GET 2011 Proceedings
get2011 Proceedings of the IADIS International Conference Game and Entertainment Technologies 2011

Rome, Italy 20-26 July 2011

Edited by Katherine Blashki

ISBN (Book): 978-972-8939-50-2
ISBN (CD-ROM): 

Titles Published in This Volume

WEMAKEWORDS ? AN ADAPTIVE AND COLLABORATIVE SERIOUS GAME FOR LITERACY ACQUISITION
Damir Ismailovi?, Dennis Pagano, Bernd Brügge

EFFECTIVE POSE PRESENTATION & DEMONSTRATION IN EXERGAMES
Kaitlyn Fox, Anthony Whitehead

ARE YOU A GAMER? A QUALITATIVE STUDY CONCERNING THE PARAMETERS USED TO CATEGORIZE CASUAL AND HARDCORE GAMERS
Jan Henk Annema, Yorick Poels, Mathijs Verstraete, Mieke Van Gils, Bieke Zaman

THE IMPLEMENTATION OF EMOTIONS IN A SOCIAL STRATEGY GAME
Weiqin Chen, Christoph Carlson, Mathias Hellevang

THE GAMES FLICKRITES PLAY: AN INVESTIGATION OF FLICKR-BASED GAMING ACTIVITY WITH SPECIAL FOCUS ON OPPORTUNITIES FOR EXPLORATORY INTERACTION
Amalia Kallergi, Fons J. Verbeek

FRAME SELECTION FOR AUTOMATIC COMIC GENERATION FROM MUSEUM PLAYLOG IN METAVERSE
Ruck Thawonmas, Tomonori Shuda

LOW-COST SOLUTIONS FOR MAKING HANDS-FREE VIDEO GAMES
Long K. Huynh, Scott A. King

A PRACTICAL APPROACH TO INTRODUCE STORY DESIGNERS TO PLANNING
Steve Hoffmann, Ulrike Spierling, Georg Struck

DEVELOPMENT OF A CONCEPTUAL FRAMEWORK FOR SUPPORTING GENDER INCLUSIVITY IN GAMES
Roziana Ibrahim, Gary B Wills, Lester Gilbert

AM I THE FASTEST CHARACTER TO POINT (X, Y)? GETTING A QUICK AND PRECISE ANSWER
Vadim Kyrylov

AVOL ? AUDIOVISUAL ONLINE: PLAYING WITH INTERACTIVE SOUND VISUALIZATION
Nuno N. Correia

ADAPTIVITY IN STORY-DRIVEN SERIOUS GAMES
Barbara Koehler, Damir Ismailovic, Dennis Pagano, Bernd Brügge

OPENNESS AS A METHOD FOR GAME EVOLUTION
Kemal Isitan, Timo Nummenmaa, Eleni Berki

SEMI AUTONOMOUS CAMERA CONTROL IN DYNAMIC VIRTUAL ENVIRONMENTS
Marcel Klomann, Jan-Torsten Milde

GENDER INCLUSIVITY FRAMEWORK (GIF): INTER-RATER AGREEMENT ON THE COMPONENTS OF GENDER INCLUSIVITY IN GAMES
Roziana Ibrahim, Gary B Wills, Lester Gilbert

IMPROVEMENT AND EVALUATION OF VEGETATION INTERACTION GAME
Akiko Deguchi, Yoshiaki Takeda, Fusako Kusunoki, Midori Tanaka, Etsuji Yamaguchi, Shigenori Inagaki, Masanori Sugimoto

RESEARCH AS A LEARNING EXPERIENCE ? CASE INSOMNIAGAME
Leila Stenfors, Aliisa Sinkkonen, Tuomas Sinkkonen

DIFFERENCES IN USER EXPERIENCE ON VIDEO GAMES AND SERIOUS GAMES
Huberta Kritzenberger

SERIOUS GAMES IN PSYCHOLOGY ? CASE STUDY
Agnieszka Szczesna, Tomasz Grudzinski, Jakub Grudzinski

THE PSYCHOSOCIAL DIMENSION OF VIDEOGAME USAGE IN CHILDHOOD: A STUDY IN GREECE
Pilitsis Savvas, Digkas Christos, Bousiou-Makridou Despoina, Tsopoglou Stavros

THE AUDITORIUM PAC-MAN ? USES OF A GAME CULTURAL HISTORY
Jaakko Suominen, Petri Saarikoski, Aliisa Sinkkonen, Tuomas Sinkkonen, Leila Stenfors

USING GAME ELEMENTS TO MOTIVATE ENVIRONMENTALLY REPONSIBLE BEHAVIOUR
Willem Willemsen, Jun Hu, Gerrit Niezen, Bram Van der Vlist

MAXIMIZING USER COMFORT & IMMERSION A GAME DESIGNERS GUIDE TO 3D DISPLAYS
Jens Ogniewski

XENUBI: THE DEVELOPMENT OF A CHEMISTRY EDUCATIONAL GAME FOR MOBILE PHONES
Marcelo Leandro Eichler, Gabriela Trindade Perry, Gustavo Fritsch

USING GAME-BASED ANIMATION TO ASSIST OLDER ADULTS IN LEARNING HEALTHCARE KNOWLEDGE
Dyi-Yih Michael Lin, Chi-Nan Cheng

 

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