004}, 27763 year = {2000}, 27764 institution = {IDC}, 27765 address = {Framingham, MA}, 27766 author = {IDC} 27767 } 27768 @article {, 27769 title = {From hand twister to mind twister: Computer-aided treatment in traumatic wrist fracture}, 27770 journal = {American Journal of Occupational Therapy}, 27771 volume = {54}, 27772 number = {2}, 27773 year = {2000}, 27774 pages = {176-182}, 27775 abstract = {Objective. The use of computers ns a treatment modality in the occupational therapy hand clinic is, as yet, not common practice. A computer interface for wrist movements was developed and a study to justify the application of such a device is presented Method. Forty-seven patients in a day hand clinic who had traumatic fracture of one hand with limitation of wrist mobility participated in the study Participants were divided into true treatment groups: computer-aided treatment (high technology) and traditional brush machine treatment (low technology). A device was developed based on the brush machine in which the brush machine{\textquoteright}s mechanism tons converted into a medial-lateral joystick. Right-to- movements were digitally transformed for the use of a computer game, Participants were treated for 5 weeks, and outcome measures included range of motion (ROM) grip strength, edema, and level of interest Results. Results showed significant improvement in ROM, grip strength, and edema across 5 weeks for all participants. Although no significant differences were found between the true groups in ROM, grip strength, and enema, the computer-aided group showed significantly more interest in treatment than did the brush machine group. Finally the interaction between treatment group and the attitude toward computers was not significant. Conclusions. These results-indicate the potential for more interesting motor treatment and rehabilitation of the wrist through the use of computer games, The efficacy of using computers in occupational therapy clinics needs further investigation.}, 27776 author = {Jarus,T and Shavit,S and Ratzon,N} 27777 } 27778 @article {, 27779 title = {The Future of Digital Entertainment}, 27780 journal = {Scientific American}, 27781 volume = {283}, 27782 number = {5}, 27783 year = {2000}, 27784 pages = {47-49}, 27785 abstract = {The barriers separating TV, movies, music, video games and the Internet are crumbling. Audiences are getting new creative options. Here is what entertainment could become if the technology and legal hurdles can be cleared.}, 27786 keywords = {Science, Technology}, 27787 isbn = {0036-8733}, 27788 author = {Fischetti,Mark} 27789 } 27790 @proceedings {, 27791 title = {Game Developers Conference Proceedings}, 27792 journal = {Game Developers Conference Proceedings}, 27793 year = {2000}, 27794 url = {http://www.gdconference.com/archives/proceedings/2000/game_papers.html}, 27795 author = {GDC} 27796 } 27797 @mastersthesis {, 27798 title = {Gender differences in the use of a computer-based mathematics game: Strategies, motivation, and beliefs about mathematics and computers}, 27799 volume = {Master{\textquoteright}s}, 27800 year = {2000}, 27801 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 2000 Apr; Vol 60(9 A): 3328}, 27802 type = {Masters Thesis}, 27803 author = {Haynes,Linda Campbell} 27804 } 27805 @article {, 27806 title = {Girl gamers and their relationship with the gaming culture}, 27807 journal = {Convergence}, 27808 volume = {6}, 27809 number = {4}, 27810 year = {2000}, 27811 pages = {36-53}, 27812 author = {Schott,G R and Horrel,K R} 27813 } 27814 @article {, 27815 title = {Girls and gaming: a console video game content analysis}, 27816 year = {2000}, 27817 institution = {Children Now}, 27818 abstract = {This report describes a study which examined the content of some top-selling video games for the three most popular console systems, analyzing the games{\textquoteright} features and the way female characters are portrayed in them. The study analyzed 24 games for five primary features: type of characters (male, female, human), type of game (sports, fighting, first-person shooter, role playing, mystery, puzzle or spatial relations), presence of violence, presence of feedback, and ESRB rating. The study aims to address gender-bias issues in game design and development, by examining the positive and negative messages entertainment technology sends to children, and present new ways to develop the media to meet the needs and interests of all users. This resource addresses concerns relating to gender-bias and/or discrimination. Copyright 2005 EDC}, 27819 url = {http://www.childrennow.org/media/video-games/video-games-girls.pdf}, 27820 author = {Children Now,} 27821 } 27822 @article {, 27823 title = {Goodbye career, hello success}, 27824 journal = {Harvard Business Review}, 27825 volume = {78}, 27826 number = {2}, 27827 year = {2000}, 27828 pages = {160-+}, 27829 abstract = {Like every other ambitious, Ivy League-educated baby boomer, Randy Komisar wanted to climb the corporate ladder-any corporate ladder. But he just couldn{\textquoteright}t bring himself to play the traditional career game. Instead, Komisar made up his own rules, taking a series of jobs that sparked his passions and made him happy-and successful. Today, the charismatic 45-year- old is a "virtual CEO"-an off-site but supercharged consultant to flesh-and-blood CEOs at a number of start-up companies in Silicon Valley and beyond. But that was only after he{\textquoteright}d worked his way through 11 companies in 25 years -a crazy quilt of jobs as a music promoter, corporate lawyer, CFO at a software start- up, and chief executive at a video game company, just to name a few. Komisar{\textquoteright}s success came by not having a career-at least, not in the traditional old-economy sense of the word. He realized there were alternatives to marching your way straight up the corporate ladder and that success in the new economy can involve a series of twists and turns. In this first-person account, Komisar describes why a nontraditional career path such as the one he unintentionally took may appeal to more businesspeople than might suspect it themselves. He tracks his professional journey along a sometimes tense, often enlightening, and ultimately prosperous course. He shares lessons learned along the way. Komisar also makes a strong business case for pursuing the passion-driven career; such a career, he says, makes supreme sense in the new economy because it{\textquoteright}s flexible and challenging - both for an individual and for the companies he chooses to work for.}, 27830 author = {Komisar,R} 27831 } 27832 @article {, 27833 title = {Graphing investigations using portable (palmtop) technology}, 27834 journal = {Journal of Computer Assisted Learning}, 27835 volume = {16}, 27836 number = {3}, 27837 year = {2000}, 27838 pages = {243-258}, 27839 abstract = {Evaluated the use of palmtop computers in completing student weather projects as part of a curriculum to increase understanding of graphing techniques. 48 8th- and 9th-grade students (aged 13-14 yrs) worked in groups during a 3-wk period collecting and graphing temperature data. Course progress was guided by worksheets and class discussions. Results show that motivation and confidence in using technology increased and learning gains were observed concerning averages and graph interpretation. Student evaluations show that Ss generally enjoyed the course. Ss reported increases in perceived ease of working with computers, amount of time spent outside of school with computers, and computer use enjoyment because of the class.}, 27840 author = {Hennessy,Sara} 27841 } 27842 @article {, 27843 title = {Heuristic search and computer game playing}, 27844 journal = {Information Sciences}, 27845 volume = {122}, 27846 number = {1}, 27847 year = {2000}, 27848 pages = {1-2}, 27849 author = {Chen,K} 27850 } 27851 @inbook {, 27852 title = {I Played Mortal Kombat With Saddam Hussein!}, 27853 booktitle = {TV Dot Com: The Future of Interactive Television}, 27854 year = {2000}, 27855 publisher = {TV Books}, 27856 organization = {TV Books}, 27857 author = {Swann,Phillip} 27858 } 27859 @article {, 27860 title = {The impact of home computer use on children{\textquoteright}s activities and development}, 27861 journal = {Future of Children}, 27862 volume = {10}, 27863 number = {2}, 27864 year = {2000}, 27865 pages = {123-144}, 27866 abstract = {The increasing amount of time children are spending on computers at home and school has raised questions about how the use of computer technology may make a difference in their lives-from helping with homework to causing depression to encouraging violent behavior. This article provides an overview of the limited research on the effects of home computer use on children{\textquoteright}s physical, cognitive, and social development. Initial research suggests, for example, that access to computers increases the total amount of time children spend in front of a television or computer screen at the expense of other activities, thereby putting them at risk for obesity. At the same time, cognitive research suggests that playing computer games can be an important building block to computer literacy because it enhances children{\textquoteright}s ability to read and visualize images in three-dimensional space and track multiple images simultaneously. The limited evidence available also indicates that home computer use is linked to slightly better academic performance. The research findings are more mixed, however regarding the effects on children{\textquoteright}s social development. Although little evidence indicates that the moderate use of computers to play games has a negative impact on children{\textquoteright}s friendships and family relationships, recent survey data show that increased use of the Internet may be linked to increases in loneliness and depression. Of most concern are the findings that playing violent computer games may increase aggressiveness and desensitize a child to suffering, and that the use of computers may blur a child{\textquoteright}s ability to distinguish real life from simulation. The authors conclude that more systematic research is needed in these areas to help parents and policymakers maximize the positive effects and to minimize thr negative effects of home computers in children{\textquoteright}s lives.}, 27867 author = {Subrahmanyam,K and Kraut,R E and Greenfield,P M and Gross,E F} 27868 } 27869 @article {, 27870 title = {Interactive leisure software: New platforms, new opportunities}, 27871 year = {2000}, 27872 institution = {Screen Digest}, 27873 address = {London}, 27874 author = {ScreenDigest and ELSPA} 27875 } 27876 @article {, 27877 title = {The Japanese video game Pokemon versus the traditional Teddy bear}, 27878 journal = {Esprit}, 27879 number = {11}, 27880 year = {2000}, 27881 pages = {186-188}, 27882 author = {Duret,P} 27883 } 27884 @article {, 27885 title = {Lack of cortical contrast gain control in human photosensitive epilepsy}, 27886 journal = {Nature Neuroscience}, 27887 volume = {3}, 27888 number = {3}, 27889 year = {2000}, 27890 pages = {259-263}, 27891 abstract = {Television and video games may be powerful triggers for visually induced epileptic seizures. To better understand the triggering elements of visual stimuli and cortical mechanisms of hyperexcitability, we examined eleven patients with idiopathic photosensitive epilepsy by recording visually evoked potentials (VEPs) in response to temporally modulated patterns of different contrast. For stimuli of low-medium, but not high, temporal frequency, the contrast dependence of VEP amplitude and latency is remarkably abnormal for luminance contrast (black-white), but not so for chromatic contrast (equiluminant red-green) stimuli. We conclude that cortical mechanisms of contrast gain control for pattern stimuli of relatively low temporal frequency and high luminance contrast are lacking or severely impaired in photosensitive subjects.}, 27892 author = {Porciatti,V and Bonanni,P and Fiorentini,A and Guerrini,R} 27893 } 27894 @article {, 27895 title = {Losing Time at the PlayStation: Realtime Individuation and the Whatever Body}, 27896 journal = {Cultural Values}, 27897 volume = {4}, 27898 number = {3}, 27899 year = {2000}, 27900 pages = {257-278}, 27901 author = {MacKenzie,Adrian} 27902 } 27903 @article {, 27904 title = {Mayor essentials (SimCity, computer video game in which players build a virtual metropolis)}, 27905 journal = {Artnews}, 27906 volume = {99}, 27907 number = {5}, 27908 year = {2000}, 27909 pages = {46-46}, 27910 author = {Nordlinger,P} 27911 } 27912 @article {, 27913 title = {Me and my shadow - Designer Peter Molyneux claims computer games{\textquoteright} potential to manipulate our emotions outstrips cinema{\textquoteright}s}, 27914 journal = {Sight and Sound}, 27915 volume = {10}, 27916 number = {1}, 27917 year = {2000}, 27918 pages = {12-13}, 27919 author = {Stables,K} 27920 } 27921 @inbook {, 27922 title = {Mutation.Fem}, 27923 booktitle = {Ctrl+Shift Art Ctrl+Shift Gender: Convergences of Gender, New Media and Art}, 27924 year = {2000}, 27925 publisher = {Axis}, 27926 organization = {Axis}, 27927 author = {Schleiner,Anne-Marie}, 27928 editor = {Muller,N and Herst,D} 27929 } 27930 @article {, 27931 title = {Natural Born Copycat Killers And The Law Of Shock Torts}, 27932 journal = {Wasington University Law Quarterly}, 27933 volume = {78}, 27934 year = {2000}, 27935 pages = {1157-1270}, 27936 author = {Kunich,John Charles} 27937 } 27938 @article {, 27939 title = {Negative correlates of computer game play in adolescents}, 27940 journal = {British Journal of Psychology}, 27941 volume = {91}, 27942 year = {2000}, 27943 pages = {295-310}, 27944 abstract = {There is some concern that playing computer games may be associated with social isolation, lowered self-esteem and aggression among adolescents. Measures of these variables were included in a questionnaire completed by 204 year eight students at a North London comprehensive school. Principal components analysis of a scale to assess needs fulfilled by game play provided some support for the notion of {\textquoteright}electronic friendship{\textquoteright} among boys, but there was no evidence that game play leads to social isolation. Play was not linked to self- esteem in girls, but a negative relationship was obtained between self-esteem and frequency of play in boys. However, self-esteem was not associated with total exposure to game play. Aggression scores were not related to the number of games with aggressive content named among three favourite games, but they were positively correlated with total exposure tu game play. A multiple regression analysis revealed that sex and total game play exposure each accounted for a significant but small amount of the variance in aggression scores. The positive correlation between playing computer games and aggression provides some justification for further investigation of the causal hypothesis, and possible methodologies are discussed.}, 27945 author = {Colwell,J and Payne,J} 27946 } 27947 @article {, 27948 title = {Neurophysiological and behavioral indices of time pressure effects on visuomotor task performance}, 27949 journal = {Cognitive Brain Research}, 27950 volume = {9}, 27951 number = {3}, 27952 year = {2000}, 27953 pages = {287-298}, 27954 abstract = {Using a video game format, this study examined the effects of time pressure (TP) on behavioral and electrocortical indices. The behavioral results were consistent with previous time pressure research in that TP reduced time to perform a task and increases behavioral errors. In addition, electroencephalogram (EEG) measures showed distinctive patterns associated with TP in the theta, mu, and gamma bands along the midline, Site specific changes in the success vs. failure trials were also seen in midline theta at Fz, gamma at Fz, and mu at Cz. Right parietal alpha also differentiated TP and success vs. failure trials. In specific TP (1) increased frontal midline theta activity and (2) increased gamma at. midline (frontal, central, and partietal) and in right frontal areas. The results of these findings are discussed in terms of the formation of specific neurocognitive strategies as evidenced by the topographic distribution of task-related modulation of the EEG within certain frequency bands. It is suggested that the effect of TP on visuomotor performance is mediated by adopting either task- relevant or task-irrelevant neurocognitive strategies as evidenced by successful or failed trials, respectively. Whether these strategies are formulated prior to performance or appear spontaneously during task performance remains unclear and is awaiting further experimentation.}, 27955 author = {Slobounov,S M and Fukada,K and Simon,R and Rearick,M and Ray,W} 27956 } 27957 @article {, 27958 title = {Neuroscience - Video game images persist despite amnesia}, 27959 journal = {Science}, 27960 volume = {290}, 27961 number = {5490}, 27962 year = {2000}, 27963 pages = {247-+}, 27964 author = {Helmuth,L} 27965 } 27966 @article {, 27967 title = {Nintendonitis? A case report of repetitive strain injury in a child as a result of playing computer games}, 27968 journal = {Scottish Medical Journal}, 27969 volume = {45}, 27970 number = {5}, 27971 year = {2000}, 27972 pages = {150-150}, 27973 abstract = {Repetitive strain injury is a common occupational hazard but has not been previously reported in a child With the escalating rise of computers both in the home for recreational purposes and in schools for teaching, the possible incidence of hand and wrist problems may need to be highlighted Perhaps "hand care" instruction should be implemented in UK schools as prophylaxis.}, 27974 author = {MacGregor,D M} 27975 } 27976 @article {, 27977 title = {Open-loop feedback to increase physical activity in obese children}, 27978 journal = {International Journal of Obesity}, 27979 volume = {24}, 27980 number = {7}, 27981 year = {2000}, 27982 pages = {888-892}, 27983 abstract = {OBJECTIVE: The present study investigated whether making access to sedentary activities contingent on physical activity would increase physical activity. DESIGN: Experimental. PARTICIPANTS: Thirty-four obese children aged 8 - 12 y were randomized to one of three groups in which children had to accumulate 750 or 1500 pedometer counts to earn 10 min of access to video games or movies, or to a control group in which access to sedentary behaviors was provided noncontingently. MEASUREMENTS: Physical activity in the 20 min experimental session was measured by electronic pedometer and triaxial accelerometer (ie TriTrac(R)). Activity liking was measured by visual analog scales. Anthropometric and demographic characteristics were also assessed. RESULTS: Children in the 750 and 1500 count contingency groups engaged in significantly more physical activity and spent more time in moderate intensity activity or higher compared with controls. Children in the Contingent 1500 group engaged in more activity and spent more time in moderate or greater intensity activity compared to children in the Contingent 750 group. CONCLUSION: Findings suggest that contingent access to sedentary activities can reinforce physical activity in obese children, and changes in physical activity level depend in part on the targeted physical activity goal.}, 27984 author = {Goldfield,G S and Kalakanis,L E and Ernst,M M and Epstein,L H} 27985 } 27986 @inbook {, 27987 title = {Optimal experience: a framework for understanding the phenomenology of computer use}, 27988 booktitle = {International Simulation and Gaming Yearbook}, 27989 year = {2000}, 27990 author = {Bryce, Jo and Higgins,Donna}, 27991 editor = {Smalley,N and Brake,M and Saunders,D} 27992 } 27993 @article {, 27994 title = {Path finding for human motion in virtual environments}, 27995 journal = {Computational Geometry-Theory and Applications}, 27996 volume = {15}, 27997 number = {1-3}, 27998 year = {2000}, 27999 pages = {103-127}, 28000 abstract = {This paper presents an efficient and robust technique for generating global motion paths for a human model in virtual environments. Initially, a scene is discretized using raster hardware to generate an environment map. An obstacle-free cell path sub-optimal according to Manhattan metric is generated between any two cells. Unlike 2D techniques present in literature, the proposed algorithm works for complex 3D environments suitable for video games and architectural walk- throughs. For obstacle avoidance, the algorithm considers both physical dimensions of the human and actions such as jumping, bending, etc. Path smoothening is carried out to keep the cell path as closely as possible to Euclidean straight-line paths.}, 28001 author = {Bandi,S and Thalmann,D} 28002 } 28003 @article {, 28004 title = {Physics in computer games}, 28005 journal = {Communications of the ACM}, 28006 volume = {43}, 28007 number = {7}, 28008 year = {2000}, 28009 pages = {34-39}, 28010 author = {Hecker,C} 28011 } 28012 @article {, 28013 title = {PlayStation lip}, 28014 journal = {British Dental Journal}, 28015 volume = {188}, 28016 number = {11}, 28017 year = {2000}, 28018 pages = {585-585}, 28019 author = {Inglis,R L M and Welbury,R R} 28020 } 28021 @article {, 28022 title = {Possible implications of aging for interface designers}, 28023 journal = {Interacting with Computers}, 28024 volume = {12}, 28025 number = {5}, 28026 year = {2000}, 28027 pages = {507-528}, 28028 abstract = {The populations of the developed countries are becoming older while computer use is affecting increasingly wide aspects of life. Thus it is increasingly important that interface designs make software accessible to older adults. However there is almost no research on what makes an interface usable for older adults. As a stopgap measure this article reviews the findings on the effects of age on relevant abilities, including psychological findings on aging and ability and effects of aging on vision, speech and hearing, psychomotor abilities, attention and automated responses, memory and learning, and intelligence and expertise. This information is then used to provide suggestions to consider when designing interfaces for older users. The article concludes with indications of the needed research in the area of interface design for older users. }, 28029 author = {Hawthorn,D} 28030 } 28031 @proceedings {, 28032 title = {Practicing Militarism: The Cultural Function of First Person Shooter Arcade Video Games}, 28033 year = {2000}, 28034 author = {Hall,Karen J} 28035 } 28036 @article {, 28037 title = {Preference for violent electronic graces, self-concept, and gender differences in young children}, 28038 journal = {American Journal of Orthopsychiatry}, 28039 volume = {70}, 28040 number = {2}, 28041 year = {2000}, 28042 pages = {233-241}, 28043 abstract = {Electronic game-playing has been linked to adjustment problems in player subgroups. This study examined relationships among time commitment, gender, preference for violent games, and self-concept in 364 fourth and fifth graders, Main effects were identified for game preference and gender, with.stronger preference for violent games being associated with lower self- perceived behavioral conduct. Implications for future research are discussed.}, 28044 author = {Funk,J B and Buchman,D D and Germann,J N} 28045 } 28046 @article {, 28047 title = {Property rights in emerging platform technologies}, 28048 journal = {Journal of Legal Studies}, 28049 volume = {29}, 28050 number = {2}, 28051 year = {2000}, 28052 pages = {615-648}, 28053 abstract = {This article considers an externality that affects a broad range of markets, specifically markets when one set of firms sells some platform technology such as a computer, video game console, or operating system, while another possibly overlapping set of firms sells peripherals compatible with that platform, for example, computer software or video game cartridges. The externality causes certain peripheral sellers to charge prices that are unprofitably high. That is, these firms could earn greater profits if only they could coordinate to charge lower prices. In many markets, such coordination is possible; firms can contract, for example, or integrate. In markets based on relatively new platform technologies, however, coordination will typically be difficult. The article explains why and argues that intellectual property law can and should facilitate price coordination in these "emerging technology{\textquoteright}{\textquoteright} settings.}, 28054 author = {Lichtman,D} 28055 } 28056 @article {, 28057 title = {Racial differences in endothelin-1 at rest and in response to acute stress in adolescent males}, 28058 journal = {Hypertension}, 28059 volume = {35}, 28060 number = {3}, 28061 year = {2000}, 28062 pages = {722-725}, 28063 abstract = {Blacks exhibit greater vasoconstriction-mediated blood pressure (BP) increases in response to stress than do whites. Endothelin-1 (ET-1), a potent vasoconstrictive peptide, has been proposed as having a role in racial differences in stress reactivity, We evaluated the hemodynamic and plasma ET-1 levels of 41 (23 whites, 18 blacks, mean age 18.6 years) normotensive adolescent males at rest and in response to a video game challenge and forehead cold stimulation. Measurements were performed at catheter insertion and before and immediately after the 2 stressors, which were separated by 20-minute rest periods. Blacks exhibited higher absolute levels of diastolic blood pressure, total peripheral resistance index, or both in response to catheter insertion and to the video game challenge and during recovery from video game challenge and cold stimulation (P<0.05 for all). Blacks exhibited higher absolute levels of ET-1 at every evaluation point (P<0.05 for all) and greater increases in ET-1 in response to both stressors (ps<0.05). These findings suggest that altered endothelial function may be involved in racial differences in hemodynamic reactivity to stress and possibly in the development of essential hypertension.}, 28064 author = {Treiber,F A and Jackson,R W and Davis,H and Pollock,J S and Kapuku,G and Mensah,G A and Pollock,D M} 28065 } 28066 @article {, 28067 title = {Reflex epilepsy and reflex seizures of the visual system: a clinical review}, 28068 journal = {Epileptic Disorders}, 28069 volume = {2}, 28070 number = {3}, 28071 year = {2000}, 28072 pages = {129-136}, 28073 abstract = {Reflex epilepsy of the visual system is charecterised by seizures precipitated by visual stimuli. EEC responses to intermittent photic stimulation depend on the age and sex of the subject and on how stimulation is performed: abnormalities:are commonest in children and adolescents, especially girls. Only generalised paroxysmal epileptiform discharges are clearly linked to epilepsy. Abnormal responses may occur in asymptomatic subjects, especially children. Photosensitivity has an important genetic component. Some patients are sensitive to patterns, suggesting an occipital trigger for these events. Myoclonus and generalised convulsive and nonconvulsive seizures may be triggered by visual stimuli. Partial seizures occur less often and can be confused with migraine. Although usually idiopathic, photosensitive epilepsy may occur in degenerative diseases and some patients with photosensitive partial seizures have brain lesions. Sunlight and video screens, including television, video games, and computer displays, are the commonest environmental triggers of photosensitive seizures. Outbreaks of triggered seizures have occurred when certain flashing or patterned images have been broadcast. There are regulations to prevent this in some countries only. Pure photosensitive epilepsy has a good prognosis. There is a role for treatment with and without antiepileptic drugs, but photosensitivity usually does not disappear spontaneously, and then typically in the third decade.}, 28074 author = {Zifkin, B. G. and Trenite,D K N} 28075 } 28076 @article {, 28077 title = {Reinforcing variability adolescents with autism}, 28078 journal = {Journal of Applied Behavior Analysis}, 28079 volume = {33}, 28080 number = {2}, 28081 year = {2000}, 28082 pages = {151-165}, 28083 abstract = {Five adolescents with autism, 5 adult control participants, and 4 child controls received rewards for varying their sequences of responses while playing a computer game. In preceding and following phases, rewards were provided at approximately the same rate but were independent of variability. The most important finding was that, when reinforced, variability increased significantly in all groups. Reinforced variability could provide the necessary behavioral substrate for individuals with autism to learn new responses.}, 28084 author = {Miller,N and Neuringer,A} 28085 } 28086 @article {, 28087 title = {Restricting opportunities to be active during school time: Do children compensate by increasing physical activity levels after school?}, 28088 journal = {Research Quarterly for Exercise and Sport}, 28089 volume = {71}, 28090 number = {3}, 28091 year = {2000}, 28092 pages = {240-248}, 28093 abstract = {Opportunities for children to be physically active during school time are sparse and becoming increasingly so. The purpose of this investigation was to determine if children would compensate for school days (9 a.m.-3 p.m.) of restricted physical activity opportunities by increasing activity levels after school (3 p.m.-7:30 p.m.). Third and fourth grade children (N = 76) each wore a CSA accelerometer of 4 nonconsecutive days. Two days were categorized as active-during school, all children participated in outdoor recess and physical education class. Two days were categorized as restricted-all children spent their recess time outdoors at a computer terminal, and no physical education class. Two days were categorized as restricted-all children spent their time indoors at a computer terminal, and no physical education class was scheduled. Dependent t tests revealed that children did not compensate for a sedentary school day by increasing their levels of physical activity after school. In fact, average movement counts per minute were higher in the 3 p.m.-7:30 p.m. following the active day (525 counts.min(-1)) versus the restricted day (186 counts.min(-1)). These findings suggest cause for concern if children{\textquoteright}s opportunities to be active within school time are limited. Several reasons are given as to why children did not compensate or "make up" for the physical activity opportunities missed during the restricted school day.}, 28094 author = {Dale,D and Corbin,C B and Dale,K S} 28095 } 28096 @article {, 28097 title = {Rules of disengagement: Cardiovascular changes as a function of appraisals and nine levels of difficulty of an interactive video game task}, 28098 journal = {Psychophysiology}, 28099 volume = {37}, 28100 year = {2000}, 28101 pages = {S53-S53}, 28102 author = {Kappas,A and Pecchinenda,A} 28103 } 28104 @article {, 28105 title = {Self-esteem of computer games players in adolescence}, 28106 journal = {Ceskoslovenska Psychologie}, 28107 volume = {44}, 28108 number = {3}, 28109 year = {2000}, 28110 pages = {279-286}, 28111 abstract = {This study is focused on self-esteem of players of computer games in adolescence. A total of 76 players who were suitable For two criterions: a) duration of playing computer games per week (minimum: 7 hours a week), b) duration of interest in computer games (minimum: 1 year). The Rosenberg{\textquoteright}s scale of self-evaluation was used. The relationship between amount of playing computer games and self-esteem was discovered. Heavy use of computer games is associated with lower self-esteem. Heavy players scored significantly lower on self-evaluation scale than other players. Similarities in the structure of self-esteem of computer games players and university and grammar school students were found.}, 28112 author = {Vaculik,M} 28113 } 28114 @article {, 28115 title = {Shall the sins of the son be visited upon the father? Video came manufacturer liability for violent video games}, 28116 journal = {Hastings Law Journal}, 28117 volume = {52}, 28118 number = {1}, 28119 year = {2000}, 28120 pages = {207-+}, 28121 author = {Kiernan,D C} 28122 } 28123 @article {, 28124 title = {A shot in the dark - A game developer uses its own studio setup to capture the action in this Nintendo espionage thriller}, 28125 journal = {Computer Graphics World}, 28126 volume = {23}, 28127 number = {8}, 28128 year = {2000}, 28129 pages = {74-+}, 28130 author = {Moltenbrey,A} 28131 } 28132 @article {, 28133 title = {A simulation-based study of TCP dynamics over HFC networks}, 28134 journal = {Computer Networks-the International Journal of Computer and Telecommunications Networking}, 28135 volume = {32}, 28136 number = {3}, 28137 year = {2000}, 28138 pages = {307-323}, 28139 abstract = {New broadband access technologies such as hybrid fiber coaxial (HFC) are likely to provide fast and cost effective support to a variety of applications including video on demand (VoD), inter-active computer games, and Internet-type applications such as Web browsing, ftp, e-mail, and telephony. Since most of these applications use TCP as the transport layer protocol, the key to their efficiency largely depends on TCP protocol performance. We investigate the performance of TCP in terms of effective throughput in an HFC network environment using different load conditions and network buffer sizes. We find that TCP experiences low throughput as a result of the well- known problem of ACK compression. An algorithm that controls ACK spacing is introduced to improve TCP performance.}, 28140 author = {Elloumi,O and Golmie,N and Afifi,H and Su,D} 28141 } 28142 @article {, 28143 title = {State of the industry report 2000-2001}, 28144 year = {2000}, 28145 institution = {Interactive Digital Software Association}, 28146 address = {Washington, DC}, 28147 author = {IDSA} 28148 } 28149 @article {, 28150 title = {Stress management at school by means of BFB computer game training}, 28151 journal = {Applied Psychophysiology and Biofeedback}, 28152 volume = {25}, 28153 number = {4}, 28154 year = {2000}, 28155 pages = {268-269}, 28156 author = {Lazareva,O and Grebneva,O} 28157 } 28158 @article {, 28159 title = {Structure, causality, visibility and interaction: propositions for evaluating engagement in narrative multimedia}, 28160 journal = {International Journal of Human-Computer Studies}, 28161 volume = {53}, 28162 number = {2}, 28163 year = {2000}, 28164 pages = {269-287}, 28165 abstract = {Within the field of multimedia there are few methods, criteria or standards for evaluating the experiential impact of a design. This paper offers six propositions for structure, causality, visibility and interaction, which appear to produce cognitive, emotive and sensory engagement in users{\textquoteright} reactions to a narrative multimedia design. The developmental approach was phenomenological. The propositions derive from a focus group study in which 12 users played with four commercial computer games, then we (and they) analysed their reactions. Two observations from the study inform the morphology of narrative. Firstly, there is a fundamental conflict between narrative in its traditional form and interactivity, and secondly, the primal features of narrative-causality temporality and linearity-are disrupted within a hyper structure. The first set of propositions suggests solutions for such conflicts. These are spatial containment, causality, and demands on user{\textquoteright}s skills. Further propositions for engaging interaction are causality of dialogue, apparent intelligence of the program and hiding the delivery medium.}, 28166 author = {Mallon,B and Webb,B} 28167 } 28168 @article {, 28169 title = {Students{\textquoteright} use of computer-mediated communication in a distance education course}, 28170 journal = {Research on Social Work Practice}, 28171 volume = {10}, 28172 number = {4}, 28173 year = {2000}, 28174 pages = {519-532}, 28175 abstract = {The authors were interested in how and why students use computer-mediated communication (CMC). Electronic messages sent by 76 social work students enrolled in a distance education course were examined. Responses to a survey with regard to the usefulness of these technologies were also analyzed. Students attending at distant sites were more likely than on-campus students to use both e-mail and the course listserv. Students used the technology more often for practical reasons than for academic enrichment. At the end of the term they reported increased competence in using CMC and expressed positive opinions about these technological supports. CMC presents a partial remedy for the real and perceived isolation of students taking classes at distant sites. It does not, however, automatically augment learning. }, 28176 author = {Johnson,Miriam McNown and Huff,Marie Thielke} 28177 } 28178 @article {, 28179 title = {Teaching video games: Why, when, how}, 28180 journal = {Journal of Intellectual Disability Research}, 28181 volume = {44}, 28182 year = {2000}, 28183 pages = {301}, 28184 author = {Dion,J and Cloutier,R} 28185 } 28186 @article {, 28187 title = {Television viewing video game/computer use and body mass index in Australian primary school children}, 28188 journal = {Pediatric Research}, 28189 volume = {47}, 28190 number = {4}, 28191 year = {2000}, 28192 pages = {942}, 28193 author = {Wake,M and Hesketh,K and Waters,E} 28194 } 28195 @article {, 28196 title = {Temporal difference learning for heuristic search and game playing}, 28197 journal = {Information Sciences}, 28198 volume = {122}, 28199 number = {1}, 28200 year = {2000}, 28201 pages = {3-21}, 28202 author = {Beal,D F and Smith,M C} 28203 } 28204 @booklet {, 28205 title = {Testimony Before the Senate Commerce Committee Hearing on {\textquoteright}The Impact of Interactive Violence on Children{\textquoteright}}, 28206 year = {2000}, 28207 url = {http://www.utoledo.edu/psychology/funktestimony.html}, 28208 author = {Funk,Jeanne B} 28209 } 28210 @booklet {, 28211 title = {Testimony Before the Senate Commerce Committee Hearing on {\textquoteright}The Impact of Interactive Violence on Children{\textquoteright}}, 28212 year = {2000}, 28213 url = {http://www.mediaandthefamily.org/press/senateviolence-full.shtml}, 28214 author = {David Walsh} 28215 } 28216 @booklet {, 28217 title = {Testimony Before the Senate Commerce Committee Hearing on {\textquoteright}The Impact of Interactive Violence on Children{\textquoteright}}, 28218 year = {2000}, 28219 url = {http://www.senate.gov/~commerce/hearings/0504hue.pdf}, 28220 author = {L. Rowell Huesmann} 28221 } 28222 @booklet {, 28223 title = {Testimony Before the Senate Commerce Committee Hearing on {\textquoteright}The Impact of Interactive Violence on Children{\textquoteright}}, 28224 year = {2000}, 28225 url = {http://www.senate.gov/~commerce/hearings/0504jen.pdf}, 28226 author = {Jenkins,Henry} 28227 } 28228 @booklet {, 28229 title = {Testimony Before the Senate Commerce Committee Hearing on {\textquoteright}The Impact of Interactive Violence on Children{\textquoteright}}, 28230 year = {2000}, 28231 url = {http://commerce.senate.gov/hearings/0321pro.pdf}, 28232 author = {Provenzo,Eugene} 28233 } 28234 @booklet {, 28235 title = {Testimony Before the Senate Commerce Committee Hearing on {\textquoteright}The Impact of Interactive Violence on Children{\textquoteright}}, 28236 year = {2000}, 28237 url = {http://www.senate.gov/~commerce/hearings/0321gol.pdf}, 28238 author = {Goldstein,Jeffrey} 28239 } 28240 @article {, 28241 title = {Tracking physical fitness and physical activity from childhood to adolescence: the Muscatine study}, 28242 journal = {Medicine and Science in Sports and Exercise}, 28243 volume = {32}, 28244 number = {7}, 28245 year = {2000}, 28246 pages = {1250-1257}, 28247 abstract = {Purpose: Physical fitness and physical activity cracking data enhance our understanding as to when children settle into their long-term exercise and fitness patterns and, therefore, provide insight as to when programs focusing on preventing sedentary adults behaviors should be initiated. Methods: In this paper, the tracking of physical fitness and physical activity was examined in a 5-yr population-based study of children and adolescents in Muscatine, IA. Study subjects (N = 126) were pre- or early-pubescent at baseline (mean age boys 10.8 yr and girls 10.3 yr). Physical fitness was measured using direct determination of oxygen uptake and maximal voluntary isometric contraction while physical activity was assessed via questionnaire. Results: Boys classified as sedentary based on initial measurements of TV viewing and video game playing were 2.2 times more likely than their peers to also be classified as sedentary at follow-up. Tracking of most physical fitness and physical activity variables was moderate to high, indicating some predictability of early measurements for later values. Sedentary behavior tracked better in boys, whereas vigorous activity tended to track better in girls. Conclusion: These observations suggest that preventive efforts focused on maintaining physical fitness and physical activity through puberty will have favorable health benefits in later years.}, 28248 author = {Janz,K F and Dawson,J D and Mahoney,L T} 28249 } 28250 @article {, 28251 title = {Using a portfolio management game (Finesse) to teach finance}, 28252 journal = {Accounting Education}, 28253 volume = {9}, 28254 number = {1}, 28255 year = {2000}, 28256 pages = {37-51}, 28257 author = {Helliar, C. V. and Michaelson, R. and Power, D. M. and Sinclair, C. D.} 28258 } 28259 @inbook {, 28260 title = {Video game designs by children: Consistency and variability of gender differences}, 28261 booktitle = {Kids{\textquoteright} Media Culture}, 28262 year = {2000}, 28263 pages = {90-114}, 28264 publisher = {Duke University Press}, 28265 organization = {Duke University Press}, 28266 address = {Durham}, 28267 author = {Kafai, Yasmin B.}, 28268 editor = {M. Kinder} 28269 } 28270 @article {, 28271 title = {Video game violence and aggression: Comments on {\textquoteright}Video game playing and its relations with aggressive and prosocial behaviour{\textquoteright} by O. Wiegman and E. G. M. van Schie}, 28272 journal = {British Journal of Social Psychology}, 28273 volume = {39}, 28274 year = {2000}, 28275 pages = {147-149}, 28276 author = {Griffiths,M D} 28277 } 28278 @article {, 28279 title = {Video Games and Aggressive Thoughts, Feelings, and Behaviour in the Laboratory and in Life}, 28280 journal = {Journal of Personality and Social Psychology}, 28281 volume = {78}, 28282 number = {41}, 28283 year = {2000}, 28284 pages = {772-790}, 28285 author = {Anderson,C A and Dill, K. E.} 28286 } 28287 @article {, 28288 title = {Violent comic books and perceptions of ambiguous provocation situations}, 28289 journal = {Media Psychology}, 28290 volume = {2}, 28291 number = {1}, 28292 year = {2000}, 28293 pages = {47-62}, 28294 abstract = {This study investigated the effects of reading very violent versus mildly violent comic books on the interpretation of ambiguous provocation situations, independent of trait hostility. 119 introductory psychology students read either a violent comic book, Curse of the Spawn, or a mildly violent comic book, Archie \& Friends. After reading the comic books, participants read sit short stories in which a child caused a negative cl ent to happen to another child, but the intent of the peer causing this negative event was ambiguous. After each story participants were asked a series of questions about the harmdoer{\textquoteright}s intent, potential retaliation toward the harmdoer, and about the harmdoer{\textquoteright}s emotional slate. Responses were coded in terms of amount of negative and violent content. Results indicate that those male participants reading the violent comic books responded more negatively on the ambiguous provocation story questions than male participants reading the mildly violent comic books. For females, responding was primarily governed by trait hostility These data suggest that hostile attributional bias may be influenced by gender; trait hostility, and exposure to violent media.}, 28295 author = {Kirsh,S J and Olczak,P V} 28296 } 28297 @article {, 28298 title = {Violent video games increase aggression}, 28299 journal = {Lancet}, 28300 volume = {355}, 28301 number = {9214}, 28302 year = {2000}, 28303 pages = {1525-1525}, 28304 author = {Larkin,M} 28305 } 28306 @article {, 28307 title = {Virtual reality as an adjunctive pain control during burn wound care in adolescent patients}, 28308 journal = {Pain}, 28309 volume = {85}, 28310 number = {1-2}, 28311 year = {2000}, 28312 pages = {305-309}, 28313 abstract = {For daily burn wound care procedures, opioid analgesics alone are often inadequate. Since most burn patients experience severe to excruciating pain during wound care, analgesics that can be used in addition to opioids are needed. This case report provides the first evidence that entering an immersive virtual environment can serve as a powerful adjunctive, nonpharmacologic analgesic. Two patients received virtual reality VR, to distract them from high levels of pain during wound care. The first was a 16-year-old male with a deep flash burn on his right leg requiring surgery and staple placement. On two occasions, the patient spent some of his wound care in VR, and some playing a video game. On a 100 mm scale, he provided sensory and affective pain ratings, anxiety and subjective estimates of time spent thinking about his pain during the procedure. For the first session of wound care, these scores decreased 80 mm, 80 mm, 58 mm, and 93 mm, respectively, during VR treatment compared with the video game control condition. For the second session involving staple removal, scores also decreased. The second patient was a 17- year-old male with 33.5\% total body surface area deep hash bums on his face, neck, back, arms, hands and legs. He had difficulty tolerating wound care pain with traditional opioids alone and showed dramatic drops in pain ratings during VR compared to the video game (e.g, a 47 mm drop in pain intensity during wound care). We contend that VR is a uniquely attention- capturing medium capable of maximizing the amount of attention drawn away from the {\textquoteright}real world{\textquoteright}, allowing patients to tolerate painful procedures. These preliminary results suggest that immersive VR merits more attention as a potentially viable form of treatment for acute pain.}, 28314 author = {Hoffman,H G and Doctor,J N and Patterson,D R and Carrougher,G J and Furness,T A} 28315 } 28316 @article {, 28317 title = {Watch, Discover, Think, and Act: evaluation of computer- assisted instruction to improve asthma self-management in inner-city children}, 28318 journal = {Patient Education and Counseling}, 28319 volume = {39}, 28320 number = {2-3}, 28321 year = {2000}, 28322 pages = {269-280}, 28323 abstract = {An interactive multimedia computer game to enhance self- management skills and thereby improve asthma outcomes in inner city children with asthma was evaluated. Subjects aged 6-17 were recruited from four pediatric practices and randomly assigned to the computer intervention condition or to the usual-care comparison. The main character in the game could match the subject on gender and ethnicity. Characteristics of the protagonist{\textquoteright}s asthma were tailored to be like those of the subject, Subjects played the computer game as part of regular asthma visits. Time between pre- and post-test varied from 4 to 15.6 months (mean, 7.6 months). Analysis of covariance, with pre-test scores, age, and asthma severity as covariates, found that the intervention was associated with fewer hospitalizations, better symptom scores, increased functional status, greater knowledge of asthma management, and better child self-management behavior for those in the intervention condition. Interactions with covariates were found and discussed in terms of variable efficacy of the intervention. }, 28324 author = {Bartholomew,L K and Gold,R S and Parcel,G S and Czyzewski,D I and Sockrider,M M and Fernandez,M and Shegog,R and Swank,P} 28325 } 28326 @article {, 28327 title = {Elementary school students{\textquoteright} computer and Internet use at home: Current trends and issues}, 28328 journal = {Journal of Educational Computing Research}, 28329 volume = {21}, 28330 number = {3}, 28331 year = {1999}, 28332 pages = {345-362}, 28333 author = {Kafai, Yasmin B. and Sutton, Sharon} 28334 } 28335 @book {, 28336 title = {Game Architecture and Design}, 28337 year = {1999}, 28338 publisher = {Paraglyph}, 28339 organization = {Paraglyph}, 28340 isbn = {193211131X}, 28341 author = {Rollings, Andrew and Morris,Dave} 28342 } 28343 @book {, 28344 title = {Game Design: Secrets of the Sages}, 28345 year = {1999}, 28346 publisher = {Brady Games}, 28347 organization = {Brady Games}, 28348 author = {Saltzman,Mark} 28349 } 28350 @article {, 28351 title = {Hostility, Type A behavior, and stress hormones at rest and after playing violent video games in teenagers}, 28352 journal = {Psychosomatic Medicine}, 28353 volume = {61}, 28354 number = {1}, 28355 year = {1999}, 28356 pages = {113-113}, 28357 author = {Lynch,P J} 28358 } 28359 @book {, 28360 title = {How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics}, 28361 year = {1999}, 28362 publisher = {University Of Chicago Press}, 28363 organization = {University Of Chicago Press}, 28364 author = {Hayles, N Katherine} 28365 } 28366 @article {, 28367 title = {Interactive multimedia and concrete three-dimensional modelling}, 28368 journal = {Journal of Computer Assisted Learning}, 28369 volume = {15}, 28370 number = {4}, 28371 year = {1999}, 28372 pages = {323-331}, 28373 abstract = {Compared a multimedia package (Hyperstudio on Macintosh computer) including text, graphics, and animation, with a conventional 3-dimensional modeling approach for teaching about the phases of the moon to 63 yr 8 students in science classes. Results, based on astronomy pre- and posttests, and results of computer use and attitudes questionnaires, showed that both methods were highly and equally effective in terms of student learning. The effectiveness of the multimedia package did not depend on a student{\textquoteright}s experience of computers or attitude towards computers. The package was also equally effective for male and female students.}, 28374 author = {Baxter, J H and Preece, Peter F W} 28375 } 28376 @article {, 28377 title = {Kabom! Video games get physical}, 28378 journal = {Technology Review}, 28379 volume = {102}, 28380 number = {5}, 28381 year = {1999}, 28382 pages = {104-105}, 28383 author = {Cavanaugh, K} 28384 } 28385 @book {1373, 28386 title = {Kids{\textquoteright} Media Culture}, 28387 year = {1999}, 28388 publisher = {Duke University Press}, 28389 organization = {Duke University Press}, 28390 isbn = {0822323508}, 28391 author = {M. Kinder} 28392 } 28393 @article {, 28394 title = {Overlapping addictions and self-esteem among college men and women}, 28395 journal = {Addictive Behaviors}, 28396 volume = {24}, 28397 number = {4}, 28398 year = {1999}, 28399 pages = {565-571}, 28400 abstract = {To examine whether there is a tendency for individuals to be multiply addicted, overlapping addictions to common substances (alcohol, caffeine, chocolate, cigarettes) and activities (exercise, gambling, Internet use, television, video games) were studied in 129 college men and women. Contrary to previous research, moderate to large correlations were found, both within and between substances and activities. Self-esteem was positively related to exercise but unrelated to the remaining addictions. Several gender differences in addictive tendencies were also revealed: Men scored higher than women on addiction to alcohol, cigarettes, gambling, television, and Internet use, but women scored higher on caffeine and chocolate. The results have implications for theories of addiction and suggest new directions for the study of addiction among normally functioning young adults.}, 28401 author = {Greenberg, J L and Lewis, S E and Dodd, D K} 28402 } 28403 @conference {, 28404 title = { PETEEI: A PET with Evolving Emotional Intelligence}, 28405 booktitle = {Autonomous Agents Conference 99}, 28406 year = {1999}, 28407 note = {Won best student paper award 28408 }, 28409 keywords = {articulate characters, believable characters, NPC}, 28410 author = {Magy Seif El-Nasr and Thomas R Ioerger and John Yen} 28411 } 28412 @book {, 28413 title = {Playing for Profit: How Digital Entertainment Is Making Big Business Out of Child{\textquoteright}s Play}, 28414 year = {1999}, 28415 publisher = {John Wiley \& Sons}, 28416 organization = {John Wiley \& Sons}, 28417 author = {Laplante,Alice and Seidner,Rich} 28418 } 28419 @article {, 28420 title = {Simulating Narratives: What Virtual Creatures Can Teach Us}, 28421 journal = {Critical Inquiry}, 28422 volume = {26}, 28423 year = {1999}, 28424 pages = {1-26}, 28425 abstract = { What kind of subject am I as I stand musing before this installation? I certainly am not the autonomous liberal self who located identity in consciousness and rooted it in my ability, first and foremost, to possess my own body. Rather, as I think about my connection to virtual creatures, I am tempted to fashion myself in their images, seeing myself as a distributed cognitive system comprised of multiple agents running the programs from which consciousness emerges, even though consciousness remains blissfully unaware of them. I am one kind of material embodiment, the virtual creatures are another, but we are connected through dynamic processes that weave us together in a web of jointly articulated cognitive activities. I think, therefore I connect with all the other cognizers in my environment, human and nonhuman, including the dynamic processes that are running right now as you decode these letters and all the dynamic processes that have run in the past and congealed to create this paper, this ink, this old language made of nouns and verbs that I am trying to fashion to new purposes that will allow you to see my body, your body, the bodies of the virtual creatures, not as nouns that enact verbs, but first and foremost as dynamic processes that weave together the embodied materialities of diverse life forms to create richly complex distributed cognitions. That is what virtual creatures can teach us.}, 28426 author = {Hayles, N Katherine} 28427 } 28428 @book {, 28429 title = {Stop Teaching Our Kids to Kill: A Call to Action against TV, Movie and Video Game Violence}, 28430 year = {1999}, 28431 publisher = {Crown Publishing Group}, 28432 organization = {Crown Publishing Group}, 28433 author = {Grossman,Dave} 28434 } 28435 @book {, 28436 title = {Understanding Motion Capture for Computer Animation and Video Games}, 28437 year = {1999}, 28438 publisher = {Morgan Kaufmann}, 28439 organization = {Morgan Kaufmann}, 28440 author = {Menache,Albert} 28441 } 28442 @article {, 28443 title = {Violent video games and aggression: A review of the literature}, 28444 journal = {Aggression and Violent Behavior}, 28445 volume = {4}, 28446 number = {2}, 28447 year = {1999}, 28448 pages = {203-212}, 28449 abstract = {One of the main concerns that has constantly been raised against video games is that most of the games feature aggressive elements. This has led many people to assert that this may have a detrimental effect on individuals who play such games. Despite continuing controversy for over 15 years, there has been little in the way of systematic research. This article reviews the empirical studies in this area, including research methodologies such as the observation of free play, self-report methods, and experimental studies. The article argues that all the published studies on video game violence have methodological problems and that they only include possible short-term measures of aggressive consequences. The one consistent finding is that the majority of the studies on very young children-as opposed to those in their teens upwards-tend to show that children do became more aggressive after either playing or watching a violent video game. However, all of these come from the use of one particular research methodology (i.e., observation of children{\textquoteright}s free play).}, 28450 keywords = {adolescence, Aggression, Behavior, children, Hostility, Teenagers, Television Violence, Video Games, Violence}, 28451 author = {Griffiths, M} 28452 } 28453 @inbook {, 28454 title = {A 3D puzzle for learning anatomy}, 28455 booktitle = {Medical Image Computing and Computer-Assisted Intervention, Miccai{\textquoteright}99, Proceedings}, 28456 series = {Lecture Notes in Computer Science}, 28457 volume = {1679}, 28458 year = {1999}, 28459 pages = {750-757}, 28460 abstract = {We present a new metaphor for learning anatomy - the 3d puzzle. With this metaphor students learn anatomic relations by assembling a geometric model themselves. For this purpose, a 3d model is enriched with docking positions which allow objects to be connected together. As complex 3d interactions are required to compose 3d objects, sophisticated 3d visualization- and interaction techniques are included. Among these techniques are shadow generation, 3d input devices, snapping mechanisms and collision detection. The puzzle, similar to a computer game, can be operated at different levels. To simplify the task, a subset of the geometry, e.g. the skeleton, can be correctly assembled initially. Moreover, textual information concerning the region of objects is provided, along with snapping mechanisms to support the user. With this approach we expect. to motivate students to explore the spatial relations between parts of the human body.}, 28461 author = {Preim,B and Ritter,F and Deussen,O} 28462 } 28463 @article {, 28464 title = {Adolescent physical activity and inactivity vary by ethnicity: The National Longitudinal Study of Adolescent Health}, 28465 journal = {Journal of Pediatrics}, 28466 volume = {135}, 28467 number = {3}, 28468 year = {1999}, 28469 pages = {301-306}, 28470 type = {Article}, 28471 abstract = {Objectives: To determine the extent to which physical activity and inactivity patterns vary by ethnicity among subpopulations of US adolescents. Study design: Nationally representative data from the 1996 National Longitudinal Study of Adolescent Health of >14,000 US adolescents (including 3135 non-Hispanic blacks, 2446 Hispanics, and 976 Asians). Methods: Hours per week of inactivity (TV viewing, playing video or computer games) and times per week of moderate to vigorous physical activity were collected by using questionnaire data. Multinomial logistic regression models of physical activity and inactivity were used to adjust for sociodemographic factors. Results: Large ethnic differences are seen for inactivity, particularly for hours of television or video viewing per week (non-Hispanic blacks, mean = 20.4; non-Hispanic whites, mean = 13.1). Physical activity (greater than or equal to 5 bouts of moderate to vigorous physical activity per week, 5-8 metabolic equivalents) is lowest for female and minority adolescents. Ethnic differences are far greater for inactivity than for moderate to vigorous physical activity. Conclusion: Minority adolescents, with the exception of Asian females, have consistently higher levels of inactivity. Results vary by sex; males have higher inactivity and physical activity, whereas lowest physical activity is found for non-Hispanic black and Asian females, although Asian females also have low inactivity and low levels of overweight. Overall, efforts to reduce the problem of adolescent overweight should focus on increasing activity levels of adolescents, particularly female, older, and major minority subpopulations.}, 28472 keywords = {Adults, age-differences, Behavior, growth, guidelines, increases, Obese Children, Overweight, Patterns, Weight}, 28473 isbn = {0022-3476}, 28474 author = {Gordon-Larsen,P and McMurray, R. G. and Popkin,B M} 28475 } 28476 @article {, 28477 title = {Adolescents who do not attend scholl, who are they? Results from household survey conducted in Pachuca, Hgo}, 28478 journal = {Salud Mental}, 28479 volume = {22}, 28480 number = {3}, 28481 year = {1999}, 28482 pages = {41-47}, 28483 author = {Marino,M D and Medina-Mora,M E and Mondragon,L and Domenech,M and Diaz,L} 28484 } 28485 @article {, 28486 title = {Aggression in video games - Do they have any impact on the behavior of children?}, 28487 journal = {Praxis Der Kinderpsychologie Und Kinderpsychiatrie}, 28488 volume = {48}, 28489 number = {8}, 28490 year = {1999}, 28491 pages = {639-641}, 28492 author = {von Bulow-Faerber,C} 28493 } 28494 @article {, 28495 title = {Artificial retina chips as on-chip image processors and gesture-oriented interfaces}, 28496 journal = {Optical Engineering}, 28497 volume = {38}, 28498 number = {12}, 28499 year = {1999}, 28500 pages = {1979-1988}, 28501 author = {Kage,H and Freeman,W T and Miyake,Y and Funatsu,E and Tanaka,K and Kyuma,K} 28502 } 28503 @mastersthesis {, 28504 title = {An assessment of individual differences in spatial knowledge of real and virtual environments}, 28505 volume = {Master{\textquoteright}s}, 28506 year = {1999}, 28507 note = {Dissertation Abstract Dissertation Abstracts International: Section B: The Sciences and Engineering. 1999 Oct; Vol 60(4 B): 1882}, 28508 type = {Masters Thesis}, 28509 author = {Waller,David Alan} 28510 } 28511 @article {, 28512 title = {Association of obesity with physical activity, television programs and other forms of video viewing among children in Mexico City}, 28513 journal = {International Journal of Obesity}, 28514 volume = {23}, 28515 number = {8}, 28516 year = {1999}, 28517 pages = {845-854}, 28518 abstract = {OBJECTIVE: To assess the association of physical activity, television program viewing and other forms of video viewing with the prevalence of obesity among school children. DESIGN: Cross-sectional study. SUBJECTS: 712 children, 9-16 y old, from a low- and a middle-income town in the Mexico City area. MEASUREMENTS: Children completed a self administered questionnaire to assess time spent in physical activity and television viewing, and diet. Height weight and triceps skinfolds were measured. The outcome variable was obesity, and the covariates were hours of television programs and other video viewing, physical activity, energy intake, percentage of energy from fat, town of location of school, age, gender and perception of mother{\textquoteright}s weight status. RESULTS: Among 461 children with complete information, 24\% were classified as obese. Children reported an average of 4.1 +/- 2.2 h/d watching television (2.4 +/- 1.5 h/d for TV programs and 1.7 +/- 1.5 h/d for video cassette recorder (VCR) or videogames), and 1.8 +/- 1.3 h/d in moderate and vigorous physical activities. Odds ratios (OR) of obesity were 12\% higher for each hour of television program viewing per day (OR = 1.12, 95\% confidence interval (CI) 1.02,-1.22), and 10\% lower for each hour of moderate/vigorous physical activity per day (OR = 0.90, 95\% CI 0.83 - 0:98), controlling for age, gender, town and perception of mother{\textquoteright}s weight status. Children in the middle-income town had higher adjusted odds of obesity (OR = 2.58, 95\% CI 1.47 - 4.54). CONCLUSION: Physical activity and television viewing, but not VCR/videogames use, were related to obesity prevalence in Mexican children 9-16 y old.}, 28519 keywords = {Adolescents, Body-Mass Index, Childhood Obesity, Diet, Energy-Expenditure, Fatness, food frequency questionnaire, Metabolic-Rate, Reproducibility, Women}, 28520 isbn = {0307-0565}, 28521 author = {B. Hern{\'a}ndez and S. L. Gortmaker and Colditz, G A and K. E. Peterson and N. M. Laird and S. Parra-Cabrera} 28522 } 28523 @article {, 28524 title = {Attitude formation from product trial: Distinct roles of cognition and affect for hedonic and functional products}, 28525 journal = {Psychology \& Marketing}, 28526 volume = {16}, 28527 number = {1}, 28528 year = {1999}, 28529 pages = {35-50}, 28530 author = {Kempf,D S} 28531 } 28532 @article {, 28533 title = {Biological sex, sex-role identity and the spectrum of computing orientations: A re-appraisal at the end of the 90s}, 28534 journal = {Journal of Educational Computing Research}, 28535 volume = {21}, 28536 number = {4}, 28537 year = {1999}, 28538 pages = {393-412}, 28539 abstract = {Explored the nature of relationships between biological sex, sex-role identity, and computer orientations in 134 undergraduates (aged 18-52 yrs). Greater masculinity and femininity were related to greater computer comfort, greater masculinity was related to greater engagement, and greater femininity was associated with less computer over-use. While there were no sex differences in computer comfort and engagement, males appeared to be more prone to over-use, but this was not mediated by sex differences in femininity. Both femininity and masculinity seem to be propitious for the development of positive computer orientations, and greater female negativity toward computers is waning. The expansion of computer applications into non-male dominated areas, such as interpersonal communication, is cited as an explanation for these observations. }, 28540 author = {Charlton,John P} 28541 } 28542 @article {, 28543 title = {The bridge player - A brief acute psychotic episode in an elderly man due to playing computer games}, 28544 journal = {International Journal of Geriatric Psychiatry}, 28545 volume = {14}, 28546 number = {12}, 28547 year = {1999}, 28548 pages = {1075-1076}, 28549 author = {Mukaetova-Ladinska,E B and Lawton,C} 28550 } 28551 @inbook {, 28552 title = {The CD-ROM novel Myst and McLuhan{\textquoteright}s Fourth Law of Media: Myst and its {\textquoteright}retrievals{\textquoteright}}, 28553 booktitle = {Computer Media and Communication: A Reader}, 28554 year = {1999}, 28555 pages = {307-319}, 28556 publisher = {Oxford University Press}, 28557 organization = {Oxford University Press}, 28558 author = {Miles,David}, 28559 editor = {Mayer,Paul} 28560 } 28561 @article {, 28562 title = {Characteristics of computer games players in adolescence}, 28563 journal = {Ceskoslovenska Psychologie}, 28564 volume = {43}, 28565 number = {2}, 28566 year = {1999}, 28567 pages = {165-179}, 28568 author = {Vaculik,M} 28569 } 28570 @article {, 28571 title = {Children and electronic games: A comparison of parents{\textquoteright} and children{\textquoteright}s perceptions of children{\textquoteright}s habits and preferences in a United States sample}, 28572 journal = {Psychological Reports}, 28573 volume = {85}, 28574 number = {3}, 28575 year = {1999}, 28576 pages = {883-888}, 28577 abstract = {Despite the popularity of Violent electronic games, anecdotal evidence suggests that many parents lack even basic information about children{\textquoteright}s game-playing habits. The goal of the present study was to examine parental knowledge of children{\textquoteright}s electronic game-playing habits by assessing the congruence between children{\textquoteright}s and parents{\textquoteright} perceptions of child{\textquoteright}s playing time, parental supervision, game preference, and reaction to actual game-playing. 35 children in Grades 3 to 5 and one parent of each child completed a background questionnaire and played either a violent or nonviolent electronic game. In paired comparisons, parents reported significantly higher estimates of supervision time than children. Most parents either named an incorrect game or were not able to guess their child{\textquoteright}s favorite game. In 70\% of these incorrect matches, children described their favorite game as violent. Parents may underestimate their child{\textquoteright}s exposure to violence in electronic games. After playing the same electronic game as part of the study, parents reported significantly higher frustration than children. Higher frustration with game-playing could contribute to deficits in parental knowledge of children{\textquoteright}s playing habits.}, 28578 author = {Funk,J and Hagan,J and Schimming,J} 28579 } 28580 @inbook {, 28581 title = {Civilization and Its Discontents: Simulation, Subjectivity, and Space}, 28582 booktitle = {Discovering Discs: Transforming Space and Genre on CD-ROM}, 28583 year = {1999}, 28584 pages = {132-150}, 28585 publisher = {New York University Press}, 28586 organization = {New York University Press}, 28587 author = {Friedman,Ted}, 28588 editor = {Smith,Greg} 28589 } 28590 @article {, 28591 title = {Clinical features, psychiatric comorbidity, and health-related quality of life in persons reporting compulsive computer use behavior}, 28592 journal = {Journal of Clinical Psychiatry}, 28593 volume = {60}, 28594 number = {12}, 28595 year = {1999}, 28596 pages = {839-844}, 28597 author = {Black,Donald W and Belsare,Geeta and Schlosser,Steven} 28598 } 28599 @article {, 28600 title = {Computer game: New sphere of psychological investigations}, 28601 journal = {Psikhologicheskii Zhurnal}, 28602 volume = {20}, 28603 number = {1}, 28604 year = {1999}, 28605 pages = {86-102}, 28606 author = {Shapkin,S A} 28607 } 28608 @article {, 28609 title = {Computer-rated essays in the English composition classroom}, 28610 journal = {Journal of Educational Computing Research}, 28611 volume = {20}, 28612 number = {2}, 28613 year = {1999}, 28614 pages = {169-187}, 28615 author = {Jones,Brett D} 28616 } 28617 @article {, 28618 title = {Cooperating with life-like interface agents}, 28619 journal = {Computers in Human Behavior}, 28620 volume = {15}, 28621 number = {2}, 28622 year = {1999}, 28623 pages = {123-142}, 28624 author = {Parise, S. and Kiesler, S. and Sproull, L. and Waters, K.} 28625 } 28626 @article {, 28627 title = {Correlates of objectively measured physical activity in preadolescent youth}, 28628 journal = {American Journal of Preventive Medicine}, 28629 volume = {17}, 28630 number = {2}, 28631 year = {1999}, 28632 pages = {120-126}, 28633 author = {Trost,S G and Pate,R R and Ward,D S and Saunders,R and Riner,W} 28634 } 28635 @article {, 28636 title = {Determinants of physical activity in active and low-active, sixth grade African-American youth}, 28637 journal = {Journal of School Health}, 28638 volume = {69}, 28639 number = {1}, 28640 year = {1999}, 28641 pages = {29-34}, 28642 author = {Trost,S G and Pate,R R and Ward,D S and Saunders,R and Riner,W} 28643 } 28644 @article {, 28645 title = {Determining the visual interpretation of actions in multimedia presentations of interactive stories}, 28646 journal = {Journal of Intelligent \& Robotic Systems}, 28647 volume = {26}, 28648 number = {2}, 28649 year = {1999}, 28650 pages = {187-197}, 28651 type = {Article}, 28652 abstract = {Recent advances in Web-based multimedia technologies encourage the development of interactive entertainment forms, such as interactive stories, that seek to create engaging and meaningfully interactive stories. This article describes a novel method for determining parts of the visual interpretation of actions in interactive stories. The method accepts as input an interactive plot, a 2-D layout of the 3-D space in which the story will play out and a list of possible behaviors for each of the objects in this space. It then composes 3-D renditions for each story action by assigning behaviors to the objects in the scene. These renditions are enriched with appropriate multimedia effects that seek to emphasize their dramatic nature. The effectiveness of this method is currently being tested in user trials of an interactive adventure story that has been deployed on the Web.}, 28653 keywords = {Computer games, interactive entertainment systems, multimedia systems}, 28654 isbn = {0921-0296}, 28655 author = {Sgouros, N. M. and Sotirchos, S.} 28656 } 28657 @inbook {, 28658 title = {The development of interactive games}, 28659 booktitle = {The Media Reader: Continuity and Transformation}, 28660 year = {1999}, 28661 publisher = {Sage}, 28662 organization = {Sage}, 28663 author = {Haddon,Leslie}, 28664 editor = {Mackay,Hugh and O{\textquoteright}Sullivan,Tim} 28665 } 28666 @article {, 28667 title = {Effect of playing violent computer games on physiological arousal, anxiety, and hostility}, 28668 journal = {Psychophysiology}, 28669 volume = {36}, 28670 year = {1999}, 28671 pages = {S28-S28}, 28672 author = {Ferreira,P A and Carneiro,M P and Migueis,L and Soares,S and Esteves, F} 28673 } 28674 @article {, 28675 title = {The effect of video-game software in video-game epilepsy}, 28676 journal = {Epilepsia}, 28677 volume = {40}, 28678 year = {1999}, 28679 pages = {31-37}, 28680 author = {Ricci,S and Vigevano, F.} 28681 } 28682 @article {, 28683 title = {Electronic games and aggression}, 28684 journal = {Ceskoslovenska Psychologie}, 28685 volume = {43}, 28686 number = {5}, 28687 year = {1999}, 28688 pages = {422-432}, 28689 abstract = {This article is focused on the existence of I elation between aggression and playing computer games. Aggression belongs to the most often reported negative influences of computer games playing, There is no significant evidence supporting existence of that relation. Many conclusions of research projects involving the topic of aggression and playing computer games are discussed. Author presents the results and conclusions above all according to two theoretical approaches - the theory of social learning and catharsis theory. Author also refers to absence of relevant results that may lead to convincing conclusions.}, 28690 author = {Vaculik,M} 28691 } 28692 @article {, 28693 title = {Epilepsy and videogame: historical aspects and discussion of the underlying mechanisms}, 28694 journal = {Revue Neurologique}, 28695 volume = {155}, 28696 number = {4}, 28697 year = {1999}, 28698 pages = {292-295}, 28699 abstract = {Videogames may induce epileptic seizures in some subjects. Most of them have photosensitive epilepsy. The triggering factors are multiple: characteristics of the softwares, effects of the electronic screen and interactivity. The wide diffusion of the videogames explain the large number of descriptions of videogame induced seizures. Historical aspects and an analysis of the underlying mechanisms of video-game induced seizures are presented.}, 28700 keywords = {Pattern-Sensitive Epilepsy, Seizures, Television}, 28701 isbn = {0035-3787}, 28702 author = {Masnou,P and Nahum-Moscovoci, L.} 28703 } 28704 @article {, 28705 title = {The evolution of conventions with mobile players}, 28706 journal = {Journal of Economic Behavior \& Organization}, 28707 volume = {38}, 28708 number = {1}, 28709 year = {1999}, 28710 pages = {93-111}, 28711 abstract = {This paper analyzes the evolution of conventions in a society with local interaction and mobile players. Three innovative aspects are introduced: Imperfect observability of play outside a player{\textquoteright}s home location, friction in the strategy adjustment process, and restricted mobility. It is shown that, if mobility is unrestricted, only efficient conventions are stochastically stable. If there are barriers on mobility, the coexistence of different conventions can be observed. While imperfect observability and friction alone cannot prevent society from reaching an overall efficient outcome, restricted mobility can. }, 28712 keywords = {Coordination, Equilibria, Games, Local Interaction}, 28713 isbn = {0167-2681}, 28714 author = {Dieckmann,T} 28715 } 28716 @article {, 28717 title = {An experimental, observational investigation of children{\textquoteright}s responses to peer provocation: Developmental and gender differences in middle childhood}, 28718 journal = {Child Development}, 28719 volume = {70}, 28720 number = {6}, 28721 year = {1999}, 28722 pages = {1428-1446}, 28723 abstract = {The primary goal of this research was to use an experimental, observational method to study the development of anger expression during middle childhood. Eight-, 10-, and 12-year- old girls and boys (N = 382) were observed during a laboratory play session that was provoking in two ways: Participants lost a computer game they were playing for a desirable prize, and their play partner was a same-age, same-gender confederate actor who taunted them. Children{\textquoteright}s responses to the provoking play sessions-facial expressions, verbalizations, and gestures- were reliably coded. Overall, children in these age groups maintained a remarkable degree of composure. Girls made fewer negative comments than boys did, and fewer negative gestures. Older children maintained more neutral facial expressions, made fewer gestures and were more likely to remain silent when provoked. When they spoke, older children made fewer negative comments, fewer remarks about the game, and fewer positive comments about themselves or the actor.}, 28724 author = {Underwood,M K and Hurley,J C and Johanson,C A and Mosley,J E} 28725 } 28726 @mastersthesis {, 28727 title = {An exploratory study into the development of cognitive and metacognitive processes in mathematics problem-solving via computer}, 28728 volume = {Masters}, 28729 year = {1999}, 28730 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1999 Jun; Vol 59(12 A): 4356}, 28731 type = {Masters Thesis}, 28732 author = {Ahn,Doehee} 28733 } 28734 @article {, 28735 title = {For Military, Games Hone Combat Skills}, 28736 journal = {USA Today}, 28737 year = {1999}, 28738 pages = {i}, 28739 author = {Kent,Steven L} 28740 } 28741 @article {, 28742 title = {Fostering spatial abilities by computer-aided training programs}, 28743 journal = {Zeitschrift Fur Padagogische Psychologie}, 28744 volume = {13}, 28745 number = {1-2}, 28746 year = {1999}, 28747 pages = {4-16}, 28748 author = {Souvignier,E} 28749 } 28750 @article {, 28751 title = {The free play of narrative. Film, computer games and the aesthetics of interaction}, 28752 journal = {Kosmorama}, 28753 number = {224}, 28754 year = {1999}, 28755 pages = {44-66}, 28756 author = {Grodal,T} 28757 } 28758 @article {, 28759 title = {From Barbie to mortal combat. Gender and computer games}, 28760 journal = {Tidsskrift for Samfunnsforskning}, 28761 volume = {40}, 28762 number = {4}, 28763 year = {1999}, 28764 pages = {555-559}, 28765 author = {Nordli,H} 28766 } 28767 @book {, 28768 title = {Game Over, Press Start to Continue}, 28769 year = {1999}, 28770 publisher = {Hodder and Stoughton}, 28771 organization = {Hodder and Stoughton}, 28772 author = {Sheff,David and Eddy,Andy} 28773 } 28774 @article {, 28775 title = {Game wars}, 28776 journal = {Computer Graphics World}, 28777 volume = {22}, 28778 number = {12}, 28779 year = {1999}, 28780 pages = {46-+}, 28781 abstract = {Sega{\textquoteright}s powerful new Dreamcast game console has set the gaming industry abuzz-but will Sony{\textquoteright}s PlayStation2 or Nintendo{\textquoteright}s Dolphin overtake it?}, 28782 author = {Doyle,A} 28783 } 28784 @article {, 28785 title = {Gender interest differences with multimedia learning interfaces}, 28786 journal = {Computers in Human Behavior}, 28787 volume = {15}, 28788 number = {2}, 28789 year = {1999}, 28790 pages = {173-183}, 28791 type = {Article}, 28792 abstract = {In this study we examined whether there are gender differences in learning interest from different designs of multimedia interfaces. In the study we assumed that design characteristics add to the interest in learning and we developed taxonomy of design of efficient user interfaces both for boys and girls. The research included 90 children from three kindergarten classes, who were exposed to interactive multimedia stories. The research subjects, with the help of a Pollimeter (Lampert, S.I., 1981, A new scale for consumer research: The Pollimeter combines properties for data collection and data analysis. Journal of Advertising Research, 21(2), 2329), answered to questionnaires, which examined their level of time on task acid their level of satisfaction with the various interfaces. The research findings indicate that there is a significant difference between boys and girls in the influence of the design of the learning interfaces on their level of time on task as well as on their level of satisfaction with the different interfaces. Boys on the one hand had a higher level of time on task, and were more familiar with computer games so they looked for assistance through navigational buttons; girls on the other hand tended to ask for help with the game. Girls preferred to include writing into the game and preferred colourful screens full of drawings, which changed slowly. We also found that boys preferred green and blue colours, whilst the girls preferred red and yellow. Generally speaking, we found that girls preferred the components of the Mise-en-scene interface, and boys preferred the components of the Montage interface.}, 28793 keywords = {Attitudes, computer-user-interface, Gender Differences, kindergarten, multimedia}, 28794 isbn = {0747-5632}, 28795 author = {Passig, D. and Levin, H.} 28796 } 28797 @article {, 28798 title = {Gender, task contexts, and children{\textquoteright}s performance on a computer-based task}, 28799 journal = {European Journal of Psychology of Education}, 28800 volume = {14}, 28801 number = {1}, 28802 year = {1999}, 28803 pages = {129-139}, 28804 type = {Article}, 28805 abstract = {Gender differences in response to computers have been widely reported. This study addresses the question of how far the context in which a computer task is presented carl affect girls{\textquoteright} and boys{\textquoteright} on-task performance. In an experimental study involving 60 ten and eleven year-olds, we examine the effects of differential contextualisation on girls{\textquoteright} and boys{\textquoteright} performance on a computer-based perceptual-motor skills task. Our findings illustrate that even with a single, standard piece of software, children{\textquoteright}s performance carl be substantially affected by the context in which that software is presented. The results suggest that gender differences in children{\textquoteright}s responses to computer tasks are relatively labile, and highly context sensitive. The implications and possible explanations for these findings are considered.}, 28806 keywords = {Anxiety, Attitudes, Computer games, computer tasks, context effects, Gender, Secondary-school students}, 28807 isbn = {0256-2928}, 28808 author = {Littleton, K. and Ashman, H. and Light, P. and Artis, J. and Roberts, T.} 28809 } 28810 @booklet {, 28811 title = {Gore Galore: Literary Theory and Computer Games}, 28812 year = {1999}, 28813 note = {Preprint version of Rockwell, Geoffrey, {\textquotedblleft}Gore Galore: Literary Theory and Computer Games{\textquotedblright}, Computers and the Humanities, vol. 36, no. 3, 2002, p. 345-358.}, 28814 abstract = {Computer games have not been adequately theorized within the humanities. In this paper a brief history of computer games is presented as a starting point for developing a topology of games and a theory of computer games as rhetorical artifacts suitable for critical study. The paper addresses the question of why games should be treated seriously and suggests a theoretical approach based on Backhtin{\textquoteright}s poetics of the novel where the experience of time and space (the chronotope) provides a framework of questions for discussing computer games.}, 28815 url = {http://www.geoffreyrockwell.com/publications/Gore.Galore.pdf}, 28816 author = {Rockwell,Geoffrey} 28817 } 28818 @article {, 28819 title = {Haptic device working with an electrorheological fluid}, 28820 journal = {Journal of Intelligent Material Systems and Structures}, 28821 volume = {10}, 28822 number = {9}, 28823 year = {1999}, 28824 pages = {714-717}, 28825 abstract = {A haptic device based on an electrorheological fluid has been designed and tested. The device is similar to a joystick which controls the motion of a cursor on a computer screen. In electric fields of different strength the shear stress of the electrorheological fluid is increased accordingly, which is perceived by the user by different resistance forces against the motion of the joystick. Controlled by the software the user can feel if the cursor enters a selected field on the screen. Such haptic devices can be useful in various possible applications like supporting tools for the operation of machines, assisting interfaces for blind persons working with a computer, virtual reality or computer games. The design of the haptic device, its components and the electrorheological fluid used are described.}, 28826 author = {Bose,H and Berkemeier,H J} 28827 } 28828 @article {, 28829 title = {How physically active are American children and what can we do about it?}, 28830 journal = {International Journal of Obesity}, 28831 volume = {23}, 28832 year = {1999}, 28833 pages = {S12-S17}, 28834 type = {Article}, 28835 abstract = {Any discussion of obesity in youth must consider physical activity level or energy output. Many suggest that increasing levels of obesity among children is the direct result of declining levels of physical activity. There is accumulating evidence that physical activity among youth has declined over the past several decades, Less time is spent on physical education classes in school and many popular activities among youth such as television and computer games, involve minimal physical exertion. These observations are confirmed by studies of physical fitness and endurance, These measures have also declined among youth, Much has been learned about the factors associated with physical activity among youth, These factors were used to develop several innovative school-based programs which demonstrate increased physical activity and performance, Recommendations are made for increasing physical activity both in the school curriculum and outside the school day, Potential health benefits and likely effects on obesity are substantial.}, 28836 keywords = {Adolescents, Exercise, Health, Obesity, physical activity, Prepubescent, RISK}, 28837 isbn = {0307-0565}, 28838 author = {Luepker, R. V.} 28839 } 28840 @article {, 28841 title = {How young children spend their time: Television and other activities}, 28842 journal = {Developmental Psychology}, 28843 volume = {35}, 28844 number = {4}, 28845 year = {1999}, 28846 pages = {912-925}, 28847 author = {Huston,A C and Wright,J C and Marquis,J and Green,S B} 28848 } 28849 @book {, 28850 title = {Human-computer interaction, Vols. 1 \& 2}, 28851 year = {1999}, 28852 publisher = {Lawrence Erlbaum Associates, Inc., Publishers}, 28853 organization = {Lawrence Erlbaum Associates, Inc., Publishers}, 28854 address = {Mahwah, NJ, US}, 28855 abstract = {(from the preface) Conference papers divided into 2 volumes. The first volume deals mainly with novel concepts, techniques and studies for user interfaces and interaction techniques. In addition, volume 1 presents research in usability engineering as well as methods and processes for the design and development of user interfaces. Volume 2 focuses on the informative and communicative aspects of computer use. A large number of articles deal with computer-supported cooperation. The volume also deals with information and communication networks and their implications for work, learning and every-day activities. Finally there are articles which address accessibility and open design for the diverse groups of people using modern information technologies.}, 28856 isbn = {0805833919 (hardcover, V}, 28857 author = {Bullinger,Hans Joerg and Ziegler,Juergen} 28858 } 28859 @mastersthesis {, 28860 title = {Irrelevant speech, verbal task performance, and focused attention: A laboratory examination of the performance dynamics of open-plan offices. (mental workload, work performance, computer use, noise)}, 28861 volume = {Master{\textquoteright}s}, 28862 year = {1999}, 28863 note = {Dissertation Abstract Dissertation Abstracts International: Section B: The Sciences and Engineering. 1999 Jan; Vol 60(6 B): 2997}, 28864 type = {Masters Thesis}, 28865 author = {Jackson,Tonya Smith} 28866 } 28867 @article {, 28868 title = {Joystick nation: How video games ate our quarters, stole our hearts, and rewired our minds}, 28869 journal = {IEEE Annals of the History of Computing}, 28870 volume = {21}, 28871 number = {3}, 28872 year = {1999}, 28873 pages = {77-78}, 28874 author = {Cutler,A} 28875 } 28876 @article {, 28877 title = {Low back pain in a population of school children}, 28878 journal = {European Spine Journal}, 28879 volume = {8}, 28880 number = {6}, 28881 year = {1999}, 28882 pages = {439-443}, 28883 abstract = {A study was undertaken to analyse the prevalence of low back pain (LBP) and confounding factors in primary school children in the city of Antwerp. A total of 392 children aged 9 were included in the study. All children completed a validated three-page questionnaire and they all underwent a specific lumbar spine oriented medical examination during their annual routine medical school control. This examination was performed by the city school doctors. The questionnaire was composed of easy "yes/no" questions and visual analogue scales. Statistical analysis was performed using Student{\textquoteright}s t-test and chi-squared test at the significance level P < 0.05. The prevalence of LBP was high. No gender difference was found. A total of 142 children (36\%) reported having suffered at least one episode of LBP in their lives. Of these, 33 (23\%) had sought medical help fur LBP from a doctor or physiotherapist. Sixty-four percent of children reporting LBP said that at least one of their parents suffered from or complained of LBP. This was significantly higher than for the children who did not report having suffered LBP. The way in which the school satchel was carried (in the hand, on the back) had no bearing on the incidence of LBP. There was significantly more LBP in children who reported playing video games for more than 2 h per day, but this was not so for television watchers. The visual analogue scales concerning general well-being were all very significantly correlated with self-reported LBP, with children who reported LBP being more tired, less happy, and worse sleepers. Of the 19 clinical parameters taken down during the medical examination, only one was significantly more prevalent in the group of children reporting LBP: pain on palpation at the insertion site on the iliac crest of the iliolumbar ligament. From this study we can establish that there are few clinical signs that can help to single out school children with LBP.}, 28884 author = {Gunzburg,R and Balague,F and Nordin,M and Szpalski,M and Duyck,D and Bull,D and Melot,C} 28885 } 28886 @booklet {, 28887 title = {Ludology Meets Narratology: Similitude and Differences Between (Video)Games and Narrative}, 28888 year = {1999}, 28889 url = {http://www.ludology.org/articles/ludology.htm}, 28890 author = {Frasca,Gonzalo} 28891 } 28892 @article {, 28893 title = {Marketing and policy considerations for violent video games}, 28894 journal = {Journal of Public Policy \& Marketing}, 28895 volume = {18}, 28896 number = {2}, 28897 year = {1999}, 28898 pages = {270-273}, 28899 author = {Anders,K} 28900 } 28901 @article {, 28902 title = {Mechanisms of video-game epilepsy}, 28903 journal = {Epilepsia}, 28904 volume = {40}, 28905 year = {1999}, 28906 pages = {28-30}, 28907 abstract = {PURPOSE: We aimed to elucidate the mechanisms underlying video-game epilepsy by comparing the flicker- and spatial-frequency ranges over which photic and pattern stimulation elicited photoparoxysmal responses in two different populations: (a) 25 patients with a history of seizures experienced while playing video games; and (b) 25 age- and medication-matched controls with a history of photosensitive epilepsy, but no history of video-game seizures. METHODS: Abnormality ranges were determined by measuring photoparoxysmal EEG abnormalities as a function of the flicker frequency of patterned and diffuse intermittent photic stimulation (IPS) and the spatial frequency of patterns on a raster display. RESULTS: There was no significant difference between the groups in respect of the abnormality ranges elicited by patterned or diffuse IPS or by spatial patterns. When the groups were compared at one specific IPS frequency (-50 Hz), however, the flicker frequency of European television displays, the video-game patients were significantly more likely to be sensitive. CONCLUSIONS: The results suggest that video-game seizures are a manifestation of photosensitive epilepsy. The increased sensitivity of video-game patients to IPS at 50 Hz indicates that display flicker may underlie video-game seizures. The similarity in photic- and pattern-stimulation ranges over which abnormalities are elicited in video-game patients and controls suggests that all patients with photosensitive epilepsy may be predisposed toward video-game-induced seizures. Photosensitivity screening should therefore include assessment by using both IPS at 50 Hz and patterns displayed on a television or monitor with a 50-Hz frame rate.}, 28908 url = {http://www.blackwell-synergy.com/doi/pdf/10.1111/j.1528-1157.1999.tb00903.x}, 28909 author = {Fylan,F and Harding,G F A and Edson,A S and Webb,R M} 28910 } 28911 @article {, 28912 title = {Media education}, 28913 journal = {Pediatrics}, 28914 volume = {104}, 28915 number = {2}, 28916 year = {1999}, 28917 pages = {341-343}, 28918 type = {Article}, 28919 abstract = {The American Academy of Pediatrics recognizes that exposure to mass media tie, television, movies, video and computer games, the Internet, music lyrics and videos, newspapers, magazines, books, advertising, etc) presents both health risks and benefits for children and adolescents. Media education has the potential to reduce the harmful effects of media. By understanding and supporting media education, pediatricians can play an important role in reducing the risk of exposure to mass media for children and adolescents.}, 28920 keywords = {children, literacy}, 28921 isbn = {0031-4005}, 28922 author = {Hogan, M. and Bar-on, M. and Beard, L. and Corrigan, S and Gedissman, A and Palumbo, F. and Rich, M. and Shifrin, D. and Roberts, M. and Villani, S. and Holroyd, J. and Sherry, N. S. and Strasburger, V.} 28923 } 28924 @article {, 28925 title = {The microworld of Phoenix Quest: social and cognitive considerations}, 28926 journal = {Education and Information Technologies}, 28927 volume = {4}, 28928 number = {4}, 28929 year = {1999}, 28930 pages = {391-408}, 28931 author = {Young, J. and Upitis, R.} 28932 } 28933 @article {, 28934 title = {Music and driving game performance}, 28935 journal = {Scandinavian Journal of Psychology}, 28936 volume = {40}, 28937 number = {4}, 28938 year = {1999}, 28939 pages = {285-292}, 28940 author = {North, A. C. and Hargreaves, D. J.} 28941 } 28942 @article {, 28943 title = {The nauseogenicity of two methods of navigating within a virtual environment}, 28944 journal = {Applied Ergonomics}, 28945 volume = {30}, 28946 number = {1}, 28947 year = {1999}, 28948 pages = {39-45}, 28949 author = {Howarth,P A and Finch,M} 28950 } 28951 @article {, 28952 title = {The Network Vehicle - A glimpse into the future of mobile multi-media}, 28953 journal = {IEEE Aerospace and Electronic Systems Magazine}, 28954 volume = {14}, 28955 number = {9}, 28956 year = {1999}, 28957 pages = {27-32}, 28958 type = {Article}, 28959 abstract = {The Network Vehicle is the Delphi Automotive Systems{\textquoteright} vision for the future convergence of computers, the communications infrastructure, and the automobile. It features many advanced functions such as: satellite video, Internet access, virtual navigation, remote vehicle diagnostics and control, games, mobile office, automotive web site, and customized real-time stock quotes and sports scores. These features are enabled by an integrated planar antenna that is capable of multiple satellite reception, a client-server network architecture, and unique human-vehicle-interfaces such as color reconfigurable head-up and head-down displays, steering wheel controls, voice recognition, text-to-speech, and large touch screen active matrix liquid crystal displays (LCDs). The software applications are written in Java, using Application Programming Interfaces (APIs) to reduce the complexity and cost of the source code.}, 28960 isbn = {0885-8985}, 28961 author = {Lind, R. and Schumacher, R. and Reger, R. and Olney, R. and Yen, H. and Laur, M. and Freeman, R.} 28962 } 28963 @article {, 28964 title = {Pelvic floor muscle retraining for pediatric voiding dysfunction using interactive computer games}, 28965 journal = {Journal of Urology}, 28966 volume = {162}, 28967 number = {3}, 28968 year = {1999}, 28969 pages = {1056-1062}, 28970 type = {Article}, 28971 abstract = {Purpose: We evaluated a new noninvasive outpatient method of pelvic muscle retraining in children using computer game assisted biofeedback. Materials and Methods: All patients in whom voiding dysfunction was confirmed by history, uroflowmetry-electromyography and voiding cystourethrography were enrolled in a pelvic floor muscle retraining program. Patients received a pretreatment, mid treatment and posttreatment survey instrument documenting subjective improvement, including the frequency of diurnal enuresis, nocturnal enuresis, constipation and encopresis. Pretreatment and posttreatment simultaneous uroflowmetry surface electrode electromyography was performed and post-void residual urine volume was determined in all patients. Results: A total of 8 boys and 33 girls 5 to 11 years old (mean age 7.2) completed therapy and were available for evaluation. These patients completed 2 to 11 (average 6) hourly treatment sessions. Followup was 3 to 15 months (average 7). At the midterm evaluation improvement in nocturnal enuresis was reported by 57\% of the patients, diurnal enuresis by 84\%, constipation by 83\% and encopresis by 91\%. End treatment evaluation revealed improvement in nocturnal enuresis by 90\% of patients, diurnal enuresis by 89\%, constipation by 100\% and encopresis by 100\%. Uroflowmetry-electromyography patterns improved in 42\% of the patients and post-void residual urine decreased in 57\%. Comparison of initial to end recorded millivoltage pelvic floor muscle values demonstrated that 56\% of the patients had lower resting tone at the beginning of the session after completing therapy and 78\% had improved contracting tone after performing Kegel exercises, as proved by increased microvoltage values. Initial uroflowmetry-electromyography revealed certain categories of cases, including a flattened voiding curve with a hyperactive pelvic floor and low post-void residual urine in 40\%, a flattened voiding curve with a hyperactive pelvic floor and high post-void residual-urine in 40\%, a staccato voiding curve with a hyperactive pelvic floor and low post-void residual urine in 3\%, and a staccato voiding curve with a hyperactive pelvic floor and high post-void residual urine in 17\%. Of the girls 91\% presented with the classic spinning top deformity on voiding cystourethrography. A total of 22 patients presented with a significant history of recurrent urinary tract infections, and infection developed in 3 during treatment and followup. Vesicoureteral reflux in 14 patients resolved during treatment in 3, reimplantation was performed in 1 and 10 are still being observed. Conclusions: A program of conservative medical management with computer game assisted pelvic floor muscle retraining resulted in significant subjective improvement in continence, constipation and encopresis as well as objective improvement in uroflowmetry-electromyography, post-void residual urine volume and the microvoltage value of pelvic floor muscles in the majority of patients with dysfunctional voiding.}, 28972 keywords = {Biofeedback, Bladder, Cerebral-palsy, children, enuresis, incontinence, incoordination, reflux, Sphincter, Therapy, Uninhibited bladder, ureter, urinary tract infections, Urinary-tract infections, vesico-ureteral, Vesicoureteral Reflux}, 28973 isbn = {0022-5347}, 28974 author = {McKenna,P H and Herndon,C D A and Connery, S. and Ferrer, F. A.} 28975 } 28976 @article {, 28977 title = {The personal computer, culture, and other uses of free time}, 28978 journal = {Social Science Computer Review}, 28979 volume = {17}, 28980 number = {2}, 28981 year = {1999}, 28982 pages = {209-216}, 28983 abstract = {This report compares the cultural participation and other free time activities of heavy users, light users, and nonusers of personal computers, based on a 1997 national survey of more than 6,000 respondents aged 18 years or older conducted for the National Endowment for the Arts. No significant or consistent evidence of time displacement of such leisure activities was found. Indeed, heavier computer use was associated with significantly greater participation in cultural and other free time activities, even after multivariate adjustment. These results reinforce conclusions from earlier surveys showing higher mass media use among home computer users rather than displacement, as occurred with the introduction of television. These results reinforce the conclusion that personal computers might have more in common with "time-enhancing" home appliances such as the telephone than they do with television.}, 28984 author = {Robinson,John P and Kestnbaum,Meyer} 28985 } 28986 @article {, 28987 title = {Play and learning in the digital future}, 28988 journal = {IEEE Micro}, 28989 volume = {19}, 28990 number = {6}, 28991 year = {1999}, 28992 pages = {36-42}, 28993 author = {Nakamura,I and Mori,H} 28994 } 28995 @book {, 28996 title = {Playing the Future: What We Can Learn from Digital Kids}, 28997 year = {1999}, 28998 publisher = {Riverhead Books}, 28999 organization = {Riverhead Books}, 29000 isbn = {1573227641}, 29001 author = {Rushkoff,Douglas} 29002 } 29003 @mastersthesis {, 29004 title = {Playing with computers: Multiple correlates of young children{\textquoteright}s computer play behaviors}, 29005 volume = {Master{\textquoteright}s}, 29006 year = {1999}, 29007 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1999 Feb; Vol 59(8 A): 2844}, 29008 type = {Masters Thesis}, 29009 author = {Liang,Poh Hwa} 29010 } 29011 @article {, 29012 title = {Playing with Computing Technologies in the Home}, 29013 journal = {Education and Information Technologies}, 29014 volume = {4}, 29015 number = {1}, 29016 year = {1999}, 29017 pages = {65-79}, 29018 author = {Downes,T} 29019 } 29020 @article {, 29021 title = {Predictors of electronic bulletin board system use in older adults}, 29022 journal = {Educational Gerontology}, 29023 volume = {25}, 29024 number = {1}, 29025 year = {1999}, 29026 pages = {19-35}, 29027 author = {Kelley,Catherine L and Morrell,Roger W and Park,Denise C and Mayhorn,Christopher B} 29028 } 29029 @article {, 29030 title = {Putting violence to work in new media policies: trends in Australian Internet, computer game and video regulation}, 29031 journal = {New Media \& Society}, 29032 volume = {1}, 29033 number = {2}, 29034 year = {1999}, 29035 pages = {227-249}, 29036 author = {Dwyer, T. and Stockbridge, S.} 29037 } 29038 @article {, 29039 title = {Rating electronic games - Violence is in the eye of the beholder}, 29040 journal = {Youth \& Society}, 29041 volume = {30}, 29042 number = {3}, 29043 year = {1999}, 29044 pages = {283-312}, 29045 author = {Funk,J B and Flores,G and Buchman,D D and Germann,J N} 29046 } 29047 @article {, 29048 title = {Recognising coherence: the use of a text game to measure and reinforce awareness of coherence in text}, 29049 journal = {System}, 29050 volume = {27}, 29051 number = {3}, 29052 year = {1999}, 29053 pages = {339-349}, 29054 author = {Hosobuchi, C. and Rutanassee, L. and Bassin, S. L. and Wong, N. D. and Kask, A. and Kivastik, T. and Rago, L. and Harro, J. and Higgins, J. J. and Lawrie, A. M. and Goodith, White A.} 29055 } 29056 @mastersthesis {, 29057 title = {Reducing resistance to instructional technology among health educators}, 29058 volume = {Master{\textquoteright}s}, 29059 year = {1999}, 29060 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1999 Dec; Vol 60(6 A): 1989}, 29061 type = {Masters Thesis}, 29062 author = {Clark,Lisa Gay} 29063 } 29064 @article {, 29065 title = {Seizures during video-game play and other common leisure pursuits in known epilepsy patients without visual sensitivity}, 29066 journal = {Epilepsia}, 29067 volume = {40}, 29068 year = {1999}, 29069 pages = {59-64}, 29070 author = {Millett,C J and Fish,D R and Thompson,P J and Johnson,A} 29071 } 29072 @article {, 29073 title = {The Semiotics of SimCity}, 29074 journal = {First Monday}, 29075 volume = {4}, 29076 number = {4}, 29077 year = {1999}, 29078 author = {Friedman,Ted} 29079 } 29080 @article {, 29081 title = {Static analysis of life and death in the game of Go}, 29082 journal = {Information Sciences}, 29083 volume = {121}, 29084 number = {1}, 29085 year = {1999}, 29086 pages = {113-134}, 29087 author = {Chen,K and Chen, Z.} 29088 } 29089 @article {, 29090 title = {The Story of Phoenix Quest: how girls respond to a prototype language and mathematics computer game}, 29091 journal = {Gender and Education}, 29092 volume = {11}, 29093 number = {2}, 29094 year = {1999}, 29095 pages = {207-223}, 29096 author = {Jean, J. D. and Upitis, R. and Koch, C. and Young, J.} 29097 } 29098 @mastersthesis {, 29099 title = {Students{\textquoteright} development of models of magnetic materials, patterns of group activity, and social norms in a physics classroom}, 29100 volume = {Master{\textquoteright}s}, 29101 year = {1999}, 29102 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1999 Dec; Vol 60(6 A): 1967}, 29103 type = {Masters Thesis}, 29104 author = {Johnson,Andrew P} 29105 } 29106 @article {, 29107 title = {Surfing the net in later life: A review of the literature and pilot study of computer use and quality of life}, 29108 journal = {Journal of Applied Gerontology}, 29109 volume = {18}, 29110 number = {3}, 29111 year = {1999}, 29112 pages = {358-378}, 29113 author = {White,Heidi and McConnell,Eleanor and Clipp,Elizabeth and Bynum,Louise and Teague,Carmen and Navas,Luis and Craven,Sara and Halbrecht,Herbert} 29114 } 29115 @article {, 29116 title = {Taking Fun Seriously: Using Cognitive Models to Reason about Interaction with Computer Games}, 29117 journal = {Personal Technologies}, 29118 volume = {3}, 29119 number = {3}, 29120 year = {1999}, 29121 pages = {105-116}, 29122 abstract = {This paper seeks to extend the application of techniques from affective psychology to show how cognitive models can be used to represent and reason about interaction with computer games. It is argued that this modelling activity provides insights into the motivational appeal that often distinguishes computer games from other forms of human computer interaction. The long-term aim behind this research is to use our improved understanding of interaction with computer games to inform the subsequent development of more general classes of interactive systems. Barnard{\textquoteright}s Interacting Cognitive Subsystems (ICS) is used throughout this paper. This decision is justified by the fact that ICS has already been applied to analyse the negative emotions surrounding clinical depression. This previous work provides a useful starting point for our investigation of the more positive emotions evoked during interaction with computer games. A further justification is that ICS has also been successfully used to represent and reason about the design of human computer interfaces.}, 29123 keywords = {Computer games, Fun, Human-computer interaction, serious-games, User modelling}, 29124 author = {Chris W. Johnson} 29125 } 29126 @article {, 29127 title = {Tryptophan Enhancement/Depletion and Reactions to Failure on a Cooperative Computer Game - The effect of trait hostility, behavioral inhibition, and behavioral activation}, 29128 journal = {Neuropsychopharmacology}, 29129 volume = {21}, 29130 number = {6}, 29131 year = {1999}, 29132 pages = {755-764}, 29133 author = {Wingrove,J and Bond,A J and Cleare, A. J.} 29134 } 29135 @article {, 29136 title = {Understanding computer game cultures: A situated approach}, 29137 journal = {Information, Communication and Society}, 29138 volume = {2}, 29139 year = {1999}, 29140 pages = {566-583}, 29141 author = {Yates,S J and Littleton, K.} 29142 } 29143 @inbook {, 29144 title = {Unsupervised learning in metagame}, 29145 booktitle = {Advanced Topics in Artificial Intelligence}, 29146 series = {Lecture Notes in Artificial Intelligence}, 29147 volume = {1747}, 29148 year = {1999}, 29149 pages = {24-35}, 29150 abstract = {The Metagame approach to computer game praying, introduced by Pell, involves writing programs that can play many games from some large class, rather than programs specialised to play just a single game such as chess. Metagame programs take the rules of a randomly generated game as input, then do some analysis of that game, and then play the game against an opponent. Success in Metagame competitions is evidence of a more general kind of ability than that possessed by (for example) a chess program or a draughts program. In this paper, we take up one of Pell{\textquoteright}s challenges by building a Metagame player that can learn. The learning techniques used are a refinement of the regression methods of Christensen and Korf, and they are applied to unsupervised learning, from self-play, of the weights of the components (or advisors) of the evaluation function. The method used leads to significant improvement in playing strength for many (but not all) games in the class. We also shed light on some curious behaviour of some advisor weights. In order to conduct this research, a new and more efficient Metagame player was written.}, 29151 author = {Farr,G E and Powell,D R} 29152 } 29153 @article {, 29154 title = {The use of computer games as an educational tool: identification of appropriate game types and game elements}, 29155 journal = {British Journal of Educational Technology}, 29156 volume = {30}, 29157 number = {4}, 29158 year = {1999}, 29159 pages = {311-321}, 29160 author = {Amory,A and Naicker,K and Vincent,J and Adams,C} 29161 } 29162 @mastersthesis {, 29163 title = {The use of computer technology by academics to communicate internationally: Computer-mediated communication and the invisible college}, 29164 volume = {Master{\textquoteright}s}, 29165 year = {1999}, 29166 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1999 Jan; Vol 59(7 A): 2375}, 29167 type = {Masters Thesis}, 29168 author = {Anderson,Cary Michael} 29169 } 29170 @article {, 29171 title = {Video game violence and confederate gender: Effects on reward and punishment given by college males}, 29172 journal = {Sex Roles}, 29173 volume = {41}, 29174 number = {7-8}, 29175 year = {1999}, 29176 pages = {541-558}, 29177 abstract = {We examined reward and punishment behavior among male college students (N = 119) following video game play. Most participants (N = 96) were White, the remainder (N = 23) were African American; most were from middle- to upper-middle-class backgrounds. The participants played either a nonviolent (NBA Jam(TM)) or one of three levels of a violent (Mortal Kombat(TM)) video game. After playing the video game for 15 minutes participants rewarded and punished a male or female confederate in a teacher/learner paradigm. Participants rewarded male (but not female) confederates with significantly more jellybeans under the basketball condition than under any of the martial arts conditions. Participants rewarded confederates more under the NEA Jam condition than any of the Mortal Kombat conditions, bur the Mortal Kombat conditions did not differ significantly from one another. Participants punished confederates significantly more after playing Mortal Kombat II than after playing NEA Jam. While participants were punished more harshly under the Mortal Kombat II condition than the Mortal Kombat conditions, these differences were not significant. Post hoc analyses showed that females were punished significantly more stringently as game violence increased but this finding should be interpreted with caution.}, 29178 author = {Ballard,M E and Lineberger,R} 29179 } 29180 @article {, 29181 title = {Video-game epilepsy: A European study}, 29182 journal = {Epilepsia}, 29183 volume = {40}, 29184 year = {1999}, 29185 pages = {70-74}, 29186 type = {Article}, 29187 abstract = {With the introduction of Nintendo video-games on a large scale, reports of children having seizures while playing suggested a possible specific, provocative factor. Although 50\% of the photosensitive patients are also sensitive to a 50-1-12 television, nonphotosensitive patients with a history of videogame seizures were described as well. The question arises whether this is a mere coincidence, provoked by fatigue and stress, is related to the reaction to the television screen itself, or depends on the movement and color of the pictures of this specific game. A European study was performed in four countries and five sites. All patients were selected because of a history of television, video- or computer-game seizures, with a history of sunlight-, discotheque-, or black and white pattern-evoked seizures, or were already known to be sensitive to intermittent photic stimulation. A total of 387 patients were investigated; 220 (75\%) were female and 214 (55\%) of those were <18 years of age. After a routine examination, intermittent photic, pattern, and television stimulation were performed in a standardized way. The patients were investigated with Super Mario World and a standard relatively nonprovocative TV program, both on a 50- and 100-Hz television. Regardless of the distance, Super Mario World proved to be more provocative than the standard program (Wilcoxon, p < 0.05), Eighty-five percent showed epi leptiform discharges evoked by intermittent photic stimulation. Forty-five percent of patients were 50-Hz television sensitive and 26\% were 100-Hz television sensitive. Pattern sensitivity was found in 28\% of patients. The patients, referred because of a television, video- or computer-game seizure, were significantly more sensitive to pattern and to the 50-Hz television (chi square, p < 0.001). More patients are sensitive when playing Super Mario, compared with the standard program (Wilcoxon, p = 0.001) and more sensitive with playing versus viewing (p = 0.016). Of the patients who were referred because of seizures in front of the television, or evoked by a video- or computer game, 14\% proved not to be photosensitive. Although no difference in age or use of medication was found, twice as many men were found in this nonphotosensitive group.}, 29188 keywords = {photosensitivity, reflex epilepsy, Television, television game-induced seizures, video-game seizures, visually induced seizures}, 29189 isbn = {0013-9580}, 29190 author = {Trenite, Dgakn and da Silva, A. M. and Ricci,S and Binnie, C. D. and Rubboli, G. and Tassinari, C. A. and Segers, J. P.} 29191 } 29192 @article {, 29193 title = {Violence and video games}, 29194 journal = {Phi Delta Kappan}, 29195 volume = {81}, 29196 number = {2}, 29197 year = {1999}, 29198 pages = {173-174}, 29199 author = {van Horn,R} 29200 } 29201 @inbook {, 29202 title = {Visual human-machine interaction}, 29203 booktitle = {Advanced Topics in Artificial Intelligence}, 29204 series = {Lecture Notes in Artificial Intelligence}, 29205 volume = {1747}, 29206 year = {1999}, 29207 pages = {440-452}, 29208 abstract = {It is envisaged that computers of the future will have smart interfaces such as speech and vision, which will facilitate natural and easy human-machine interaction. Gestures of the face and hands could become a natural way to control the operations of a computer or a machine, such as a robot. In this paper, we present a vision-based interface that in real-time tracks a person{\textquoteright}s facial features and the gaze point of the eyes. The system can robustly track facial features, can detect tracking failures and has an automatic mechanism for error recovery. The system is insensitive to lighting changes and occulsions or distortion of the facial features. The system is user independent and can automatically calibrate for each different user. An application using this technology for driver fatigue detection and the evaluation of ergonomic design of motor vehicles has been developed. Our human-machine interface has an enormous potential in other applications that allow the control of machines and processes, and measure human performance. For example, product possibilities exist for assisting the disabled and in video game entertainment.}, 29209 author = {Zelinsky,A} 29210 } 29211 @article {, 29212 title = {What is learned in an after-school computer club?}, 29213 journal = {Journal of Educational Computing Research}, 29214 volume = {20}, 29215 number = {3}, 29216 year = {1999}, 29217 pages = {223-235}, 29218 type = {Article}, 29219 abstract = {An after-school computer club was developed in which language-minority children learned to master a series of educational computer games through reading instructions, interacting with peers, and interacting with adult mentors. Did twenty-five elementary school children who regularly participated in an after-school computer club during an academic year (treatment group) learn generalizable problem-solving skills as compared to twenty-five non-participating peers who were matched for grade level, gender, and English language proficiency (comparison group)? Based on a dynamic assessment given at the end of the academic year, treatment students were more successful than comparison students in learning how to play a new educational computer game that was presented as a paper-and-pencil mathematics puzzle learning task. This study shows how an informal educational environment can foster generalizable problem-solving skills that transfer to learning in a school environment.}, 29220 keywords = {Fifth-dimension, Participation}, 29221 isbn = {0735-6331}, 29222 author = {Mayer, R. E. and Quilici, J. L. and Moreno, R.} 29223 } 29224 @article {, 29225 title = {Young children, videos and computer games}, 29226 journal = {Journal of Computer Assisted Learning}, 29227 volume = {15}, 29228 number = {4}, 29229 year = {1999}, 29230 pages = {334-334}, 29231 author = {Davis,N} 29232 } 29233 @article {, 29234 title = {Young children, videos and computer games}, 29235 journal = {Educational Research}, 29236 volume = {41}, 29237 number = {1}, 29238 year = {1999}, 29239 pages = {109-110}, 29240 author = {Underwood,J} 29241 } 29242 @book {, 29243 title = {Children in a Violent Society}, 29244 year = {1998}, 29245 publisher = {Guilford Press}, 29246 organization = {Guilford Press}, 29247 author = {Osofsky,Joy D} 29248 } 29249 @book {, 29250 title = {Computer Game Graphics}, 29251 year = {1998}, 29252 publisher = {Watson-Guptill}, 29253 organization = {Watson-Guptill}, 29254 author = {Faber, Liz} 29255 } 29256 @article {, 29257 title = {Computer games - reality or fiction?}, 29258 journal = {Nordisk Psykologi}, 29259 volume = {50}, 29260 number = {2}, 29261 year = {1998}, 29262 pages = {135-150}, 29263 author = {Sorensen, E} 29264 } 29265 @article {, 29266 title = {CyberIST(c): A virtual game for medical education}, 29267 journal = {Medical Teacher}, 29268 volume = {20}, 29269 number = {3}, 29270 year = {1998}, 29271 pages = {212-216}, 29272 abstract = {This paper describes a computer-based quiz game, CyberIST , for medical education developed using design strategies similar to commercial video games. These include high-quality three-dimensional graphics, multimedia and highly interactive sequences. CyberIST is a new type of computerbased learning programme and introduces game-play and entertainment into adult learning. A new mark-up language for efficiently storing multiple format questions that can be used for CD-ROM or Internet programmes is also described. CyberIST is being developed by a multi-skilled team drawing on expertise from computer science, medical education and medical content using a structured approach to development that includes an evolutionary prototyping model.}, 29273 author = {Mooney, G A and Bligh, J G} 29274 } 29275 @article {, 29276 title = {Dependence on computer games by adolescents}, 29277 journal = {Psychological Reports}, 29278 volume = {82}, 29279 number = {2}, 29280 year = {1998}, 29281 pages = {475-480}, 29282 abstract = {As computer game playing is a popular activity among adolescents, a questionnaire study was undertaken with 387 adolescents (12-16 years of age) to establish their "dependence" using a scale adapted from the DSM-III-R criteria for pathological gambling. Analysis indicated that one in five adolescents were currently "dependent" upon computer games. Boys played significantly more regularly than girls and were more likely to be classified as "dependent." The earlier children began playing computer games it appeared the more likely they were to be playing at "dependent" levels. These and other results are discussed in relation to research on other gaming dependencies.}, 29283 author = {Griffiths,M D and Hunt, N} 29284 } 29285 @article {, 29286 title = {Developmental differences at play: Children{\textquoteright}s selective attention and performance in video games}, 29287 journal = {Journal of Applied Developmental Psychology}, 29288 volume = {19}, 29289 number = {4}, 29290 year = {1998}, 29291 pages = {615-624}, 29292 author = {Blumberg,F C} 29293 } 29294 @book {1083, 29295 title = {The Effects of Video Games on Children: The Myth Unmasked}, 29296 year = {1998}, 29297 publisher = {Academic Press}, 29298 organization = {Academic Press}, 29299 isbn = {1850758336}, 29300 author = {Gunter,Barrie} 29301 } 29302 @article {, 29303 title = {Epilepsy provoked by television and video games: Safety of 100-Hz screens}, 29304 journal = {Neurology}, 29305 volume = {50}, 29306 number = {3}, 29307 year = {1998}, 29308 pages = {790-793}, 29309 abstract = {Television (TV) and video games (VG) can provoke seizures in patients with photosensitive epilepsies. Flicker frequency is the most important factor in screen activation. We tested conventional 50-Hz versus 100-Hz monitors during TV viewing and VC; playing in 30 photosensitive subjects, 23 of whom had a history of TV or VG seizures or both. Fifteen subjects{\textquoteright} discharges were activated by 50-Hz TV; 17 by 50-Hz VG; and one by a 100-Hz screen. Thus, 100-Hz screens protect against screen activation.}, 29310 keywords = {Seizures}, 29311 isbn = {0028-3878}, 29312 author = {Ricci,S and Vigevano, F. and Manfredi, M and Trenite, Dgakn} 29313 } 29314 @inbook {, 29315 title = {Equity and access to computer technology for grades K-12}, 29316 booktitle = {Cyberghetto or cybertopia?: Race, class, and gender on the Internet}, 29317 year = {1998}, 29318 pages = {137-151}, 29319 publisher = {Praeger Publishers/Greenwood Publishing Group}, 29320 organization = {Praeger Publishers/Greenwood Publishing Group}, 29321 address = {Westport, CT}, 29322 abstract = {(from the chapter) Despite government efforts, access to computer technology in kindergarten through twelfth grade (K-12) continues to be unequal for minorities and the poor. This chapter discusses access in terms of 3 areas: 1) facilities, equipment and software; 2) teacher and student computer use; and 3) changes in social knowledge construction. The author concludes that in order to have access to information, individuals will need computer skills that are not only technical, but also social and cognitive. K-12 schools have not provided equitable access for all students. Minorities and the poor still lag behind suburban schools. These conditions undermine learning the language of computing.}, 29323 author = {Robinson, Paulette}, 29324 editor = {Ebo, Bosah} 29325 } 29326 @book {656, 29327 title = {From Barbie to Mortal Kombat: Gender and Computer Games}, 29328 year = {1998}, 29329 publisher = {MIT Press}, 29330 organization = {MIT Press}, 29331 address = {London}, 29332 author = {Cassell, J. and Jenkins, H} 29333 } 29334 @article {, 29335 title = {Games people play - The Wireplay experience}, 29336 journal = {British Telecommunications Engineering}, 29337 volume = {16}, 29338 year = {1998}, 29339 pages = {279-283}, 29340 abstract = {People have played games for thousands of years using boards, cards and dice, and more recently on computers and over networks. Although there is a bewildering number of games, there are only a few basic types. Wireplay is the games network from BT that provides smooth play with all types of networked computer games. This article describes Wireplay from a user{\textquoteright}s point of view.}, 29341 isbn = {0262-401X}, 29342 author = {Lawrance, K and Cleland, D and Johnson,B and Welsby, K} 29343 } 29344 @book {428, 29345 title = {Getting Unplugged: Take Control of Your Family{\textquoteright}s Television, Video Game, and Computer Habit}, 29346 year = {1998}, 29347 publisher = {John Wiley \& Sons}, 29348 organization = {John Wiley \& Sons}, 29349 abstract = {TVs. VCRs. Computers. Video games. Are our children being hypnotized by the unblinking eye of the small screen {\textemdash}whether television or computer? Most parents know {\textemdash}and recent studies confirm {\textemdash}that too much time spent watching television or playing computer games can be harmful for kids. Increased violence, poor social skills, behavioral problems, apathy, and declining test scores are all part of the problem. How do we protect our families? By getting unplugged. 29350 29351 Here's an easy{\textendash}to{\textendash}follow, 4{\textendash}week program {\textemdash}devised by the authors and implemented with smashing success {\textemdash}that helps children and parents take charge of their electronic addictions. Start by taking the TV Quiz to determine how much is too much for your family. Learn how to replace hours of screen time with constructive, challenging, and, above all, fun activities everyone will enjoy. From preschoolers to teens to adults, the whole family benefits when you gain control of your television and computer habits. }, 29352 author = {Anderson, Joan and Wilkins, Robin} 29353 } 29354 @book {, 29355 title = {Hamlet on the Holodeck: The Future of Narrative in Cyberspace}, 29356 year = {1998}, 29357 publisher = {MIT Press}, 29358 organization = {MIT Press}, 29359 isbn = {0262631873}, 29360 author = {Janet H. Murray} 29361 } 29362 @article {, 29363 title = {Motive and opportunity: Some comments on LSA, HAL, KDC, and principal components}, 29364 journal = {Discourse Processes}, 29365 volume = {25}, 29366 number = {2-3}, 29367 year = {1998}, 29368 pages = {355-361}, 29369 abstract = {Comments on the articles in this special issue, which describe new, highly quantitative techniques for exploring readers{\textquoteright} mental representations of discourse. They make a strong case that techniques such as Knowledge Diagraph Contribution analysis, Latent Semantic Analysis, the Hyperspace Analog to Language, harmony maximization, and principal components analysis can be used to solve interesting theoretical and applied problems. As a result, researchers in the area of discourse comprehension and the mental representation of discourse should feel motivated to adopt these techniques. In some cases their ability to do so will be enhanced by the availability of well-documented, easy-to-use computer software, complete with demonstrations and examples. In other cases, they are likely to be stymied by the unavailability of software and support.}, 29370 author = {Fletcher, Charles R and Linzie, Brian} 29371 } 29372 @article {, 29373 title = {New audio applications for multimedia and MPEG-4: Complexity and hardware}, 29374 journal = {Multimedia Applications, Services and Techniques - Ecmast{\textquoteright}98}, 29375 volume = {1425}, 29376 year = {1998}, 29377 pages = {518-530}, 29378 abstract = {This paper presents in its first part a brief overview of the new enhanced audio features which are expected to be relevant for the outcoming multimedia applications, moving from the already existing multichannel equipments towards interactive and immersive simulators, videogames, educational applications and many others; most of the needed features (namely 3-D rendering, synthetic audio generation and reverberation, physical modeling of sources and environments) have already been investigated by research activities throughout the last decades, but only nowadays the processing power potential made available by technology can probably be considered enough to solve these problems at a high-quality / acceptable-cost level. Some present and recent past architectures will be shortly introduced in the second half of this paper, and compared with what could be considered as the ideal properties of an enhanced audio system, able to support the future tools and standards for Multimedia and Virtual Reality, and naturally MPEG-4 above them all. The main goal of this brief presentation is to analyze in which direction these attractive features of the new audio applications are pushing the computational requirements, to detect how the DSPs and multimedia processors are evolving, and finally to conclude with some considerations on the state of the art architectures.}, 29379 isbn = {0302-9743}, 29380 author = {Zoia, G} 29381 } 29382 @article {, 29383 title = {Video Game Culture: Leisure and Play Preferences of B.C. Teens}, 29384 year = {1998}, 29385 note = {From the Introduction: 29386 29387 {\textquoteright}The growth of this new play culture has not been publically acknowledged. Comparing it with the more glamourized internet technology Stiles (1995), notes that this industries astounding success is due to the manufacturers{\textquoteright} constant innovations in technology and programming. The current home consoles (sold for under $200 in Canada) pack as much processing capacity as thousands of those original PDP{\textquoteright}s and 10 times that of the latest Pentium PC{\textquoteright}s. Moreover, recent advances in 3D graphics means kids are playing the latest versions of Doom, Mortal Kombat, and Final Fantasy on extremely advanced 10 MIP consoles with computational speeds and graphics display chips exceeding those of most engineering workstations. In his book Being Digital (1995), Nicholas Negroponte of the MIT media lab similarly claims that the growth of video gaming is just another indication of the way computers are increasingly transforming so many aspects of human communication. "We are not waiting on any invention. It is here. It is now. It is almost genetic in its nature, in that each generation will become more digital than the proceeding one. The control bits of that digital future are more than ever before in the hands of the young. Nothing could make me happier."{\textquoteright}}, 29388 institution = {Simon Fraser University}, 29389 address = {Burnaby B.C.}, 29390 url = {http://www.media-awareness.ca/english/resources/research_documents/studies/video_games/video_game_culture.cfm}, 29391 author = {Media Analysis Laboratory,} 29392 } 29393 @article {, 29394 title = {Allegories of Space: The Question of Spatiality in Computer Games}, 29395 year = {1998}, 29396 url = {http://www.hf.uib.no/hi/espen/papers/space}, 29397 author = {Aarseth,Espen} 29398 } 29399 @article {, 29400 title = {The calibration issue: Theoretical comments on Suantak, Bolger, and Ferrell (1996)}, 29401 journal = {Organizational Behavior and Human Decision Processes}, 29402 volume = {73}, 29403 number = {1}, 29404 year = {1998}, 29405 pages = {3-26}, 29406 abstract = {In this comment on an article about calibration of subjective probabilities by L. Suantak et al (see record 1996-01929-007) the authors point to methodological problems with the data presented in the article, use computer simulations to demonstrate that the results claimed by the authors to refute the ecological models are actually predicted by them, and respond to the criticisms of the notion of "ecological cue validity." It is further argued that contrary to the claims by the authors: The decision variable partition model advocated by the authors fails to account for the results reported in the article, but there is one error model--the combined error model--that predicts the observed symmetric hard-easy effect with crossover at proportion correct .75. Finally, an analysis of 44 cognitive and 21 sensory tasks demonstrates that there is a difference in calibration for sensory and cognitive tasks. }, 29407 author = {Juslin,Peter and Olsson,Henrik and Winman,Anders} 29408 } 29409 @article {, 29410 title = {Children and computer games - A profile of the heavy user}, 29411 journal = {European Journal of Communication}, 29412 volume = {13}, 29413 number = {2}, 29414 year = {1998}, 29415 pages = {181-200}, 29416 author = {Roe,K and Muijs,D} 29417 } 29418 @mastersthesis {, 29419 title = {A Clash Between Game and Narrative}, 29420 volume = {Ph.D}, 29421 year = {1998}, 29422 type = {Ph.D dissertation}, 29423 url = {http://www.jesperjuul.net/thesis/}, 29424 author = {Juul,Jesper} 29425 } 29426 @article {, 29427 title = {Color-coding keyboard functions to develop kindergartners{\textquoteright} computer literacy}, 29428 journal = {Journal of Computing in Childhood Education}, 29429 volume = {9}, 29430 number = {2}, 29431 year = {1998}, 29432 pages = {107-111}, 29433 abstract = {Discusses the experience of a teacher in a bilingual, kindergarten classroom who wanted to use computer technology to advance students{\textquoteright} writing abilities by encouraging them to create their own stories. The young students in this bilingual classroom were excited about the prospect of using computers, especially because most of them had no prior experience with this technology. However, the teacher discovered that because students were unfamiliar with computer operations, they became overwhelmed with the functions of the keyboard. To overcome this, the teacher used color-coded symbols familiar to students on specific key functions of the computer keyboard. Familiarity with the keyboard operations facilitated the children{\textquoteright}s understanding and illustrations. It allowed students to operate the computer independently, without the continued assistance of the teacher.}, 29434 author = {Kajs,Lawrence T and Alaniz,Ramon and Willman,Edward and Sifuentes,Elisa} 29435 } 29436 @article {, 29437 title = {Comparing power imagery in TATs written by hand or on the computer}, 29438 journal = {Behavior Research Methods, Instruments and Computers}, 29439 volume = {30}, 29440 number = {3}, 29441 year = {1998}, 29442 pages = {441-448}, 29443 author = {Blankenship,Virginia and Zoota,Andrew L} 29444 } 29445 @article {, 29446 title = {Computer applications in psychiatry: Role in patient care, education, research and communication}, 29447 journal = {CyberPsychology and Behavior}, 29448 volume = {1}, 29449 number = {2}, 29450 year = {1998}, 29451 pages = {147-150}, 29452 author = {IsHak,Waguih William and Burt,Tal} 29453 } 29454 @article {, 29455 title = {The {\textquoteright}Computer Initiative{\textquoteright} at Case Western}, 29456 journal = {Academic Medicine}, 29457 volume = {73}, 29458 number = {3}, 29459 year = {1998}, 29460 pages = {224-225}, 29461 abstract = {Details an effort, called the Computer Initiative, to encourage medical students at Case Western Reserve University to make using computers an integral part of their education. The lessons learned from this experience are (1) most students want to use computers for educational purposes, but computer hardware is only as useful as the software, faculty endorsement, training, and ongoing support that come with it; (2) students may serve as a valuable resource in a school{\textquoteright}s efforts to improve the use of computers in medical education; and (3) it is important to develop an instrument for assessing students{\textquoteright} computer use and attitudes toward computers rather than rely on anecdotal information in gauging the effectiveness of any similar computer initiative. }, 29462 author = {Alexander,Caleb G and Weiss,Alan} 29463 } 29464 @article {, 29465 title = {Computer software design for children{\textquoteright}s recording of food intake}, 29466 journal = {Journal of Nutrition Education}, 29467 volume = {30}, 29468 number = {6}, 29469 year = {1998}, 29470 pages = {405-409}, 29471 abstract = {Computers provide exciting possibilities for enhancing children{\textquoteright}s dietary recording. Class discussions were conducted with 20 third-through fifth-grade classes (n = 337 students) to identify preferred computer game formats, assess student ability to quantify and record portion sizes, and collect information on recall of eating habits. Receiving immediate gratification (e.g., challenging, fun) was the most frequent reason for playing computer games. Quantifying food amounts was difficult. Most students preferred selecting "mounds" (not measuring cups) to record amount eaten. Although most students could identify type of milk consumed, they were less sure of margarine/butter or mayonnaise type.}, 29472 keywords = {4th, Accuracy, Dietary, Fruit, Instruction, Students, Validity, Vegetable Consumption}, 29473 isbn = {0022-3182}, 29474 author = {Cullen,K W and Baranowski,T and Baranowski,J} 29475 } 29476 @article {, 29477 title = {Computer usage patterns of university faculty members across the life span}, 29478 journal = {Computers in Human Behavior}, 29479 volume = {14}, 29480 number = {3}, 29481 year = {1998}, 29482 pages = {417-428}, 29483 author = {Rousseau,Gabriel K and Rogers,W A} 29484 } 29485 @article {, 29486 title = {Computer-aided treatments of mental health problems}, 29487 journal = {Clinical Psychology: Science and Practice}, 29488 volume = {5}, 29489 number = {2}, 29490 year = {1998}, 29491 pages = {151-170}, 29492 author = {Marks,Isaac and Shaw,Susan and Parkin,Richard} 29493 } 29494 @article {, 29495 title = {Computers: A learning system that increases interest and confidence}, 29496 journal = {Australasian Journal on Ageing}, 29497 volume = {17}, 29498 number = {1}, 29499 year = {1998}, 29500 pages = {40-41}, 29501 abstract = {Investigated the impact of an individualized computer learning system designed for older adults living in residential care. A survey method was used to interview 13 people (aged 65 yrs and older) living in two hostels. The participants increased their interest and confidence in using the computer through weekly participation in the program. Most participants indicated that the individualized learning and hands-on experience were most helpful in developing their new skills. Physical disabilities and illness did not appear to significantly impact on the amount of computer usage. }, 29502 author = {Buys,Laurie R} 29503 } 29504 @article {, 29505 title = {Computers in child psychotherapy - About the application of computer games in child guidance}, 29506 journal = {Praxis Der Kinderpsychologie Und Kinderpsychiatrie}, 29507 volume = {47}, 29508 number = {6}, 29509 year = {1998}, 29510 pages = {416-425}, 29511 abstract = {The article informs about the implementation and the handling of computergames for children and juveniles in psychotherapy. The games in use and the particular therapeutical techniques are described, combined with a report of special ego-functions, which can be trained by the use of computergames. Some short examples show the computer-aided treatment in context with the developmental and personality problems of juvenile clients.}, 29512 isbn = {0032-7034}, 29513 author = {Koch-Mohr,R} 29514 } 29515 @article {, 29516 title = {Design and simulation of interactive 3D computer games}, 29517 journal = {Computers \& Graphics}, 29518 volume = {22}, 29519 number = {2-3}, 29520 year = {1998}, 29521 pages = {281-300}, 29522 abstract = {Design and development of attractive and competitive computer games is no longer a one-man task, but a complex multistage process with many participants. Discovering new game ideas and their further development, game world and characters design and modeling, blame evaluation and testing-all these are conducted by specialists teamed to work together. In this paper we discuss tools and facilities supporting the collaborative game design and development process through rapid prototyping and simulation of 3D game worlds, characters, behaviors and other game functionality. Single player and multi-player games are addressed in the context of different hardware platforms and software approaches. We report our experience in building a Game Design and Simulation testbed environment (GDS) and its usage in location-based entertainment projects. Work on GDS has been carried out iii the scope of the VirtuaFly project and during the development of the physical motion based commercial game VirtuaFly2. }, 29523 isbn = {0097-8493}, 29524 author = {Kanev,K and Sugiyama,T} 29525 } 29526 @conference {, 29527 title = {Don{\textquoteright}t Play it Again, Sam: One-Session and Serial Games of Narration}, 29528 booktitle = {Digital Arts and Culture 98}, 29529 year = {1998}, 29530 address = {Bergen}, 29531 url = {http://lingo.uib.no/dac98/papers/frasca.html}, 29532 author = {Frasca,Gonzalo} 29533 } 29534 @article {, 29535 title = {The effect of attentional load on the breathing pattern in children}, 29536 journal = {International Journal of Psychophysiology}, 29537 volume = {29}, 29538 number = {1}, 29539 year = {1998}, 29540 pages = {13-21}, 29541 author = {Denot-Ledunois,S and Vardon,G and Perruchet,P and Gallego,J} 29542 } 29543 @article {, 29544 title = {The effect of computer-generated spoken feedback on kindergarten students{\textquoteright} written narratives}, 29545 journal = {Journal of Computing in Childhood Education}, 29546 volume = {9}, 29547 number = {1}, 29548 year = {1998}, 29549 pages = {43-56}, 29550 abstract = {Examined the extent to which kindergarten students use computer-generated spoken feedback (computer speech) and other computer functions during narrative writing, and the relationship between this use and the linguistic properties of their written products. In the study, 33 kindergarten students were observed as they used a computer writing program to compose written narratives. Students{\textquoteright} use of computer-generated spoken feedback was coded as well as their use of other computer functions. The students{\textquoteright} written products were analyzed to determine the linguistic complexity of their texts. The findings suggest that length of text, grammatical cohesion, and lexical density were strongly associated with levels of use of computer-generated spoken feedback. Narrative type and the number of revisions showed somewhat weaker associations with levels of use of spoken feedback.}, 29551 author = {Jones,Ithel} 29552 } 29553 @article {, 29554 title = {An empirical study of organizational culture and network-based computer use}, 29555 journal = {Computers in Human Behavior}, 29556 volume = {14}, 29557 number = {1}, 29558 year = {1998}, 29559 pages = {79-91}, 29560 author = {Kanungo,Shivraj} 29561 } 29562 @article {, 29563 title = {Epilepsies and video games: results of a multicentric study}, 29564 journal = {Electroencephalography and Clinical Neurophysiology}, 29565 volume = {107}, 29566 number = {6}, 29567 year = {1998}, 29568 pages = {422-427}, 29569 author = {Badinand-Hubert,N and Bureau,M and Hirsch,E and Masnou,P and Nahum,L and Parain,D and Naquet,R} 29570 } 29571 @article {, 29572 title = {Evidence for the validity of PC-based simulations in studying aircrew coordination}, 29573 journal = {International Journal of Aviation Psychology}, 29574 volume = {8}, 29575 number = {3}, 29576 year = {1998}, 29577 pages = {243-260}, 29578 author = {Jentsch,F and Bowers,C A} 29579 } 29580 @article {, 29581 title = {An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior}, 29582 journal = {Sex Roles: A Journal of Research}, 29583 volume = {38}, 29584 number = {5-6}, 29585 year = {1998}, 29586 pages = {425-442}, 29587 author = {Dietz,Tracey L} 29588 } 29589 @mastersthesis {, 29590 title = {A field study of school computer use: Examination of the effects on student learning and perceptions of learning}, 29591 volume = {Master{\textquoteright}s}, 29592 year = {1998}, 29593 note = {Dissertation Abstract Dissertation Abstracts International: Section B: The Sciences and Engineering. 1998 Jun; Vol 58(12 B): 6834}, 29594 type = {Masters Thesis}, 29595 author = {Barnes,Alice E} 29596 } 29597 @mastersthesis {, 29598 title = {First connections: The interaction between teachers{\textquoteright} pedagogical beliefs and their early use of the Internet in the classroom}, 29599 volume = {Master{\textquoteright}s}, 29600 year = {1998}, 29601 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1998 Jul; Vol 59(1 A): 0140}, 29602 type = {Masters Thesis}, 29603 author = {Cooperman,Naomi} 29604 } 29605 @article {, 29606 title = {Force feedback for surgical simulation}, 29607 journal = {Proceedings of the IEEE}, 29608 volume = {86}, 29609 number = {3}, 29610 year = {1998}, 29611 pages = {524-530}, 29612 abstract = {Surgical simulation can provide great benefits to medicine by reducing the cost and duration of training and making the process more intuitive and informative. However, a simulation system imposes stringent requirements on the human-machine interface. A sense of touch greatly enhances the simulation experience, since much of the skill that a medical professional possesses is in his ability to explore and diagnose by touch. This sensory input carl be provided by an input device with force and/or tactile feedback. There are many technical challenges associated with the creation of a robust surgical-simulation system incorporating touch feedback. The medical application has unique needs that drive the design of the mechanism, the control scheme, the tissue deformation engine, and the overall system architecture and distribution of computation. This technology is riot yet mature; several companies are dedicated to creating various parts of a simulation system, but as yet there are no commercially available solutions that are cost effective. Interest in force-feedback devices is gaining momentum in the commercial sector, however, notably in the area of personal computer games. We believe this interest will drive down the cost of components and spur research efforts so that better, more cost-effective force-feedback devices will be available to the medical community for use in widespread surgical-simulation systems.}, 29613 isbn = {0018-9219}, 29614 author = {Chen,E and Marcus,B} 29615 } 29616 @article {, 29617 title = {From hackers to luddites, game players to game creators: profiles of adolescent students using technology}, 29618 journal = {Journal of Curriculum Studies}, 29619 volume = {30}, 29620 number = {3}, 29621 year = {1998}, 29622 pages = {293-318}, 29623 author = {Upitis, R.} 29624 } 29625 @article {, 29626 title = {Frontal midline theta rhythm and eye blinking activity during a VDT task and a video game: useful tools for psychophysiology in ergonomics}, 29627 journal = {Ergonomics}, 29628 volume = {41}, 29629 number = {5}, 29630 year = {1998}, 29631 pages = {678-688}, 29632 author = {Yamada,F} 29633 } 29634 @article {, 29635 title = {Game Design as an Interactive Learning Environment for Fostering Students{\textquoteright} and Teachers{\textquoteright} Mathematical Inquiry}, 29636 journal = {International Journal of Computers for Mathematical Learning}, 29637 volume = {3}, 29638 number = {2}, 29639 year = {1998}, 29640 pages = {149-184}, 29641 author = {Kafai,Y B and Franke,M L and Ching,C C and Shih,J C} 29642 } 29643 @article {, 29644 title = {Games as interactive learning environments fostering teachers{\textquoteright} and students{\textquoteright} mathematical thinking}, 29645 journal = {International Journal of Computers for Mathematical Learning}, 29646 volume = {3}, 29647 number = {2}, 29648 year = {1998}, 29649 pages = {149-193}, 29650 author = {Kafai,Y B and Franke,M and Ching,C and Shih,J} 29651 } 29652 @article {, 29653 title = {Group theory (symmetries) in a computer game}, 29654 journal = {Computers in Physics}, 29655 volume = {12}, 29656 number = {5}, 29657 year = {1998}, 29658 pages = {488-492}, 29659 abstract = {Computer games can lay early seeds of mathematical concepts in children. The game discussed here is a computer puzzle that allows the movement of pieces through exchanges as well as in-place rotations of 180 degrees about the x, y, or z axis. As a result, the player becomes comfortable with some nontrivial aspects of the permutation and rotation groups. }, 29660 keywords = {Lawrence Physics Curriculum}, 29661 isbn = {0894-1866}, 29662 author = {Biswas,R} 29663 } 29664 @mastersthesis {, 29665 title = {Job satisfaction among United States textile and apparel designers who use computer-aided design}, 29666 year = {1998}, 29667 note = {Dissertation Abstract Dissertation Abstracts International: Section B: The Sciences and Engineering. 1998 Jun; Vol 58(12 B): 6852}, 29668 type = {Masters Thesis}, 29669 author = {Bean,Denise Lisette} 29670 } 29671 @book {, 29672 title = {Lara{\textquoteright}s Book: Lara Croft and the Tomb Raider Phenomenon}, 29673 year = {1998}, 29674 publisher = {Prima Publishing}, 29675 organization = {Prima Publishing}, 29676 author = {Coupland,Douglas and Ward,K} 29677 } 29678 @inbook {, 29679 title = {L{\textquoteright}enfant et les m{\'e}dias}, 29680 booktitle = {Contributions Fribourgeoises en Psychologie}, 29681 volume = {8}, 29682 year = {1998}, 29683 publisher = {Editions universitaires}, 29684 organization = {Editions universitaires}, 29685 author = {Greenfield,P and J,Retschitzki} 29686 } 29687 @article {, 29688 title = {The Minesweepers{\textquoteright} Bayesian guide to survival}, 29689 journal = {Philosophical Magazine B-Physics of Condensed Matter Statistical Mechanics Electronic Optical and Magnetic Properties}, 29690 volume = {77}, 29691 number = {5}, 29692 year = {1998}, 29693 pages = {1539-1548}, 29694 abstract = {This paper presents some excerpts from the book with the same title which is currently in preparation and is a serious attempt at introducing statistical mechanics, phase transitions, coding and decision theoretical concepts to people who would rather play computer games.}, 29695 isbn = {0141-8637}, 29696 author = {Rujan,P} 29697 } 29698 @article {, 29699 title = {Paradise lost: Children, multimedia and the myth of interactivity}, 29700 journal = {Journal of Computer Assisted Learning}, 29701 volume = {14}, 29702 number = {1}, 29703 year = {1998}, 29704 pages = {31-39}, 29705 abstract = {The dramatic expansion of (interactive technology) IT use in the primary schools of South-West Scotland, in the mid-1980s, centered on highly interactive and pupil-empowering forms such as LOGO or database management software. While later forms of IT in education which have come to dominate computer-use in the same area, such as multimedia encyclopedias and "living books", are worthwhile, their surface sophistication and information richness does not compensate for reduced interactivity levels and the consequent loss of learner engagement and control. The uncritical adoption of technological advances combined with reduced local authority resources to drive curriculum development have resulted in failure to embed one of the most radical educational initiatives of the late 20th-century.}, 29706 author = {Robertson,J} 29707 } 29708 @article {, 29709 title = {Predictors of performance in software training: Attitudes toward computers versus attitudes toward working with computers}, 29710 journal = {Psychological Reports}, 29711 volume = {83}, 29712 number = {1}, 29713 year = {1998}, 29714 pages = {227-233}, 29715 author = {Jawahar,I M and Elango,B} 29716 } 29717 @inbook {, 29718 title = {Real-time inverse kinematics through constrained dynamics}, 29719 booktitle = {Modelling and Motion Capture Techniques for Virtual Environments}, 29720 series = {LECTURE NOTES IN ARTIFICIAL INTELLIGENCE}, 29721 volume = {1537}, 29722 year = {1998}, 29723 note = {BN72B}, 29724 pages = {159-170}, 29725 author = {Tang,W and Cavazza,M and Mountain,D and Earnshaw,R} 29726 } 29727 @article {, 29728 title = {Representacion mental y programacion de ordenadores. / Mental representation and computer programming}, 29729 journal = {Cognitiva}, 29730 volume = {10}, 29731 number = {1-2}, 29732 year = {1998}, 29733 pages = {239-255}, 29734 abstract = {Studied the relation between mental representation of computers and learning computer programming or other procedural skills. Human Ss: 24 normal Spanish adults (university students) (novice computer users). Three normal Spanish adults (university students) (expert computer users). Novice Ss were trained in using the MSDOS operating system and then tested, along with the expert Ss, in solving an MSDOS task. Ss were also asked to construct a knowledge map of computer concepts. The results were evaluated according to mental representations of the computer operating system, performance on the problem solving task, and novice or expert status. Pathfinder analysis techniques and other statistical tests were used. }, 29735 author = {Canas, Jose J. and Bajo, Maria T. and Navarro, Raquel and Padilla, Francisca and Puerta, Mari a del Carmen} 29736 } 29737 @article {, 29738 title = {Seeing the world through mortal kombat-colored glasses - Violent video games and the development of a short-term hostile attribution bias}, 29739 journal = {Childhood-a Global Journal of Child Research}, 29740 volume = {5}, 29741 number = {2}, 29742 year = {1998}, 29743 pages = {177-184}, 29744 author = {Kirsh,S J} 29745 } 29746 @article {, 29747 title = {The special return rule for magazines, books, and records: When section 458 is worth the hassle}, 29748 journal = {Journal of Taxation}, 29749 volume = {88}, 29750 number = {3}, 29751 year = {1998}, 29752 pages = {156-162}, 29753 author = {Castellanos,A R and Ryan,K R} 29754 } 29755 @conference {, 29756 title = {The Structure of Video Game Narration}, 29757 booktitle = {Digital Arts \& Culture 98}, 29758 year = {1998}, 29759 abstract = {In this short paper, I{\textquoteright}d like to present some aspects of my ongoing doctorate research project, on video game aesthetics, narration and interactivity. Since the project is only a few months old, I{\textquoteright}ll just dance around a little, and show you my starting points and some ideas. Here, I{\textquoteright}ll mainly concentrate on games as non-linear storytellers and the underlying structures that control them. One major part of the project that I will not discuss is their actual appearance, in film-speak, their mise-en-scene. I have to have some things left for the next couple of years...}, 29760 url = {http://lingo.uib.no/dac98/papers/kirksaether.html}, 29761 author = {Kirks{\ae}ther,J{\o}rgen} 29762 } 29763 @article {, 29764 title = {Television and music video exposure and risk of adolescent alcohol use}, 29765 journal = {Pediatrics}, 29766 volume = {102}, 29767 number = {5}, 29768 year = {1998}, 29769 pages = {E541-E546}, 29770 author = {Robinson,T N and Chen,H L and Killen,J D} 29771 } 29772 @article {, 29773 title = {Two games of interjurisdictional competition when local governments provide industrial public goods}, 29774 journal = {International Tax and Public Finance}, 29775 volume = {5}, 29776 number = {4}, 29777 year = {1998}, 29778 pages = {471-487}, 29779 abstract = {In this paper we investigate two different games of interjurisdictional competition when local governments provide public goods that benefit industry. Governments play a game either in tax rates on mobile industrial capital or in public expenditures. Although the literature suggests that competition in public expenditures is {\textquoteright}more competitive{\textquoteright} than in tax rates, this is not necessarily true in the case of industrial public goods. Moreover, in the presence of industrial public goods interjurisdictional competition may also lead to overprovision of public services.}, 29780 keywords = {Equilibrium, Fiscal Competition, Investment, Property Taxation, Tax Competition}, 29781 isbn = {0927-5940}, 29782 author = {Bayindir-Upmann,T} 29783 } 29784 @article {, 29785 title = {The Use of a Computer Game to Rehabilitate Sensorimotor Functional Deficits following a Subarachnoid Haemorrhage}, 29786 journal = {Neuropsychological Rehabilitation}, 29787 volume = {8}, 29788 number = {2}, 29789 year = {1998}, 29790 pages = {113-122}, 29791 author = {Berry,R J T E} 29792 } 29793 @proceedings {, 29794 title = {Using Cognitive Models to Transfer the Strengths of Computer Games into Human Computer Interfaces}, 29795 journal = {Workshop on Fun and Human Computer Interaction}, 29796 year = {1998}, 29797 author = {Chris W. Johnson}, 29798 editor = {A. Monk} 29799 } 29800 @inbook {, 29801 title = {Video game designs by children: Consistency and variability of gender differences}, 29802 booktitle = {From Barbie to Mortal Kombat: Gender and Computer Games}, 29803 year = {1998}, 29804 pages = {90-114}, 29805 publisher = {MIT Press}, 29806 organization = {MIT Press}, 29807 author = {Kafai, Yasmin B.}, 29808 editor = {Cassell, J. and Jenkins, H} 29809 } 29810 @article {, 29811 title = {Video game playing and its relations with aggressive and prosocial behaviour}, 29812 journal = {British Journal of Social Psychology}, 29813 volume = {37}, 29814 year = {1998}, 29815 pages = {367-378}, 29816 type = {Article}, 29817 abstract = {In this study of 278 children from the seventh and eighth grade of five elementary schools in Enschede, The Netherlands, the relationship between the amount of time children spent on playing video games and aggressive as well as prosocial behaviour was investigated. In addition, the relationship between the preference for aggressive video games and aggressive and prosocial behaviour was studied. No significant relationship was found between video game use in general and aggressive behaviour, but a significant negative relationship with prosocial behaviour was supported. However, separate analyses for boys and girls did not reveal this relationship. More consistent results were found for the preference for aggressive video games: children, especially boys, who preferred aggressive video games were more aggressive and showed less prosocial behaviour than those with a low preference for these games. Further analyses showed that children who preferred playing aggressive video games tended to be less intelligent.}, 29818 keywords = {adolescence, children, Personality, Television Violence}, 29819 isbn = {0144-6665}, 29820 author = {Wiegman, O. and van Schie, E. G. M.} 29821 } 29822 @article {, 29823 title = {Video game violence: A review of the empirical literature}, 29824 journal = {Aggression and Violent Behavior}, 29825 volume = {3}, 29826 number = {4}, 29827 year = {1998}, 29828 pages = {407-428}, 29829 author = {Dill, K. E. and Dill,J C} 29830 } 29831 @book {, 29832 title = {Wanted: A Game For Me, Does Jane Compute? Preserving Our Daughters Place in the Cyber Revolution}, 29833 year = {1998}, 29834 publisher = {Warner Books}, 29835 organization = {Warner Books}, 29836 author = {Furger,Roberta} 29837 } 29838 @article {, 29839 title = {Young children, videos and computer games: issues for parents and teachers}, 29840 journal = {Educational Review}, 29841 volume = {50}, 29842 number = {2}, 29843 year = {1998}, 29844 pages = {194-195}, 29845 author = {Sanger,J} 29846 } 29847 @article {, 29848 title = {A Bayesian approach to relevance in game playing}, 29849 journal = {Artificial Intelligence}, 29850 volume = {97}, 29851 number = {1}, 29852 year = {1997}, 29853 pages = {195-242}, 29854 author = {Baum, E B and Smith, W D} 29855 } 29856 @article {, 29857 title = {Children and videogames: Leisure activities, aggression, social integration, and school performance}, 29858 journal = {Journal of Applied Social Psychology}, 29859 volume = {27}, 29860 number = {13}, 29861 year = {1997}, 29862 pages = {1175-1194}, 29863 abstract = {A survey was conducted among 346 children from the 7th and 8th grade of 7 elementary schools to examine possible positive and negative effects of playing videogames. Analyses revealed that playing videogames did not appear to take place at the expense of children{\textquoteright}s other leisure activities, social integration, and school performance. A gender difference arose: Boys spent more time playing videogames than did girls. There was no significant relationship between the amount of time children spent on videogames and aggressive behavior. A negative relationship between time spent playing videogames and prosocial behavior was found; however, this relationship did not appear in separate analyses for boys and girls. Furthermore, a positive relationship was found between time spent on videogames and a child{\textquoteright}s intelligence.}, 29864 keywords = {Adolescents, Behaviors, Game Use, Personality, Playing Videogames, Self-Esteem, Television Violence}, 29865 isbn = {0021-9029}, 29866 author = {van Schie, Emil G. M. and Wiegman, Oene} 29867 } 29868 @article {, 29869 title = {Computer game playing in early adolescence}, 29870 journal = {Youth \& Society}, 29871 volume = {29}, 29872 number = {2}, 29873 year = {1997}, 29874 pages = {223-237}, 29875 abstract = {Home computer game playing appears to be one of the social and leisure phenomena of the nineties, yet there is still little known about the acquisition, development, and maintenance of computer game playing among children and adolescents. A survey of 147 eleven-year-old computer game players attending a summer camp revealed that their main reasons for playing were for fun, for a challenge, because there was nothing else to do, and because their friends did. Males played computer games significantly more regularly than did females and were significantly more likely to play sports simulation games and violent games. Females were found to play platform games and puzzlers significantly more than did males. It is suggested that computer game playing for most children is a fairly absorbing and harmless activity but that, for a small minority of children, it may be problematic.}, 29876 keywords = {Epilepsy, Players, Video Games}, 29877 author = {Griffiths, M} 29878 } 29879 @article {, 29880 title = {Computer games from a psychological viewpoint}, 29881 journal = {Ceskoslovenska Psychologie}, 29882 volume = {41}, 29883 number = {3}, 29884 year = {1997}, 29885 pages = {256-259}, 29886 author = {Rybka, M} 29887 } 29888 @article {, 29889 title = {The Computer Use Scale: Four dimensions of how people use computers}, 29890 journal = {Journal of Educational Computing Research}, 29891 volume = {16}, 29892 number = {4}, 29893 year = {1997}, 29894 pages = {297-315}, 29895 abstract = {An instrument to measure the various ways people use computers was developed and evaluated. Computers can be used as word processors, game machines, communication tools, accounting tools, and for a myriad of other applications. The Computer Use Scale (CUS) measures how people use computers across four dimensions: Enthusiasm, Entertainment, Efficiency, and Communication. These scales measure the extent to which individuals use computers as {\textquoteright}cutting-edge{\textquoteright} technology, as playthings, as tools to create better work in less time, or to communicate with others. The scale was found to be reliable and was able to detect differences among various classes of users. Applications of the scale to computer training, software design, and job placement are discussed. }, 29896 author = {Panero, Jan C and Lane, David M and Napier, Albert H} 29897 } 29898 @book {, 29899 title = {Cybertext: Perspectives on Ergodic Literature}, 29900 year = {1997}, 29901 publisher = {Johns Hopkins University Press}, 29902 organization = {Johns Hopkins University Press}, 29903 isbn = {0801855799}, 29904 author = {Espen J. Aarseth} 29905 } 29906 @article {, 29907 title = {Educational video game for juvenile diabetes: Results of a controlled trial}, 29908 journal = {Medical Informatics}, 29909 volume = {22}, 29910 number = {1}, 29911 year = {1997}, 29912 pages = {77-89}, 29913 abstract = {Packy \& Marlon, an interactive adventure video game that uses experiential learning to improve self-management of diabetic children and adolescents, was evaluated in a six-month controlled trial. In the game, youngsters play the role of a character that has diabetes; they manage their character{\textquoteright}s blood glucose monitoring, insulin use, and food selections for four simulated days, while the character tries to save a diabetes summer camp from marauding rats and mice. Keeping their character{\textquoteright}s blood glucose within the normal range, through appropriate insulin and food, helps players win the game. Study participants were young people ages 8 to 16 who were outpatients of diabetes clinics at Stanford University Medical Center and at a Kaiser Permanente clinic. Each participant received a video game system at an initial clinic visit and was randomly assigned to receive either Packy \& Marlon (treatment grou}, 29914 author = {Brown, S J and Lieberman, D A and Gemeny, B A and Fan, Y C and Wilson, D M and Pasta, D J} 29915 } 29916 @article {, 29917 title = {Entertainment is a Human Factor: A CHI 97 Workshop on Game Design and HCI}, 29918 journal = {SIGCHI Bulletin}, 29919 volume = {29}, 29920 number = {4}, 29921 year = {1997}, 29922 pages = {50-54}, 29923 author = {Cherny, Lynn and Clanton, Chuck and Ostrom, Erik} 29924 } 29925 @book {1142, 29926 title = {Joystick Nation: How Videogames Gobbled Our Money, Won Our Hearts and Rewired Our Minds}, 29927 year = {1997}, 29928 publisher = {Abacus}, 29929 organization = {Abacus}, 29930 isbn = {0316360074}, 29931 author = {Herz,J C} 29932 } 29933 @article {, 29934 title = {Perils of the princess: Gender and genre in video games}, 29935 journal = {Western Folklore}, 29936 volume = {56}, 29937 number = {3-4}, 29938 year = {1997}, 29939 pages = {243-258}, 29940 author = {Sherman, S R} 29941 } 29942 @article {, 29943 title = {TACTweb: The intersection of text-analysis and hypertext}, 29944 journal = {Journal of Educational Computing Research}, 29945 volume = {17}, 29946 number = {3}, 29947 year = {1997}, 29948 pages = {217-230}, 29949 abstract = {While hypertext systems are changing the way we communicate, many computing humanists have concentrated on how computers can help with the study of traditional texts. The TACTweb workbook was designed to teach humanities students to use computer-assisted text-analysis tools in a hypertext environment thus bridging the study of electronic editions of classics and the study of new forms of text. TACTweb is a World Wide Web based text-analysis environment that represents the results of text queries as hypertexts. The TACTweb workbook is a hypertext tutorial that introduces students first to both the hypertextual capabilities of electronic literature and to the analysis of electronic editions of traditional texts. The TACTweb workbook has been remodeled using feedback from a student questionnaire in order to improve the interface.}, 29950 author = {Rockwell,Geoffrey and Passmore, Graham and Bradley, John} 29951 } 29952 @article {, 29953 title = {Videostimulation as enrichment for captive rhesus monkeys (Macaca mulatta)}, 29954 journal = {Applied Animal Behaviour Science}, 29955 volume = {52}, 29956 number = {1-2}, 29957 year = {1997}, 29958 pages = {139-155}, 29959 author = {Platt, D M and Novak, M A} 29960 } 29961 @mastersthesis {, 29962 title = {The attitudes of Chinese students at the University of Tennessee toward the computer}, 29963 volume = {Master{\textquoteright}s}, 29964 year = {1997}, 29965 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1997 Dec; Vol 58(6 A): 2104}, 29966 type = {Masters Thesis}, 29967 author = {Liu,Gonghua} 29968 } 29969 @article {, 29970 title = {An automated data collector for the study of human-computer interaction}, 29971 journal = {Computers in Human Behavior}, 29972 volume = {13}, 29973 number = {2}, 29974 year = {1997}, 29975 pages = {205-217}, 29976 abstract = {For my research on computer games as vehicles of instruction, I have developed a workstation that subjects may use to self-collect and record data while interacting with software. The advantage of this type of data-gathering/ observational device is that it preserves and supports a subject{\textquoteright}s sense of autonomy and control in the experimental environment. This paper discusses the rationale and general requirements for such an apparatus, as well as some limitations of building and using this type of research tool.}, 29977 keywords = {Behavior}, 29978 isbn = {0747-5632}, 29979 author = {Hedden,C} 29980 } 29981 @article {, 29982 title = {Compulsive computer use}, 29983 journal = {American Journal of Psychiatry}, 29984 volume = {154}, 29985 number = {2}, 29986 year = {1997}, 29987 pages = {289-290}, 29988 author = {Belsare,Tara J and Gaffney,Gary R and Black,Donald W} 29989 } 29990 @article {, 29991 title = {Computer games as a quest for the unknown}, 29992 journal = {Ceskoslovenska Psychologie}, 29993 volume = {41}, 29994 number = {3}, 29995 year = {1997}, 29996 pages = {251-253}, 29997 author = {Petrzela,M} 29998 } 29999 @article {, 30000 title = {Computer games published elsewhere - One jump ahead: Challenging human supremacy in checkers}, 30001 journal = {ICCA Journal}, 30002 volume = {20}, 30003 number = {2}, 30004 year = {1997}, 30005 pages = {93-93}, 30006 isbn = {0920-234X}, 30007 author = {Schaeffer,J} 30008 } 30009 @article {, 30010 title = {Computer literacy and computer use among college students: Differences in Black and White}, 30011 journal = {Journal of Negro Education}, 30012 volume = {66}, 30013 number = {2}, 30014 year = {1997}, 30015 note = { Spr}, 30016 pages = {147-158}, 30017 abstract = {Examined differences in use of and familiarity with computing technology between 570 Black and White undergraduates. Data were obtained via a 23-item questionnaire focusing on computer use, frequency of computer use, application operability, software packages used, and platform operability. The main findings indicate that (1) Black students entered the university with fewer infotechnology skills and were less familiar with computers than were their White student peers; (2) these differences in computer usage and familiarity were not minimized by collegiate experience; and (3) institutional factors may be responsible for these differences. Significant differences were found between Black and White students in terms of their computing platform preferences (e.g, Apple/Macintosh vs IBM-based PCs).}, 30018 author = {Hawkins,Randolph and Paris,Arthur E} 30019 } 30020 @article {, 30021 title = {Computer zombie or homo-ludens? Research trends in computer and video games}, 30022 journal = {Zeitschrift Fur Semiotik}, 30023 volume = {19}, 30024 number = {3}, 30025 year = {1997}, 30026 pages = {317-327}, 30027 author = {Schlechtweg-Jahn,R} 30028 } 30029 @article {, 30030 title = {Computers and {\textquoteright}the mind{\textquoteright}: An intervention study}, 30031 journal = {Journal of Educational Computing Research}, 30032 volume = {17}, 30033 number = {2}, 30034 year = {1997}, 30035 pages = {103-118}, 30036 author = {Fletcher Flinn,C M and Suddendorf,T} 30037 } 30038 @article {, 30039 title = {Content production and delivery for interactive multimedia services - A new approach}, 30040 journal = {BT Technology Journal}, 30041 volume = {15}, 30042 number = {2}, 30043 year = {1997}, 30044 pages = {74-82}, 30045 abstract = {An increasing number of multimedia services are being launched, many of which are internet based. New, reliable, low-cost services must generate customer demand and sustain customer satisfaction. One of the technical directors from the computer games company, Sega, has been quoted as saying that {\textquoteright}the games platform is only an enabler; apart from price, three further things are required: content, content, content{\textquoteright}. This statement holds good for any interactive multimedia services, the content is what the consumer is seeking to access - and indeed most of what the consumer is paying for. This paper presents a framework covering the authoring and distributed handling of content and its associated metadata (i.e. data associated with the content which is used by the application and its platform but not necessarily viewed by the end user, for example, a movie rating). It focuses primarily on the specification of both content and metadata and discusses the relationship between processes collectively operating as a generic tool-set.}, 30046 isbn = {0265-0193}, 30047 author = {Walker,R and Foster,P and Banthorpe,S} 30048 } 30049 @article {, 30050 title = {Is the contextual interference effect generalizable to computer games?}, 30051 journal = {Perceptual and Motor Skills}, 30052 volume = {84}, 30053 number = {1}, 30054 year = {1997}, 30055 pages = {3-15}, 30056 author = {Shewokis,P A} 30057 } 30058 @article {, 30059 title = {Designing user interfaces for older adults}, 30060 journal = {Educational Gerontology}, 30061 volume = {23}, 30062 number = {6}, 30063 year = {1997}, 30064 pages = {497-513}, 30065 abstract = {The physical and behavioral characteristics of seniors that prevent them from using popular applications are examined to identify possible software solutions. The results of a survey of 122 older adults (aged 50 yrs and older) also are presented. This survey was conducted to help determine the effect these characteristics have on older adults{\textquoteright} computer skills. Finally, several software solutions are proposed, and a prototype implementation of these solutions is given.}, 30066 author = {Hutchison,Douglas and Eastman,Caroline and Tirrito,Terry} 30067 } 30068 @article {, 30069 title = {The development and validation of computer self-efficacy and outcome expectancy scales in a nonvolitional context}, 30070 journal = {Behavior Research Methods, Instruments and Computers}, 30071 volume = {29}, 30072 number = {4}, 30073 year = {1997}, 30074 pages = {519-527}, 30075 abstract = {Computer self-efficacy and outcome expectancy scales were developed using 306 responses to a questionnaire distributed by a national mail survey to end users of computer systems in a variety of functional business areas in which computer use was nonvolitional. Confirmatory factor analysis using a structural equations approach was used to develop 3 scales. The scales were found to demonstrate satisfactory psychometric properties. The reliability coefficients for these scales were as follows: .85 for computer self-efficacy, .88 for work-related outcome expectancy; and .89 for personal outcome expectancy. The scales provide a strong foundation from which to refine the measurement of computer self-efficacy and outcome expectancy. From these refinements, empirical models that include self-efficacy and outcome expectancy as determinants of information technology acceptance at the individual level of analysis can be improved.}, 30076 author = {Henry,John W and Stone,Robert W} 30077 } 30078 @article {, 30079 title = {The Development of Multimedia in Ireland}, 30080 year = {1997}, 30081 institution = {Dublin City University}, 30082 address = {Dublin}, 30083 url = {www.ed.ac.uk/rcss/SLIM/SLIMhome.html}, 30084 author = {Kerr,A} 30085 } 30086 @conference {, 30087 title = {Digital Illusion: Entertaining the Future With High Technology}, 30088 year = {1997}, 30089 publisher = {Addison Wesley Publishing Company}, 30090 organization = {Addison Wesley Publishing Company}, 30091 author = {Dodsworth,Clark} 30092 } 30093 @article {, 30094 title = {Distributed entertainment environment}, 30095 journal = {BT Technology Journal}, 30096 volume = {15}, 30097 number = {4}, 30098 year = {1997}, 30099 pages = {172-180}, 30100 abstract = {Networked computer games have come of age in recent years, due to a combination of increased graphical sophistication and simplified networking in consumer level computer equipment. This paper presents an overview of a new network game genre, the virtual environment based multi-user dungeon. It reviews the technical requirements necessary to deliver successful games of this type, and outlines a suggested architecture. Issues addressed in the architecture include scalability, persistence and consistency.}, 30101 isbn = {0265-0193}, 30102 author = {Powers,S J and Hinds,M R and Morphett,J} 30103 } 30104 @article {, 30105 title = {Eating habits of 11-14-year-old schoolchildren living in less affluent areas of Liverpool, UK}, 30106 journal = {Journal of Human Nutrition and Dietetics}, 30107 volume = {10}, 30108 number = {2}, 30109 year = {1997}, 30110 pages = {135-144}, 30111 abstract = {Aim: To provide baseline data concerning the eating habits of young adolescents which will enable trends to be identified, the factors affecting food choice to be explored and a programme of intervention to be designed and evaluated. Methods: A dietary screening survey, delivered by computer, was completed by 707 schoolchildren aged 11-14 years attending schools in two of the least affluent areas of Liverpool. Eating habits were compared to two previous studies which used an identical computerized dietary survey method. Results: The results suggest that many children chose the least desirable foods, which is likely to result in them eating a poor quality diet. The most popular foods included snack foods such as crisps, chocolates and sweets, and sugared fizzy drinks and chips. A number of trends were noted: there was a decrease in the reported consumption of added sugar and high-fibre cereals, and an increase in the use of low-fat milk. Boys claimed to be more active than girls, and there was an inverse relationship between physical activities and watching TV and playing computer games in girls. The results showed similar eating patterns and physical activity levels to those from other more complex studies. Conclusion: The responses of the children indicated, at the very least, some increasing awareness of healthy eating messages, but whether changes in behaviour were occurring is less clear. There is still, however, scope for further positive change in eating habits and the survey will be repeated at regular intervals to examine trends.}, 30112 keywords = {Adolescents}, 30113 isbn = {0952-3871}, 30114 author = {Johnson,B and Hackett,a F} 30115 } 30116 @article {, 30117 title = {The effect of television frame rate on EEG abnormalities in photosensitive and pattern-sensitive epilepsy}, 30118 journal = {Epilepsia}, 30119 volume = {38}, 30120 number = {10}, 30121 year = {1997}, 30122 pages = {1124-1131}, 30123 abstract = {PURPOSE: Seizures provoked by television viewing may be triggered by patterns in the television image or by flicker from the display itself. We examined the incidence of EEG abnormalities elicited by patterns displayed on television sets with two different frame rates to evaluate the likely contribution of photosensitive and pattern-sensitive mechanisms to television- and video-game epilepsy. METHODS: Televisions with frame rates of 50 and 100 Hz were used to present 35 patients who were photosensitive or pattern-sensitive with grating patterns. These patterns comprised vertical square-wave and sine-wave gratings of 90\% contrast, and the spatial frequency was varied between 0.25-7 cycles/degree. EEGs were analysed for laboratory sensitivity to patterned and unpatterned intermittent photic stimulation (IPS). RESULTS: Significantly fewer EEG abnormalities were elicited by patterns displayed on the 100 Hz frame-rate television than on the 50-Hz frame-rate television. No abnormalities were observed in response to the blank screens of either television. Thirty-three patients showed abnormalities in response to patterned IPS but only 15 in response to diffuse flash. Two patients showed no laboratory evidence of photosensitivity. Patients who were sensitive to patterned IPS at 50 Hz were significantly more likely to demonstrate abnormalities to patterns displayed on the 100-Hz frame-rate television than were patients who were not sensitive to 50-Hz patterned IPS. CONCLUSIONS: We suggest that for many patients, the combination of high-contrast patterns and screen flicker may elicit the observed EEG abnormalities. For patients with sensitivity to screen flicker, the use of a high frame-rate television may be beneficial in reducing the risk of seizures.}, 30124 author = {Fylan,F and Harding,G F A} 30125 } 30126 @article {, 30127 title = {Effects of mood manipulation on hostile attribution in aggressive and non-aggressive preschooler}, 30128 journal = {Japanese Journal of Educational Psychology}, 30129 volume = {45}, 30130 number = {1}, 30131 year = {1997}, 30132 pages = {71-78}, 30133 author = {Kataoka,M} 30134 } 30135 @article {, 30136 title = {The effects of video game experience on computer-based Air Traffic Controller Specialist, Air Traffic Scenario Test scores}, 30137 year = {1997}, 30138 abstract = {The Air Traffic Scenario Test (ATST), a PC-based application strongly resembling a video game, is used in the selection process for air traffic control specialists (ATCS). Incremental validity of prior video game experience over that of general aptitude was evaluated as a predictor of work sample test scores. ATCS students completed the Computer Use Survey. Responses related to video games yielded the predictor. Three criterion measures from the ATST (error, arrival delay, handoff delay) were regressed on a cognitive aptitude measure and the predictor variable. Self-reported experience on video games accounted for an additional 3.6\% of the variance in arrival delay, and an additional 9\% in handoff delay. Ss with video game experience were more efficient at handoffs and routing aircraft.}, 30139 author = {Young,Willie C and Broach,Dana and Farmer,William L} 30140 } 30141 @article {, 30142 title = {Epileptic seizures while playing video games}, 30143 journal = {Monatsschrift Kinderheilkunde}, 30144 volume = {145}, 30145 number = {8}, 30146 year = {1997}, 30147 pages = {845-849}, 30148 author = {Waltz,S and Hahn,A and Stephani,U} 30149 } 30150 @article {, 30151 title = {Evidence for the reliability and factorial validity of the Computer Game Attitude Scale}, 30152 journal = {Journal of Educational Computing Research}, 30153 volume = {17}, 30154 number = {1}, 30155 year = {1997}, 30156 pages = {67-77}, 30157 author = {Chappell,K K and Taylor,C S} 30158 } 30159 @article {, 30160 title = {Integrating an intelligent tutoring facility into a gaming simulation environment}, 30161 journal = {Journal of Information Technology?}, 30162 volume = {12}, 30163 number = {3}, 30164 year = {1997}, 30165 pages = {207-222}, 30166 author = {Siemer,J and Angelides,M C} 30167 } 30168 @inbook {, 30169 title = {Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health}, 30170 booktitle = {Health promotion and interactive technology: Theoretical applications and future directions}, 30171 year = {1997}, 30172 publisher = {Lawrence Erlbaum Associates}, 30173 organization = {Lawrence Erlbaum Associates}, 30174 abstract = {Well-established principles of health promotion and interactive media learning have been integrated into the design of health education video games for children and adolescents. The video games are designed to enhance several intervening, or mediating, cognitive and behavioral factors that make a significant contribution to improving health status. The factors include (1) attention to and active processing of health promotion messages, (2) motivation to learn about health, (3) health knowledge and skills that are essential for implementing proper prevention and self-care, (4) self-concepts related to health, such as self-esteem and perceived self-efficacy for carrying out desirable health behaviors, and (5) communication about one{\textquoteright}s own health with peers, family, and caregivers who can provide social support for behavior change. This chapter includes a review of current research that confirms the importance of these factors in improving health behaviors and outcomes. The chapter also presents findings from six studies of the health education video games. The studies demonstrate that appropriately designed video games can improve many of the mediating factors that are known to contribute to better health.}, 30175 author = {Lieberman, D A}, 30176 editor = {Street, R. L. and Gold, W. R. and Manning,T} 30177 } 30178 @article {, 30179 title = {Inventing space - Toward a taxonomy of on and off screen space in video games}, 30180 journal = {Film Quarterly}, 30181 volume = {51}, 30182 number = {1}, 30183 year = {1997}, 30184 pages = {11-23}, 30185 author = {Wolf,M J P} 30186 } 30187 @article {, 30188 title = {Investigating the impact of elements in educational mathematics software on girls{\textquoteright} attitudes}, 30189 journal = {Journal of Educational Computing Research}, 30190 volume = {17}, 30191 number = {2}, 30192 year = {1997}, 30193 pages = {119-133}, 30194 abstract = {Past research has suggested that certain features of educational computer software (such as aggressive distracters, competition, and the underrepresentation of female characters) may negatively impact girls{\textquoteright} attitudes toward computer software. This article describes two studies that investigated the impact of these three features on girls{\textquoteright} attitudes toward computer software. In the first study, forty-eight seventh-grade female mathematics students were randomly assigned to one of four conditions: Female character/Competitive task, Male character/Competitive task, Female character/Cooperative task, and Male character/Cooperative task. Each subject completed a computer task in her assigned condition and then independently completed the Computer Game Attitude Scale (CGAS), a scale that was designed to assess basic student attitudes toward using computer games. The subjects{\textquoteright} scores on the CGAS were analyzed using a 2 x 2 ANOVA to examine to effects of learning environment (cooperative vs. competitive) and gender of character on girls{\textquoteright} attitudes toward the computer software. In the second study, fifty-two sixth-grade female mathematics students were randomly assigned to one of two conditions: aggressive distracters (via "snowbullies" thrown at the character) and no aggressive distracters (no "snowbullies"). Each subject completed a computer task in her assigned condition and then independently completed the CGAS. The subjects{\textquoteright} scores on the CGAS were subjected to an independent group t-test to analyze the effects of aggressive distracters on girls{\textquoteright} attitudes toward the computer software. The results suggest that the factors controlled in these studies resulted in no significant differences in girls{\textquoteright} attitudes toward the educational mathematics computer games, Geometric Golfer and Treasure MathStorm.}, 30195 keywords = {Sex-Differences}, 30196 isbn = {0735-6331}, 30197 author = {Chappell,K K} 30198 } 30199 @article {, 30200 title = {Ion storm: Computer games}, 30201 journal = {Fortune}, 30202 volume = {136}, 30203 number = {1}, 30204 year = {1997}, 30205 pages = {89-90}, 30206 isbn = {0015-8259}, 30207 author = {Brown,E} 30208 } 30209 @article {, 30210 title = {Late adolescents{\textquoteright} experiences with and attitudes toward videogames}, 30211 journal = {Journal of Applied Social Psychology}, 30212 volume = {27}, 30213 number = {15}, 30214 year = {1997}, 30215 pages = {1316-1334}, 30216 abstract = {A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants{\textquoteright} ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their {\textquoteright}{\textquoteright}most favorite{\textquoteright}{\textquoteright} videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were-found between participants{\textquoteright} self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.}, 30217 keywords = {Aggression, Behaviors, children, Computers, Empathy, Game Players, Personality, Playing Videogames, Television}, 30218 isbn = {0021-9029}, 30219 author = {Barnett,M A and Vitaglione,G D and Harper,K K G and Quackenbush,S W and Steadman,L A and Valdez,B S} 30220 } 30221 @article {, 30222 title = {Leisure time activities of elementary school children}, 30223 journal = {Nursing Research}, 30224 volume = {46}, 30225 number = {5}, 30226 year = {1997}, 30227 pages = {246-253}, 30228 author = {Harrell,J S and Gansky,S A and Bradley,C B and McMurray, R. G.} 30229 } 30230 @article {, 30231 title = {Is Mr Pac Man eating our children? A review of the effect of video games on children}, 30232 journal = {Canadian Journal of Psychiatry-Revue Canadienne De Psychiatrie}, 30233 volume = {42}, 30234 number = {4}, 30235 year = {1997}, 30236 pages = {409-414}, 30237 author = {Emes,C E} 30238 } 30239 @article {, 30240 title = {Network assisted questionnaire on physical and psychological health of computer users}, 30241 journal = {Japanese Journal of Biofeedback Research}, 30242 volume = {24}, 30243 year = {1997}, 30244 pages = {65-69}, 30245 abstract = {Studied (1) actual conditions of PC use and (2) physical and psychological discomfort associated with PC use. 3,287 normal male and female Japanese adults aged <20->70 yrs were administered an 18-item questionnaire on their PC use, PC features, and PC-related physical and psychological complaints. Most Ss were young and skillful PC users, but two-thirds reported musculoskeletal problems and one-third reported psychological problems. Female Ss complained of musculoskeletal and eye discomfort more often than male Ss did.}, 30246 author = {Inamori,Yoshio and Inamori,Rieko and Oda,Nobuyuki and Umezawa,Akio and Ichihara,Shin} 30247 } 30248 @article {, 30249 title = {Personality, psychopathological disturbances and family circumstances in computer game players}, 30250 journal = {European Psychiatry}, 30251 volume = {12}, 30252 number = {1002}, 30253 year = {1997}, 30254 pages = {237}, 30255 author = {Zyss,T and Boron,J} 30256 } 30257 @article {, 30258 title = {The perspectives in intensification of real activity during process of bond the human with virtual computer spaces}, 30259 journal = {Biofizika}, 30260 volume = {42}, 30261 number = {1}, 30262 year = {1997}, 30263 pages = {239-242}, 30264 abstract = {In this article you can familiarize yourself with big experience of using computer signals that are necessary in order to operate by them. These signals arise on the basis of values transformation and afforts directions that are applied to powerful connections of different training devices. Similar opportunities of interaction with computer games programmes were tested on the basis of using a plant to control the dozing projection displacements of masses common centre on area of support.}, 30265 isbn = {0006-3029}, 30266 author = {Ratov,I P and Demirchoglyan,G G} 30267 } 30268 @article {, 30269 title = {Psychology of computer use: XLII. Problem solving and humor as a function of computer anxiety}, 30270 journal = {Perceptual and Motor Skills}, 30271 volume = {84}, 30272 number = {1}, 30273 year = {1997}, 30274 pages = {147-156}, 30275 author = {Emanuele,Susan and Dale,Alexander J and Klions,Herbert} 30276 } 30277 @article {, 30278 title = {Psychology of computer use: XLIII. Some comments on {\textquoteright}Addictive use of the Internet{\textquoteright} by Young}, 30279 journal = {Psychological Reports}, 30280 volume = {80}, 30281 number = {1}, 30282 year = {1997}, 30283 pages = {81-82}, 30284 abstract = {This paper adds further comments to a case description of a 43-yr-old homemaker by K. S. Young (1996) on addictive use of the Internet. Brief comments relating to the Internet as a behavioral addiction and the problem of to what users are actually addicted, are discussed. }, 30285 author = {Griffiths,Mark} 30286 } 30287 @article {, 30288 title = {Psychology of computer use: XLIV. Computer anxiety and learning style}, 30289 journal = {Perceptual and Motor Skills}, 30290 volume = {84}, 30291 number = {3, Pt 1}, 30292 year = {1997}, 30293 pages = {753-754}, 30294 abstract = {The relation between scores for computer anxiety and for D. A. Kolb{\textquoteright}s (1976) Learning Style Inventory was investigated (N = 204). Scores on computer anxiety correlated negatively with scores on the Active-Reflective index. Further, those classified as Convergers reported lower scores on computer anxiety than did those classified as Divergers. }, 30295 author = {Bozionelos,Nicholas} 30296 } 30297 @article {, 30298 title = {Psychology of computer use: XLV. Cognitive spontaneity as a correlate of computer anxiety and attitudes toward computer use}, 30299 journal = {Psychological Reports}, 30300 volume = {80}, 30301 number = {2}, 30302 year = {1997}, 30303 pages = {395-402}, 30304 abstract = {Investigated the relationship of cognitive spontaneity with measures of computer anxiety and attitudes toward computer use among 178 managers and professionals attending advanced courses in management. A significant negative relationship between cognitive spontaneity and computer anxiety was found. The relationship remained significant even with statistical control for computer experience. The relationship between cognitive spontaneity and attitudes toward computer use was positive but not significant. Results imply both a direct and an indirect relationship between cognitive spontaneity and computer anxiety and support the suggestion that computer anxiety and attitudes toward computer use are related but distinct constructs. }, 30305 author = {Bozionelos,Nicholas} 30306 } 30307 @article {, 30308 title = {Psychology of computer use: XLVI. Age-related differences in the mapping of auditory icons to visual icons in computer interfaces for children}, 30309 journal = {Perceptual and Motor Skills}, 30310 volume = {84}, 30311 number = {3, Pt 2}, 30312 year = {1997}, 30313 pages = {1223-1233}, 30314 abstract = {An investigation was conducted to characterize how children identify auditory icons present in educational software. 24 6-9 yr olds were required to map auditory icons to visual icons, both present in a computer interface. The interface used in the experiment was constructed with Visual Basic and involved 40 auditory icons, 40 corresponding visual icons, and 66 extraneous visual icons. It was hypothesized that older children would be better able to map the auditory icons to the visual icons due to more extensive exposure to everyday sounds. Results support the hypothesis. Suggestions for additional research are provided. }, 30315 author = {Jacko,Julie A and Rosenthal,David J} 30316 } 30317 @article {, 30318 title = {Psychology of computer use: XLVII. parameters of Internet use, abuse and addiction: The first 90 days of the Internet Usage Survey}, 30319 journal = {Psychological Reports}, 30320 volume = {80}, 30321 number = {3, Pt 1}, 30322 year = {1997}, 30323 pages = {879-882}, 30324 abstract = {Examined the addictive potential of Internet usage. Preliminary online data from the Internet Usage Survey shows that most of the 563 users (mean age 34 yrs) reported instances of Internet use interfering with other aspects of their lives, most commonly problems with managing time. A subgroup of users endorsed multiple usage-related problems, including several similar to those found in addictions. Younger users tended to have experienced more problems. }, 30325 author = {Brenner,Viktor} 30326 } 30327 @article {, 30328 title = {Psychology of computer use: XLVII: Relation between playfulness and computer anxiety}, 30329 journal = {Psychological Reports}, 30330 volume = {81}, 30331 number = {3, Pt 1}, 30332 year = {1997}, 30333 pages = {956-958}, 30334 abstract = {Correlations between scores for computer anxiety and for playfulness were investigated. 265 undergraduate and postgraduate students participated (mean age 22.0 yrs). Scores on computer anxiety correlated negatively with overall scores on the playfulness scale and the factors, Fun and Creative. Only the correlation with scores on Creative remained significant when control for computer experience was imposed. The results imply that playfulness relates to computer anxiety indirectly through its relation with computer experience. The implications of the results for the validity of the Adult Playfulness Scale are briefly discussed. }, 30335 author = {Bozionelos,Nicholas and Bozionelos,George} 30336 } 30337 @article {, 30338 title = {Reducing initial latency in media servers}, 30339 journal = {IEEE Multimedia}, 30340 volume = {4}, 30341 number = {3}, 30342 year = {1997}, 30343 pages = {50-61}, 30344 author = {Chang,E and GarciaMolina,H} 30345 } 30346 @article {, 30347 title = {Simulation games in CIM and the learning organisation}, 30348 journal = {Computers in Industry}, 30349 volume = {33}, 30350 number = {2}, 30351 year = {1997}, 30352 pages = {217-221}, 30353 author = {Ford,G P and Savolainen,T} 30354 } 30355 @article {, 30356 title = {Social learning and video games}, 30357 journal = {Psychologist}, 30358 volume = {10}, 30359 number = {11}, 30360 year = {1997}, 30361 pages = {488-489}, 30362 author = {Sheppard,A} 30363 } 30364 @article {, 30365 title = {A survey of epilepsy-patient perceptions of video-game material electronic screens and other factors as seizure precipitants}, 30366 journal = {Seizure-European Journal of Epilepsy}, 30367 volume = {6}, 30368 number = {6}, 30369 year = {1997}, 30370 pages = {457-459}, 30371 author = {Millett,C J and Fish,D R and Thompson,P J} 30372 } 30373 @article {, 30374 title = {The Teacher Who Designs Videogames}, 30375 journal = {Wired}, 30376 volume = {5}, 30377 number = {1}, 30378 year = {1997}, 30379 pages = {98-103}, 30380 url = {http://www.wired.com/wired/archive/5.01/esschilling.html}, 30381 author = {Parisi,Paula} 30382 } 30383 @article {, 30384 title = {Teaching Graphics Through Video Games}, 30385 journal = {Computer Graphics}, 30386 volume = {31}, 30387 number = {3}, 30388 year = {1997}, 30389 pages = {56-57}, 30390 isbn = {0097-8930}, 30391 author = {Pavlidis,Theo} 30392 } 30393 @article {, 30394 title = {Towards the design and implementation of computer-modeled opponents for use in entertainment and educational software: Some initial considerations}, 30395 journal = {Computers in Human Behavior}, 30396 volume = {13}, 30397 number = {2}, 30398 year = {1997}, 30399 pages = {181-203}, 30400 author = {Cressy,C J} 30401 } 30402 @article {, 30403 title = {A user-centred design approach for introducing computer-based process information systems}, 30404 journal = {Applied Ergonomics}, 30405 volume = {28}, 30406 number = {2}, 30407 year = {1997}, 30408 pages = {109-119}, 30409 abstract = {There has been an increasing tendency to use computer-based process information systems as the main interface through which operators interact with complex industrial systems. Although the new technology has produced greater hardware reliability and maintainability, the corresponding potential benefits for operability have not always been achieved. Automation has introduced new forms of design and operating errors. One of the major reasons for this problem has been the lack of human factors advice and user participation early in the design process. This paper discusses a user-centred design approach to increase operability and user acceptance of new technologies and working practices. Application of this approach in the context of a chemical plant indicates its promise, but also highlights the difficulties involved in gaining user participation and management commitment. }, 30410 author = {Kontogiannis,Tom and Embrey,David} 30411 } 30412 @article {, 30413 title = {Video and computer games: Effect on children and implications for health education}, 30414 journal = {Journal of School Health}, 30415 volume = {67}, 30416 number = {4}, 30417 year = {1997}, 30418 pages = {133-138}, 30419 author = {Dorman,S M} 30420 } 30421 @article {, 30422 title = {A Video Game Computer Sub-Program to Modify the Disinhibition Process in ADHD Adolescents}, 30423 journal = {Archives of Clinical Neuropsychology}, 30424 volume = {12}, 30425 number = {4}, 30426 year = {1997}, 30427 pages = {375-376}, 30428 author = {Nemeth,D G and Creveling,C C and Litchinsky,D} 30429 } 30430 @article {, 30431 title = {Video Games: Analyzing Gender Identity and Violence in this New Virtual Reality}, 30432 journal = {Studies in Symbolic Interaction}, 30433 volume = {21}, 30434 year = {1997}, 30435 pages = {181-199}, 30436 author = {Gilmore,Sean and Crissman,Alicia} 30437 } 30438 @article {, 30439 title = {Video games and aggression}, 30440 journal = {Psychologist}, 30441 volume = {10}, 30442 number = {9}, 30443 year = {1997}, 30444 pages = {397-401}, 30445 type = {Article}, 30446 keywords = {Behavior, children, Teenagers, Violent}, 30447 isbn = {0952-8229}, 30448 author = {Griffiths, M} 30449 } 30450 @article {, 30451 title = {Video games and clinical practice: Issues, uses and treatments}, 30452 journal = {British Journal of Clinical Psychology}, 30453 volume = {36}, 30454 year = {1997}, 30455 pages = {639-641}, 30456 author = {Griffiths, M} 30457 } 30458 @article {, 30459 title = {Video games and the elderly}, 30460 journal = {Social Behavior and Personality}, 30461 volume = {25}, 30462 number = {4}, 30463 year = {1997}, 30464 pages = {345-352}, 30465 type = {Article}, 30466 abstract = {We studied the effects of playing video games (Super Tetris) on the reaction time, cognitive/perceptual adaptability, and emotional well-being of 22 non-institutionalized elderly people aged 69 to 90. Volunteers in an elderly community in the Netherlands were randomly assigned to a videogame-playing experimental group or a non-playing control group. The televisions of the 10 videogame players were provided with Nintendo SuperNes systems. Participants played Super Tetris 5 hours a week for 5 weeks, and maintained a log of their play. Before and after this play period, measures of reaction time (Sternberg Test), cognitive/perceptual adaptability (Stroop Color Word Test), and emotional well-being (self-report questionnaire) were administered. Playing video games was related to a significant improvement in the Sternberg reaction time task, and to a relative increase in self-reported well-being. On the Stroop Color Word Test, both the experimental and control groups improved significantly, but the difference between groups was not statistically significant. The videogame-playing group had faster reaction times and felt a more positive sense of well-being compared to their nonplaying counterparts. Consistent with previous research on video games and the elderly, the present study finds the strongest effects on measures of reaction time, and the weakest effects on cognitive performance measures. Explanations and alternative interpretations of these findings are discussed.}, 30467 keywords = {Computer games}, 30468 isbn = {0301-2212}, 30469 author = {Goldstein, J. and Cajko, L. and Oosterbroek, M. and Michielsen, M. and van Houten, O. and Salverda, F.} 30470 } 30471 @article {, 30472 title = {Computer games as a powerful tool for development of memory and attention}, 30473 journal = {International Journal of Psychology}, 30474 volume = {31}, 30475 number = {3-4}, 30476 year = {1996}, 30477 pages = {84156-84156}, 30478 author = {Chaika, G V} 30479 } 30480 @article {3199, 30481 title = {Considering Games as Cognitive Tools: In search of effective {\textquotedblleft}Edutainment.{\textquotedblright}}, 30482 year = {1996}, 30483 abstract = {This paper reviews proposed benefits of using games as cognitive 30484 tools, and discusses the complexities of assessing those benefits. Use of 30485 educational games to supplement traditional classroom lectures is 30486 purported by some researchers to increase interest, motivation, and 30487 retention, as well as to improve higher order thinking and reasoning 30488 skills. Assessment of the effectiveness of games as cognitive tools is a 30489 complex issue, and several variables, such as learner differences, 30490 assessment methods, and implicit knowledge, must be considered.}, 30491 keywords = {games for education, microworlds, Simulations}, 30492 url = {http://twinpinefarm.com/pdfs/games.pdf}, 30493 author = {Hogle, J. G.} 30494 } 30495 @article {, 30496 title = {Coping with computer-stress}, 30497 journal = {Journal of Educational Computing Research}, 30498 volume = {15}, 30499 number = {2}, 30500 year = {1996}, 30501 pages = {113-124}, 30502 author = {Hudiburg,Richard A and Necessary, James R} 30503 } 30504 @article {, 30505 title = {Creating 3D Real Time Video Games}, 30506 journal = {Computer Graphics}, 30507 volume = {30}, 30508 number = {1}, 30509 year = {1996}, 30510 pages = {25-26}, 30511 isbn = {0097-8930}, 30512 url = {http://portal.acm.org/ft_gateway.cfm?id=232852\&type=pdf\&coll=GUIDE\&dl=ACM\&CFID=15151515\&CFTOKEN=6184618}, 30513 author = {Levinson, Dave S} 30514 } 30515 @article {, 30516 title = {Do Computer-Based Games Facilitate Knowledge Acquisition and Retention?}, 30517 journal = {Military Psychology}, 30518 volume = {8}, 30519 number = {4}, 30520 year = {1996}, 30521 pages = {295-307}, 30522 abstract = {<p> 30523 This study investigated the effects of a gaming approach on knowledge acquisition and retention in military trainees. Three groups of trainees were presented with subject matter either in paper-based prose form (Text), paper-based question and answer (Test) form, or using computerbased gaming techniques (Game). These conditions were selected to i<strong>nvestigate potential benefits of computer-based gaming over traditional paper and pencil media in terms of trainee performance and reaction</strong>. Results showed that <strong>participants assigned to the Game condition scored significantly higher on a retention test as compared to pretest performance.</strong> Participants assigned to the Test and Text conditions showed no difference in performance from pretest to retention test. Additionally, participants assigned to the Game condition rated the training they received as more enjoyable and more effective than those assigned to the other two conditions. Results are discussed in terms of the effectiveness of computer-based games for military training applications. 30524 </p> 30525 }, 30526 author = {Ricci,Katrina E and Salas,Eduard and Cannon-Bowers,Janis A} 30527 } 30528 @article {, 30529 title = {The effects of computer games and lesson contexts on children{\textquoteright}s mnemonic strategies}, 30530 journal = {Journal of Experimental Child Psychology}, 30531 volume = {62}, 30532 number = {2}, 30533 year = {1996}, 30534 pages = {173-189}, 30535 author = {Oyen, A S and Bebko, J M} 30536 } 30537 @mastersthesis {, 30538 title = {Factors related to teacher use of computer technology in Malaysia}, 30539 volume = {Master{\textquoteright}s}, 30540 year = {1996}, 30541 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1996 May; Vol 56(11 A): 4363}, 30542 type = {Masters Thesis}, 30543 author = {Mukti, Norhayati B T Abd} 30544 } 30545 @article {, 30546 title = {Gender and Racial Inequality in Video Games}, 30547 year = {1996}, 30548 note = {<p>Extract: 30549 <p>It is difficult to formulate an argument about the gender and racial inequalities in video games without an understanding of where the majority of video games come from. In 1994 over seventy percent of video games released in America were originally designed in Japan.4 Despite this fact, many researchers have attempted to argue about these issues using American concepts of inequality. This is something that is clearly erroneous and will lead to inaccurate results. 30550 <p>To anyone researching the topic, it is quite obvious that the majority of characters in the video game universe are male. It is also obvious that the majority of human characters (excluding of course, non-human characters such as robots, beasts, vegetables and worms) are primarily white. Thus, it is easy to leap to conclusions that such video games were programmed by white males with politically incorrect values. However, this conclusion quickly falls apart when one finds a string of Asian names in the credits. 30551 <p>So if the games are primarily programmed by Asian programmers, why then do they contain mainly Caucasian people? The immediate answer would be that they are trying to appeal to the Caucasian market (America, Europe, etc.) However this conclusion disseminates when the fact that nearly sixty percent of the world gaming market is dominated by the Japanese gamer is brought into light.4 With that kind of majority, the Japanese gamer would have sufficient influence to alter any insulting practices of the video game producer. }, 30552 url = {http://www.geekcomix.com/vgh/genracinequal.shtml}, 30553 author = {Hart,Sam} 30554 } 30555 @inbook {, 30556 title = {Instructional design for older computer users: The influence of cognitive factors}, 30557 booktitle = {Aging and skilled performance: Advances in theory and applications}, 30558 year = {1996}, 30559 pages = {241-265}, 30560 publisher = {Lawrence Erlbaum Associates, Inc; Hillsdale, NJ, US: Lawrence Erlbaum Associates, Inc}, 30561 organization = {Lawrence Erlbaum Associates, Inc; Hillsdale, NJ, US: Lawrence Erlbaum Associates, Inc}, 30562 abstract = {(from the preface) describe how basic cognitive theory may be used to develop training materials for computer use by older adults / suggest that a multidisciplinary approach drawing on education, instructional technology, human factors, and cognitive psychology may be the best way to optimize training materials and training methods (from the chapter) recommend that the instructional materials (manuals or tutorial software) must be examined initially in order to determine how aging affects the comprehension and learning process in order to design instructional materials for older adults / focus on the development of instructional materials for computer use as a practical example of how our recommendations may be utilized / our suggestions may well transfer to other domains where the design of instructional materials for older adults are an issue / provide 2 specific examples of how to expand the subject matter that has been traditionally investigated in this area / note that although we focus on older adults specifically, it is likely that the suggestions that we provide for instructional design may impact on the design of instructions for individuals of all ages.}, 30563 author = {Morrell,Roger W and Echt, Katharina V}, 30564 editor = {Rogers,Wendy A and Fisk,Arthur D} 30565 } 30566 @book {, 30567 title = {L{\textquoteright}enfant et l{\textquoteright}ordinateur: aspects sychologiques et p{\'e}dagogiques des nouvelles technologies de l{\textquoteright}information}, 30568 year = {1996}, 30569 publisher = {Mardaga}, 30570 organization = {Mardaga}, 30571 author = {Retschitzki, J and Gurtner, J-L} 30572 } 30573 @article {, 30574 title = {Relationships between fun and the computer business}, 30575 journal = {Communications of the ACM}, 30576 volume = {39}, 30577 number = {8}, 30578 year = {1996}, 30579 abstract = {Whimsy and fun are often the precursors to powerful tools that are used later for more serious applications. A project at inception might not be useful because of lack of infrastructure or incomplete refinements. Resultantly the computer game has filled a role in being the incubator for many innovations that drive the usefulness of the computer. This article describes this role, developing a set of technologies, interaction styles, and social transformation that contributes to the computer field. A brief historical discussion and a consideration to some future possibilities are given.}, 30580 keywords = {Computer applications, computer game, computer graphics, Computer monitors, computer software, Electronics industry, Graphical user interfaces, Information technology, Interactive devices, Random access storage, ROM, Technological forecasting, Television}, 30581 url = {http://portal.acm.org/citation.cfm?id=232025\&jmp=cit\&coll=GUIDE\&dl=GUIDE\&CFID=48113042\&CFTOKEN=94606531$\#$}, 30582 author = {Bushnell, Nolan} 30583 } 30584 @article {, 30585 title = {Visually-evoked pattern and photomyoclonic responses in video game and television epilepsy: case reports}, 30586 journal = {Acta Physiologica Pharmacologica et Therapeutica Latinoamericana}, 30587 volume = {46}, 30588 number = {3}, 30589 year = {1996}, 30590 pages = {177-184}, 30591 abstract = {This research paper reports a case study of two male photosensitive epileptic patients, aged 14 and 16 years old respectively, whose epileptic seizures were often triggered by the flickers from television and video games respectively. The 14-year old patient had no family history of epilepsy, while the 16 year old had a family history of epilepsy. A comprehensive electroencephalogram (EEG), including hyperventilation, intermittent photic stimulation (IPS) and pattern stimulation were carried out on them and EEG abnormalities including photoparoxysmal responses (PPR) and generalized myoclonic responses were evoked. A thorough analysis of the EEG morphology of the myclonic responses and the clinical manifestations showed evidence of two separate entitles of seizures namely: visually evoked pattern-myoclonic responses (PTMR) and visually evoked photomyoclonic responses (PMR). PTMR was independent of flash rate and occurred before a PPR and at the same time as the flash rate, while PMR occurred after the PPR and was dependent on flash rate. These findings suggest that \"Video Game\" epilepsy is probably a pattern sensitive epilepsy, electronic screen being the source of the triggering patterns; hence, the morphology and the family histories and the myoclonic phenomena differ from those of pure photosensitive epilepsy. 30592 }, 30593 author = {Anyanwu, E. and Watson, N. A.} 30594 } 30595 @inbook {, 30596 title = {Activity theory: Implications for human-computer interaction}, 30597 booktitle = {Context and consciousness: Activity theory and human computer interaction}, 30598 year = {1996}, 30599 pages = {103-116}, 30600 publisher = {MIT Press}, 30601 organization = {MIT Press}, 30602 address = {Cambridge, MA}, 30603 abstract = {(from the chapter) recently interest has grown in applying activity theory, the leading theoretical approach in Russian psychology, to issues of human-computer interaction / this chapter analyzes why experts in the field are looking for an alternative to the currently dominant cognitive approach / the basic principles of activity theory are presented and their implications for human-computer interaction are discussed / concludes with an outline of the potential impact of activity theory on studies and design of computer use in real-life settings.}, 30604 author = {Kaptelinin,Victor}, 30605 editor = {Nardi, Bonnie A.} 30606 } 30607 @inbook {, 30608 title = {But Not For Girls}, 30609 booktitle = {Women and Computers}, 30610 year = {1996}, 30611 pages = {13-25}, 30612 publisher = {Intellect Books}, 30613 organization = {Intellect Books}, 30614 author = {Grundy,Frances} 30615 } 30616 @article {, 30617 title = {Children{\textquoteright}s perceptions of gender differences in social approval for playing electronic games}, 30618 journal = {Sex Roles}, 30619 volume = {35}, 30620 number = {3-4}, 30621 year = {1996}, 30622 pages = {219-231}, 30623 author = {Funk,J B and Buchman,D D} 30624 } 30625 @article {, 30626 title = {Cognitive load while learning to use a computer program}, 30627 journal = {Applied Cognitive Psychology}, 30628 volume = {10}, 30629 number = {2}, 30630 year = {1996}, 30631 pages = {151-170}, 30632 abstract = {Tested whether an instructional design played a crucial role only when there was a high level of interaction between learning elements resulting in those elements having to be simultaneously held in working memory. A computer-aided design/computer-aided manufacture (CAD/COM) package was used. 30 first year trade apprentices were randomly assigned to conventional manual plus computer, modified manual plus computer, or modified manual-only groups. They were given introductory CAD/COM instructions to perform on the computer, followed by written and practical tests. When instruction involved high element interactivity, the self-contained manual was vastly superior to instructional formats that involved continual interaction with the computer in both written and practical tests. No differences were found between instructional formats when the learning material entailed low element interactivity. }, 30633 author = {Chandler,Paul and Sweller,John} 30634 } 30635 @article {, 30636 title = {Computer experience and gender differences in undergraduate mental rotation performance}, 30637 journal = {Computers in Human Behavior}, 30638 volume = {12}, 30639 number = {3}, 30640 year = {1996}, 30641 pages = {351-361}, 30642 author = {De Lisi,Richard and Cammarano,Diane M} 30643 } 30644 @article {, 30645 title = {Computer games and information-processing skills}, 30646 journal = {Perceptual and Motor Skills}, 30647 volume = {83}, 30648 number = {2}, 30649 year = {1996}, 30650 pages = {643-647}, 30651 author = {Yuji,H} 30652 } 30653 @article {, 30654 title = {Computer use in schools for the blind in Japan}, 30655 journal = {Psychological Reports}, 30656 volume = {78}, 30657 number = {2}, 30658 year = {1996}, 30659 pages = {419-426}, 30660 abstract = {Explored the use of computers and feelings toward computers among 34 visually impaired secondary school students (mean age 21.4 yrs) and 42 teachers (mean age 40.7 yrs) in Japan. Ss completed a questionnaire on various aspects of computer use, such as availability of computers, years of use, models, and the nature of work. Results reveal that most Ss used computers effectively, but some students with low vision did not wish to use them to avoid eye strain. The computers allowed use of Kanji (Chinese characters) by the blind students, providing a new tool in their learning of Kanji.}, 30661 author = {Kobayashi,Iwao and Tanaka,Atsushi and Okuzumi,Hideyuki} 30662 } 30663 @inbook {, 30664 title = {Computer-mediated activity: Functional organs in social and developmental contexts}, 30665 booktitle = {Context and consciousness: Activity theory and human computer interaction}, 30666 year = {1996}, 30667 pages = {45-68}, 30668 publisher = {MIT Press}, 30669 organization = {MIT Press}, 30670 address = {Cambridge, MA}, 30671 abstract = {(from the chapter) discusses the potential advantages and limitations of activity theory as a conceptual framework for HCI / attempts to put the theory into the context of the problems that researchers in the field are currently encountering / provide an account of the general context of computer use and the place of human beings and computers within this overarching scheme.}, 30672 author = {Kaptelinin,Victor}, 30673 editor = {Nardi, Bonnie A.} 30674 } 30675 @inbook {, 30676 title = {Contextualising video game violence: From Teenage Mutant Ninja Turtles 1 to Mortal Kombat 2}, 30677 booktitle = {Interacting With Video}, 30678 year = {1996}, 30679 pages = {25-38.}, 30680 publisher = {Ablex}, 30681 organization = {Ablex}, 30682 author = {M. Kinder}, 30683 editor = {Greenfield,P M and Cocking,R R} 30684 } 30685 @article {, 30686 title = {The design of a low cost motion chair for video games and MPEG video playback}, 30687 journal = {IEEE Transactions on Consumer Electronics}, 30688 volume = {42}, 30689 number = {4}, 30690 year = {1996}, 30691 pages = {991-997}, 30692 author = {Huang,C H and Yen,J Y and Ouhyoung,M} 30693 } 30694 @article {, 30695 title = {Do computers affect {\textquoteright}The Mind{\textquoteright}?}, 30696 journal = {Journal of Educational Computing Research}, 30697 volume = {15}, 30698 number = {2}, 30699 year = {1996}, 30700 pages = {97-112}, 30701 author = {Fletcher Flinn,Claire M and Suddendorf,Thomas} 30702 } 30703 @article {, 30704 title = {Effect of information at different stages of users{\textquoteright} training}, 30705 journal = {Perceptual and Motor Skills}, 30706 volume = {83}, 30707 number = {3, Pt 1}, 30708 year = {1996}, 30709 pages = {747-754}, 30710 abstract = {Investigated the effects of physical + logical information vs functional + conceptual information given at different stages on computer users{\textquoteright} performance. 32 Ss with no prior knowledge of a computer database received 2 stages of training to learn how to construct queries of the computer database. At the preliminary stage, only 1 kind of information was provided. After 2 stages, the Ss were asked to perform query tasks using the database. The statistical analysis of Ss{\textquoteright} accuracy showed no significant effects of information at either stage and no significant interaction. }, 30711 author = {Swider,Cathy B and Ye,Nong} 30712 } 30713 @inbook {, 30714 title = {Electronic play worlds: Gender differences in children{\textquoteright}s construction of video games}, 30715 booktitle = {Constructionism in Practice: Designing, Thinking, and Learning in a Digital World}, 30716 year = {1996}, 30717 pages = {25-38}, 30718 publisher = {Ablex}, 30719 organization = {Ablex}, 30720 address = {Mahwah, NJ}, 30721 author = {Kafai,Y B}, 30722 editor = {Kafai,Y B and Resnick,M} 30723 } 30724 @inbook {, 30725 title = {Electronic Playworlds: Gender Differences in Children{\textquoteright}s Constructions of Video Games}, 30726 booktitle = {Interacting With Video}, 30727 year = {1996}, 30728 author = {Kafai, Yasmin B.}, 30729 editor = {Greenfield,P and Cocking,R R} 30730 } 30731 @article {, 30732 title = {Embodied Actions in Time and Place: The Cooperative Design of a Multimedia, Educational Computer Game}, 30733 journal = {Computer Supported Cooperative Work (CSCW)}, 30734 volume = {5}, 30735 number = {4}, 30736 year = {1996}, 30737 pages = {341-367}, 30738 author = {Robertson,T} 30739 } 30740 @article {, 30741 title = {Feasibility and validity of three computer-assisted neurobehavioral tests in 7-year-old children}, 30742 journal = {Neurotoxicology and Teratology}, 30743 volume = {18}, 30744 number = {4}, 30745 year = {1996}, 30746 pages = {413-419}, 30747 abstract = {Three tests from the computerized Neurobehavioral Examination System (NES) were administered to a group of 917 Faroese children at approximately 7 years of age. The NES Continuous Performance Test (CPT) was modified to use animal silhouettes as stimuli instead of letters. Almost all children completed Finger Tapping (FT), the modified CPT, and Hand-Eye Coordination (HE). However, 18\% of the children missed at least 25\% of the stimuli on the CPT (full test period)? and 37\% of the children did not improve their HE performance by at least 10\%, as compared to the first trial. Boys obtained better results than girls, and older children performed better than younger ones. However, both factors were confounded by acquaintance with computer games. Children who used glasses, who had strabismus, or who had decreased contrast sensitivity obtained less satisfactory scores, especially on CPT and HE. The NES performance was significantly associated with functional neurological performance, including catching a ball, diadochokinesia, and finger agnosia. Slight, though statistically significant, decrements were seen with increased levels of prenatal exposure to neurotoxicants, as indicated by the mercury concentrations in cord blood obtained at the time of birth. In conclusion, the tests were feasible in this age group after slight modifications, and the test results showed meaningful associations with major predictors, thus supporting the validity of the data.}, 30748 keywords = {Lead}, 30749 isbn = {0892-0362}, 30750 author = {Dahl,R and White,R F and Weihe,P and Sorensen,N and Letz,R and Hudnell,H K and Otto,D A and Grandjean,P} 30751 } 30752 @article {, 30753 title = {Gender-related differences in exposure to and use of computers: Results of a survey of secondary school students}, 30754 journal = {European Journal of Psychology of Education}, 30755 volume = {11}, 30756 number = {3}, 30757 year = {1996}, 30758 pages = {269-282}, 30759 abstract = {Analyzed data from a study of computer-assisted learning with 1,035 students in Grades 5-10, focusing on gender-related differences. Frequency and duration of computer use, computer experiences, computer interests, attitudes toward computers, emotional responses while working with computers, and locus of control were examined. Overall, results support the assumption of gender-related differences in exposure to and use of computers. However, findings also indicate that this assumption may not hold true in a general sense and that future studies must examine gender-related differences with more sophisticated methods.}, 30760 author = {Bannert,Maria and Arbinger,Paul Roland} 30761 } 30762 @article {, 30763 title = {Image shading taking into account relativistic effects}, 30764 journal = {ACM Transactions on Graphics}, 30765 volume = {15}, 30766 number = {4}, 30767 year = {1996}, 30768 pages = {265-300}, 30769 abstract = {This article is concerned with creating more realistic images of 3D scenes which are moving relative to the viewer at such high speeds that the propagation delay of light signals and other relativistic effects can not be neglected. Creating images of 3D scenes in relativistic motion might have important applications to science-fiction films, computer games, and virtual environments. We shall discuss the following problems: (1) how to determine the visual appearance of a rapidly moving object, (2) how to determine the apparent radiance of a scene point on a moving object, (3) how to determine the incident irradiance at a scene point coming from a moving light source, (4) how to determine the color of a rapidly moving object, and (5) how to generate shadows when there are relative motions between the viewer, the scenes, and the light sources. Detailed examples are also given to show the result of shading with the relativistic effects taken into account.}, 30770 isbn = {0730-0301}, 30771 author = {Chang,M C and Lai,F P and Chen,W C} 30772 } 30773 @article {, 30774 title = {The impact of using personal computers on the lives of nursing home residents}, 30775 journal = {Physical and Occupational Therapy in Geriatrics}, 30776 volume = {14}, 30777 number = {2}, 30778 year = {1996}, 30779 pages = {13-31}, 30780 abstract = {Studied the willingness and ability of 25 nursing-home residents and day-care participants (mean age 80.36 yrs) to use personal computers, their preferences in software, and the influence that the use of computers might have on the quality of their lives. Measures included a demographic questionnaire, an instructor questionnaire, the Self-Esteem questionnaire, and the Morale and Life Satisfaction scale. Results show that men used the computer for longer periods than did women, that men tended to use games while women preferred educational software, and that self-esteem and life satisfaction improved. The characteristics of computerized tools and their relative use by the aged are considered.}, 30781 author = {Sherer,Moshe} 30782 } 30783 @article {, 30784 title = {Language comprehension in language-learning impaired children improved with acoustically modified speech}, 30785 journal = {Science}, 30786 volume = {271}, 30787 number = {5245}, 30788 year = {1996}, 30789 pages = {81-84}, 30790 abstract = {A speech processing algorithm was developed to create more salient versions of the rapidly changing elements in the acoustic waveform of speech that have been shown to be deficiently processed by language-learning impaired (LLI) children. LLI children received extensive daily training, over a 4-week period, with listening exercises in which all speech was translated into this synthetic form. They also received daily training with computer {\textquoteright}{\textquoteright}games{\textquoteright}{\textquoteright} designed to adaptively drive improvements in temporal processing thresholds, Significant improvements in speech discrimination and language comprehension abilities were demonstrated in two independent groups of LLI children.}, 30791 keywords = {Auditory-Perception, Delay, Developmental Aphasia, Disorders, infants, Prevalence, Reading Disabilities, Retardation, Young}, 30792 isbn = {0036-8075}, 30793 author = {Tallal,P and Miller,S L and Bedi,G and Byma,G and Wang,X Q and Nagarajan,S S and Schreiner,C and Jenkins,W M and Merzenich,M M} 30794 } 30795 @inbook {, 30796 title = {Learning through making games: Children{\textquoteright}s development of design strategies in the creation of a computational artifact}, 30797 booktitle = {Constructionism in Practice}, 30798 year = {1996}, 30799 pages = {71-96}, 30800 publisher = {Lawrence Erlbaum Associates}, 30801 organization = {Lawrence Erlbaum Associates}, 30802 author = {Kafai,Y B}, 30803 editor = {Kafai,Y and Resnick,M} 30804 } 30805 @article {, 30806 title = {Learning user interfaces by exploration}, 30807 journal = {Acta Psychologica}, 30808 volume = {91}, 30809 number = {3}, 30810 year = {1996}, 30811 pages = {325-344}, 30812 abstract = {Examined the ability of 99 university students to learn how to use a computer system by exploration and assessed the efficacy of a user interface with facilities that support exploration. In Exp 1, Ss were able to learn to use an electronic mail application that was unknown to them. Ss{\textquoteright} knowledge about the interface rose to a high level in an early stage of the experiment. Exp 2 did not show a significant advantage of the interface with the exploration-supportive facilities (ESFs) compared with a version of the interface from which ESFs were removed or replaced by a paper user guide. In Exp 3, using a think-aloud method, the interface with ESFs resulted in a more successful discovery and understanding of several system functions, a better task performance in the 2nd half of the series of tasks, and a better procedural knowledge about the interface. No effects of learning style were found.}, 30813 author = {de Mul,Sjaak and van Oostendorp,Herre} 30814 } 30815 @article {, 30816 title = {Les enfants et les jeux vid{\'e}o}, 30817 journal = {Revue Fran{\c c}aise de P{\'e}dagogie}, 30818 volume = {114}, 30819 number = {janvier-f{\'e}}, 30820 year = {1996}, 30821 pages = {67-83}, 30822 author = {Longuet,P} 30823 } 30824 @article {, 30825 title = {Microworlds and simuworlds: Practice fields for the learning organization}, 30826 journal = {Organizational Dynamics}, 30827 volume = {24}, 30828 number = {4}, 30829 year = {1996}, 30830 note = {Spr}, 30831 pages = {36-49}, 30832 abstract = {Notes that management is one of the few professions that have no rehearsal space for honing skills. Management simulations have been created to address this need, providing practice fields for the learning organization. Some of these new games use computer programs to replicate an entire industry and give participants an opportunity to play out one company{\textquoteright}s strategy in that setting (simuworld). Other simulations engage participants in complex behavioral role playing, based on scenarios that typically develop within a company (microworld). Still other simulations combine both approaches. The authors examine learning barriers that develop within the organization: solving fragmented problems rather than dealing with systemic issues, overemphasis on competition at the expense of cooperation, and a failure to innovate until forced to do so. The new simulations are meant to help managers overcome these barriers. }, 30833 author = {Keys, J. Bernard and Fulmer, Robert M. and Stumpf, Stephen A.} 30834 } 30835 @article {, 30836 title = {Nintendo and Telos + Video games as narrative: Will you ever reach the end?}, 30837 journal = {Cultural Critique}, 30838 number = {34}, 30839 year = {1996}, 30840 pages = {163-184}, 30841 author = {Buse,P} 30842 } 30843 @article {, 30844 title = {Playing violent video and computer games and adolescent self- concept}, 30845 journal = {Journal of Communication}, 30846 volume = {46}, 30847 number = {2}, 30848 year = {1996}, 30849 pages = {19-32}, 30850 author = {Funk,J B and Buchman,D D} 30851 } 30852 @article {, 30853 title = {Psychology of computer use .XL Addictive use of the Internet: A case that breaks the stereotype}, 30854 journal = {Psychological Reports}, 30855 volume = {79}, 30856 number = {3}, 30857 year = {1996}, 30858 pages = {899-902}, 30859 abstract = {This case involves a homemaker 43 years of age who is addicted to using the Internet. This case was selected as it demonstrates that a nontechnologically oriented woman with a reportedly content home life and no prior addiction or psychiatric history abused the Internet which resulted in significant impairment to her family life. This paper defines addictive use of the Internet, outlines the subject{\textquoteright}s progression of addictive on-line use, and discusses the implications of such addictive behavior on the new market of Internet consumers.}, 30860 author = {Young,Kimberly S} 30861 } 30862 @article {, 30863 title = {Psychology of computer use: XLI. Undergraduates{\textquoteright} self reported use of computer virus detectors}, 30864 journal = {Psychological Reports}, 30865 volume = {79}, 30866 number = {2}, 30867 year = {1996}, 30868 pages = {376-378}, 30869 abstract = {Examined the frequency of undergraduates{\textquoteright} self-reported use of virus detectors on their personal computers at home, at work, and at school. Data were gathered in an anonymous in-class national survey of 3,323 college seniors at 82 colleges and universities. It was hypothesized that both the students who self-reported being more computer literate and those who self-reported being more experienced users of computer software would more likely indicate that they regularly use a virus detector. A chi-square test of the data supported these hypotheses.}, 30870 author = {Marcis,John G and Deck,Alan B} 30871 } 30872 @article {, 30873 title = {Psychology of computer use: XXXIX. Prevalence of computer anxiety in British managers and professionals}, 30874 journal = {Psychological Reports}, 30875 volume = {78}, 30876 number = {3, Pt 1}, 30877 year = {1996}, 30878 pages = {995-1002}, 30879 abstract = {Investigated the prevalence of computer anxiety among 235 British managers and professionals (36 women). The prevalence rate for computer anxiety was 21.3\%. The rate for women was double that among men, and may have significant negative effects on productivity or ability to adapt to new computer-based technology. Implications for the measurement of such constructs are considered. }, 30880 author = {Bozionelos,Nicholas} 30881 } 30882 @article {, 30883 title = {Psychology of computer use: XXXV. Differences in computer users{\textquoteright} stress and self-concept in college personnel and students}, 30884 journal = {Psychological Reports}, 30885 volume = {78}, 30886 number = {3, Pt 1}, 30887 year = {1996}, 30888 pages = {931-937}, 30889 abstract = {Investigated the relationship between self-concept and stress during computer use with 104 college students and 88 college faculty/staff. Ss completed the Computer Hassles Scale, SCL-90, and the Revised Personal Attribute Inventory. Correlations indicated that for students, there was a negative relationship between stress and self-concept, while for faculty/staff there was a positive relationship. Regression analyses showed that self-concept moderated the relationship between computer users{\textquoteright} stress and stress outcomes for only the faculty/staff. The moderator effect was interpreted using Linville{\textquoteright}s "buffering hypothesis" (1987), which suggests that Ss with higher scores on self-concept are less prone to experience stress-related outcomes like somatization/anxiety symptoms.}, 30890 author = {Hudiburg,Richard A and Necessary, James R} 30891 } 30892 @article {, 30893 title = {Psychology of computer use: XXXVI. Visual discomfort and different types of work at videodisplay terminals}, 30894 journal = {Perceptual and Motor Skills}, 30895 volume = {82}, 30896 number = {3, Pt 1}, 30897 year = {1996}, 30898 pages = {935-938}, 30899 abstract = {The relationship between visual discomfort (or asthenopia) and different types of work using display units for 10,626 video display terminal (VDT) operators of the Italian Telecommunication Company was studied. Visual discomfort was evaluated as related to data entry, data checking, word processing, dialogue, enquiry, and various services. Chi-squared indicates that visual discomfort was not significantly related to any particular type of work for Ss with similar amounts of weekly time using videodisplay units. These findings are consistent with earlier results indicating that the main factor determining visual fatigue in VDT operators is the amount of time spent on the display units.}, 30900 author = {Rechichi, Caterina and De Moja, Carmelo A. and Scullica, Luigi} 30901 } 30902 @article {, 30903 title = {Psychology of computer use: XXXVII. Computer-related stress and amount of computer experience}, 30904 journal = {Psychological Reports}, 30905 volume = {78}, 30906 number = {3, Pt 1}, 30907 year = {1996}, 30908 pages = {968-970}, 30909 abstract = {Investigated the relationship between amount of computer experience and computer-related stress with 58 college students, using the Computer Technology Hassles Scale. Comparison between low and high experience groups suggests that computer-related stress is not simply a by-product of increased interaction with computers.}, 30910 author = {Ballance,Colin T and Ballance,Vickie V} 30911 } 30912 @article {, 30913 title = {Psychology of computer use: XXXVIII. compatibility of task presentation and task structure in human-computer interaction}, 30914 journal = {Perceptual and Motor Skills}, 30915 volume = {83}, 30916 number = {1}, 30917 year = {1996}, 30918 pages = {163-175}, 30919 author = {Zhao,Baijun and Salvendy,Gavriel} 30920 } 30921 @article {, 30922 title = {Situated action approach to implementing characters in computer games}, 30923 journal = {Applied Artificial Intelligence}, 30924 volume = {10}, 30925 number = {1}, 30926 year = {1996}, 30927 pages = {53-73}, 30928 abstract = {Computer games are moving in the direction of more dramatic content Characters in computer games are becoming more autonomous and are increasingly required to display purposeful and emotional behavior and to appear to understand the situation. An alternative to simulating their mental state is to portray it just as a human actor portrays a character Situated action provides a theoretical basis for understanding how to do this with quite simple agents. In this article we describe a way of organizing systems of interacting agents and a corresponding agent architecture and implementation technology, all based on situated action, and then report our experience of applying this technology to the production of an agent-based game embedded in a published CD-i title.}, 30929 isbn = {0883-9514}, 30930 author = {Wavish,P and Graham,M} 30931 } 30932 @inbook {, 30933 title = {Tamed by a rose: Computers as tools in human activity}, 30934 booktitle = {Context and consciousness: Activity theory and human computer interaction}, 30935 year = {1996}, 30936 pages = {175 198}, 30937 publisher = {MIT Press}, 30938 organization = {MIT Press}, 30939 address = {Cambridge, MA}, 30940 author = {Christiansen,Ellen}, 30941 editor = {Nardi, Bonnie A.} 30942 } 30943 @article {, 30944 title = {Television, Video Games and Literacy: A Study of Composing Strategy and Children at Risk in a First Grade Writing Workshop}, 30945 journal = {Berkeley Journal of Sociology}, 30946 volume = {41}, 30947 number = {1}, 30948 year = {1996}, 30949 author = {Butler,Suellen Gawler} 30950 } 30951 @article {, 30952 title = {Temporal processing deficits of language-learning impaired children ameliorated by training}, 30953 journal = {Science}, 30954 volume = {271}, 30955 number = {5245}, 30956 year = {1996}, 30957 pages = {77-81}, 30958 abstract = {Children with language-based learning impairments (LLIs) have major deficits in their recognition of some rapidly successive phonetic elements and nonspeech sound stimuli. In the current study, LLI children were engaged in adaptive training exercises mounted as computer {\textquoteright}{\textquoteright}games{\textquoteright}{\textquoteright} designed to drive improvements in their {\textquoteright}{\textquoteright}temporal processing{\textquoteright}{\textquoteright} skills. With 8 to 16 hours of training during a 20-day period, LLI children improved markedly in their abilities to recognize brief and fast sequences of nonspeech and speech stimuli.}, 30959 keywords = {Aphasia, Developmental Dyslexia, Discrimination, perception, Performance, task}, 30960 isbn = {0036-8075}, 30961 author = {Merzenich,M M and Jenkins,W M and Johnston,P and Schreiner,C and Miller,S L and Tallal,P} 30962 } 30963 @article {, 30964 title = {ToonTalk(TM) - An animated programming environment for children}, 30965 journal = {Journal of Visual Languages and Computing}, 30966 volume = {7}, 30967 number = {2}, 30968 year = {1996}, 30969 pages = {197-217}, 30970 author = {Kahn,K} 30971 } 30972 @article {, 30973 title = {Using WWW \& Interactive Simulation Games in the Classroom}, 30974 journal = {First Monday}, 30975 volume = {1}, 30976 number = {5}, 30977 year = {1996}, 30978 author = {Perrone,Corrina and Repenning,Alexander and Clark,David} 30979 } 30980 @article {, 30981 title = {Video and computer games in the 90{\textquoteright}s: Children{\textquoteright}s time commitment and game preference}, 30982 journal = {Children Today}, 30983 volume = {24}, 30984 year = {1996}, 30985 pages = {12-15}, 30986 author = {Buchanan,D D and Funk,J B} 30987 } 30988 @article {, 30989 title = {Video and Computer Games in the {\textquoteright}90s: Children{\textquoteright}s Time Commitment \& Game Preference}, 30990 journal = {Children Today}, 30991 volume = {24}, 30992 number = {1}, 30993 year = {1996}, 30994 pages = {12-15}, 30995 author = {Buchman,Debra D and Funk,Jeanne B} 30996 } 30997 @article {, 30998 title = {WebQuest: Substantiating education in edutainment through interactive learning games}, 30999 journal = {Computer Networks and ISDN Systems}, 31000 volume = {28}, 31001 number = {7}, 31002 year = {1996}, 31003 pages = {1307-1319}, 31004 author = {Perrone,Corrina and Clark,David and Repenning,Alexander} 31005 } 31006 @article {, 31007 title = {Computer Game Playing in Adolescence - Prevalence and Demographic Indicators}, 31008 journal = {Journal of Community \& Applied Social Psychology}, 31009 volume = {5}, 31010 number = {3}, 31011 year = {1995}, 31012 pages = {189-193}, 31013 abstract = {Computer game playing is a popular activity among adolescents yet there have been no systematic studies in the U.K. on its prevalence and its demographics. A questionnaire study was undertaken with 387 adolescents (12-16 years of age) to establish the time spent playing computer games, who they first started playing with, the reasons why they first started and why they play now and negative consequences of play. Results revealed that for many adolescents, home computer game playing can take up considerable time with 7\% of the sample playing for at least 30 hours a week. Although there were no differences between males and females in who played computer games, it was established that males were found to play significantly more regularly than females.}, 31014 keywords = {Acquisition, Adolescents, Amusement, Computer games, Gender, motives}, 31015 author = {Griffiths,M D and Hunt, N} 31016 } 31017 @article {, 31018 title = {Computer Games - Paradigms of Opportunity}, 31019 journal = {Behavior Research Methods Instruments \& Computers}, 31020 volume = {27}, 31021 number = {2}, 31022 year = {1995}, 31023 pages = {229-234}, 31024 author = {Porter,D B} 31025 } 31026 @article {, 31027 title = {Home video game playing in schoolchildren: A study of incidence and patterns of play}, 31028 journal = {Journal of Adolescence}, 31029 volume = {18}, 31030 number = {6}, 31031 year = {1995}, 31032 pages = {687-691}, 31033 abstract = {The recent increase in the home video games market has resulted in the ready availability of such games. This study attempted to quantify the extent of home video game playing in a typical population of 11-16-year-olds (429 males and 387 females). Of the children questioned 77.2\% played video games. The most common pattern of play was daily with most of the players playing for between one half and one hour per day. A small population of players (7.5\% of players: 5.7\% of total sample) was identified whose behaviour might be considered to be addictive. (C) 1995 The Association for Professionals in Services for Adolescents}, 31034 author = {Phillips, C A and Rolls, S and Rouse, A and Griffiths,M D} 31035 } 31036 @article {, 31037 title = {Invading Wave of Cooperation in a Spatial Iterated Prisoners-Dilemma}, 31038 journal = {Proceedings of the Royal Society of London Series B-Biological Sciences}, 31039 volume = {259}, 31040 number = {1354}, 31041 year = {1995}, 31042 pages = {77-83}, 31043 abstract = {Explaining the emergence of cooperative behaviours in a selfish world remains a major challenge for sociobiology. The iterated prisoner{\textquoteright}s dilemma offers a well-studied metaphor with which to explore theoretically the evolution of cooperation by reciprocation. Our current understanding is that {\textquoteright}tit-for-tat{\textquoteright} should be the very first step (if not the aim) of evolution towards cooperation, but that mobility of the players in space seems to raise a devastating obstacle to the spread of tit-for-tat, by allowing egoists to exploit cooperation and escape retaliation. The second point is based on models that represent mobility only implicitly (in terms of travelling costs) and assume random interactions. Here we develop a more explicit theory of spatial iterated games: individual mobility is represented in terms of a diffusion process and interactions - defined locally - are inherently non-random. Our model reveals the existence of critical levels of individual mobility allowing for the evolution of cooperation. In fact, tit-for-tat can spread and take over among mobile players even when originating from extreme rarity. The dynamics of invasion of tit-for-tat develop as a travelling wave which propagates the cooperative strategy through space. Significant mobility is required to make the pioneering moves of cooperators towards the front of invasion less hazardous; it also contributes to neutralizing those defectors who may intrude the core of a cluster of cooperative players.}, 31044 keywords = {Altruism, ESSS, evolution, Game, Patterns, Populations, Strategy, Tit-for-tat}, 31045 isbn = {0962-8452}, 31046 author = {Ferriere, R and Michod, R E} 31047 } 31048 @book {1278, 31049 title = {Minds In Play: Computer Game Design as a Context for Children{\textquoteright}s Learning}, 31050 year = {1995}, 31051 publisher = {Lawrence Erlbaum}, 31052 organization = {Lawrence Erlbaum}, 31053 isbn = {0805815139}, 31054 author = {Kafai, Yasmin B.} 31055 } 31056 @book {584, 31057 title = {Resisting The Virtual Life: The Culture and Politics of Information}, 31058 year = {1995}, 31059 publisher = {City Lights Books}, 31060 organization = {City Lights Books}, 31061 address = {San Francisco}, 31062 abstract = {This text aims to provide a platform for writers, scholars and activists to discuss the political, economic and cultural aspects of corporate and government visions of "the information superhighway". Addressing the video, computer and networked communications technologies on work, education, health, entertainment, literature and art, this book investigates their problematic impact on society. Exploring the relations of power and dependence fostered by the new information culture, it promotes the possibilities and strategies of resistance to the rewiring of the body psyche. With essays on the future of the Internet, the bringing down to earth of cyberspace, the sexism of the electronic frontier and the dangers of information, this work provides a critique of the "over-hyped" virtual life.}, 31063 author = {Brook,James and Boal,Iain} 31064 } 31065 @article {, 31066 title = {Video Games}, 31067 journal = {Electronics World \& Wireless World}, 31068 number = {1707}, 31069 year = {1995}, 31070 pages = {91-91}, 31071 author = {Fox, B} 31072 } 31073 @article {, 31074 title = {Video Games Play Havoc with Channel 5}, 31075 journal = {New Scientist}, 31076 volume = {146}, 31077 number = {1977}, 31078 year = {1995}, 31079 pages = {22-22}, 31080 author = {Fox, B} 31081 } 31082 @article {, 31083 title = {64mbit Animation Dram}, 31084 journal = {Electronics Letters}, 31085 volume = {31}, 31086 number = {17}, 31087 year = {1995}, 31088 pages = {1433-1434}, 31089 abstract = {An Animation DRAM (ARAM) is presented that meets the high bandwidth requirements of memory in computer games and animation. On-chip bit block transfer (bitBlt) units provide internal block data transfer to support scrolling background and sprite animation.}, 31090 isbn = {0013-5194}, 31091 author = {Koh,W} 31092 } 31093 @article {, 31094 title = {Adding a Spark to Video Games}, 31095 journal = {Electronics World \& Wireless World}, 31096 number = {1711}, 31097 year = {1995}, 31098 pages = {458-458}, 31099 author = {Campbell,J} 31100 } 31101 @article {, 31102 title = {Assessing students{\textquoteright} responses toward computer-aided design of apparel}, 31103 journal = {Perceptual and Motor Skills}, 31104 volume = {80}, 31105 number = {2}, 31106 year = {1995}, 31107 pages = {435-443}, 31108 author = {Frey,Diane K} 31109 } 31110 @article {, 31111 title = {Au-del{\`a} du principe de r{\'e}alit{\'e}: le virtuel}, 31112 journal = {Revue fran{\c c}aise de psychanalyse}, 31113 volume = {59}, 31114 number = {1}, 31115 year = {1995}, 31116 pages = {63-84}, 31117 author = {Pragier,G and Faure-Pragier,S} 31118 } 31119 @article {, 31120 title = {The Child{\textquoteright}s Perception of Computers and Computer Games}, 31121 journal = {Russian Education and Society}, 31122 volume = {37}, 31123 number = {2}, 31124 year = {1995}, 31125 pages = {29-41}, 31126 isbn = {1060-9393}, 31127 author = {Belavina,I G} 31128 } 31129 @article {, 31130 title = {Cognitive Tempo, Violent Video Games, and Aggressive-Behavior in Young Boys}, 31131 journal = {Journal of Family Violence}, 31132 volume = {10}, 31133 number = {3}, 31134 year = {1995}, 31135 pages = {337-350}, 31136 author = {Irwin,A R and Gross,A M} 31137 } 31138 @article {, 31139 title = {Competitive Aggression without Interaction: Effects of Competitive Versus Cooperative Instructions on Aggressive-Behavior in Video Games}, 31140 journal = {Personality and Social Psychology Bulletin}, 31141 volume = {21}, 31142 number = {10}, 31143 year = {1995}, 31144 pages = {1020-1030}, 31145 abstract = {Two experiments extended and tested Deutsch{\textquoteright}s (1993) theory of competition effects. A knowledge structure approach predicted that people view, competitive situations as inherently more aggressive than cooperative ones. Furthermore, it was predicted that leading people to think of an ambiguously aggressive situation in competitive terms would increase aggressive behavior. In Experiment 1, knowledge structures of competitive situations had more aggressive content than cooperative ones. In Experiment 2, competition-primed subjects unnecessarily killed more video game characters (Mario Brothers) than cooperation-primed subjects. The increase in kill ratio occurred in the absence of changes in hostility , friendliness, or liking for one{\textquoteright}s game partner Implications for understanding cooperation and competition, and for further research on such {\textquoteright}{\textquoteright}affectless agression,{\textquoteright}{\textquoteright} were discussed.}, 31146 isbn = {0146-1672}, 31147 author = {Anderson,C A and Morrow,M} 31148 } 31149 @article {, 31150 title = {Computer Games: Increase Learning in an Interactive Multidisciplinary Environment}, 31151 journal = {Journal of Educational Technology Systems}, 31152 volume = {24}, 31153 number = {2}, 31154 year = {1995}, 31155 pages = {195-205}, 31156 author = {Betz,Joseph A} 31157 } 31158 @article {, 31159 title = {Computer Games, Self-Esteem and Gratification of Needs in Adolescents}, 31160 journal = {Journal of Community and Applied Social Psychology}, 31161 volume = {5}, 31162 number = {3}, 31163 year = {1995}, 31164 pages = {195-206}, 31165 author = {Colwell,J and Grady,C and Rhaiti,S} 31166 } 31167 @article {, 31168 title = {Computer use by school-age children: Trends, patterns, and predictors}, 31169 journal = {Journal of Educational Computing Research}, 31170 volume = {12}, 31171 number = {1}, 31172 year = {1995}, 31173 pages = {1-17}, 31174 abstract = {Studied patterns of computer use based on analysis of data from the Longitudinal Study of American Youth (1992) in which a cohort of 7th grade students and their parents were surveyed for 5 consecutive years. Variables such as SES, parental background, attitudes, interests and student sex, attitude toward science, peer relations, personality, computer ownership and use were studied as predictors. Special attention was given to students who were heavy users of computers, which was associated with high SES and superiority in grades. Results show that computer ownership and student gender were the most important variables influencing computer usage. Student perception of their parents desire to use computers was also important. Findings demonstrate the influence parents can exert in increasing the probability that their children will be heavy computer users.}, 31175 author = {Rocheleau,Bruce} 31176 } 31177 @article {, 31178 title = {Computer-Based Simulation Games: A Viable Educational Technique for Entrepreneurship Classes?}, 31179 journal = {Simulation \& Gaming}, 31180 volume = {26}, 31181 number = {3}, 31182 year = {1995}, 31183 pages = {346-60}, 31184 author = {Feldman,Howard} 31185 } 31186 @article {, 31187 title = {Conflicting Cultures: Reflections on the reading and viewing of secondary-school pupils}, 31188 journal = {Oxford Review of Education}, 31189 volume = {21}, 31190 number = {4}, 31191 year = {1995}, 31192 pages = {457-470}, 31193 abstract = {In a previous paper (Benton, 1995) the author outlined the findings of a survey of pupils{\textquoteright} voluntary reading of fiction and non-fiction undertaken with a representative sample of over 700 year 8 (12-13-year-old) pupils from 14 comprehensive schools in a shire county of southern central England. The same survey also investigated year 8 pupils{\textquoteright} reading of comics and periodicals as well as their viewing habits. It also elicited similar information about a smaller group, approximately four hundred strong, of year 10 (14-15-year-old) pupils including their reading of fiction and non-fiction. These further findings form the basis of this article and extend the inquiry to the reading of magazines and comics in years 8 and 10, the watching of television and the time spent in viewing videos and in playing computer games. The pattern of reading, showing the dominance of American teenage horror stories is similar to that of the year 8 group and the downward trend in the amount of both boys{\textquoteright} and girls{\textquoteright} optional reading is confirmed, with a particular decline noted in the reading of books by year 10 boys. The marked difference between the nature of boys{\textquoteright} and girls{\textquoteright} comics and magazines is noted. Whilst the amount of television viewing has remained fairly constant over several years, the nature of the viewing had changed greatly and some pupils-particularly boys-were spending a considerable amount of time in front of screens of various sorts in any one day. The relationship between these factors is considered.}, 31194 isbn = {0305-4985}, 31195 author = {Benton,P} 31196 } 31197 @inbook {, 31198 title = {Designing interactive video games for children{\textquoteright}s health education}, 31199 booktitle = {Interactive technology and the new paradigm for healthcare}, 31200 year = {1995}, 31201 pages = {201-210}, 31202 publisher = {IOS Press}, 31203 organization = {IOS Press}, 31204 address = {Amsterdam}, 31205 abstract = {This chapter discusses the instructional design of several health video games that change young people{\textquoteright}s health knowledge, attitudes, and behavior. It discusses the theory and research that informed the design of the games and presents research findings demonstrating the games{\textquoteright} appeal and effectiveness when young people play them during leisure time.}, 31206 author = {Lieberman, D A and Brown, S J}, 31207 editor = {K. Morgan, R. M. Satava, H. B. Sieburg, R. Mattheus, and J. P. Christensen} 31208 } 31209 @article {, 31210 title = {The Effect of Type-A Personality on Physiological Arousal While Playing Computer Games}, 31211 journal = {Addictive Behaviors}, 31212 volume = {20}, 31213 number = {4}, 31214 year = {1995}, 31215 pages = {543-548}, 31216 author = {Griffiths,M D and Dancaster,I} 31217 } 31218 @article {, 31219 title = {The effect of video games on feelings of aggression}, 31220 journal = {The Journal of Psychology}, 31221 volume = {129}, 31222 number = {2}, 31223 year = {1995}, 31224 pages = {121-132}, 31225 author = {Scott,D} 31226 } 31227 @article {, 31228 title = {Equity and diversity in classroom computer use: A case study}, 31229 journal = {Journal of Computing in Childhood Education}, 31230 volume = {6}, 31231 number = {1}, 31232 year = {1995}, 31233 pages = {59-80}, 31234 abstract = {Presents findings from a case study exploring how an effective teacher in an urban multicultural classroom used computers. Data were collected through direct observation, videotaping, and teacher and student interviews. Triangulation of data sources and a trained 2nd observer provided a comprehensive view of the classroom and corroborated the researcher{\textquoteright}s observations with student and teacher perceptions. Findings are discussed in terms of classroom management, appreciation of different learning styles and cultural differences, and computer access. The results support previous research findings that indicate that effective teaching of minority children involves the children in the decision making, challenges learners, offers meaningful learning experiences, provides autonomy, and holds high student expectations.}, 31235 author = {Chisholm,Ines M} 31236 } 31237 @article {, 31238 title = {Exploring America in Computer Simulation Games}, 31239 journal = {Multicultural Review}, 31240 volume = {4}, 31241 number = {3}, 31242 year = {1995}, 31243 pages = {44-46}, 31244 author = {Miller-Lachmann, Lyn and Jones, Margaret and V. Kloten, Gregory} 31245 } 31246 @article {, 31247 title = {Follow-up-Study of 25 Patients Who Experienced Seizures During Video Games}, 31248 journal = {Epilepsia}, 31249 volume = {36}, 31250 year = {1995}, 31251 pages = {S198-S198}, 31252 author = {Satoh,M} 31253 } 31254 @article {, 31255 title = {Games, Risk and Prevention - the Rehabilitation of Homo-Ludens}, 31256 journal = {Journal of Alcohol and Drug Education}, 31257 volume = {41}, 31258 number = {1}, 31259 year = {1995}, 31260 pages = {99-123}, 31261 author = {Klingemann,H K H} 31262 } 31263 @article {, 31264 title = {Gender Differences in Self-Efficacy and Attitudes toward Computers}, 31265 journal = {Journal of Educational Computing Research}, 31266 volume = {12}, 31267 number = {2}, 31268 year = {1995}, 31269 pages = {147-158}, 31270 author = {Busch,T} 31271 } 31272 @article {, 31273 title = {Gender Effects in the Stereotyping of Those with Different Kinds of Computing Experience}, 31274 journal = {Journal of Educational Computing Research}, 31275 volume = {12}, 31276 number = {1}, 31277 year = {1995}, 31278 pages = {19-27}, 31279 author = {Colley, A and Hill,F and Hill,J and Jones,A} 31280 } 31281 @article {, 31282 title = {Graphic Violence in Computer and Video Games: Is Legislation the Answer?}, 31283 journal = {Dickinson Law Review}, 31284 volume = {100}, 31285 number = {1}, 31286 year = {1995}, 31287 author = {Hamilton,Matthew} 31288 } 31289 @article {, 31290 title = {A Historian and His Games}, 31291 journal = {Simulation \& Gaming}, 31292 volume = {26}, 31293 number = {2}, 31294 year = {1995}, 31295 pages = {168-178}, 31296 abstract = {After becoming a game designer in his youth, the author, after a conventional education becomes a conventional professor of history. Dissatisfied, he becomes involved in using and writing about hobby war games, then goes on to design historical computer games for his classes and publication. He also becomes a NASAGA {\textquoteright}{\textquoteright}old-timer.{\textquoteright}{\textquoteright}}, 31297 isbn = {1046-8781}, 31298 author = {Campion,M C} 31299 } 31300 @article {, 31301 title = {Hot Temperatures, Hostile Affect, Hostile Cognition, and Arousal: Tests of a General-Model of Affective Aggression}, 31302 journal = {Personality and Social Psychology Bulletin}, 31303 volume = {21}, 31304 number = {5}, 31305 year = {1995}, 31306 pages = {434-448}, 31307 author = {Anderson,C A and Deuser,W E and Deneve,K M} 31308 } 31309 @mastersthesis {, 31310 title = {The impact of computer-assisted and traditional group assertiveness training on the self-esteem of pregnant and parenting adolescents}, 31311 volume = {Master{\textquoteright}s}, 31312 year = {1995}, 31313 note = {Dissertation Abstract Dissertation Abstracts International: Section B: The Sciences and Engineering. 1995 Apr; Vol 55(10 B): 4592}, 31314 type = {Masters Thesis}, 31315 author = {King,Joanne} 31316 } 31317 @article {, 31318 title = {Introduction of microcomputers: A case study of patterns of use and children{\textquoteright}s perceptions}, 31319 journal = {Journal of Educational Computing Research}, 31320 volume = {13}, 31321 number = {1}, 31322 year = {1995}, 31323 pages = {27-40}, 31324 abstract = {Monitored the attitudes toward the use of computers held by 25 children (Grades 4-7) in 2 classrooms over a 9-mo period, following the introduction of computer use. Unstructured use during non-class hours became the dominant pattern in both classrooms, with boys dominating the access and use in 1 of the classrooms. The resulting reduced computer use by girls contributed to the boys{\textquoteright} and teachers{\textquoteright} perceptions that girls are less interested in computers. Girls tended to be less positive than boys about the usefulness of computers in the classroom and their attitude scores were even more polarized after the year{\textquoteright}s experiences. Data highlight the potential role that patterns of computer use in classrooms may play in the formulation of children{\textquoteright}s attitudes toward and perceptions of computers.}, 31325 author = {Kinnear,Adrianne} 31326 } 31327 @mastersthesis {, 31328 title = {An investigation of a role of computer-mediated communication as a media choice in the facilitation of task performance in small groups}, 31329 volume = {Master{\textquoteright}s}, 31330 year = {1995}, 31331 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1995 Nov; Vol 56(5 A): 1581}, 31332 type = {Masters Thesis}, 31333 author = {Ferris,Sharmila T} 31334 } 31335 @inbook {, 31336 title = {Le virtuel: un {\'e}tat du r{\'e}el}, 31337 booktitle = {Virtualit{\'e} et r{\'e}alit{\'e} dans les sciences}, 31338 series = {Diderot {\'e}diteur, art et science}, 31339 year = {1995}, 31340 pages = {61-93}, 31341 publisher = {Editions Fronti{\`e}res}, 31342 organization = {Editions Fronti{\`e}res}, 31343 author = {Qu{\'e}au,P}, 31344 editor = {Cohen-Tannoudji, Gilles} 31345 } 31346 @book {, 31347 title = {Life on the Screen: Identity in the Age of the Internet}, 31348 year = {1995}, 31349 publisher = {Wiedenfield and Nicholson}, 31350 organization = {Wiedenfield and Nicholson}, 31351 author = {Turkle,Sherry} 31352 } 31353 @article {, 31354 title = {A Low-Cost Force Feedback Joystick and Its Use in PC Video Games}, 31355 journal = {IEEE Transactions on Consumer Electronics}, 31356 volume = {41}, 31357 number = {3}, 31358 year = {1995}, 31359 pages = {787-794}, 31360 author = {Ouhyoung,M and Tsai,W N and Tsai,M C and Wu,J R and Huang,C H and Yang,T J} 31361 } 31362 @article {, 31363 title = {A Low-Cost Raster Engine for Video Game, Multimedia PC and Interactive TV}, 31364 journal = {IEEE Transactions on Consumer Electronics}, 31365 volume = {41}, 31366 number = {3}, 31367 year = {1995}, 31368 pages = {724-730}, 31369 author = {Chen,C L and Liang,B S and Jen,C W} 31370 } 31371 @inbook {, 31372 title = {Making Sense of Software: Computer Games and Interactive Textuality}, 31373 booktitle = {CyberSociety: Computer-Mediated Communication and Community}, 31374 year = {1995}, 31375 pages = {73-89}, 31376 publisher = {Sage}, 31377 organization = {Sage}, 31378 author = {Friedman,Ted}, 31379 editor = {Jones,Steven G} 31380 } 31381 @article {, 31382 title = {Mastery: Computer Games, Intuitive Interfaces, and Interactive Multimedia}, 31383 journal = {Leonardo}, 31384 volume = {28}, 31385 number = {5}, 31386 year = {1995}, 31387 pages = {403-408}, 31388 abstract = {THE AUTHOR SUGGESTS THAT AN ESSENTIAL ASPECT OF VIEWER experience has been deliberately excluded in the design of "serious" (i.e., nongame) interactive works. The satisfactions afforded by acquired expertise are a cardinal ingredient of the computer game experience, but anathema to the current conception of effective interface design for nongame applications. The author argues that this is a serious omission that debases the expressive and communicative possibilities of interactivity. In the rush to develop the interface that requires a no-effort, no-time learning curve, producers sacrifice the pleasures of connoisseurship and expertise, necessary features for the comprehension and appreciation of art and literature, whether it is "high" or "low," serious or playful, mainstream or avant-garde.}, 31389 isbn = {0024-094X}, 31390 url = {http://links.jstor.org/sici?sici=0024-094X(1995)28\%3A5\%3C403\%3AMCGIIA\%3E2.0.CO\%3B2-3}, 31391 author = {Weinbren, Grahame String} 31392 } 31393 @inbook {, 31394 title = {Nintendo and New World Travel Writing: A Dialogue}, 31395 booktitle = {CyberSociety: Computer-Mediated Communication and Community}, 31396 year = {1995}, 31397 publisher = {Sage Publications}, 31398 organization = {Sage Publications}, 31399 author = {Fuller,Mary and Jenkins,Henry}, 31400 editor = {Jones,Steven G} 31401 } 31402 @article {, 31403 title = {Nonphotosensitive Video Game-Induced Partial Seizures}, 31404 journal = {Epilepsia}, 31405 volume = {36}, 31406 number = {8}, 31407 year = {1995}, 31408 pages = {837-841}, 31409 author = {Takahashi,Y and Shigematsu,H and Kubota,H and Inoue,Y and Fujiwara,T and Yagi,K and Seino,M} 31410 } 31411 @article {, 31412 title = {Occupational differences in computer-related anxiety: Implications for the implementation of a computerized patient management information system}, 31413 journal = {Behaviour and Information Technology}, 31414 volume = {14}, 31415 number = {1}, 31416 year = {1995}, 31417 pages = {23-31}, 31418 abstract = {Assessed whether 55 nurses and 48 clerical staff (92\% female) in a health care setting differed on a number of psychological variables associated with computer management information system avoidance/use. Ss completed a questionnaire that included measures such as the Computer Attitudes Scale and the Hopkins Symptom Checklist-21. Clerical/administrative staff had significantly higher self-efficacy regarding computer use and more experience with computers. The nursing group experienced significantly more computer anxiety, negative attitudes, and negative expectations than the clerical group. Self-efficacy was found to be the best predictor of computer related anxiety.}, 31419 author = {Henderson,R D and Deane,F P and Ward,M J} 31420 } 31421 @article {, 31422 title = {OU: Interactivity as Divination as Vending Machine}, 31423 journal = {Leonardo}, 31424 volume = {28}, 31425 number = {5}, 31426 year = {1995}, 31427 pages = {399-402}, 31428 abstract = {The author examines the notion that some of the basic modes of interaction in interactive art may be found within earlier, mechanical forms of interactive devices -- namely, fortune-telling and vending machines. He also discusses the development of several of his own interactive artworks, with his observations on the ways in which audiences have responded to them.}, 31429 author = {Feingold, Ken} 31430 } 31431 @article {, 31432 title = {A Procedure for Studying Strategy-Development in Humans}, 31433 journal = {Behavior Research Methods Instruments \& Computers}, 31434 volume = {27}, 31435 number = {2}, 31436 year = {1995}, 31437 pages = {224-228}, 31438 abstract = {An early version of the computer game Star Trek was modified to conduct behavioral research. By appropriate use of the starship{\textquoteright}s weapon and defense systems, the player can kill enemy ships and avoid destruction. The player{\textquoteright}s moves, as well as the time and state of the game environment when each move occurs, are recorded. The procedure tracks performance changes over time very well, and allows the dissection of performance into sequences of commands that reflect the subject{\textquoteright}s play strategy. Computer games such as Star Trek could be the basis for experiments that bridge the gap between operant and cognitive research.}, 31439 isbn = {0743-3808}, 31440 author = {Gonzalez,F A and Cathcart,M} 31441 } 31442 @article {, 31443 title = {Psychology of computer use: XXXIII. Interactive instruction with college-level science courses}, 31444 journal = {Psychological Reports}, 31445 volume = {76}, 31446 number = {3, Pt 1}, 31447 year = {1995}, 31448 pages = {963-970}, 31449 abstract = {Assessed the effectiveness of interactive computer software in 398 community college students enrolled in science courses. Ss had access to the interactive software through a computer laboratory. Computer time was assessed by gender, race, and course grade. Results indicate significant effects for grades and computer time, but there were none for race or gender, and no significant interactions. An overall positive record for the computer laboratory was reported through a brief rating scale, completed by the Ss. Results support the effectiveness of computer-assisted instructions when used in conjunction with classroom lecture.}, 31450 author = {Hall,Cathy W and Hall,Thomas L and Kasperek,Judith G} 31451 } 31452 @article {, 31453 title = {Psychology of computer use: XXXIV. The Computer Hassles Scale: Subscales, norms, and reliability}, 31454 journal = {Psychological Reports}, 31455 volume = {77}, 31456 number = {3, Pt 1}, 31457 year = {1995}, 31458 pages = {779-782}, 31459 abstract = {Presents norms for the Computer Hassles Scale for assessing stress resulting from human computer interactions. Nine samples drawn from different studies of college computer users, comprising a total of 1,199 Ss, formed the normative database for the 37 item scale and 2 subscales. Ss were asked to indicate which hassles had affected them over the past 2-mo period, and to rate the severity of each. Results indicate that all scales had high internal consistency. Guidelines for identifying high and low severity of computer users{\textquoteright} stress are suggested.}, 31460 author = {Hudiburg,Richard A} 31461 } 31462 @article {, 31463 title = {The reliability and validity of the Hebrew version of the Bath County Computer Attitude Scale}, 31464 journal = {Journal of Educational Computing Research}, 31465 volume = {13}, 31466 number = {3}, 31467 year = {1995}, 31468 pages = {237-244}, 31469 author = {Katz,Yaacov J and Evans,Thomas and Francis,Leslie J} 31470 } 31471 @article {, 31472 title = {Students{\textquoteright} off-line and on-line experiences}, 31473 journal = {Journal of Educational Computing Research}, 31474 volume = {12}, 31475 number = {2}, 31476 year = {1995}, 31477 pages = {109-134}, 31478 abstract = {Examined 58 novice programmers{\textquoteright} use of parentheses and quotes in LISP by examining their activities working off-line (OFL) and on-line (ONL). Ss were identified as rule refiners, rule users, or rule seekers based on how they work OFL. Ss were identified by how they work ONL as competent, inconsistent, and ineffective feedback users. Some Ss seemed to use a perceptual matching strategy, whereby they implement "what looks right" to them rather than making sense of the actual meanings of parentheses and quotes. Ss also use computer feedback to augment their success with LISP. Results suggest that students who do not understand the meaning of parentheses and quotes can get the right answer through efficient or inefficient use of computer feedback. }, 31479 author = {Davis,Elizabeth A and Linn,Marcia C and Clancy,Michael J} 31480 } 31481 @article {, 31482 title = {Teaching creativity with computers}, 31483 journal = {Educational Psychology Review}, 31484 volume = {7}, 31485 number = {2}, 31486 year = {1995}, 31487 pages = {141-161}, 31488 author = {Clements,Douglas H} 31489 } 31490 @article {, 31491 title = {Testing for Electroencephalographic Activation with Video Games in Patients with Light Sensitivity}, 31492 journal = {The American Journal of EEG Technology}, 31493 volume = {35}, 31494 number = {1}, 31495 year = {1995}, 31496 author = {Hormes,Joseph T and Mellinger,James F and Klass,Donald W} 31497 } 31498 @article {, 31499 title = {Training Learning-Disabled Children{\textquoteright}s Spatial Ability by Computer Games}, 31500 journal = {European Education}, 31501 volume = {27}, 31502 number = {2}, 31503 year = {1995}, 31504 author = {Masendorf,Friedrich} 31505 } 31506 @article {, 31507 title = {Urban Crisis: Past, Present and Virtual}, 31508 journal = {Socialist Review}, 31509 volume = {24}, 31510 number = {1-2}, 31511 year = {1995}, 31512 pages = {189-221}, 31513 author = {Bleecker,Julian} 31514 } 31515 @article {, 31516 title = {Using Riddles and Interactive Computer Games to Teach Problem-Solving Skills}, 31517 journal = {Teaching of Psychology}, 31518 volume = {22}, 31519 number = {1}, 31520 year = {1995}, 31521 pages = {33-36}, 31522 abstract = {Cognitive flexibility, which is defined as che ability to generate several categories of possible solutions, is identified as the most critical aspect of creativity training. Word tables, interactive computer games, and riddles are used to develop cognitive flexibility. Preliminary results from analyses with quasi-experimental designs provide promising evidence that these methods are effective in enhancing creative and other forms of critical thought in college students.}, 31523 isbn = {0098-6283}, 31524 author = {Doolittle,J H} 31525 } 31526 @article {, 31527 title = {Validation and coding of the NIC taxonomy structure}, 31528 journal = {IMAGE: Journal of Nursing Scholarship}, 31529 volume = {27}, 31530 number = {1}, 31531 year = {1995}, 31532 note = { Spr}, 31533 pages = {43-49}, 31534 abstract = {Demonstrates the processes for validation and coding of the taxonomy for the Nursing Interventions Classification (NIC). 121 nurses, belonging to 1 of 3 of the Midwest Nursing Research Society{\textquoteright}s interest groups, completed questionnaires rating the NIC taxonomy. Following identification of a stable structure, the NIC taxonomy was coded with each intervention receiving a unique number. Five purposes for coding were to (1) represent the taxonomic structure, (2) facilitate computer use, (3) facilitate ease of data manipulation, (4) enhance articulation with other coded systems, and (5) allow for use in reimbursement.}, 31535 author = {Iowa Intervention,Project} 31536 } 31537 @article {, 31538 title = {Video Games as Research Tools: The Space Fortress Game}, 31539 journal = {Behavior Research Methods Instruments \& Computers}, 31540 volume = {27}, 31541 number = {2}, 31542 year = {1995}, 31543 pages = {217-223}, 31544 author = {Donchin,E} 31545 } 31546 @article {, 31547 title = {Video Games Industry - Prospects and Challenges}, 31548 journal = {Electronics Information \& Planning}, 31549 volume = {22}, 31550 number = {11}, 31551 year = {1995}, 31552 pages = {582-592}, 31553 author = {Kumar,B and Zindal,S N} 31554 } 31555 @article {, 31556 title = {Videology - Video-Games as Postmodern Sites/Sights of Ideological Reproduction}, 31557 journal = {Symbolic Interaction}, 31558 volume = {18}, 31559 number = {1}, 31560 year = {1995}, 31561 pages = {1-18}, 31562 author = {Gottschalk,S} 31563 } 31564 @article {, 31565 title = {Designing Educational Computer Games}, 31566 journal = {Interactive Multimedia in University Education: Designing for Change in Teaching and Learning}, 31567 volume = {59}, 31568 year = {1994}, 31569 pages = {45-57}, 31570 abstract = {The process of developing instructional technology combines the areas of education, computer science, and psychology as perhaps the most challenging endeavour in cognitive engineering. More than that, however, it involves aesthetic considerations that are not as amenable to the regime of science. Games, in particular, require elements of imagination and creativity. I present a methodology for designing educational computer games based upon what{\textquoteright}s known about how people think, learn, and design.}, 31571 isbn = {0926-5473}, 31572 author = {Quinn, C N} 31573 } 31574 @article {, 31575 title = {Psychiatric residency directors{\textquoteright} use of computers in their training programs}, 31576 journal = {Academic Psychiatry}, 31577 volume = {18}, 31578 number = {2}, 31579 year = {1994}, 31580 pages = {81-87}, 31581 abstract = {Surveyed residency directors of 230 general and child psychiatry programs about their experience with and attitudes toward computers. 169 Ss believed that computer instruction should be provided to residents. Ss{\textquoteright} ratings about the importance of psychiatric residents learning different types of software packages were associated with Ss{\textquoteright} prior use of software packages. However, most Ss were not familiar with software packages developed specifically for psychiatrists. Computers were available for resident use in 182 programs, but only 89 programs provided computer instruction for their trainees. }, 31582 author = {Juels, Charles W and Kramer, Thomas A M} 31583 } 31584 @article {, 31585 title = {Psychology of computer use: XXXI. Relating computer users{\textquoteright} stress, daily hassles, somatic complaints, and anxiety}, 31586 journal = {Psychological Reports}, 31587 volume = {75}, 31588 number = {3, Pt 1}, 31589 year = {1994}, 31590 pages = {1183-1186}, 31591 abstract = {Evaluated the relation between computer users{\textquoteright} stress (measured by the Computer Hassles Scale) and global stress (measured by the Daily Hassles Scale) with stress reactions (measured by the somatization-anxiety items of the SCL-90) in a sample of 101 college students. Computer hassles ratings were correlated .54 with daily hassles ratings and .57 with somatization-anxiety ratings. Daily hassles ratings were correlated .74 with somatization-anxiety ratings. As computer knowledge increased, there was a decrease in stress-related outcomes (somatization and anxiety). Results provide important evidence on convergent validity for the Computer Hassles Scale as a measure of computer users{\textquoteright} stress.}, 31592 author = {Hudiburg,Richard A and Ahrens, Pamela K and Jones, Morris T} 31593 } 31594 @article {, 31595 title = {Type-A Behavior, Hostility, and Cardiovascular Function at Rest and after Playing Video Games in Teenagers}, 31596 journal = {Psychosomatic Medicine}, 31597 volume = {56}, 31598 number = {2}, 31599 year = {1994}, 31600 pages = {152-152}, 31601 author = {Lynch,P} 31602 } 31603 @article {, 31604 title = {Video game use and the development of sociocognitive abilities in children: Three surveys of elementary school students}, 31605 journal = {Journal of Applied Social Psychology}, 31606 volume = {24}, 31607 number = {1}, 31608 year = {1994}, 31609 pages = {21-42}, 31610 abstract = {Tested the hypothesis that video game (VG) use will prevent social adjustment in children. The relationship between VG use and 3 sociocognitive abilities (SCAs) were investigated in 165 boys and 142 girls in the 4th, 5th, and 6th grades (Survey 1); 287 boys and 250 girls in the 4th, 5th, and 6th grades (Survey 2); and 103 4th- and 5th-grade boys from the previous surveys (Survey 3). Frequency of VG use had no correlation with Ss{\textquoteright} popularity among classmates, and frequency of VG use had slightly negative correlations with boys{\textquoteright} SCAs. However, it was likely that the negative correlations were not due to the causal relation that VG use affected boys{\textquoteright} SCAs, which supported the hypothesis, but rather the causal relation that VG use was affected by their abilities. Frequency of computer use (word processing or programming) had few correlations with SCAs.}, 31611 author = {Sakamoto, Akira} 31612 } 31613 @article {, 31614 title = {Action video games and informal education: effects on strategies for dividing visual attention}, 31615 journal = {Journal of Applied Developmental Psychology}, 31616 volume = {15}, 31617 number = {1}, 31618 year = {1994}, 31619 pages = {105-124}, 31620 author = {Greenfield,P M and de Winstanley, P and Kilpatrick, H and Kaye, D} 31621 } 31622 @article {, 31623 title = {Addiction to Video and Computer Games - A Case-Study}, 31624 journal = {Nervenheilkunde}, 31625 volume = {13}, 31626 number = {6}, 31627 year = {1994}, 31628 pages = {314-317}, 31629 author = {May,C A} 31630 } 31631 @article {, 31632 title = {Advancement of low achievers within technology studies at high school}, 31633 journal = {Research in Science and Technological Education}, 31634 volume = {12}, 31635 number = {2}, 31636 year = {1994}, 31637 pages = {175-186}, 31638 abstract = {Conducted a 3-yr experiment to help low achieving Israeli high school technical track students progress to matriculation level. Project oriented studies, computer use, and continual feedback were used with 13 10th graders in the pilot class and 86 10th graders in the expanded study. As Ss progressed through Grades 11 and 12, changes were observed in class atmosphere and Ss{\textquoteright} self-image and motivation. An increase in full matriculating students at participating schools was found. }, 31639 author = {Barak,Moshe and Yehiav,R and Mendelson,N} 31640 } 31641 @article {, 31642 title = {Attitudes toward computers: Construct validations and relations to computer use}, 31643 journal = {Journal of Organizational Behavior}, 31644 volume = {15}, 31645 number = {1}, 31646 year = {1994}, 31647 pages = {17-35}, 31648 abstract = {Used confirmatory factor analysis and structural equation modeling to examine the convergent and discriminant validity of scales assessing 2 attitudes toward computers (i.e., that computers are beneficial tools and that computers are autonomous entities). The relative predictive validity of the 2 attitude dimensions with computer use and a theoretical model of attitudes toward computers and computer use were also examined. 165 university students were assessed. Results confirm the bi-dimensionality of the attitudes held by these Ss and indicate that the attitudes did not reflect opposite ends of a continuum. Findings also indicate that the 2 attitude factors differed in their prediction of computer use. }, 31649 author = {Brock,Drew B and Sulsky,Lorne M} 31650 } 31651 @inbook {, 31652 title = {Children and Electronic Media in the Home}, 31653 booktitle = {Exploring a New Partnership: Children, Teachers and Technology}, 31654 series = {IFIP TRANSACTIONS A-COMPUTER SCIENCE AND TECHNOLOGY}, 31655 volume = {58}, 31656 year = {1994}, 31657 note = {BC31J}, 31658 pages = {203-214}, 31659 author = {Downes,T} 31660 } 31661 @article {, 31662 title = {Computer Games - A Positive Introduction to it or a Terminal Turn-off - Report of the Plenary Panel Session on the Opening Day of the Conference}, 31663 journal = {Women, Work and Computerization}, 31664 volume = {57}, 31665 year = {1994}, 31666 pages = {203-207}, 31667 abstract = {The plenary panel session of the opening day of the Conference focused on gender in relation to computer games. This report summarises the discussions and expands on some of the more important issues raised.}, 31668 isbn = {0926-5473}, 31669 author = {Milne,W and Saini,J and Segal,B} 31670 } 31671 @article {, 31672 title = {Computer Games and Simulations as Tools to Reach and Engage Adolescents in Health Promotion Activities}, 31673 journal = {Computers in Human Services}, 31674 volume = {11}, 31675 number = {1/2}, 31676 year = {1994}, 31677 abstract = {Computer games and simulations were used extensively in a comprehensive health promotion for adolescents. These strategies were used to attract adolescents to BARN (Body Awareness Resource Network), as well as helping to hold interest. In each of the six topic areas (AIDS, Alcohol and Other Drugs, Body Management, Human Sexuality, Smoking and Stress Management) quiz games challenged users to lest their knowledge on a topic. Simulations challenges users to apply health information in hypothetical situations. Games were a more important factor in selection of BARN for younger users than for older users. BARN game users were more likely than non-game users to be users of other computer or video games, did game users engage in more risk taking behaviors (e.g., alcohol and other drugs) than non-game users.}, 31678 author = {Bosworth,Kris} 31679 } 31680 @article {, 31681 title = {Computer Games as Motivators for Successful Computer End-Use}, 31682 journal = {Exploring a New Partnership: Children, Teachers and Technology}, 31683 volume = {58}, 31684 year = {1994}, 31685 pages = {81-87}, 31686 abstract = {Research studies have indicated that certain personality traits, such as learning self-image, social self-image, internal locus of control, sensation and stimulus-seeking, and school satisfaction, promote positive computer related attitudes, whereas the absence of such traits mitigates against positive attitudes toward computers as learning instruments. Results of the present study, in which computer games sewed as motivators integrally embedded in mathematics courseware, indicate that pupils who experienced the courseware containing the games developed significantly more positive computer related attitudes and learning motivation than pupils who studied mathematics with courseware which did nob contain computer games. The increments in positive computer related attitudes and learning motivation of experimental group pupils seemingly derived from the positive reinforcement provided by the computer games programmed into the mathematics courseware. On the other hand, no increments were measured among control group pupils, perhaps because they received no reinforcement designed to strengthen their computer related attitudes or learning motivation.}, 31687 keywords = {Students}, 31688 isbn = {0926-5473}, 31689 author = {Katz,Y J and Offir,B} 31690 } 31691 @article {, 31692 title = {Computer games for the frail elderly}, 31693 journal = {Computers in Human Services}, 31694 volume = {11}, 31695 number = {1-2}, 31696 year = {1994}, 31697 pages = {229-234}, 31698 abstract = {Enumerates the benefits of computer use by the elderly and describes a 1982 project to determine feasibility of computer use with frail, institutionalized elderly. The 4 games used in this project are described, as are the reactions to these games by the 50 residents (average age 85 yrs) who participated. Special considerations with this population included that the games could not depend on speed, quick eye and hand coordination, or small print, yet no physical ailment appeared to exclude any resident from participation. At first, the computer games were taught and played in a quiet room, one-on-one with a staff member. However, it was found that placing the computer in a common living area, such as the coffee shop, encouraged group participation and interaction and provided much entertainment. Computer use was found to be not only valuable as a learning tool, but a diagnostic one as well.}, 31699 author = {Weisman,Shulamith} 31700 } 31701 @article {, 31702 title = {Computer Games in the Human Services-A Review}, 31703 journal = {Computers in Human Services}, 31704 volume = {11}, 31705 number = {1/2}, 31706 year = {1994}, 31707 abstract = {Specific therapeutic currently used in human services are described and analyzed in this article. Games that have been created specifically for use in the human services are presented in two categories. A number of games purpose-defined for use by youth are described first. Therapeutic goals, game purpose, role of facilitator, format and settings for play are named for each of these games. Examples of purposes for such games are imparting information to young offenders, increasing impulse control in targeted adolescents, and aiding players in becoming more cooperative and enthusiastic about treatment. Secondly, three select games purpose-designed for use by adults and elderly are outlined. In conclusion, the adaptation of commercial software to fit the needs of distinct client populations is discussed and examples of this occurrence are given. Implications of future computer game development for use in the human service field are discussed.}, 31708 author = {Resnick,Hy and Sherer,Moshe} 31709 } 31710 @article {, 31711 title = {Computer Games: Public Domain Software for Human Service Programs}, 31712 journal = {Computers in Human Services}, 31713 volume = {11}, 31714 number = {1/2}, 31715 year = {1994}, 31716 pages = {351-358}, 31717 abstract = {Computer games are being put to work in the human services to realize a wide variety of purposes. This article presents guidelines for selecting computer games from the public domain software that has become widely available. Suggestions are offered for building a computer game library that can be beneficial for the professionals who use this software, and their clients.}, 31718 author = {Whitcomb, Robert G} 31719 } 31720 @article {, 31721 title = {Computer use in psychology instruction: A survey of individual and institutional characteristics}, 31722 journal = {Behavior Research Methods, Instruments and Computers}, 31723 volume = {26}, 31724 number = {2}, 31725 year = {1994}, 31726 pages = {250-254}, 31727 abstract = {Surveyed 292 psychology faculty to determine the ways and the extent to which they use computers in their instruction, the individual characteristics that differentiate among levels of users, and the institutional characteristics that appear to promote or inhibit the instructional use of computers. Although there appears to be extensive use of computers to support instruction, there are both institutional and individual characteristics that differentiate among levels and types of use. Several factors are identified that could lead to increased instructional use of computers, but their impact will largely be determined by the characteristics of the individual and the institution.}, 31728 author = {Hornby,Peter A and Anderson,Margaret D} 31729 } 31730 @article {, 31731 title = {Computers for children: Psychological problems of security and comfort}, 31732 journal = {Psikhologicheskii Zhurnal}, 31733 volume = {15}, 31734 number = {4}, 31735 year = {1994}, 31736 pages = {63-73}, 31737 abstract = {Discusses the benefits and the possible negative effects of educational computer activities in preschool and kindergarten. The psychological influence of computer games and computerized tutorials in early childhood and the ergonomic aspects of personal computer use by young children are examined. }, 31738 author = {Chainova,Ludmila D and Gorvits,Yury M} 31739 } 31740 @article {, 31741 title = {Computers in the kindergarten}, 31742 journal = {Early Child Development and Care}, 31743 volume = {101}, 31744 year = {1994}, 31745 pages = {13-22}, 31746 abstract = {Compared the computer use of 2 kindergarten classes in a private school in Chicago for variance in terms of the age and sex of the children, for variance by classroom, and for variance in the software selected. Results from 49 children (aged 5 yrs) indicate there was no significant difference in computer use by sex or age, but there was a significant difference in the frequency of computer use by classroom in the 2nd half of the project compared to the 1st half. There was no significant difference in the software selected. Results suggest that it is important for schools not only to buy computer hardware, but that schools also need to provide an educational consultant who knows technology and young children to help teachers get started using computers in the classroom.}, 31747 author = {Landerholm,Elizabeth} 31748 } 31749 @article {, 31750 title = {A Conversation with Brenda Laurel}, 31751 journal = {interactions}, 31752 volume = {1}, 31753 number = {1}, 31754 year = {1994}, 31755 pages = {44-53}, 31756 abstract = {Brenda Laurel, actress, research artist and UI pioneer is well-known for her innovative and zestfully expressed ideas on UI design, interactive media, videogames, virtual reality, and how computing and computer networks can touch our lives. Her influential book, Computers as Theatre (Addison Wesley, 1991) has just been issued in paperback with a new chapter on hype and virtual reality. "I describe myself as a research artist. I do art in the sense that I{\textquoteright}m really interested in representing point of view and building representations that allow people to have feelings. I see that as a valid way to drive research."}, 31757 author = {Frenkel and A. ,Karen} 31758 } 31759 @mastersthesis {, 31760 title = {Describing the context of early computer learning in urban elementary schools}, 31761 volume = {Master{\textquoteright}s}, 31762 year = {1994}, 31763 note = {Dissertation Abstract Dissertation Abstracts International Section A: Humanities and Social Sciences. 1994; Vol 54(10 A): 3721}, 31764 type = {Masters Thesis}, 31765 author = {Carver,Bernard Anthony} 31766 } 31767 @article {, 31768 title = {The Effect of Computerized Simulation Games on the Moral Development of Youth in Distress}, 31769 journal = {Computers in Human Services}, 31770 volume = {11}, 31771 number = {1/2}, 31772 year = {1994}, 31773 abstract = {This study deals with the development and application of a computerized therapeutic simulation game for the purpose of raising the moral level of youth in distress. The effects of the game on moral development were determined by a moral development measure (MOTEC) set out by Ziv, (1976). The level of moral development of a research group (n = 13) and a control group (n = 14) were measured before and after exposure to the therapeutic game. A total of five indices of moral development were used. Two of these, Moral stage and Punishment reveal a positive effect on the participants. The study concludes with a discussion of the effects of therapeutic games on moral development and their potential use in the field.}, 31774 author = {Sherer,Moshe} 31775 } 31776 @article {, 31777 title = {Effect of video game practice on spatial skills in girls and boys}, 31778 journal = {Journal of Applied Developmental Psychology}, 31779 volume = {15}, 31780 year = {1994}, 31781 pages = {13-32}, 31782 author = {Subrahmanyam,K and Greenfield,P M} 31783 } 31784 @article {, 31785 title = {Effects of video game playing on measures of spatial performance: gender effects in late adolescence}, 31786 journal = {Journal of Applied Developmental Psychology}, 31787 volume = {15}, 31788 number = {1}, 31789 year = {1994}, 31790 pages = {33-58}, 31791 author = {Okagaki,L and P. A. ,Frensch} 31792 } 31793 @article {, 31794 title = {Evaluation of computer games{\textquoteright} impact upon cognitively impaired frail elderly}, 31795 journal = {Computers in Human Services}, 31796 volume = {11}, 31797 number = {1-2}, 31798 year = {1994}, 31799 pages = {219-228}, 31800 abstract = {The authors of this article discuss the value of computer use among older adults. It is suggested that older adults can benefit significantly from ongoing education and that computers can be a valuable tool in this process. The cognitive capacities of older adults are discussed, with particular attention paid to long- and short-term memory functioning. The use of computers for memory skills training is highlighted. A study was undertaken using the computer game "Memory of Goblins" at the Seattle Day Center for Adults. This article describes both the game and how the project was conducted. Limitations of the study are presented. Although the authors acknowledge that conclusions are difficult to draw from this particular study, there is evidence to suggest that the impact of computer use among the elderly population can be profound. Implications for future research are presented.}, 31801 author = {Farris,Martha and Bates,Robin and Resnick,Hy and Stabler,Nora} 31802 } 31803 @article {, 31804 title = {Games and the Design of Human-Computer Interfaces}, 31805 journal = {Educational \& Training Technology International}, 31806 volume = {31}, 31807 number = {2}, 31808 year = {1994}, 31809 pages = {134-142}, 31810 abstract = {This paper discusses the relevance of computer-games to the design of computer-based training materials. Previous work on games and how they might be applied to the design of software, primarily in the field of Human-Computer Interaction (HCI), has suggested that features of games may be used to design more effective computer systems (through more motivational interfaces). The paper will argue the opposite - that game-like features are, in fact, inappropriate to the design of applications systems and their user interfaces and are more effective in the design of computer-based training materials. Three main arguments are presented to support this: the cultural distinction between work and recreation, the transient motivational effect of games, and the differences in use of computer systems.}, 31811 isbn = {0954-7304}, 31812 author = {Thomas,P and Macredie,R} 31813 } 31814 @article {, 31815 title = {Japanese Link Video Games to Poor Eyesight in Children}, 31816 journal = {New Scientist}, 31817 volume = {141}, 31818 number = {1909}, 31819 year = {1994}, 31820 pages = {7-7}, 31821 author = {Hadfield,P} 31822 } 31823 @article {, 31824 title = {Kjonnsforskjeller ved bruk av EDB / Gender differences in computer use}, 31825 journal = {Nordisk Psykologi}, 31826 volume = {46}, 31827 number = {1}, 31828 year = {1994}, 31829 pages = {14-25}, 31830 author = {Busch,Tor} 31831 } 31832 @book {, 31833 title = {Know the Score: Video Games in Your High-Tech World}, 31834 year = {1994}, 31835 publisher = {Bradbury Press}, 31836 organization = {Bradbury Press}, 31837 author = {Skurzynski,Gloria} 31838 } 31839 @book {, 31840 title = {L{\textquoteright}enfant et le jeu: les fonctions du jeu, ses limites, ses d{\'e}rives}, 31841 year = {1994}, 31842 publisher = {Syros}, 31843 organization = {Syros}, 31844 address = {Paris}, 31845 author = {Mansour,S} 31846 } 31847 @book {, 31848 title = {Les jeux vid{\'e}o}, 31849 year = {1994}, 31850 publisher = {PUF}, 31851 organization = {PUF}, 31852 author = {Jolivalt,B} 31853 } 31854 @article {, 31855 title = {Memory for Goblins: A Computer Game for Assessing and Training Working Memory Skill}, 31856 journal = {Computers in Human Services}, 31857 volume = {11}, 31858 number = {1/2}, 31859 year = {1994}, 31860 abstract = {This author distinguishes between short-term memory and working memory. The game, Memory For Goblins has been developed primarily for use in the assessment of working memory. In addition, this game can be used for the training of working memory. The game is described in this article with particular attention to its use with older populations.}, 31861 author = {Ryan,Ellen Bouchard} 31862 } 31863 @article {, 31864 title = {The Occurrence Rate of Epileptic Seizures During Playing Video Games}, 31865 journal = {Japanese Journal of Psychiatry and Neurology}, 31866 volume = {48}, 31867 number = {2}, 31868 year = {1994}, 31869 pages = {306-308}, 31870 author = {Kato,K and Kan,R and Takahashi,R and Watabe,M and Niwa,S} 31871 } 31872 @article {, 31873 title = {OPTEXT Adventure System--Software Development in Practice--A Case History}, 31874 journal = {Computers in Human Services}, 31875 volume = {11}, 31876 number = {1/2}, 31877 year = {1994}, 31878 abstract = {OPTEXI is a computer game aimed at helping clients and social workers explore life choices in a less threatening way than in real life. The program arose out of the needs of a child undergoing preparation for alternative family placement following an adoption breakdown. The aim was to explore some of the possible dilemmas and conflicts which could arise in a family situation through the medium of a computer game. The program provides a comprehensive authoring shell using which non technical staff can produce complete adventures tailored to their clients{\textquoteright} needs. Each stage of an adventure provides a short introduction explaining either the starting problem or the results of the last choice made and offering up to three choices of action. Once an option is selected OPTEXI will move on to show the results of that choice and offer a new set of options appropriate to the situation. In a therapeutic context the worker and client together can explore the likely consequences of different solutions to a problem and work through to the best solution. Practical use of the program has suggested that this approach is less threatening. An IBM compatible version of OPTECI is currently in progress.}, 31879 author = {Cowan,Les} 31880 } 31881 @article {, 31882 title = {A Patron for Videogames}, 31883 journal = {Technology Review}, 31884 volume = {97}, 31885 number = {6}, 31886 year = {1994}, 31887 pages = {74-75}, 31888 isbn = {0040-1692}, 31889 author = {Jehlen,A} 31890 } 31891 @article {, 31892 title = {Psychology of computer use: XXXII. Computer screen-savers as distracters}, 31893 journal = {Perceptual and Motor Skills}, 31894 volume = {79}, 31895 number = {3, Pt 2}, 31896 year = {1994}, 31897 pages = {1632-1634}, 31898 abstract = {Examined the differences in performance of 16 male and 16 female undergraduates on 3 cognitive tasks in the presence of visual distractors (computer-generated dynamic graphic images). These tasks included skilled and unskilled proofreading and listening comprehension. The visually demanding task of proofreading (skilled and unskilled) showed no significant decreases in performance in the distractor conditions. Results show significant decrements, however, in performance on listening comprehension in at least one of the distractor conditions.}, 31899 author = {Volk,Frederick A and Halcomb,Charles G} 31900 } 31901 @inbook {, 31902 title = {A quoi joue-t{\textquoteright}on dans les jeux vid{\'e}o?}, 31903 booktitle = {L{\textquoteright}enfant et le jeu: les fonctions du jeu, ses limites, ses derives}, 31904 year = {1994}, 31905 pages = {71-82}, 31906 publisher = {Syros}, 31907 organization = {Syros}, 31908 author = {Gabriel,E-E}, 31909 editor = {Mansour,S} 31910 } 31911 @article {, 31912 title = {Seizure Triggers}, 31913 journal = {Journal of Family Practice}, 31914 volume = {39}, 31915 number = {2}, 31916 year = {1994}, 31917 pages = {113-113}, 31918 author = {John,P G} 31919 } 31920 @article {, 31921 title = {SMACK: A Computer Driven Game for At-Risk Teens}, 31922 journal = {Computers in Human Services}, 31923 volume = {11}, 31924 number = {1/2}, 31925 year = {1994}, 31926 abstract = {This article discusses the development and utilization of SMACK, a computer driven game for teenagers. Working under the assumption that teenagers prefer to make their own decisions rather than be given information, the game was developed as an attempt to illustrate to teens the negative consequences associated with drug use. The game is comprised of simulations requiring teens to make decisions regarding drug use and respond to the consequences of such decisions. The impact of the program user{\textquoteright}s choices is clearly presented. The program can provide teens with a forum for experimentation in which they experience likely outcomes of their decisions. It was found that the program reinforces the attitude of teens who are not inclined towards drug use.}, 31927 author = {Oalcley,Coraine} 31928 } 31929 @article {, 31930 title = {Social and communicative processes in computer-based problem solving}, 31931 journal = {European Journal of Psychology of Education}, 31932 volume = {9}, 31933 number = {2}, 31934 year = {1994}, 31935 pages = {93-109}, 31936 abstract = {Examined the effects of collaborative modes of computer use on children{\textquoteright}s performance and learning, using a problem-solving task, couched within an adventure game format. Study 1, with 39 11-yr-old children, showed how Ss who worked in pairs on a route planning task had better learning outcomes than Ss who worked on the same problem individually. Study 2, with 66 children (aged 11-12 yrs), extended this consideration to identify those aspects of verbal interaction that underpin productive paired interaction. Study 3, with 120 children (aged 11-22 yrs), included consideration of the efficacy of pairing as a function of the relative ability of pair members. Study 4, with 32 children, focused on the effects of working in the presence of others, even in the absence of interaction.}, 31937 author = {Light,Paul and Littleton,Karen and Messer,David and Joiner,Richard} 31938 } 31939 @article {, 31940 title = {Task characteristics and the experience of optimal flow in human-computer interaction}, 31941 journal = {Journal of Psychology}, 31942 volume = {128}, 31943 number = {4}, 31944 year = {1994}, 31945 pages = {381-391}, 31946 abstract = {Builds on job characteristics and optimal flow theory to describe the experience of individuals using computers in the workplace. A model was developed and tested using linear structural relationship modeling with questionnaire data from 149 professionals employed in a variety of organizations. Flow, which is characterized by intense concentration and enjoyment, was significantly linked with exploratory use behavior, which in turn was linked to extent of computer use. Flow was itself determined by the individual{\textquoteright}s sense of being in control and the level of challenge perceived in using computers. Perceived control was more important for Ss with high task-scope jobs (i.e., jobs with high variety, identity, autonomy, and feedback). Challenge played a greater role for Ss in low task-scope jobs.}, 31947 author = {Ghani,Jawaid A and Deshpande,Satish P} 31948 } 31949 @article {, 31950 title = {Tele-Racism: The Role of it in Making Fascist Images Socially Acceptable}, 31951 journal = {Networking: Connecting Workers in and between Organizations}, 31952 volume = {38}, 31953 year = {1994}, 31954 pages = {17-26}, 31955 abstract = {Information and Communication Technology has been increasingly used to communicate National Socialist, racist and antisemitic content. Based on a small study of how young people in Austria use so called Neo-Nazi computer games this article sets out to deal with this relatively new phenomenon. A closer look is taken at the question in which way the phenomenon of extreme right wing material in electronic mail boxes and computer games has become part of young people{\textquoteright}s everyday life. The aim is to understand its social function and meaning, and to examine the role of IT in disseminating radical right wing ideas.}, 31956 isbn = {0926-5473}, 31957 author = {Steinhardt,G} 31958 } 31959 @article {, 31960 title = {This is Your Brain on Tetris, Did Alexey Pajitnov Invent a Pharmatronic?}, 31961 journal = {Wired}, 31962 volume = {2.05}, 31963 year = {1994}, 31964 url = {www.wired.com/wired/archive/2.05/tetris_pr.html}, 31965 author = {Goldsmith,Jeffrey} 31966 } 31967 @article {, 31968 title = {Towards the Integration of Information Technology in Compulsory-Education: Potentialities and Constraints}, 31969 journal = {Exploring a New Partnership: Children, Teachers and Technology}, 31970 volume = {58}, 31971 year = {1994}, 31972 pages = {21-32}, 31973 abstract = {The use of new information-processing devices is spreading in everyday life, from computer games to laptop computers. Technology is on the fast track, bur only a fraction of the population is able to afford the more sophisticated equipment that is able to perform powerful and creative operations. How can a rather well organised system, such as the school system, take this phenomenon into account? This paper discusses the paradoxes and problems associated with the integration of information technology in French compulsory education, with particular emphasis on elementary schools.}, 31974 isbn = {0926-5473}, 31975 author = {Baron,G L and Bruillard,E} 31976 } 31977 @article {, 31978 title = {Two-dimensional representation of movement through three-dimensional space: the role of video game expertise}, 31979 journal = {Journal of Applied Developmental Psychology}, 31980 volume = {15}, 31981 number = {1}, 31982 year = {1994}, 31983 pages = {87-104}, 31984 author = {Greenfield,P M and Brannon,C and Lohr,D} 31985 } 31986 @article {, 31987 title = {Veraenderung und prognostische Bedeutung von Kontrollueberzeugungen in der Interaktion mit dem Computer in der Schule--Untersuchungsansatz und erste Befunde. / Change and prognostic value of control-beliefs in computer use in the school: Conceptual basis}, 31988 journal = {Psychologie in Erziehung Und Unterricht}, 31989 volume = {41}, 31990 number = {3}, 31991 year = {1994}, 31992 pages = {193-204}, 31993 abstract = {Studied the short-term effects of a computer course on computer-related control beliefs and activities. Ss were 65 6th-7th grade students (aged 12-24 yrs). Before and after the 15-wk computer training course, Ss completed a questionnaire assessing their computer-related locus of control (internal, computer, or chance) and their involvement with computer activities. Changes in these parameters and their interactions were analyzed. }, 31994 author = {Konrad,Klaus} 31995 } 31996 @article {, 31997 title = {The Video Game as Emergent Media Form}, 31998 journal = {Media Information Australia}, 31999 volume = {71}, 32000 number = {February}, 32001 year = {1994}, 32002 pages = {21-30}, 32003 author = {Wark,McKenzie} 32004 } 32005 @article {, 32006 title = {Video Game Induced Seizures}, 32007 journal = {Journal of Neurology Neurosurgery and Psychiatry}, 32008 volume = {57}, 32009 number = {8}, 32010 year = {1994}, 32011 pages = {925-931}, 32012 author = {Ferrie,C D and Demarco,P and Grunewald,R A and Giannakodimos,S and Panayiotopoulos,C P} 32013 } 32014 @article {, 32015 title = {Video Game-Related Seizures - a Report on 10 Patients and a Review of the Literature}, 32016 journal = {Pediatrics}, 32017 volume = {93}, 32018 number = {4}, 32019 year = {1994}, 32020 pages = {551-556}, 32021 author = {Graf,W D and Chatrian,G E and Glass,S T and Knauss,T A} 32022 } 32023 @book {, 32024 title = {Video Games: A Guide for Savvy Parents}, 32025 year = {1994}, 32026 publisher = {Random House}, 32027 organization = {Random House}, 32028 author = {Sheff,David} 32029 } 32030 @article {, 32031 title = {Video games as cultural artefacts}, 32032 journal = {Journal of Applied Developmental Psychology}, 32033 volume = {15}, 32034 number = {1}, 32035 year = {1994}, 32036 pages = {3-12}, 32037 author = {Greenfield,Patricia Marks} 32038 } 32039 @article {, 32040 title = {Video Games, Personality and Behavior}, 32041 journal = {Psicothema}, 32042 volume = {6}, 32043 number = {2}, 32044 year = {1994}, 32045 pages = {181-190}, 32046 author = {Marti,J A E} 32047 } 32048 @article {, 32049 title = {Video Material and Epilepsy}, 32050 journal = {Epilepsia}, 32051 volume = {35}, 32052 number = {6}, 32053 year = {1994}, 32054 pages = {1208-1216}, 32055 author = {Harding,G F A and Jeavons,P M and Edson,A S} 32056 } 32057 @conference {, 32058 title = {Violence in Videogames: What are the Pleasures?}, 32059 booktitle = {International Conference on Violence in the Media}, 32060 year = {1994}, 32061 note = {Reprinted in {\textquoteright}CommOddities - A Journal of Communication and Culture{\textquoteright}, 2(1). July 1995}, 32062 address = {St. John{\textquoteright}s University, New York}, 32063 url = {http://web.archive.org/web/20000815110856/http://www.media-awareness.ca/eng/issues/violence/resource/reports/gamedoc.htm}, 32064 author = {Saxe,Joel} 32065 } 32066 @proceedings {, 32067 title = {What HCI Designers Can Learn From Video Game Designers}, 32068 journal = {Proceedings CHI {\textquoteright}94}, 32069 year = {1994}, 32070 pages = {177-178}, 32071 keywords = {serious-games}, 32072 author = {Pausch,Randy} 32073 } 32074 @book {999, 32075 title = {Beyond Technology{\textquoteright}s Promise. An Examination of Children{\textquoteright}s Educational Compution at Home}, 32076 year = {1993}, 32077 publisher = {Cambridge University Press}, 32078 organization = {Cambridge University Press}, 32079 isbn = {0521404479}, 32080 author = {Giacquinta,J B and Bauer,J A and Levin,J E} 32081 } 32082 @article {, 32083 title = {Computer User Training and Attitudes: A Study of Business Undergraduates}, 32084 journal = {Behaviour \& Information Technology}, 32085 volume = {12}, 32086 number = {5}, 32087 year = {1993}, 32088 pages = {284-292}, 32089 abstract = {For many users, the first real encounter with a computer occurs when taking an introductory course to computers at a college. To the extent that these training courses impact user understanding and motivation, they are important determinants of the user attitudes towards computers and merit serious assessment. Using 327 business undergraduates at two universities in the US, this paper reports on the reactions of students to computers and computer-related tasks before and after an introductory course to computers. Responses to a 20-item scale were analysed to examine the pattern of attitude change experienced by students in their training course. Factor analysis revealed five constructs for describing patterns of computer user attitude: negative reaction to computers; positive reaction to computers; reaction to computers for children education; reaction to computer-mediated services; and reaction to computer games. Four factors show significant change in mean scores after the training courses. The attitudes changed for males more than females, indicating improvement in attitudes. The respondents{\textquoteright} attitude to computer-mediated services remained unchanged. While the directions of changes indicate an overall improvement in respondents{\textquoteright} reactions, many attitudes did not change significantly after having taken the training courses. This may be due to the content or the format of these courses.}, 32090 keywords = {Anxiety, Exposure, literacy, model}, 32091 isbn = {0144-929X}, 32092 author = {Torkzadeh, G and Koufteros, X} 32093 } 32094 @article {, 32095 title = {How Kids Cope with Video Games}, 32096 journal = {New Scientist}, 32097 volume = {140}, 32098 number = {1902}, 32099 year = {1993}, 32100 pages = {5-5}, 32101 author = {Arthur, C} 32102 } 32103 @article {, 32104 title = {Psychology of computer use: XXVIII: Effect of computer use on depth perception}, 32105 journal = {Perceptual and Motor Skills}, 32106 volume = {77}, 32107 number = {1}, 32108 year = {1993}, 32109 pages = {175-178}, 32110 abstract = {30 computer users were tested first after work and then both before and after periods of computer use. Ss{\textquoteright} depth perception ability was unaffected. }, 32111 author = {Weiss, Burton A and Kimmel, Dean and Stein, Jonathan} 32112 } 32113 @mastersthesis {, 32114 title = {Social and motivational aspects of secondary school pupils{\textquoteright} computer use, with particular reference to the gender issue}, 32115 volume = {Master{\textquoteright}s}, 32116 year = {1993}, 32117 note = {Dissertation Abstract Dissertation Abstracts International. 1993 Mar; Vol 53(9 A): 3180}, 32118 type = {Masters Thesis}, 32119 author = {Glissov, Peter} 32120 } 32121 @book {820, 32122 title = {Software statt Teddyb{\"a}r: Computerspiele und die p{\"a}dagogische Auseinandersetzung}, 32123 year = {1993}, 32124 publisher = {Reinhardt}, 32125 organization = {Reinhardt}, 32126 isbn = {3497012874}, 32127 url = {http://www.ullrich-dittler.de/Inhaltbuch1.pdf}, 32128 author = {Dittler,U} 32129 } 32130 @article {, 32131 title = {Adaptive computer use for a person with visual impairment}, 32132 journal = {American Journal of Occupational Therapy}, 32133 volume = {47}, 32134 number = {11}, 32135 year = {1993}, 32136 pages = {998-1008}, 32137 abstract = {A single-S research design that used multiple baselines across behaviors compared traditional adaptations (e.g., use of readers) to adapted computer technologies for typical reading activities performed by a 31-yr-old female doctoral student with severe visual impairment. A Macintosh IIci-ATM ) equipped with software that translated information displayed on the monitor into synthesized speech was paired with a page scanner and optical character recognition software to convert scanned images of printed text into computer documents. These computer technologies were applied to proofreading of word-processed documents, reading of printed research articles, and reading of common printed materials. The use of adapted computer technology vs traditional methods increased the S{\textquoteright}s efficiency and frequency in both academic and nonacademic reading-related tasks. The use of computer technology ultimately improved the S{\textquoteright}s quality of life. }, 32138 author = {Buning,Mary E and Hanzlik,Jodie R} 32139 } 32140 @article {, 32141 title = {Arithmetic without reading: Children interpreting representations of part-whole relations}, 32142 journal = {Computers in Human Behavior}, 32143 volume = {9}, 32144 number = {2-3}, 32145 year = {1993}, 32146 pages = {213-225}, 32147 abstract = {Presents a phenomenographic approach to numbers concepts and games for children. Educational computer use with young children involves the design of an interface in which the pedagogical content is presented without recourse to reading. This creates certain interpretation problems. In the subject matter area of basic number concepts, questions about the number of objects flashed are suitable for nonverbal presentation, whereas nonverbal presentations of questions about additive or subtractive operations tend to be misinterpreted. The simultaneous grasping of a numerical whole and its parts is the center around which the whole range of computer games revolves. Viewing the game as a dialog is discussed, as is the inclusion of arithmetic operations.}, 32148 author = {Ekeblad,Eva} 32149 } 32150 @article {, 32151 title = {Clocking the Future + Computer-Games and the Movies}, 32152 journal = {Sight and Sound}, 32153 volume = {3}, 32154 number = {8}, 32155 year = {1993}, 32156 pages = {10-10}, 32157 isbn = {0037-4806}, 32158 author = {Bode,S} 32159 } 32160 @article {, 32161 title = {Computer experience and attitudes of 12-year-old students: Implications for the UK National Curriculum}, 32162 journal = {Journal of Computer Assisted Learning}, 32163 volume = {9}, 32164 number = {1}, 32165 year = {1993}, 32166 pages = {51-62}, 32167 abstract = {Surveyed 102 female and 97 male 12-yr-olds about their home and school computer use, attitudes toward computers, academic ability, and SES. Ss had received widely varying and often inadequate computer experience in their primary education. The computer experience of the majority of Ss was insufficient to fulfill the requirements of the UK National Curriculum. For most Ss, home computer use formed the major part of their information technology experience and had the strongest effect on attitudes toward computers. Compared to female Ss, males were more enthusiastic about computers, more confident using them, spent more time on home computers, and considered themselves better at using computers. Academic ability and SES impacted male and female Ss{\textquoteright} computer attitudes and use differently.}, 32168 author = {Kirkman,C} 32169 } 32170 @article {, 32171 title = {Desktop expert systems: Applications for social services}, 32172 journal = {Computers in Human Services}, 32173 volume = {9}, 32174 number = {3-4}, 32175 year = {1993}, 32176 pages = {361-370}, 32177 abstract = {Expert systems can be used to develop knowledge based applications that automate policy manuals, provide tutorial support in training situations, provide support in decision making situations, etc. The low cost, extensive documentation, and short learning time allow agencies to develop applications unique to their needs or to allow individual employees to develop applications that help them with some aspects of their work. Contrary to the prevailing view, a client{\textquoteright}s dignity and worth need not be compromised with increased computer use. Instead, the quality of client service will likely increase.}, 32178 author = {Kelly,Michael J} 32179 } 32180 @mastersthesis {, 32181 title = {Early childhood teacher attitudes toward computers and computer use}, 32182 volume = {Master{\textquoteright}s}, 32183 year = {1993}, 32184 note = {Dissertation Abstract Dissertation Abstracts International. 1993 Oct; Vol 54(4 A): 1227}, 32185 type = {Masters Thesis}, 32186 author = {Ellison,Tommye Sue} 32187 } 32188 @article {, 32189 title = {An exploration of theoretical and practical foundations for assessing attitudes toward computers: The Computer Attitude Measure (CAM)}, 32190 journal = {Computers in Human Behavior}, 32191 volume = {9}, 32192 number = {4}, 32193 year = {1993}, 32194 pages = {371-386}, 32195 abstract = {To explore a model of computer attitudes based on 4 constructs from general attitude research, the CAM was administered to 647 preservice teachers to assess cognitive, affective, behavioral, and perceived control components of computer attitudes. The high alpha coefficients for all 4 attitude dimensions and the contextual subscales indicate that all 7 subscales were internally reliable. A principal factor analysis reveals that the 4 major dimensions, the 3 contexts of cognitive attitude (student, personal, general), and the 2 behavioral attitudes contexts (classroom and home) were structurally independent. Furthermore, the CAM was internally reliable and correlated positively with a high degree of computer awareness, applied software skill, and programming ability.}, 32196 author = {Kay,Robin H} 32197 } 32198 @article {, 32199 title = {Introduction to Interactive Multimedia}, 32200 journal = {Program-Automated Library and Information Systems}, 32201 volume = {27}, 32202 number = {4}, 32203 year = {1993}, 32204 pages = {323-329}, 32205 abstract = {{\textquoteright}Interactive multimedia{\textquoteright} was, only a few years ago, just a fuzzy shape on the horizon of new technology. With rapid developments in computing, telecommunications and home entertainment, interactive multimedia now describes a range of products for corporate and consumer markets which - after more than a decade of promise and potential - are setting standards for the decade to come. A handful of products are of Particular interest to libraries now; however, a wide range of products and issues, from electronic books and computer games to compression technology and networking, will profoundly influence the future of publishing and communications. This article identifies some of the key issues and platforms including interactive video (IV), multimedia computers, electronic books, and optical discs in the LaserDisc and compact disc (CD) formats.}, 32206 isbn = {0033-0337}, 32207 author = {Hoffos,S} 32208 } 32209 @article {, 32210 title = {Just Gaming - Allegory and Economy in Computer Games}, 32211 journal = {New Left Review}, 32212 number = {198}, 32213 year = {1993}, 32214 pages = {83-106}, 32215 author = {Stallabrass,J} 32216 } 32217 @article {, 32218 title = {Learning from Video Games}, 32219 journal = {Computers in Schools}, 32220 volume = {9}, 32221 number = {2/3}, 32222 year = {1993}, 32223 pages = {199-33}, 32224 author = {de Walker Felix,Judith and Johnson,Richard T} 32225 } 32226 @article {, 32227 title = {Mediated Messages - Gender, Class, and Cosmos in-Home Video-Games}, 32228 journal = {Journal of Popular Culture}, 32229 volume = {27}, 32230 number = {1}, 32231 year = {1993}, 32232 pages = {81-97}, 32233 isbn = {0022-3840}, 32234 author = {Gailey,C W} 32235 } 32236 @article {, 32237 title = {Nintendo Hallucinations: A New Phenomenological Entity}, 32238 journal = {Irish Journal of Psychological Medicine}, 32239 volume = {10}, 32240 number = {2}, 32241 year = {1993}, 32242 pages = {98-99}, 32243 author = {Spence,S A} 32244 } 32245 @article {, 32246 title = {Patterns of motivation and social behavior associated with microcomputer use of young children}, 32247 journal = {Journal of Educational Psychology}, 32248 volume = {85}, 32249 number = {3}, 32250 year = {1993}, 32251 pages = {437-445}, 32252 abstract = {Patterns of motivation and social behavior among children working in pairs at microcomputers were investigated over a 4-mo period by observing 95 kindergarten students. Students displayed a high level of interest that did not diminish over the course of the study as a novelty effect would have predicted, although on-task behavior and indications of intense interest did decline slightly over time. Students were generally equitable and cooperative in their interactions. Almost no gender differences were evident in either motivational or social behavior patterns. Teachers were equitable in their interaction with boys and girls, and they were more likely to interact with low-achieving students than with high achievers. Results suggest that introducing children to microcomputers at this age might reduce the predominance of male computer use and interest that predictably emerge during the elementary school years. }, 32253 author = {Bergin,David A and Ford,Martin E and Hess,Robert D} 32254 } 32255 @article {, 32256 title = {Powerplay - Power, Violence and Gender in Video Games}, 32257 journal = {AI Soc}, 32258 volume = {7}, 32259 number = {4}, 32260 year = {1993}, 32261 pages = {368-385}, 32262 author = {Jantzen,Gitte and Jensen,Jans F} 32263 } 32264 @article {, 32265 title = {Psychology of computer use: XXIX. Measuring computer users{\textquoteright} stress: The Computer Hassles Scale}, 32266 journal = {Psychological Reports}, 32267 volume = {73}, 32268 number = {3, Pt 1}, 32269 year = {1993}, 32270 pages = {923-929}, 32271 abstract = {Used the Computer Hassles Scale to measure the stress level of 26 male and 39 female computer users. Ss also completed the somatic complaint items on the Hopkins Symptoms Checklist. Correlations were calculated for the total sample and for subsamples divided by gender, age, and education. Results show that Ss with college degrees experienced greater computer users{\textquoteright} stress than did Ss without college degrees. Ss who reported more computer hassles experienced more somatic complaints, which indicated that the computer hassles were stressful. There were no significant mean differences between women and men on computer hassles or on somatic complaints. However, women{\textquoteright}s computer hassles were significantly correlated with somatic complaints, but men{\textquoteright}s computer hassles were not significantly correlated with somatic complaints.}, 32272 author = {Hudiburg,Richard A and Brown,Sara R and Jones, Morris T} 32273 } 32274 @article {, 32275 title = {Psychology of computer use: XXVII. Relating self-rated computer experience to computer stress}, 32276 journal = {Psychological Reports}, 32277 volume = {72}, 32278 number = {2}, 32279 year = {1993}, 32280 pages = {680-682}, 32281 abstract = {Surveyed 181 college students using the Computer Technology Hassles Scale (CTHS) by R. Hudiburg (see record 1990-18728-001) and their computer experience (CE). Ss with low, moderate, and high CE (ns = 67, 77, and 37 respectively) appeared to perceive the same interactions as unpleasant. Ss selected unpleasant interactions in the same numbers and with the same intensity. As with earlier work (e.g., R. Hudiburg ), results further affirm the position that computer-related stress was not strictly a by-product of increased interaction with computers. They are consistent with R. Hudiburg{\textquoteright}s (see record 1993-24079-001) recent report suggesting that the latent structure of the CTHS was multidimensional. }, 32282 author = {Ballance,Collin T and Ballance,Vickie V} 32283 } 32284 @article {, 32285 title = {Psychology of computer use: XXX. Effects of presentation speed on pupil size using negative and positive CRTs}, 32286 journal = {Perceptual and Motor Skills}, 32287 volume = {77}, 32288 number = {3, Pt 1}, 32289 year = {1993}, 32290 pages = {979-984}, 32291 abstract = {Studied the effects of presentation speed and both positive and negative CRT displays on pupil size. The pupillary areas of 12 female undergraduates were measured by infrared videopupillography. The 3 presentation speeds were no change for 12 sec, a change every 2 sec for 12 sec, and a change every half-second for 12 sec. Results show that the pupil size in the negative displays was significantly larger than that in the positive displays. It appears that a difference in pupillary area results from different display speeds, irrespective of a difference in polarity.}, 32292 author = {Miyao, M. and Ishihara,S. and Ishigaki,H. and Sugiura,T. and Matsuura, E. and Furuta, M. and Sakata, T.} 32293 } 32294 @article {, 32295 title = {Reevaluating the Impact of Video Games}, 32296 journal = {Clinical Pediatrics}, 32297 volume = {32}, 32298 number = {2}, 32299 year = {1993}, 32300 pages = {86-90}, 32301 author = {Funk,J B} 32302 } 32303 @inbook {, 32304 title = {Representation competence in shared symbol systems: Electronic media from radio to video games}, 32305 booktitle = {The Development And Meaning of Psychological Distance}, 32306 year = {1993}, 32307 pages = {161-183}, 32308 publisher = {Erlbaum}, 32309 organization = {Erlbaum}, 32310 author = {Greenfield,Patricia Marks}, 32311 editor = {Cocking,R R and Renninger,K A} 32312 } 32313 @article {, 32314 title = {Studies on Systems-Analysis of Social Motivation .2. Computer Games as a Methodological Tool in Motivational Research}, 32315 journal = {Zeitschrift Fur Psychologie}, 32316 volume = {201}, 32317 number = {3}, 32318 year = {1993}, 32319 pages = {287-315}, 32320 author = {Gubler,H and Bischof,N} 32321 } 32322 @article {, 32323 title = {Taetigkeitsspezifische Anreize und Kontrollueberzeugungen bei der Beschaeftigung mit dem Computer. / Action-related incentives and control beliefs in the dialogue with the computer}, 32324 journal = {Zeitschrift fuer Sozialpsychologie}, 32325 volume = {24}, 32326 number = {4}, 32327 year = {1993}, 32328 pages = {254-263}, 32329 abstract = {Studied determinants of adolescents{\textquoteright} involvement with computers to test the validity of the expectancy-value model in predicting the extent of computer use. 168 9th-10th grade students with at least some computer experience completed questionnaires assessing their motives for using computers, their emotional states while using a computer, their computer-related control beliefs, their preferrred activities with the computer, and the amount of time and effort spent on computer activities. Correlations among these variables were analyzed. }, 32330 author = {Konrad,Klaus} 32331 } 32332 @article {, 32333 title = {Video and Computer Games: A Threat to the Young}, 32334 journal = {Zeitschrift Fur Padagogik}, 32335 volume = {39}, 32336 number = {2}, 32337 year = {1993}, 32338 pages = {313-333}, 32339 author = {Sacher,W} 32340 } 32341 @article {, 32342 title = {Video Games That Teach}, 32343 journal = {Technology Review}, 32344 volume = {96}, 32345 number = {8}, 32346 year = {1993}, 32347 pages = {50-57}, 32348 author = {Brody,H} 32349 } 32350 @article {, 32351 title = {Video Games: The School Of Hard Knocks, Knives And Numchaks}, 32352 journal = {Business and Society Review}, 32353 volume = {87}, 32354 year = {1993}, 32355 pages = {41-43}, 32356 author = {Tulupman,Peter} 32357 } 32358 @article {, 32359 title = {{\textquoteright}x Logic{\textquoteright}: Repositioning Nintendo in children{\textquoteright}s lives}, 32360 journal = {Quarterly Review of Film and Video}, 32361 volume = {14}, 32362 year = {1993}, 32363 pages = {55-70}, 32364 author = {Jenkins,Henry} 32365 } 32366 @article {, 32367 title = {Captive Victors: Petrarchan Eroticism in Video Arcade Games}, 32368 journal = {Studies in Popular Culture}, 32369 volume = {14}, 32370 number = {2}, 32371 year = {1992}, 32372 pages = {1-9}, 32373 author = {Boehrer,Bruce Thomas} 32374 } 32375 @article {, 32376 title = {Time, Symbol Transformations, and Computer Games}, 32377 journal = {Play \& Culture}, 32378 volume = {5}, 32379 number = {4}, 32380 year = {1992}, 32381 pages = {441-457}, 32382 author = {Myers, D} 32383 } 32384 @article {, 32385 title = {Animated Demonstrations for Exploratory Learners}, 32386 journal = {Interacting with Computers}, 32387 volume = {4}, 32388 number = {1}, 32389 year = {1992}, 32390 pages = {3-22}, 32391 author = {Payne,S J and Chesworth,L and Hill,E} 32392 } 32393 @article {, 32394 title = {Attitude of Schizophrenics to Computer Videogames}, 32395 journal = {Psychopathology}, 32396 volume = {25}, 32397 number = {3}, 32398 year = {1992}, 32399 pages = {117-119}, 32400 author = {Samoilovich,S and Riccitelli,C and Schiel,A and Siedi,A} 32401 } 32402 @article {, 32403 title = {The Beliefs Adults and Children Hold About Television and Video Games}, 32404 journal = {Journal of Psychology}, 32405 volume = {126}, 32406 number = {3}, 32407 year = {1992}, 32408 pages = {273-284}, 32409 author = {Sneed,C and Runco,M A} 32410 } 32411 @mastersthesis {, 32412 title = {Computer anxiety level and other factors related to computer use by secondary agricultural education teachers in the United States}, 32413 volume = {Master{\textquoteright}s}, 32414 year = {1992}, 32415 note = {Dissertation Abstract Dissertation Abstracts International. 1992 May; Vol 52(11 A): 3804 3805}, 32416 type = {Masters Thesis}, 32417 author = {Fletcher,William E} 32418 } 32419 @article {, 32420 title = {Computer Games Make Learning Virtually Irresistible}, 32421 journal = {New Scientist}, 32422 volume = {134}, 32423 number = {1816}, 32424 year = {1992}, 32425 pages = {19-19}, 32426 author = {Geake,E} 32427 } 32428 @article {, 32429 title = {Computer speech and responsive text: Hypermedia support for reading instruction}, 32430 journal = {Reading and Writing}, 32431 volume = {4}, 32432 number = {2}, 32433 year = {1992}, 32434 pages = {219-229}, 32435 abstract = {Examines the use of computer speech within the context of a meaningful reading task and explores other options within a supportive reading environment called Responsive Text. Responsive Text is one of a number of programs that use computer speech in concert with other aids such as graphics, text manipulation, and questions to make text more accessible to poor readers while providing reading instruction within a meaningful context. Four kinds of support for reading deficiencies are described: speech, background knowledge, close-up, views, and check-up questions. }, 32436 author = {Hillinger,Michael L} 32437 } 32438 @mastersthesis {, 32439 title = {Computer use by teacher in the comprehensive high schools of the District of Columbia: Purpose, extent and factors affecting their use}, 32440 volume = {Master{\textquoteright}s}, 32441 year = {1992}, 32442 note = {Dissertation Abstract Dissertation Abstracts International. 1992 Jan; Vol 52(7 A): 2492}, 32443 type = {Masters Thesis}, 32444 author = {Flagg,Helen S} 32445 } 32446 @article {, 32447 title = {Computing tales: Parents{\textquoteright} discourse about technology and family}, 32448 journal = {Social Science Computer Review}, 32449 volume = {10}, 32450 number = {3}, 32451 year = {1992}, 32452 pages = {291-309}, 32453 author = {Lindlof,Thomas R} 32454 } 32455 @book {, 32456 title = {Consuming Technologies: Media and Information in Domestic Spaces}, 32457 year = {1992}, 32458 publisher = {Routledge}, 32459 organization = {Routledge}, 32460 address = {London}, 32461 author = {Silverstone,Roger} 32462 } 32463 @article {, 32464 title = {Dangerous Games - Symbolically Practiced Racism in Italian Popular Culture}, 32465 journal = {Argument}, 32466 volume = {34}, 32467 number = {1}, 32468 year = {1992}, 32469 pages = {67-78}, 32470 abstract = {Racist constructions of the Other in Italian popular culture ranging from advertisements for food to videogames are analysed. The author succeeds in showing how these images connect, though not in a systematic way, to build up a network of meanings, within which, under certain political and social conditions, games become real - and end up in racist murder.}, 32471 isbn = {0004-1157}, 32472 author = {Gallini,C} 32473 } 32474 @article {, 32475 title = {Early adolescent composing within a generative-evaluative computerized prompting framework}, 32476 journal = {Computers in Human Behavior}, 32477 volume = {8}, 32478 number = {1}, 32479 year = {1992}, 32480 pages = {39-62}, 32481 abstract = {Based on a generative-evaluative model of composing, 164 6th-8th graders were blocked according to low and high writing ability and assigned to (1) a control group or (2) an experimental group that received computer prompts, think sheet scaffolds, and expert modeling of prompts. Ss completed 5 writing tasks, and a keystroke mapping procedure was used to track revision from multiple writing samples for every S within each task. Evidence supporting the usefulness of thinking-skill prompts for these Ss was minimal. In most measures, there were significant main effects that favored the older and higher-ability Ss. Procedural assistance was most appropriate at the 6th-grade level. Experimental Ss demonstrated more positive attitudes toward the usefulness of the computer for helping them to write. }, 32482 author = {Bonk,Curtis J and Reynolds,Thomas H} 32483 } 32484 @article {, 32485 title = {Empirical evidence shows that measuring users{\textquoteright} opinions is not a satisfactory way of evaluating computer-assisted learning in nurse education}, 32486 journal = {International Journal of Nursing Studies}, 32487 volume = {29}, 32488 number = {4}, 32489 year = {1992}, 32490 pages = {411-425}, 32491 abstract = {Examined in 2 experiments whether empirical evidence shows that measuring users{\textquoteright} opinions is a satisfactory way of evaluating computer-assisted learning (CAL) in nurse education. In Exp 1, 61 freshmen nurses who received a 2-hr introduction to computers in nursing rated 8 features of the respective computer on a 7-point scale. In Exp 2, Ss were from a subsequent intake of student nurses who were not exposed to any computer-orientation before the experiment. Results show that Ss{\textquoteright} opinions of their current computer-use were formed more by the change from a previously-used computing facility rather than the actual features that the current one possessed. The use of such opinions is not satisfactory in evaluating CAL in nurse education. }, 32492 author = {Jones,Barry T and McCormac,Kathleen} 32493 } 32494 @article {, 32495 title = {Evidence for a Players Position Advantage in a Videogame}, 32496 journal = {Perceptual and Motor Skills}, 32497 volume = {74}, 32498 number = {2}, 32499 year = {1992}, 32500 pages = {547-554}, 32501 abstract = {An understanding of videogame performance may increase our knowledge of human performance generally and clarify ways in which performance can be enhanced. Few studies to date have examined factors that may contribute to successful performance in videogames. The hypothesis, based on preliminary observation, was that the position one occupies-right or left-affects performance in a television ping-pong game ("pong"). Analysis showed that right-handed male university students (n = 40) performed better when seated on the right than on the left. The right-side advantage was maintained even when subjects were presented a mirror-image of the game, indicating that characteristics of the apparatus were not solely responsible for the effect. Perhaps compatibility of certain display and response components in the pong game accounted for the advantage of the player{\textquoteright}s position.}, 32502 keywords = {Game, R Compatibility}, 32503 isbn = {0031-5125}, 32504 author = {Brown,R M and Brown,N L and Reid,K} 32505 } 32506 @inbook {, 32507 title = {Explaining ICT Consumption: The Case of the Home Computer}, 32508 booktitle = {Consuming Technologies: Media and Information in Domestic Spaces}, 32509 year = {1992}, 32510 publisher = {Routledge}, 32511 organization = {Routledge}, 32512 author = {Haddon,Leslie}, 32513 editor = {Silverstone,R and Hirsch,E} 32514 } 32515 @mastersthesis {, 32516 title = {Farm computer use and learning style}, 32517 volume = {Master{\textquoteright}s}, 32518 year = {1992}, 32519 note = {Dissertation Abstract Dissertation Abstracts International. 1992 Jan; Vol 52(7 A): 2370}, 32520 type = {Masters Thesis}, 32521 author = {Iddings,Roger K} 32522 } 32523 @article {, 32524 title = {The Game Boys + the Graphic Designers Contribution to the Console Computer Games Industry}, 32525 journal = {Design}, 32526 number = {528}, 32527 year = {1992}, 32528 pages = {25-26}, 32529 isbn = {0011-9245}, 32530 author = {Horsham,M} 32531 } 32532 @inbook {, 32533 title = {Interactive Games}, 32534 booktitle = {Culture, Technology and Creativity in the Late Twentieth Century}, 32535 year = {1992}, 32536 publisher = {John Libbey}, 32537 organization = {John Libbey}, 32538 author = {Haddon,Leslie}, 32539 editor = {Hayward,P} 32540 } 32541 @article {, 32542 title = {Inwiefern kultiviert der Umgang mit Computern unseren Denkstil? / How do computers cultivate the style of thinking?}, 32543 journal = {Medienpsychologie: Zeitschrift fuer Individual and Massenkommunikation}, 32544 volume = {4}, 32545 number = {2}, 32546 year = {1992}, 32547 pages = {115-136}, 32548 abstract = {Studied the effects of computer use on metacognitive and cognitive processes. Human subjects: 36 normal male and female Swiss adults (mean age 36 yrs) (14 software designers, 12 personal computer users, and 10 typewriter users). Ss completed a questionnaire assessing their subjective perceptions of changes in their thought processes since working with computers, attributions of the role of computers in their personal development, and tendencies toward mechanomorphism vs anthropomorphism. Results from the software designers, personal computer users, and typewriter users (control group) were compared.}, 32549 author = {Fuhrer,Urs and Kaiser,Florian G} 32550 } 32551 @article {, 32552 title = {Playing with Power on Saturday-Morning Television and on Home Video Games}, 32553 journal = {Quarterly Review of Film and Video}, 32554 volume = {14}, 32555 number = {1-2}, 32556 year = {1992}, 32557 pages = {29-59}, 32558 author = {M. Kinder} 32559 } 32560 @article {, 32561 title = {Psychology of computer use: XXVI. Computer-related stress and in-class computer usage}, 32562 journal = {Psychological Reports}, 32563 volume = {71}, 32564 number = {1}, 32565 year = {1992}, 32566 pages = {172-174}, 32567 abstract = {79 technical college students who received 1 of 3 different levels of class-based computer experience completed the Computer Technology Hassles Scale (R. A. Hudiburg, 1989). Although their academic work involved widely different types of work with computers, all groups appeared to perceive the same interactions with computers as unpleasant. Ss selected unpleasant interactions with the same frequency and same intensity.}, 32568 author = {Ballance,Collin T and Ballance,Vickie V} 32569 } 32570 @article {, 32571 title = {Reducing Heart-Rate Reactivity to Stress with Feedback - Generalization across Task and Time}, 32572 journal = {Behavior Modification}, 32573 volume = {16}, 32574 number = {1}, 32575 year = {1992}, 32576 pages = {118-131}, 32577 abstract = {Heart rate (HR) reactions to two behavioral stressors (videogame and mental arithmetic) were measured in 8 experimental subjects who received biofeedback training and 8 matched control subjects during three assessment periods: pretraining, posttraining, and one-week follow-up. Experimental subjects exhibited significant reductions in HR following a training session in which they received ongoing HR feedback while playing a videogame. Control subjects, who played the same number of videogames without HR feedback, showed smaller HR reductions. During the training session, all subjects were instructed to reduce HR while maximizing game performance. In comparison to controls, experimental subjects (a) maintained lower HRs during videogame presentations after a one-week period and (b) generalized these HR reductions to the mental arithmetic challenge at follow-up. Performance on the videogame declined from posttraining to follow-up for experimental subjects but not for control subjects. No group difference in mental arithmetic performance was observed.}, 32578 keywords = {Adjustments, Assisted Reduction, Biofeedback, Pain}, 32579 isbn = {0145-4455}, 32580 author = {Larkin, K. T. and Zayfert, C. and Abel, J. L. and Veltum, L. G.} 32581 } 32582 @mastersthesis {, 32583 title = {Sex differences among computer programmers, computer application users and general computer users at the secondary school level: An investigation of sex role self-concept and attitudes toward computers}, 32584 volume = {Master{\textquoteright}s}, 32585 year = {1992}, 32586 note = {Dissertation Abstract Dissertation Abstracts International. 1992 Jan; Vol 52(7 A): 2464}, 32587 type = {Masters Thesis}, 32588 author = {Devlin,Steven J} 32589 } 32590 @article {, 32591 title = {Socio-historical concepts applied to observations of computer use}, 32592 journal = {European Journal of Psychology of Education}, 32593 volume = {7}, 32594 number = {4}, 32595 year = {1992}, 32596 pages = {269-286}, 32597 abstract = {Observed 12 children (aged 7-13 yrs) interacting with mathematics software from M. Kosel and M. Fish{\textquoteright}s The Pond (1984) in a study guided by concepts derived from the socio-historical school of psychology. These included the use of auxiliary means, the contrast between reduced and elaborated forms, the zone of proximal development, as well as other concepts that are less well promulgated (activity variations, analysis by units, and models). The authors describe a growing understanding of the theoretical concepts in light of the children{\textquoteright}s varied performance on the specific tasks embedded in the software (representation, repetition, and reanalysis).}, 32598 author = {Griffin,Peg and Belyaeva,Alexandra and Soldatova,Galina U} 32599 } 32600 @article {, 32601 title = {Sociological findings in young children{\textquoteright}s word-processed writings}, 32602 journal = {Computers in Human Behavior}, 32603 volume = {8}, 32604 number = {1}, 32605 year = {1992}, 32606 pages = {17-25}, 32607 abstract = {Examined the writings of children in kindergarten and 1st grade who participated in a computer-connected reading and writing program, focusing on the sociological implications of the writings. The Ss were writing much as they were thinking, and writing about topics not previously introduced by teachers to children this age. The Ss showed that they were able to use their writings to express concern, to state rules, to recall, to request information, and to fantasize. The increase in the Ss{\textquoteright} writing skills may be due to a combination of their relationship with computers, effective teaching, and their freedom to create their own writing. It is suggested that teachers can learn more about their students and about when and how to help them through their writing. }, 32608 author = {DeCosta,Sandra B} 32609 } 32610 @mastersthesis {, 32611 title = {Teachers{\textquoteright} perceptions of computer use in elementary and secondary classrooms in Thailand}, 32612 volume = {Master{\textquoteright}s}, 32613 year = {1992}, 32614 note = {Dissertation Abstract Dissertation Abstracts International. 1992 Oct; Vol 53(4 A): 1134}, 32615 type = {Masters Thesis}, 32616 author = {Loipha,Suladda} 32617 } 32618 @article {, 32619 title = {Top down versus grass roots decision making about computer acquisition and use in American schools}, 32620 journal = {Center for Social Organization of Schools Report, Johns Hopkins University}, 32621 volume = {40}, 32622 year = {1992}, 32623 pages = {24}, 32624 abstract = {Data from the US administration of the 1989 I.E.A. Computers in Education survey show that the centralization or decentralization of decisions about computer use affects the outcomes valued by leaders in computer-based education. Desired outcomes included a variety of district-led and school-led staff development activities, dominance of curricular programs over recreational use, wide availability of software for higher-order thinking, communicating, and problem solving, and the use of computers as academic tools rather than for basic skills practice. In every case, substantial district-level involvement in school-level decision making and the active presence and leadership of a school-level computer coordinator were related to these outcomes. }, 32625 author = {Becker,Henry J} 32626 } 32627 @article {, 32628 title = {Training and experience as predictors of job satisfaction and work motivation when using computers: A correlational study}, 32629 journal = {Behaviour and Information Technology}, 32630 volume = {11}, 32631 number = {1}, 32632 year = {1992}, 32633 pages = {53-60}, 32634 abstract = {Examined the extent to which previous work experience and method of training to use computer systems augment the predictability of the motivation and satisfaction of computer users. 166 computer users completed a version of the Job Diagnostic Survey. The job characteristics model on which the questionnaire is based contends that the internal work motivation and general job satisfaction of job holders can be predicted from core job characteristics (task identity, task significance, skill variety, autonomy, and feedback from the job itself). Results show that type of training and previous experience add little more to the job holder{\textquoteright}s job satisfaction and internal work motivation than is predicted by the job characteristics model. }, 32635 author = {Kahn,Howard and Robertson,Ivan T} 32636 } 32637 @article {, 32638 title = {Video Games - Benign or Malignant}, 32639 journal = {Journal of Developmental and Behavioral Pediatrics}, 32640 volume = {13}, 32641 number = {1}, 32642 year = {1992}, 32643 pages = {53-54}, 32644 author = {Funk,J B} 32645 } 32646 @article {, 32647 title = {Videogames, Aggression, and Self-Esteem - A Survey}, 32648 journal = {Social Behavior and Personality}, 32649 volume = {20}, 32650 number = {1}, 32651 year = {1992}, 32652 pages = {39-45}, 32653 abstract = {A survey was administered to 153 sixth through twelfth graders. It included items on videogame play plus self-esteem and aggression scales. Teachers also rated the children on self-esteem and aggression. Amount of videogame play correlated with aggression and not with self-esteem. About 47\% of the sample said some videogames might foster anger or aggression. Among other results was evidence that boys play videogames more than girls and are more aggressive than girls. Self-esteem and aggression were positively correlated on teacher ratings but negatively on self-ratings.}, 32654 keywords = {Games, Personality}, 32655 isbn = {0301-2212}, 32656 author = {Fling, S. and Smith, L. and Rodriguez, T. and Thornton, D.} 32657 } 32658 @book {1471, 32659 title = {Computers as Theatre}, 32660 year = {1991}, 32661 publisher = {Addison-Wesley}, 32662 organization = {Addison-Wesley}, 32663 isbn = {0201550601}, 32664 author = {Laurel, Brenda} 32665 } 32666 @article {, 32667 title = {Nonlinear Dynamics, Chaos, Computer Games, and Scientific Visualization in the Behavioral-Sciences}, 32668 journal = {Mathematical Social Sciences}, 32669 volume = {22}, 32670 number = {1}, 32671 year = {1991}, 32672 pages = {97-97}, 32673 author = {Mayerkress, G} 32674 } 32675 @article {, 32676 title = {Transversal Study about Use of Television and Videogames from Junior-High-School Students}, 32677 journal = {Rivista Italiana Di Pediatria-Italian Journal of Pediatrics}, 32678 volume = {17}, 32679 number = {5}, 32680 year = {1991}, 32681 pages = {555-561}, 32682 abstract = {Seven hundred and forty six junior high school students, in Cittadella (Padova), filled out a questionnaire to analyze their own relation with television and videogames. After elaboration of these data and according to literature too, Authors discuss some problems concerning to improper use of such new technological conquests.}, 32683 isbn = {0390-671X}, 32684 author = {Bolesani, C and Formentin, P A} 32685 } 32686 @article {, 32687 title = {Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines}, 32688 journal = {Journal of Adolescence}, 32689 volume = {14}, 32690 number = {1}, 32691 year = {1991}, 32692 pages = {53-73}, 32693 author = {Griffiths, M} 32694 } 32695 @article {, 32696 title = {Amusement Machine Playing in Childhood and Adolescence - A Comparative-Analysis of Video Games and Fruit Machines}, 32697 journal = {Journal of Adolescence}, 32698 volume = {14}, 32699 number = {1}, 32700 year = {1991}, 32701 pages = {53-73}, 32702 author = {Griffiths,M D} 32703 } 32704 @article {, 32705 title = {Children Using Computer Video Games in Myoelectric Training}, 32706 journal = {Rehabilitation Digest}, 32707 volume = {22}, 32708 number = {3}, 32709 year = {1991}, 32710 pages = {7}, 32711 author = {Stocker,D E and Lovely,D F and McDonnell,P M} 32712 } 32713 @article {, 32714 title = {Computer Games and Cognitive-Processes - 2 Tasks, 2 Modes, Too Much}, 32715 journal = {British Journal of Psychology}, 32716 volume = {82}, 32717 year = {1991}, 32718 pages = {343-357}, 32719 keywords = {Implicit, knowledge, Performance}, 32720 isbn = {0007-1269}, 32721 author = {Porter,D B} 32722 } 32723 @article {, 32724 title = {Dental-Health Education and Data-Collection Using Computer Games}, 32725 journal = {Education}, 32726 volume = {112}, 32727 number = {1}, 32728 year = {1991}, 32729 pages = {141-143}, 32730 isbn = {0013-1172}, 32731 author = {Klein,K and Duncan,D F and Voss,H W} 32732 } 32733 @article {, 32734 title = {The Elderly and Computer Games - Review of Empirical Literature and Research Agenda}, 32735 journal = {Canadian Psychology-Psychologie Canadienne}, 32736 volume = {32}, 32737 number = {3}, 32738 year = {1991}, 32739 pages = {508-520}, 32740 keywords = {Performance, Video Game}, 32741 isbn = {0708-5591}, 32742 author = {Leroux,Y and Vezina,J} 32743 } 32744 @article {, 32745 title = {Evaluating Computer Games for Language-Learning}, 32746 journal = {Simulation \& Gaming}, 32747 volume = {22}, 32748 number = {2}, 32749 year = {1991}, 32750 pages = {220-223}, 32751 isbn = {1046-8781}, 32752 author = {Hubbard,P} 32753 } 32754 @article {, 32755 title = {Physiological-Responses to Playing a Video Game}, 32756 journal = {American Journal of Diseases of Children}, 32757 volume = {145}, 32758 number = {9}, 32759 year = {1991}, 32760 pages = {1034-1036}, 32761 author = {Segal,K R and Dietz,W H} 32762 } 32763 @book {, 32764 title = {Playing With Power, in Movies, Television and Videogames from Muppet Babies to Teenage Mutant Ninja Turtles}, 32765 year = {1991}, 32766 publisher = {University of California Press}, 32767 organization = {University of California Press}, 32768 author = {Kinder,Marsha} 32769 } 32770 @article {, 32771 title = {Prevention of Arousal-Induced Hyperlipidemia by Glucose-Ingestion}, 32772 journal = {Psychosomatic Medicine}, 32773 volume = {53}, 32774 number = {5}, 32775 year = {1991}, 32776 pages = {557-565}, 32777 abstract = {Thirteen subjects were investigated to compare the effects of pre-event glucose (G) and placebo (P) ingestion on plasma free fatty acid (FFA) concentration during mental work. Subjects performed two trials of a videogame and received money for each point scored. Thirty minutes before commencing each trial, subjects ingested either a solution containing 50 g of G or an identically sweetened and colored placebo. Order of ingestion was partially counterbalanced. Heart rate, the measure of arousal monitored, increased significantly above baseline during each trial, but there was no difference in this rise between trials. The main finding from this experiment was that after ingesting glucose, subjects had a stable blood FFA concentration during the videogame, while after the ingestion of placebo subjects had a significantly higher blood FFA during videogames than they had at baseline. These data suggest that arousal-induced hyperlipidemia can be prevented by pre-event glucose ingestion.}, 32778 keywords = {Cholesterol, Coronary Heart-Disease, Free Fatty-Acids, Lipids, Lipoprotein, Stress}, 32779 isbn = {0033-3174}, 32780 author = {Villani, R. G. and Singer,G} 32781 } 32782 @article {, 32783 title = {Reliability and Validity of the Apathy Evaluation Scale}, 32784 journal = {Psychiatry Research}, 32785 volume = {38}, 32786 number = {2}, 32787 year = {1991}, 32788 pages = {143-162}, 32789 abstract = {This article presents evidence for the reliability and construct validity of the Apathy Evaluation Scale (AES). Conceptually, apathy is defined as lack of motivation not attributable to diminished level of consciousness, cognitive impairment, or emotional distress. Operationally, the AES treats apathy as a psychological dimension defined by simultaneous deficits in the overt behavioral, cognitive, and emotional concomitants of goal-directed behavior. Three versions of the AES (clinician, informant, and self-rated) were evaluated for 123 subjects, ages 53-85, meeting research criteria for right or left hemisphere stroke, probable Alzheimer{\textquoteright}s disease, major depression, or well elderly control. Multiple forms of reliability (internal consistency, test-retest, and interrater) were satisfactory. Several types of validity evidence are presented for each version of the scale, including the following: ability of the AES to discriminate between groups according to mean levels of apathy, discriminability of apathy ratings from standard measures of depression and anxiety, convergent validity between the three versions of the scale, and predictive validity measures derived from observing subjects{\textquoteright} play with novelty toys and videogames. Guidelines for the administration of the AES are presented, along with suggestions for potential applications of the scale to clinical and research questions.}, 32790 keywords = {Criteria, dementia, Diagnosis, Disorders, Instrument, Schizophrenia}, 32791 isbn = {0165-1781}, 32792 author = {Marin, R. S. and Biedrzycki, R. C. and Firinciogullari, S.} 32793 } 32794 @article {, 32795 title = {Video Games Introduce Hospital Services}, 32796 journal = {Hospitals}, 32797 volume = {65}, 32798 number = {7}, 32799 year = {1991}, 32800 pages = {70-71}, 32801 author = {Johnsson,J} 32802 } 32803 @book {, 32804 title = {Video Kids - Making Sense of Nintendo}, 32805 year = {1991}, 32806 publisher = {Harvard University Press}, 32807 organization = {Harvard University Press}, 32808 author = {Provenzo,Eugene} 32809 } 32810 @article {, 32811 title = {Voluntarily Retractable Tympanic Membranes - Case-Report}, 32812 journal = {American Journal of Otology}, 32813 volume = {12}, 32814 number = {3}, 32815 year = {1991}, 32816 pages = {215-217}, 32817 abstract = {A very rare case of a 7-year-old boy, who was in the habit of voluntarily controlling his hearing acuity by bilaterally retracting his tympanic membranes, is reported. Although normal A type tympanograms were initially observed, B type tympanograms and a decrease in hearing acuity to a hearing level of 35 dB on both sides was seen when he sniffed with both nostrils pinched (the reverse Valsalva maneuver). The patient would repeat the action on such occasions as when he wanted to concentrate on playing computer games while his mother was watching TV with the volume up, while he was swimming, or when the surroundings were noisy between lessons at school. When he wanted to normalize hearing, he would adjust the position of the tympanic membranes by performing the Valsalva maneuver. The patient probably had incomplete closure of the eustachian tube. The eustachian tube could be locked by high negative middle ear pressure induced by the reverse Valsalva maneuver, which resulted in a decrease of hearing acuity caused by retraction of the tympanic membranes bilaterally.}, 32818 keywords = {children, Otitis}, 32819 isbn = {0192-9763}, 32820 author = {Kobayashi,T and Takasaka,T} 32821 } 32822 @article {, 32823 title = {Electroclinical study of video-game epilepsy}, 32824 journal = {Developmental Medicine and Child Neurology}, 32825 volume = {32}, 32826 year = {1990}, 32827 pages = {493-500}, 32828 author = {Maeda, Y and Kitokawa, T and Sakamoto, K and Kitamoto, I} 32829 } 32830 @article {, 32831 title = {Mind Games - For this Soviet Scientist, Theres More to Computer Games Than Graphics}, 32832 journal = {Omni}, 32833 volume = {13}, 32834 number = {1}, 32835 year = {1990}, 32836 pages = {22-22}, 32837 isbn = {0149-8711}, 32838 author = {Ferrell, K} 32839 } 32840 @article {, 32841 title = {Case Study: Pathological Preoccupation with Video Games}, 32842 journal = {Journal of the American Academy of Child and Adolescence}, 32843 volume = {29}, 32844 number = {1}, 32845 year = {1990}, 32846 pages = {49}, 32847 author = {Keepers,George A} 32848 } 32849 @article {, 32850 title = {Electronic games: Children Controlling the Cognitive Environment}, 32851 journal = {Early Child Development and Care}, 32852 volume = {61}, 32853 year = {1990}, 32854 pages = {43-49}, 32855 author = {Baird,W E and Silvern,S B} 32856 } 32857 @article {, 32858 title = {Pathological Preoccupation with Video Games}, 32859 journal = {Journal of the American Academy of Child and Adolescent Psychiatry}, 32860 volume = {29}, 32861 number = {1}, 32862 year = {1990}, 32863 pages = {49-50}, 32864 author = {Keepers,G A} 32865 } 32866 @article {, 32867 title = {Theory and Practice - Computer Games - No Legal Problem for Police}, 32868 journal = {Kriminalistik}, 32869 number = {8-9}, 32870 year = {1990}, 32871 pages = {465-466}, 32872 isbn = {0023-4699}, 32873 author = {Stenger,H J} 32874 } 32875 @article {, 32876 title = {Control strategies for two-player games}, 32877 journal = {Computing Surveys}, 32878 volume = {21}, 32879 number = {2}, 32880 year = {1989}, 32881 pages = {137-161}, 32882 abstract = {Computer games have been around for almost as long as computers. Most of these games, however, have been designed in a rather ad hoc manner because many of their basic components have never been adequately defined. In this paper some deficiencies in the standard model of computer games, the minimax model, are pointed out and the issues that a general theory must address are outlined. Most of the discussion is done in the context of control strategies, or sets of criteria for move selection. A survey of control strategies brings together results from two fields: implementations of real games and theoretical predictions derived on simplified game-trees. The interplay between these results suggests a series of open problems that have arisen during the course of both analytic experimentation and practical experience as the basis for a formal theory. 32883 }, 32884 keywords = {artificial intelligence, Computer games, Computer Programming-Algorithms, Computer Software-Applications, Mathematical Techniques-Trees, Minimax Model, Probability}, 32885 author = {Abramson, Bruce} 32886 } 32887 @inbook {, 32888 title = {Visual and Other Pleasures}, 32889 year = {1989}, 32890 publisher = {Macmillan Press}, 32891 organization = {Macmillan Press}, 32892 author = {Mulvey, Laura} 32893 } 32894 @article {, 32895 title = {Adolescent Pregnancy Prevention by Health-Education Computer Games - Computer-Assisted-Instruction of Knowledge and Attitudes}, 32896 journal = {Pediatrics}, 32897 volume = {83}, 32898 number = {5}, 32899 year = {1989}, 32900 pages = {742-752}, 32901 isbn = {0031-4005}, 32902 author = {Paperny,D M and Starn,J R} 32903 } 32904 @article {, 32905 title = {Arcade Video Games: Proxemic, Cognitive and Content Analyses}, 32906 journal = {Journal of Leisure Research}, 32907 volume = {21}, 32908 number = {2}, 32909 year = {1989}, 32910 pages = {92-105}, 32911 author = {Braun,C M J and Giroux,J} 32912 } 32913 @article {, 32914 title = {Framing Prints, Giving the Mona-Lisa a Moustache, Speeding up Video Games, and Marketing Add-on Software - a Comment on the Mirage Case}, 32915 journal = {IEEE Micro}, 32916 volume = {9}, 32917 number = {2}, 32918 year = {1989}, 32919 pages = {8-\&}, 32920 author = {Stern,R H} 32921 } 32922 @article {, 32923 title = {Micro Law: Framing Prints, Giving the Mona Lisa a Moustache, Speeding Up Video Games, and Marketing Add-on Software: A Comment on the Mirage Case}, 32924 journal = {IEEE Micro}, 32925 volume = {9}, 32926 number = {2}, 32927 year = {1989}, 32928 pages = {8-??}, 32929 isbn = {0272-1732}, 32930 author = {Stern,R H} 32931 } 32932 @article {, 32933 title = {Psychology of Computers .14. Cognitive Rehabilitation through Computer Games}, 32934 journal = {Perceptual and Motor Skills}, 32935 volume = {69}, 32936 number = {3}, 32937 year = {1989}, 32938 pages = {851-858}, 32939 isbn = {0031-5125}, 32940 author = {Larose,S and Gagnon,S and Ferland,C and Pepin,M} 32941 } 32942 @article {, 32943 title = {Training Inspiratory Resistance in Duchenne Dystrophy Using Adapted Computer Games}, 32944 journal = {Developmental Medicine and Child Neurology}, 32945 volume = {31}, 32946 number = {4}, 32947 year = {1989}, 32948 pages = {494-500}, 32949 isbn = {0012-1622}, 32950 author = {Stern, L M and Martin, A J and Jones, N and Garrett, R and Yeates, J} 32951 } 32952 @inbook {, 32953 title = {Chess For Girls}, 32954 booktitle = {From Barbie to Mortal Kombat: Gender and Computer Games}, 32955 year = {1988}, 32956 pages = {2-45}, 32957 publisher = {MIT Press}, 32958 organization = {MIT Press}, 32959 author = {Cassell,Justine and Jenkins,Henry}, 32960 editor = {Cassell,Justine and Jenkins,Henry} 32961 } 32962 @article {, 32963 title = {The Slot-Machine Can Become an Addictive Drug - The Development, Effects and Legal-Aspects of Video-Games and Slot-Machines}, 32964 journal = {Kriminalistik}, 32965 number = {1}, 32966 year = {1988}, 32967 pages = {37-40}, 32968 isbn = {0023-4699}, 32969 author = {Lauton,A} 32970 } 32971 @mastersthesis {, 32972 title = {The use of video games in studying nonhuman primate behaviour}, 32973 volume = {Master{\textquoteright}s}, 32974 year = {1988}, 32975 note = {Dissertation Abstracts International, 48, 3139B}, 32976 school = {University of Montana}, 32977 type = {Masters Thesis}, 32978 author = {Williams, S L} 32979 } 32980 @article {, 32981 title = {The video invasion of rehabilitation}, 32982 journal = {Burns}, 32983 volume = {14}, 32984 number = {5}, 32985 year = {1988}, 32986 pages = {417-419}, 32987 abstract = {Motivating burned children to participate actively in rehabilitation at the burn unit demands many creative ideas. To avoid resistance from the child towards the exercises, it is important to offer a variety of techniques. A new play technique is outlined here, based on the use of video games, that is capable of motivating and stimulating children of all ages - even the youngest - towards active participation in rehabilitation. 32988 }, 32989 keywords = {burn, Play and Playthings, rehabilitation, Video Game}, 32990 author = {Adriaenssens, P. and Eggermont, E. and Pyck, K. and Boeckx, W. and Gilles, B.} 32991 } 32992 @inbook {, 32993 title = {Complete Freedom of Movement: Video Games as Gendered Play Spaces}, 32994 booktitle = {From Barbie to Mortal Kombat: Gender and Computer Games}, 32995 year = {1988}, 32996 pages = {262-297}, 32997 publisher = {MIT Press}, 32998 organization = {MIT Press}, 32999 author = {Jenkins,Henry}, 33000 editor = {Cassell,Justine and Jenkins,Henry} 33001 } 33002 @inbook {, 33003 title = {Computer Games for Girls: What Makes Them Play?}, 33004 booktitle = {From Barbie to Mortal Kombat: Gender and Computer Games}, 33005 year = {1988}, 33006 pages = {46-71}, 33007 publisher = {MIT Press}, 33008 organization = {MIT Press}, 33009 author = {Subrahmanyam,Kaveri and Greenfield,Patricia M}, 33010 editor = {Cassell,Justine and Jenkins,Henry} 33011 } 33012 @article {, 33013 title = {Effects of playing video games on children{\textquoteright}s and other behaviors}, 33014 journal = {Journal of Applied Social Psychology}, 33015 volume = {18}, 33016 year = {1988}, 33017 pages = {454-460}, 33018 author = {Schutte,N S and Malouff,J M and Post-Gorden,J C and Rodasta,A L} 33019 } 33020 @article {, 33021 title = {Effects of Playing Videogames on Childrens Aggressive and Other Behaviors}, 33022 journal = {Journal of Applied Social Psychology}, 33023 volume = {18}, 33024 number = {5}, 33025 year = {1988}, 33026 pages = {454-460}, 33027 isbn = {0021-9029}, 33028 author = {Schutte,N S and Malouff,J M and Postgorden,J C and Rodasta,A L} 33029 } 33030 @article {, 33031 title = {Electronic and Computer Games, the History of an Interactive Medium}, 33032 journal = {Screen}, 33033 volume = {29}, 33034 number = {2}, 33035 year = {1988}, 33036 pages = {52-75}, 33037 author = {Haddon,Leslie} 33038 } 33039 @inbook {, 33040 title = {Girl Games and Technological Desire}, 33041 booktitle = {From Barbie to Mortal Kombat: Gender and Computer Games}, 33042 year = {1988}, 33043 pages = {72-89}, 33044 publisher = {MIT Press}, 33045 organization = {MIT Press}, 33046 author = {Brunner,Cornelia and Bennett,Dorothy and Honey,Margaret}, 33047 editor = {Cassell,Justine and Jenkins,Henry} 33048 } 33049 @inbook {, 33050 title = {Voices From the Combat Zone: Game Grrlz Talk Back}, 33051 booktitle = {From Barbie to Mortal Kombat: Gender and Computer Games}, 33052 year = {1988}, 33053 publisher = {MIT Press}, 33054 organization = {MIT Press}, 33055 author = {Jenkins,Henry}, 33056 editor = {Cassell,Justine and Jenkins,Henry} 33057 } 33058 @article {, 33059 title = {Computer Games - Environments for Developing Spatial Cognition}, 33060 journal = {Journal of Educational Computing Research}, 33061 volume = {3}, 33062 number = {1}, 33063 year = {1987}, 33064 pages = {95-111}, 33065 isbn = {0735-6331}, 33066 author = {McClurg, P A and Chaill{\'e}, C} 33067 } 33068 @article {, 33069 title = {The Effect of Instructional Computer Games on Continuing Student Motivation}, 33070 journal = {Journal of Special Education}, 33071 volume = {21}, 33072 number = {4}, 33073 year = {1987}, 33074 pages = {27-38}, 33075 isbn = {0022-4669}, 33076 author = {Malouf, D B} 33077 } 33078 @article {, 33079 title = {Correlates of Childrens Usage of Video-Games and Computers}, 33080 journal = {Journal of Applied Social Psychology}, 33081 volume = {17}, 33082 number = {1}, 33083 year = {1987}, 33084 pages = {72-93}, 33085 author = {Lin,S and Lepper,M R} 33086 } 33087 @article {, 33088 title = {Effects of Playing Versus Observing Violent Versus Nonviolent Video Games on Childrens Aggression}, 33089 journal = {Psychology}, 33090 volume = {24}, 33091 number = {3}, 33092 year = {1987}, 33093 pages = {1-8}, 33094 author = {Graybill,D and Strawniak,M and Hunter,T and Oleary,M} 33095 } 33096 @article {, 33097 title = {The Effects of Pro-Social and Aggressive Videogames on Childrens Donating and Helping}, 33098 journal = {Journal of Genetic Psychology}, 33099 volume = {148}, 33100 number = {4}, 33101 year = {1987}, 33102 pages = {499-505}, 33103 isbn = {0022-1325}, 33104 author = {Chambers,J H and Ascione,F R} 33105 } 33106 @article {, 33107 title = {The effects of video game play on young children{\textquoteright}s aggression, fantasy and prosocial behavior}, 33108 journal = {Journal of Applied Developmental Psychology}, 33109 volume = {8}, 33110 year = {1987}, 33111 pages = {453-462}, 33112 author = {Silvern,S B and Williamson,P A} 33113 } 33114 @article {, 33115 title = {Epileptic Seizures and Video Games}, 33116 journal = {Union Medicale Du Canada}, 33117 volume = {116}, 33118 number = {3}, 33119 year = {1987}, 33120 pages = {S6-S9}, 33121 author = {Vespignani,H and Huttin,B and Weber,M} 33122 } 33123 @article {, 33124 title = {The Fall and Rise of Video Games}, 33125 journal = {Journal of Popular Culture}, 33126 volume = {21}, 33127 number = {1}, 33128 year = {1987}, 33129 pages = {53-60}, 33130 author = {Selnow,G} 33131 } 33132 @article {, 33133 title = {Personality-Factors, Subject Gender, and the Effects of Aggressive Video Games on Aggression in Adolescents}, 33134 journal = {Journal of Research in Personality}, 33135 volume = {21}, 33136 number = {2}, 33137 year = {1987}, 33138 pages = {211-223}, 33139 author = {Winkel,M and Novak,D M and Hopson,H} 33140 } 33141 @inbook {, 33142 title = {Social impact of video game play}, 33143 booktitle = {Playful Meaning, Meaningful Play}, 33144 year = {1987}, 33145 publisher = {Leisure}, 33146 organization = {Leisure}, 33147 author = {Silvern,S B and Lang,M K and Williamson,P A}, 33148 editor = {Fine,Garry A} 33149 } 33150 @inbook {, 33151 title = {Hellivision: an Analysis of Video Games}, 33152 booktitle = {High Theory, Low Culture: Analysing Popular Television and Film}, 33153 year = {1986}, 33154 publisher = {Manchester University Press}, 33155 organization = {Manchester University Press}, 33156 author = {Skirrow, Gillian} 33157 } 33158 @article {, 33159 title = {Preferences for Individual Video Games as a Function of Their Emotional Effects on Players}, 33160 journal = {Journal of Applied Social Psychology}, 33161 volume = {16}, 33162 number = {1}, 33163 year = {1986}, 33164 pages = {3-15}, 33165 author = {Mehrabian, A and Wixen, W J} 33166 } 33167 @article {, 33168 title = {Affect of the Game Player: Short-Term Effects of Highly and Mildly Aggressive Video Games}, 33169 journal = {Personality and Social Psychology Bulletin}, 33170 volume = {12}, 33171 number = {4}, 33172 year = {1986}, 33173 pages = {390-402}, 33174 author = {Anderson,C A and Ford,C M} 33175 } 33176 @article {, 33177 title = {EEG Activation by Video Games}, 33178 journal = {Epilepsia}, 33179 volume = {27}, 33180 number = {5}, 33181 year = {1986}, 33182 pages = {605-605}, 33183 author = {Hormes,J T and Klass,D W} 33184 } 33185 @article {, 33186 title = {The Power of Public Domain Software, Built-in Editors, and Computer Games in Call}, 33187 journal = {Hispania-a Journal Devoted to the Teaching of Spanish and Portuguese}, 33188 volume = {69}, 33189 number = {3}, 33190 year = {1986}, 33191 pages = {736-739}, 33192 isbn = {0018-2133}, 33193 author = {Baltra,A} 33194 } 33195 @article {, 33196 title = {Video Games and Aggression in Children}, 33197 journal = {Journal of Applied Social Psychology}, 33198 volume = {16}, 33199 number = {8}, 33200 year = {1986}, 33201 pages = {726-744}, 33202 isbn = {0021-9029}, 33203 author = {Cooper,J and Mackie,D} 33204 } 33205 @article {, 33206 title = {Video Games and Children: Effects on Leisure Activities, Schoolwork, and Peer Involvement}, 33207 journal = {Merrill-Palmer Quarterly-Journal of Developmental Psychology}, 33208 volume = {32}, 33209 number = {3}, 33210 year = {1986}, 33211 pages = {251-262}, 33212 author = {Creasey,G L and Myers,B J} 33213 } 33214 @article {, 33215 title = {Biofeedback Versus Video Games: Effects on Impulsivity, Locus of Control, and Self-Concept with Incarcerated Juveniles}, 33216 journal = {Journal of Clinical Psychology}, 33217 volume = {41}, 33218 number = {1}, 33219 year = {1985}, 33220 pages = {698-706}, 33221 abstract = {Research has found hyperactivity, poor impulse control, impaired sustained attention and low self-concept to be behavioral deficits common to juvenile delinquents. Limited opportunities for exercising self-control while incarcerated may encourage helplessness. If biofeedback training enhances self-regulation skills, then perhaps these behaviors can be taught in confinement. A sample of 12 felonious juvenile residents (aged 15-18) from a highly restricted environment were assigned randomly to a biofeedback or video game group and trained for 10 half-hour sessions. Results indicated virtually no significant differences between biofeedback and video game training. However, pre and post differences for both groups combined demonstrated significant gains in impulsivity, EMG, and self-concept. Both groups rated themselves equally on self-control ability, regardless of training. Further comparisons between other institutionalized residents (N = 14) and staff counselors (N = 10) as non-treatment controls were made. On each measure, both training groups improved consistently and became more like their less restricted counterparts.}, 33222 author = {Kappes,B M} 33223 } 33224 @article {, 33225 title = {Utilizing Video Games to Increase Sitting Tolerance}, 33226 journal = {Archives of Physical Medicine and Rehabilitation}, 33227 volume = {66}, 33228 number = {8}, 33229 year = {1985}, 33230 pages = {527-527}, 33231 author = {Butler, C} 33232 } 33233 @article {, 33234 title = {Video Games and American Military Ideology}, 33235 journal = {Arena Review}, 33236 volume = {9}, 33237 number = {1}, 33238 year = {1985}, 33239 pages = {58-76}, 33240 author = {Toles, Terri} 33241 } 33242 @article {, 33243 title = {Biofeedback Vs Video Games: Effects on Impulsivity, Locus of Control and Self-Concept with Incarcerated Juveniles}, 33244 journal = {Journal of Clinical Psychology}, 33245 volume = {41}, 33246 number = {5}, 33247 year = {1985}, 33248 pages = {698-706}, 33249 author = {Kappes,B M and Thompson,D L} 33250 } 33251 @article {, 33252 title = {Biofeedback Vs Video Games - Effects on Impulsivity, Locus of Control and Self-Concept with Incarcerated Juveniles}, 33253 journal = {Journal of Clinical Psychology}, 33254 volume = {41}, 33255 number = {5}, 33256 year = {1985}, 33257 pages = {698-706}, 33258 isbn = {0021-9762}, 33259 author = {Kappes,B M and Thompson,D L} 33260 } 33261 @article {, 33262 title = {Effects of Playing Violent Versus Nonviolent Video Games on the Aggressive Ideation of Aggressive and Nonaggressive Children}, 33263 journal = {Child Study Journal}, 33264 volume = {15}, 33265 number = {3}, 33266 year = {1985}, 33267 pages = {199-205}, 33268 author = {Graybill,D and Kirsch,J R and Esselman,E D} 33269 } 33270 @article {, 33271 title = {Effects of Video Games on the Adverse Corollaries of Chemotherapy in Pediatric Oncology Patients - a Single-Case Analysis}, 33272 journal = {Journal of Consulting and Clinical Psychology}, 33273 volume = {53}, 33274 number = {2}, 33275 year = {1985}, 33276 pages = {223-228}, 33277 author = {Kolko,D J and Rickardfigueroa,J L} 33278 } 33279 @book {, 33280 title = {Games as Teaching Tools: The Computer Connection}, 33281 series = {Humanistic Perspectives on Computers in the Schools}, 33282 year = {1985}, 33283 publisher = {The Haworth Press}, 33284 organization = {The Haworth Press}, 33285 author = {Loftus,Geoffrey and Nelson,Walter W} 33286 } 33287 @article {, 33288 title = {Personality, psychopathology, and developmental issues in male adolescent video game use}, 33289 journal = {Journal of The American Academy of Child Psychiatry}, 33290 volume = {24}, 33291 year = {1985}, 33292 pages = {325-337}, 33293 author = {Kestenbaum,G I and Weinstein,L} 33294 } 33295 @article {, 33296 title = {Social-Science Research on Video Games}, 33297 journal = {Journal of Popular Culture}, 33298 volume = {18}, 33299 number = {4}, 33300 year = {1985}, 33301 pages = {111-125}, 33302 author = {Price,J A} 33303 } 33304 @article {, 33305 title = {Video Games and School Performance}, 33306 journal = {Education}, 33307 volume = {105}, 33308 number = {3}, 33309 year = {1985}, 33310 pages = {306-309}, 33311 author = {Harris,M B and Williams,R} 33312 } 33313 @article {, 33314 title = {Video Games for Controlling Asthma and Diabetes}, 33315 journal = {International Journal of Bio-Medical Computing}, 33316 volume = {16}, 33317 number = {2}, 33318 year = {1985}, 33319 pages = {93-94}, 33320 author = {Llaurado,J G} 33321 } 33322 @article {, 33323 title = {Videogames and Epilepsy}, 33324 journal = {Developmental Medicine and Child Neurology}, 33325 volume = {27}, 33326 number = {4}, 33327 year = {1985}, 33328 pages = {519-521}, 33329 isbn = {0012-1622}, 33330 author = {Demarco,P and Ghersini,L} 33331 } 33332 @article {, 33333 title = {Videogames and Spatial Skills - an Exploratory-Study}, 33334 journal = {ECTJ-Educational Communication and Technology Journal}, 33335 volume = {33}, 33336 number = {4}, 33337 year = {1985}, 33338 pages = {263-275}, 33339 isbn = {0148-5806}, 33340 author = {Gagnon,D} 33341 } 33342 @article {, 33343 title = {Microcomputer Videogame Based Training}, 33344 journal = {Educational Technology}, 33345 volume = {24}, 33346 year = {1984}, 33347 month = {02/1984}, 33348 pages = {11-17}, 33349 abstract = {<p> 33350 The transfer and adaptation of the motivational and instructional properties of electronic video-game technology have potential for training applications. Skill training includes both effective initial skill achievement and subsequent practice to maintain skill proficiency. Traditional training methods rely heavily on the learning skills and motivation of learners to acquire and maintain competence. Electronic videogames, combining the advantages of gaming and computer-assisted instruction (CAI) principles, may provide effective instructional advantages when incorporated as a mode of instructional delivery. This article examines these advantages, and evaluates the training value of the videogame format. 33351 </p> 33352 }, 33353 keywords = {training, Video Games}, 33354 author = {Driskell, J. E. and Dwyer, D. J.} 33355 } 33356 @book {, 33357 title = {C{\textquoteright}est pour ton bien. Racines de la violence dans l{\textquoteright}{\'e}ducation de l{\textquoteright}enfant}, 33358 series = {Traduction Etor{\'e} J}, 33359 year = {1984}, 33360 publisher = {Aubier}, 33361 organization = {Aubier}, 33362 author = {Miller, A} 33363 } 33364 @article {, 33365 title = {Lucasfilm - Setting New Standards for Computer Games}, 33366 journal = {Popular Computing}, 33367 volume = {3}, 33368 number = {12}, 33369 year = {1984}, 33370 pages = {17-18}, 33371 isbn = {0279-4721}, 33372 author = {Miller, M J} 33373 } 33374 @book {1047, 33375 title = {Mind and Media - The Effects of Television, Computers and Video Games}, 33376 year = {1984}, 33377 publisher = {Hazel, Watson and Viney}, 33378 organization = {Hazel, Watson and Viney}, 33379 isbn = {0006365930}, 33380 author = {Greenfield,Patricia Marks} 33381 } 33382 @article {, 33383 title = {Video-Art and Video-Games, an Interview with Barry,Judith}, 33384 journal = {Wide Angle - A Quarterly Journal of Film History Theory Criticism \& Practice}, 33385 volume = {6}, 33386 number = {1}, 33387 year = {1984}, 33388 pages = {50-57}, 33389 author = {Lehman,P and Barry,J} 33390 } 33391 @article {, 33392 title = {Videogames, Television Violence, and Aggression in Teenagers}, 33393 journal = {Journal of Communication}, 33394 volume = {34}, 33395 number = {136-147}, 33396 year = {1984}, 33397 author = {Dominick, Joseph R} 33398 } 33399 @book {730, 33400 title = {ZAP!: The Rise and Fall of Atari}, 33401 year = {1984}, 33402 publisher = {McGraw-Hill}, 33403 organization = {McGraw-Hill}, 33404 isbn = {0738868833}, 33405 author = {Cohen,Scott} 33406 } 33407 @book {, 33408 title = {The Art of Computer Game Design: Reflections of a Master Game Designer}, 33409 year = {1984}, 33410 publisher = {Osborne McGraw-Hill}, 33411 organization = {Osborne McGraw-Hill}, 33412 isbn = {0078811171}, 33413 author = {Crawford,Chris} 33414 } 33415 @article {, 33416 title = {Do Video Games Affect Blood-Pressure}, 33417 journal = {JAMA-Journal of the American Medical Association}, 33418 volume = {252}, 33419 number = {5}, 33420 year = {1984}, 33421 pages = {626-626}, 33422 author = {Mazin,C and Etter,M} 33423 } 33424 @article {, 33425 title = {The Impact of Age of Children on Satisfaction and Satisfaction Relationships - the Case of Video Games}, 33426 journal = {Advances in Consumer Research}, 33427 volume = {11}, 33428 year = {1984}, 33429 pages = {324-328}, 33430 author = {Leigh,J H and Jordan,K A} 33431 } 33432 @article {, 33433 title = {A Multidimensional-Scaling of Video Games}, 33434 journal = {Human Factors}, 33435 volume = {26}, 33436 number = {4}, 33437 year = {1984}, 33438 pages = {477-482}, 33439 author = {Bobko,P and Bobko,D J and Davis,M A} 33440 } 33441 @article {, 33442 title = {Playing Videogames: The Electronic Friend}, 33443 journal = {Journal of Communication}, 33444 volume = {34}, 33445 number = {2}, 33446 year = {1984}, 33447 pages = {148-156}, 33448 isbn = {0021-9916}, 33449 author = {Selnow, Garry W} 33450 } 33451 @article {, 33452 title = {Race and Sex-Differences of Children in Satisfaction and Other Factors Associated with Video Games}, 33453 journal = {Advances in Consumer Research}, 33454 volume = {11}, 33455 year = {1984}, 33456 pages = {94-99}, 33457 author = {Jordan,K A and Leigh,J H} 33458 } 33459 @article {, 33460 title = {Rethinking Video Games - a New Challenge}, 33461 journal = {Futurist}, 33462 volume = {18}, 33463 number = {6}, 33464 year = {1984}, 33465 pages = {35-37}, 33466 author = {Long,S M and Long,W H} 33467 } 33468 @book {, 33469 title = {The Second Self: Computers and the Human Spirit}, 33470 year = {1984}, 33471 publisher = {Simon and Shuster}, 33472 organization = {Simon and Shuster}, 33473 author = {Turkle,Sherry} 33474 } 33475 @article {, 33476 title = {A Stand against Violent Video Games}, 33477 journal = {Communications of the ACM}, 33478 volume = {27}, 33479 number = {5}, 33480 year = {1984}, 33481 pages = {411-411}, 33482 author = {Rubin,G} 33483 } 33484 @article {, 33485 title = {Video Arcades, Youth, and Trouble}, 33486 journal = {Youth and Society}, 33487 volume = {16}, 33488 number = {1}, 33489 year = {1984}, 33490 pages = {47-65}, 33491 author = {Ellis,Desmond} 33492 } 33493 @article {, 33494 title = {Video Games as Psychological-Tests}, 33495 journal = {Simulation \& Gaming}, 33496 volume = {15}, 33497 number = {2}, 33498 year = {1984}, 33499 pages = {131-157}, 33500 author = {Jones,M B} 33501 } 33502 @article {, 33503 title = {1st Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games}, 33504 journal = {Vanderbilt Law Review}, 33505 volume = {36}, 33506 number = {5}, 33507 year = {1983}, 33508 pages = {1223-1276}, 33509 author = {Sullivan, J E} 33510 } 33511 @article {, 33512 title = {Behavioral-Management of Exceptional-Children Using Video Games as Reward}, 33513 journal = {Perceptual and Motor Skills}, 33514 volume = {56}, 33515 number = {2}, 33516 year = {1983}, 33517 pages = {580}, 33518 keywords = {reinforcement, Token Economy}, 33519 author = {Buckalew, L. W. and Buckalew, P. B.} 33520 } 33521 @article {, 33522 title = {Cardiovascular changes in video-game players. Cause for concern?}, 33523 journal = {Postgraduate Medicine}, 33524 volume = {74}, 33525 number = {6}, 33526 year = {1983}, 33527 pages = {245-248}, 33528 abstract = {Video games are one of the most popular recreational activities among Americans of all ages, especially teenaged boys and young men. Studies of the health hazards of video-game playing have linked seizures, psychologic disturbances, and other health problems with the games. The study reported here measured changes in blood pessure and heart rate that occurred in 23 young men when they played a video game. The mean systolic blood pressure for the entire group was considerably higher during play than before or after and was significantly higher in novice players than in more skilled players. Heart rate was also significantly higher during play. In view of these results, other cardiovascular changes might be expected to occur during video-game playing. Although the changes reported here were minor, even minor cardiovascular alterations could potentially prove serious in persons with cardiovascular disease.}, 33529 keywords = {blood pressure, heart arrhythmia, heart rate, Play and Playthings, Video Game}, 33530 author = {Gwinup, G. and Haw, T. and Elias, A.} 33531 } 33532 @article {, 33533 title = {Designing educational computer games}, 33534 journal = {Health Education}, 33535 volume = {14}, 33536 number = {6}, 33537 year = {1983}, 33538 pages = {15-18}, 33539 keywords = {Audiovisual Aids, audiovisual equipment, Play and Playthings, recreation}, 33540 author = {Forbis, S.} 33541 } 33542 @article {, 33543 title = {Differences in eye-hand motor coordination of video-game users and non-users}, 33544 journal = {Perceptual and Motor Skills}, 33545 volume = {57}, 33546 number = {1}, 33547 year = {1983}, 33548 pages = {155-158}, 33549 abstract = {The recent proliferation of electronic video games has caused an outcry from those who question the merits of the games, while others maintain the games improve eye-hand coordination. At present, no empirical data are available to indicate whether there are differences in eye-hand coordination between video game users and non-users. Comparing 31 video game users and 31 non-users showed users have significantly better eye-hand motor coordination on a pursuit rotor. However, no relationship was found between an individual{\textquoteright}s eye-hand motor coordination and the amount of time spent weekly playing video games or the length of experience with video games.}, 33550 keywords = {Play and Playthings, psychomotor performance, recreation}, 33551 author = {Griffith, J. L. and Voloschin, P. and Gibb, G. D. and Bailey, J. R.} 33552 } 33553 @article {, 33554 title = {Hollywood is Game + Videogames Based on Films}, 33555 journal = {Film Comment}, 33556 volume = {19}, 33557 number = {1}, 33558 year = {1983}, 33559 pages = {40-41}, 33560 isbn = {0015-119X}, 33561 author = {Adamo, S} 33562 } 33563 @conference {, 33564 title = {How to turn an emergency simulation into a {\textquoteright}video game{\textquoteright} for training}, 33565 booktitle = {Simulation Series}, 33566 volume = {11}, 33567 year = {1983}, 33568 pages = {83-88}, 33569 edition = {2}, 33570 abstract = {Computer simulation can be used to train decision makers. The programs should be interactive and are readily accepted by trainees if they resemble {\textquoteright}video games{\textquoteright}. Sometimes the structure of the problem already resides in a simulation program used for planning and resource allocation. This paper tells how to convert a simulation program for allocating fire-fighting resources into a microcomputer-based training exercise for fire dispatchers.}, 33571 keywords = {computer simulation, decision makers, emergency services, fire fighting, microcomputers, personnel training, Video Games}, 33572 author = {Carroll, John M.} 33573 } 33574 @article {, 33575 title = {Learning with Computer Games}, 33576 journal = {Computer Graphics World}, 33577 volume = {6}, 33578 number = {12}, 33579 year = {1983}, 33580 pages = {35-\&}, 33581 isbn = {0271-4159}, 33582 author = {Wagner, P} 33583 } 33584 @book {, 33585 title = {Screen Play: The Story of Video Games}, 33586 year = {1983}, 33587 publisher = {Frederick Warne}, 33588 organization = {Frederick Warne}, 33589 author = {Sullivan, George} 33590 } 33591 @article {, 33592 title = {Substantial Similarity between Video Games - An Old Copyright Problem in a New Medium}, 33593 journal = {Vanderbilt Law Review}, 33594 volume = {36}, 33595 number = {5}, 33596 year = {1983}, 33597 pages = {1277-1312}, 33598 author = {McKnight, S G} 33599 } 33600 @conference {, 33601 title = {Video computer games practice and the motor dysfunctional child}, 33602 booktitle = {IREECON International (Convention Digest) (Institution of Radio and Electronics Engineers Australia)}, 33603 year = {1983}, 33604 pages = {502-504}, 33605 abstract = {To assess the effectiveness of task specific video computer games practice in increasing performance levels in response speed, manual dexterity, visual motor control and attention-concentration span, a male child with a history of motor dysfunction and specific learning difficulties was selected for a pilot study. The effects were evaluated over a six-week period utilizing a pre-test, post-test procedure. Results indicated an upward trend in all four parameters of motor behaviour inferring transfer of abilities between tasks occurred.}, 33606 keywords = {attention-concentration span, biomedical engineering, human engineering, manual dexterity, motor dysfunctions, response speed, video computer games, visual motor control}, 33607 author = {Goodhew, S. M.} 33608 } 33609 @article {, 33610 title = {Video Games as Physiotherapy}, 33611 journal = {Medical Journal of Australia}, 33612 volume = {1}, 33613 number = {9}, 33614 year = {1983}, 33615 pages = {401-402}, 33616 author = {Szer, J} 33617 } 33618 @article {, 33619 title = {Video Games Go to School}, 33620 journal = {Psychology Today}, 33621 volume = {17}, 33622 number = {9}, 33623 year = {1983}, 33624 pages = {36-\&}, 33625 author = {Rheingold,H} 33626 } 33627 @article {, 33628 title = {Video Games to Spot Problems}, 33629 journal = {Psychology Today}, 33630 volume = {17}, 33631 number = {9}, 33632 year = {1983}, 33633 pages = {12-12}, 33634 author = {McDonald, M C} 33635 } 33636 @article {, 33637 title = {Video-Games, Sex and Sex-Differences}, 33638 journal = {Journal of Popular Culture}, 33639 volume = {17}, 33640 number = {2}, 33641 year = {1983}, 33642 pages = {61-66}, 33643 url = {http://www.blackwell-synergy.com/doi/pdf/10.1111/j.0022-3840.1983.1702_61.x?cookieSet=1}, 33644 author = {Kaplan, Sidney and Kaplan, Shirley} 33645 } 33646 @article {, 33647 title = {Videogames - Sons of Pong}, 33648 journal = {Film Comment}, 33649 volume = {19}, 33650 number = {1}, 33651 year = {1983}, 33652 pages = {34-37}, 33653 isbn = {0015-119X}, 33654 author = {Moore, M} 33655 } 33656 @article {, 33657 title = {Videogames that Talk}, 33658 journal = {Radio-Electronics}, 33659 volume = {54}, 33660 number = {6}, 33661 year = {1983}, 33662 pages = {77-79}, 33663 isbn = {0033-7862}, 33664 author = {Goodman, D} 33665 } 33666 @proceedings {, 33667 title = {Adaptive controllers for video games and computers}, 33668 journal = {Promise of Technology. Proc. of the Sixth Annual Conf. on Rehabilitation Engineering}, 33669 year = {1983}, 33670 pages = {369-371}, 33671 keywords = {I31 Controllers}, 33672 author = {Yankelevitz,K S and Bowman,B R} 33673 } 33674 @article {, 33675 title = {Adolescents and Video Games - Consumption of Leisure and the Social Construction of the Peer Group}, 33676 journal = {Youth \& Society}, 33677 volume = {15}, 33678 number = {1}, 33679 year = {1983}, 33680 pages = {51-65}, 33681 author = {Panelas,T} 33682 } 33683 @article {, 33684 title = {Adventures in Learning - Can Video Games Teach You to Think}, 33685 journal = {Popular Computing}, 33686 volume = {3}, 33687 number = {2}, 33688 year = {1983}, 33689 pages = {147-149}, 33690 author = {Owens,P} 33691 } 33692 @article {, 33693 title = {Arcade Video Games: An Informal Look}, 33694 journal = {Psychological Reports}, 33695 volume = {52}, 33696 number = {2}, 33697 year = {1983}, 33698 pages = {586-586}, 33699 author = {Trinkaus,J W} 33700 } 33701 @article {, 33702 title = {Arcades - What Are Children Learning from Video Games}, 33703 journal = {Popular Computing}, 33704 volume = {2}, 33705 number = {4}, 33706 year = {1983}, 33707 pages = {121-\&}, 33708 author = {Shapiro,L} 33709 } 33710 @article {, 33711 title = {Computer Games for the Frail Elderly}, 33712 journal = {Gerontologist}, 33713 volume = {23}, 33714 number = {4}, 33715 year = {1983}, 33716 pages = {361-363}, 33717 type = {Article}, 33718 isbn = {0016-9013}, 33719 author = {Weisman, S.} 33720 } 33721 @article {, 33722 title = {Computer games: Friend or foe?}, 33723 journal = {Elementary School Guidance and Counselling}, 33724 volume = {18}, 33725 year = {1983}, 33726 pages = {25{\textendash}34}, 33727 author = {Bowman, R. P. and Rotter, J. C.} 33728 } 33729 @article {, 33730 title = {Dequervains Stenosing Tenosynovitis in a Video Games Player}, 33731 journal = {Archives of Physical Medicine and Rehabilitation}, 33732 volume = {64}, 33733 number = {9}, 33734 year = {1983}, 33735 pages = {434-435}, 33736 author = {Reinstein,L} 33737 } 33738 @article {, 33739 title = {Educational and Recreational Uses of Computer-Technology: Computer Instruction and Video Games}, 33740 journal = {Youth \& Society}, 33741 volume = {15}, 33742 number = {1}, 33743 year = {1983}, 33744 pages = {87-112}, 33745 author = {Condry,J and Keith,D} 33746 } 33747 @article {, 33748 title = {Hazard of Video Games in Patients with Light-Sensitive Epilepsy}, 33749 journal = {JAMA-Journal of the American Medical Association}, 33750 volume = {249}, 33751 number = {6}, 33752 year = {1983}, 33753 pages = {776-777}, 33754 author = {Dahlquist,N R and Mellinger,J F and Klass,D W} 33755 } 33756 @article {, 33757 title = {Head-Injury and Video Games}, 33758 journal = {Western Journal of Medicine}, 33759 volume = {138}, 33760 number = {1}, 33761 year = {1983}, 33762 pages = {107-107}, 33763 author = {Wong,F S and Campbell,D R and Becker,B E} 33764 } 33765 @article {, 33766 title = {Home Computers Vs Video Games}, 33767 journal = {Popular Computing}, 33768 volume = {2}, 33769 number = {6}, 33770 year = {1983}, 33771 pages = {149-152}, 33772 author = {Wollman,J} 33773 } 33774 @book {, 33775 title = {Mind at Play: The Psychology of Video Games}, 33776 year = {1983}, 33777 publisher = {Basic Books}, 33778 organization = {Basic Books}, 33779 author = {Loftus,Geoffrey and Loftus,Elizabeth R} 33780 } 33781 @book {, 33782 title = {Pilgrim in the Microworld: Eye, Mind and the Essence of Video Skill}, 33783 year = {1983}, 33784 publisher = {Heinemann}, 33785 organization = {Heinemann}, 33786 author = {Sudnow,David} 33787 } 33788 @article {, 33789 title = {Seizures Apparently Triggered by Video Games}, 33790 journal = {JAMA-Journal of the American Medical Association}, 33791 volume = {250}, 33792 number = {10}, 33793 year = {1983}, 33794 pages = {1273-1273}, 33795 author = {Helfgott,P C and Meister,J} 33796 } 33797 @article {, 33798 title = {Serious Fun - Video Games Help Neurologists Chart a Patients Progress}, 33799 journal = {Health}, 33800 volume = {15}, 33801 number = {8}, 33802 year = {1983}, 33803 pages = {20-20}, 33804 author = {Lang,L} 33805 } 33806 @article {, 33807 title = {Should Young Children Work with Microcomputers: Logo before Lego?}, 33808 journal = {The Computing Teacher}, 33809 volume = {10}, 33810 number = {9}, 33811 year = {1983}, 33812 pages = {11-14}, 33813 author = {Barnes,B J and Hill,S} 33814 } 33815 @article {, 33816 title = {{\textquoteright}Star Wars{\textquoteright} and Video Games}, 33817 journal = {TLS -The Times Literary Supplement}, 33818 number = {4199}, 33819 year = {1983}, 33820 pages = {1021-1021}, 33821 author = {Bufano,R} 33822 } 33823 @article {, 33824 title = {Teaching Basic Skills with Computer Games}, 33825 journal = {Training and Development Journal}, 33826 volume = {37}, 33827 number = {12}, 33828 year = {1983}, 33829 pages = {52-56}, 33830 isbn = {0041-0861}, 33831 author = {Brownfield,S and Vik,G} 33832 } 33833 @article {, 33834 title = {Trouble in Outer Galactica: The Police Power, Zoning, and Coin-Operated Videogames}, 33835 journal = {Syracuse Law Review}, 33836 volume = {34}, 33837 number = {2}, 33838 year = {1983}, 33839 pages = {453-515}, 33840 isbn = {0039-7938}, 33841 author = {Ziegler,E H} 33842 } 33843 @article {, 33844 title = {Video Games and Seizures}, 33845 journal = {Archives of Neurology}, 33846 volume = {40}, 33847 number = {9}, 33848 year = {1983}, 33849 pages = {588}, 33850 abstract = {Two teenagers had seizures while playing video games. These cases may well have been a variety of photoconvulsive epilepsy. Some patients with seizures may be at risk of precipitating a seizure while playing these games. }, 33851 author = {Glista,G G and Frank,H G and Tracy,F W} 33852 } 33853 @article {, 33854 title = {Video Games Eye Computer World}, 33855 journal = {Electronics}, 33856 volume = {56}, 33857 number = {2}, 33858 year = {1983}, 33859 pages = {54-\&}, 33860 author = {Kozma,R J} 33861 } 33862 @article {, 33863 title = {Video Games - Interactive Scenarios}, 33864 journal = {Cahiers du Cinema}, 33865 number = {352}, 33866 year = {1983}, 33867 pages = {R14-R14}, 33868 author = {Ostria,V} 33869 } 33870 @article {, 33871 title = {Video Games - The Next Wave}, 33872 journal = {IEEE Spectrum}, 33873 volume = {20}, 33874 number = {12}, 33875 year = {1983}, 33876 pages = {52-59}, 33877 author = {Perry, T S} 33878 } 33879 @article {, 33880 title = {Video Tripping - New Educational Video Games Just May Make It Worth the Ride}, 33881 journal = {Health}, 33882 volume = {15}, 33883 number = {6}, 33884 year = {1983}, 33885 pages = {24-\&}, 33886 author = {Segal,J and Segal,Z} 33887 } 33888 @article {, 33889 title = {Videogames Pro-Rated}, 33890 journal = {Film Comment}, 33891 volume = {19}, 33892 number = {1}, 33893 year = {1983}, 33894 pages = {41-42}, 33895 isbn = {0015-119X}, 33896 author = {Jacobson,H} 33897 } 33898 @article {, 33899 title = {Dark Warrior epilepsy}, 33900 journal = {British Medical Journal}, 33901 volume = {284}, 33902 number = {6331}, 33903 year = {1982}, 33904 pages = {1751-1752}, 33905 abstract = {The world-wide explosion of video games and the attendant problems have been unnoticed by the medical profession, except by doctors who are addicted to these games and deny that such a problem exists. Single cases of Space Invader wrist tendonitis and Space Invader epilepsy have, however, recently been reported. We describe a case of highly selective {\textquoteright}Space Invader epilepsy{\textquoteright}.}, 33906 keywords = {Epilepsy, Game, Play and Playthings, seizure, Television}, 33907 url = {http://www.pubmedcentral.nih.gov/picrender.fcgi?artid=1498660\&blobtype=pdf}, 33908 author = {Daneshmend, T. K. and Campbell, M. J.} 33909 } 33910 @proceedings {, 33911 title = {Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games}, 33912 journal = {Proc. 1982 Conference on Human Factors in Computing Systems}, 33913 year = {1982}, 33914 pages = {63-68}, 33915 address = {New York}, 33916 keywords = {serious-games}, 33917 author = {Malone, Thomas W} 33918 } 33919 @article {, 33920 title = {Television Computer Games - A New Look in Performance Testing}, 33921 journal = {Aviation Space and Environmental Medicine}, 33922 volume = {53}, 33923 number = {1}, 33924 year = {1982}, 33925 pages = {49-53}, 33926 abstract = {Work at the Naval Biodynamics Laboratory aims at developing a battery of performance evaluation tests for environmental research (PETER). Because repeated-measures designs are virtually universal in environmental studies, the paradigm focuses on stabilization with practice; thus far, over 50 tasks have been studied. The present report describes how five computerized video games fare as performance tests. The tasks were performed for 3 weeks each, in the same order, by the same subjects. The results show that four of the five games meet all criteria satisfactorily and one does not, a favorable showing for the video games in comparison with conventional tests of either the paper-and-pencil or apparatus types. In terms of availability, equipment reliability, expense, and other practical considerations, the video games have many advantages, It is concluded that video games have considerable promise for performance testing and other applied contexts.}, 33927 keywords = {Aviation, Computer, Play and Playthings, Psychological Tests, psychomotor performance, Task Performance and Analysis, Television}, 33928 author = {Kennedy, R. S. and Bittner Jr, A. C. and Harbeson, M. and Jones,M B} 33929 } 33930 @article {, 33931 title = {Video Games in the United-States - A Culture in Which the Technological Replaces the Human}, 33932 journal = {Cineforum}, 33933 volume = {22}, 33934 number = {10}, 33935 year = {1982}, 33936 pages = {51-53}, 33937 author = {Lapolla, F} 33938 } 33939 @article {, 33940 title = {The Adaptation of Copyright Law to Video Games}, 33941 journal = {University of Pennsylvania Law Review}, 33942 volume = {131}, 33943 number = {1}, 33944 year = {1982}, 33945 pages = {171-233}, 33946 author = {Hemnes,T M S} 33947 } 33948 @article {, 33949 title = {Cash in on Video Games}, 33950 journal = {Journal of Reading}, 33951 volume = {26}, 33952 number = {1}, 33953 year = {1982}, 33954 pages = {72-73}, 33955 author = {Hornberger,T R and Whitford,E V} 33956 } 33957 @article {, 33958 title = {Computer Games: A New Art Form}, 33959 journal = {Creative Computing}, 33960 volume = {8}, 33961 number = {8}, 33962 year = {1982}, 33963 pages = {91-93}, 33964 isbn = {0097-8140}, 33965 author = {Bernstein,M} 33966 } 33967 @article {, 33968 title = {Computer Games for the Teaching of Reading}, 33969 journal = {Behavior Research Methods \& Instrumentation}, 33970 volume = {14}, 33971 number = {2}, 33972 year = {1982}, 33973 pages = {224-226}, 33974 isbn = {0743-3808}, 33975 author = {Lesgold,A M} 33976 } 33977 @article {, 33978 title = {Computer Games Teach Problem-Solving}, 33979 journal = {Impact of Science on Society}, 33980 volume = {32}, 33981 number = {4}, 33982 year = {1982}, 33983 pages = {435-447}, 33984 isbn = {0019-2872}, 33985 author = {Clayson,J} 33986 } 33987 @article {, 33988 title = {Computer Games: The Future Present}, 33989 journal = {Personal Computing}, 33990 volume = {6}, 33991 number = {6}, 33992 year = {1982}, 33993 pages = {68-\&}, 33994 isbn = {0192-5490}, 33995 author = {Dekoven,B} 33996 } 33997 @article {, 33998 title = {Design Techniques and Ideals for Computer Games}, 33999 journal = {BYTE}, 34000 volume = {7}, 34001 number = {12}, 34002 year = {1982}, 34003 pages = {96-\&}, 34004 isbn = {0360-5280}, 34005 author = {Crawford,C} 34006 } 34007 @article {, 34008 title = {Intelligent Computer Games}, 34009 journal = {Creative Computing}, 34010 volume = {8}, 34011 number = {1}, 34012 year = {1982}, 34013 pages = {182-\&}, 34014 isbn = {0097-8140}, 34015 author = {Levy,D} 34016 } 34017 @article {, 34018 title = {Stalking New Video Games + {\textquoteright}Tron{\textquoteright}}, 34019 journal = {American Film}, 34020 volume = {7}, 34021 number = {8}, 34022 year = {1982}, 34023 pages = {19-20}, 34024 author = {Robley,L P} 34025 } 34026 @article {, 34027 title = {Video Games: A Training and Generalization Demonstration with Severely Retarded Adolescents}, 34028 journal = {Education and Training in Mental Retardation and Developmental Disabilities}, 34029 volume = {17}, 34030 number = {4}, 34031 year = {1982}, 34032 pages = {332-336}, 34033 author = {Sedlak, R A and Doyle, M and Schloss, P} 34034 } 34035 @article {, 34036 title = {Video Games Fight for Dominance}, 34037 journal = {Electronics}, 34038 volume = {55}, 34039 number = {25}, 34040 year = {1982}, 34041 pages = {116-\&}, 34042 author = {Leaf,J J} 34043 } 34044 @article {, 34045 title = {Video Games - The Electronic Big-Bang}, 34046 journal = {IEEE Spectrum}, 34047 volume = {19}, 34048 number = {12}, 34049 year = {1982}, 34050 pages = {20-33}, 34051 author = {Perry, T and Truxal, C and Wallich, P} 34052 } 34053 @article {, 34054 title = {What makes computer games fun?}, 34055 journal = {BYTE}, 34056 volume = {6}, 34057 year = {1981}, 34058 pages = {265-274}, 34059 author = {Malone, T W} 34060 } 34061 @article {, 34062 title = {Computer Games: The Computation of Judgment}, 34063 journal = {Computers and People}, 34064 volume = {30}, 34065 number = {3-4}, 34066 year = {1981}, 34067 pages = {7-\&}, 34068 isbn = {0361-1442}, 34069 author = {Berliner,H J} 34070 } 34071 @article {, 34072 title = {Video Games, Sex, and Sex-Differences}, 34073 journal = {Social Science}, 34074 volume = {56}, 34075 number = {4}, 34076 year = {1981}, 34077 pages = {208-212}, 34078 author = {Kaplan,S} 34079 } 34080 @article {, 34081 title = {What{\textquoteright}s That Funny Noise - Video-Games in the Library}, 34082 journal = {Library Journal}, 34083 volume = {106}, 34084 number = {8}, 34085 year = {1981}, 34086 pages = {859-860}, 34087 author = {White,W} 34088 } 34089 @article {, 34090 title = {Winning with Video Games}, 34091 journal = {Institutional Investor}, 34092 volume = {15}, 34093 number = {9}, 34094 year = {1981}, 34095 pages = {279-281}, 34096 author = {Brauer,M and Isgur,B and Simon,R and Crawford,G and Tremblay,G and Vogel,H} 34097 } 34098 @article {, 34099 title = {Using the Tube + Video Games}, 34100 journal = {American Film}, 34101 volume = {4}, 34102 number = {9}, 34103 year = {1979}, 34104 pages = {40-41}, 34105 isbn = {0361-4751}, 34106 author = {Arlen, G} 34107 } 34108 @article {, 34109 title = {Search Games with Mobile and Immobile Hider}, 34110 journal = {Siam Journal on Control and Optimization}, 34111 volume = {17}, 34112 number = {1}, 34113 year = {1979}, 34114 pages = {99-122}, 34115 isbn = {0363-0129}, 34116 author = {Gal, S} 34117 } 34118 @article {, 34119 title = {Video Games and Electronic Toys}, 34120 journal = {Annales des Mines}, 34121 volume = {185}, 34122 number = {3}, 34123 year = {1979}, 34124 pages = {19-24}, 34125 isbn = {0003-4282}, 34126 author = {Grandclement,J L} 34127 } 34128 @article {, 34129 title = {Applying Microcomputers in Video Games}, 34130 journal = {IEEE Transactions on Consumer Electronics}, 34131 volume = {23}, 34132 number = {3}, 34133 year = {1977}, 34134 pages = {258-261}, 34135 isbn = {0098-3063}, 34136 author = {Mazor, S} 34137 } 34138 @article {, 34139 title = {More Fun for Consumer - CB Explodes and Home Video Games Capture Consumers Fancy}, 34140 journal = {IEEE Spectrum}, 34141 volume = {14}, 34142 number = {1}, 34143 year = {1977}, 34144 pages = {66-69}, 34145 isbn = {0018-9235}, 34146 author = {Mennie, D} 34147 } 34148 @article {, 34149 title = {Computer Games in Chemistry}, 34150 journal = {Journal of Chemical Education}, 34151 volume = {54}, 34152 number = {11}, 34153 year = {1977}, 34154 pages = {688-689}, 34155 isbn = {0021-9584}, 34156 author = {Smith,S G and Chabay,R} 34157 } 34158 @article {, 34159 title = {Differential Search Games with Mobile Hider}, 34160 journal = {Siam Journal on Control and Optimization}, 34161 volume = {15}, 34162 number = {5}, 34163 year = {1977}, 34164 pages = {841-856}, 34165 isbn = {0363-0129}, 34166 author = {Foreman,J G} 34167 } 34168 @article {, 34169 title = {History of Video Games}, 34170 journal = {IEEE Transactions on Consumer Electronics}, 34171 volume = {23}, 34172 number = {1}, 34173 year = {1977}, 34174 pages = {58-68}, 34175 isbn = {0098-3063}, 34176 author = {Bristow,S D} 34177 } 34178 @article {, 34179 title = {Microprocessor-Based Video Games}, 34180 journal = {Electronic Design}, 34181 volume = {25}, 34182 number = {25}, 34183 year = {1977}, 34184 pages = {84-87}, 34185 isbn = {0013-4872}, 34186 author = {Li,K and Goldberger,A} 34187 } 34188 @article {, 34189 title = {Video Games - Playing for Bigger Stakes}, 34190 journal = {Machine Design}, 34191 volume = {49}, 34192 number = {9}, 34193 year = {1977}, 34194 pages = {30-\&}, 34195 isbn = {0024-9114}, 34196 author = {Wise,C E and Baer,R H} 34197 } 34198 @article {, 34199 title = {Coming - Programmable video games}, 34200 journal = {Electronics}, 34201 volume = {49}, 34202 number = {14}, 34203 year = {1976}, 34204 pages = {67-68}, 34205 isbn = {0883-4989}, 34206 author = {Walker, G M} 34207 } 34208 @article {, 34209 title = {Electronic Gamesmanship - Man Vs Microcircuit as Video Games Entertain by Challenging Human Skill (Now) and Intellect (Soon)}, 34210 journal = {IEEE Spectrum}, 34211 volume = {13}, 34212 number = {12}, 34213 year = {1976}, 34214 pages = {26-29}, 34215 isbn = {0018-9235}, 34216 author = {Mennie, D} 34217 } 34218 @article {, 34219 title = {More Complex Video Games Keep Player Interest High}, 34220 journal = {Electronics}, 34221 volume = {49}, 34222 number = {8}, 34223 year = {1976}, 34224 pages = {161-162}, 34225 isbn = {0883-4989}, 34226 author = {Blahuta,T G} 34227 } 34228 @book {, 34229 title = {Jeu et r{\'e}alit{\'e}. L{\textquoteright}espace potentiel}, 34230 year = {1975}, 34231 publisher = {Gallimard}, 34232 organization = {Gallimard}, 34233 author = {Winnicott,D W} 34234 } 34235 @article {, 34236 title = {Spacewar: Fantastic Life and Symbolic Death Among the Computer Bums}, 34237 journal = {Rolling Stone Magazine}, 34238 volume = {7}, 34239 number = {12}, 34240 year = {1972}, 34241 author = {Brand,Stewart} 34242 } 34243 @inbook {, 34244 title = {Toys}, 34245 booktitle = {Mythologies}, 34246 year = {1972}, 34247 pages = {53-55}, 34248 publisher = {Vintage}, 34249 organization = {Vintage}, 34250 author = {Barthes,Roland}, 34251 editor = {Barthes,Roland} 34252 } 34253 @book {, 34254 title = {The Study of Games}, 34255 year = {1971}, 34256 publisher = {John Wiley and Sons}, 34257 organization = {John Wiley and Sons}, 34258 address = {NY}, 34259 author = {Avedon, Elliot and Sutton-Smith, Brian} 34260 } 34261 @book {1180, 34262 title = {Homo Ludens, A Study of the Play Element in Culture}, 34263 year = {1949}, 34264 publisher = {Routledge and Kegan Paul}, 34265 organization = {Routledge and Kegan Paul}, 34266 address = {London}, 34267 isbn = {0807046817}, 34268 author = {Huizinga,Johann} 34269 }