The scope of this paper is the interdisciplinary measurement and modeling methodology of Quality of Experience (QoE) when playing a mobile location-based massively multiplayer onli...
Adrian Juan Verdejo, Katrien De Moor, Istvan Ketyk...
Finding ways of reducing undesired behavior in online interactions is at the forefront of the social computing research agenda. One promising way to reduce perceived “bad behavi...
Jens Riegelsberger, Scott Counts, Shelly Farnham, ...
CopyCat is an American Sign Language (ASL) game, which uses gesture recognition technology to help young deaf children practice ASL skills. We describe a brief history of the game...
Helene Brashear, Valerie L. Henderson, Kwang-Hyun ...
To detect players who are engaged in real-money trading (RMT) in massively multi-player online role-playing games (MMORPGs), behavior of players was analyzed using log data of a c...
This paper follows on from our previous work focused on formulating an efficient generic measure of user’s satisfaction (‘interest’) when playing predator/prey games. Viewin...