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The Video GameTheory ReaderAugust 2003
Publisher:
  • Routledge
  • Subs. of International Thomson Org. 29 West 35th Sreet New York, NY
  • United States
ISBN:978-0-415-96579-8
Published:01 August 2003
Pages:
304
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Bibliometrics
Abstract

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Cited By

  1. Hoffmann M, Schuster K, Schilberg D and Jeschke S Bridging the Gap between Students and Laboratory Experiments Proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality - Volume 8526, (39-50)
  2. Natkin S, Soriano D, Erjavec G and Durand M Could the Player's Engagement in a Video Game Increase His/Her Interest in Science? Proceedings of the 10th International Conference on Advances in Computer Entertainment - Volume 8253, (608-611)
  3. ACM
    Lucero A and Arrasvuori J PLEX Cards Proceedings of the 3rd International Conference on Fun and Games, (28-37)
  4. ACM
    Rubino C and Power J (2008). Level design optimization guidelines for game artists using the epic games, Computers in Entertainment (CIE), 6:4, (1-36), Online publication date: 1-Dec-2008.
  5. ACM
    Cowley B, Charles D, Black M and Hickey R (2008). Toward an understanding of flow in video games, Computers in Entertainment (CIE), 6:2, (1-27), Online publication date: 1-Jul-2008.
  6. McCrea C Dismembers of the audience Proceedings of the 4th Australasian conference on Interactive entertainment, (1-3)
  7. Burgos D, Tattersall C and Koper R (2007). Re-purposing existing generic games and simulations for e-learning, Computers in Human Behavior, 23:6, (2656-2667), Online publication date: 1-Nov-2007.
  8. ACM
    deHaan J and Diamond J The experience of telepresence with a foreign language video game and video Proceedings of the 2007 ACM SIGGRAPH symposium on Video games, (39-46)
  9. Morillo P, Orduña J and Fernández M Workload characterization in multiplayer online games Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I, (490-499)
  10. ACM
    de Aguilera M and Mendiz A (2003). Video games and education, Computers in Entertainment (CIE), 1:1, (1-10), Online publication date: 1-Oct-2003.
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