Social network games embedded within social network sites (SNSs) such as Facebook facilitate play with “Friends” within the SNS. In this study, we look at different dimensions...
Donghee Yvette Wohn, Cliff Lampe, Rick Wash, Nicol...
: This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game ...
Adrian David Cheok, Xubo Yang, Zhiying Zhou, Mark ...
Surround displays are used in simulation, training, and other applications based on virtual worlds. A wide-view display engages the viewer's peripheral vision, providing a mor...
In this paper we reflect on our experiences in developing PANORAMA, a playful application meant to promote and support social awareness in a work environment, through art-inspire...
The concept of Player Adaptive Entertainment Computing (PAEC) is introduced to provide personalized experiences when interacting with the entertainment media. Two of the important ...
We present a model to support the design, analysis, and comparison of games through the use of game design patterns, descriptions of reoccurring interaction relevant to game play....
Ordering of command messages from the clients at the game servers is an important issue that impacts fairness, response times, and smoothness of the game play. Recently, protocols...
The game and entertainment industry plays an enormous role within the development and extensive usage of new technologies. They are one major technology driver concerning the deve...
Carsten Matysczok, Rafael Radkowski, Jan Berssenbr...
The increase in power and connectivity of computers has enabled a growth in network games, with many games having numerous servers to which a player can connect. The game server s...
Steven Gargolinski, Christopher St. Pierre, Mark C...
—This paper introduces Age Invaders (AI), a novel interactive inter-generation social-physical game which allows the elderly to play harmoniously together with children in physic...