Early-stage game prototypes need to be informative without requiring excessive commitments. Paper prototypes are frequently used as a way of trying out core mechanics while leavin...
Game developers have begun applying formal human-computer interaction (HCI) principles in design. Desurvire et al [2] adapted a set of Heuristics for productivity software to games...
Abstract. Reactive systems are often modelled as two person antagonistic games where one player represents the system while his adversary represents the environment. Undoubtedly, t...
The same game is often played in real and virtual worlds. We integrate in-person and on-line playing of board games such as Go, bringing the real world into the virtual world. A p...
In games where skills such as targeting are critical to winning, it is difficult for players with different skill levels to have a competitive and engaging experience. Although se...
Scott Bateman, Regan L. Mandryk, Tadeusz Stach, Ca...