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Volume 3, Issue 3July 2005Theoretical and Practical Computer Applications in Entertainment
Bibliometrics
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COLUMN: Letters to the editor
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A Word from the Editor

In this special issue on games and pervasive gaming, the Interviews column features video interviews with two of our distinguished advisory board members, Ken Goldstein (May 16, 2005) and Seamus Blackley (May 13, 2005).

COLUMN: Interviews
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Interview with Seamus Blackley: May 13, 2005

Seamus Blackley is an agent at Creative Artists Agency (CAA). Prior to CAA, Seamus joined Microsoft in 1999 and piloted the creation of the Xbox game platform. After Microsoft, Blackley and a group of his Xbox business partners launched Capital ...

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Interview with Ken Goldstein: May 16, 2005

Ken Goldstein is executive vice president and managing director of Disney Online (http://corporate.disney.go.com/wdig/bios/ken_goldstein.html). Prior to joining Disney in November 1998, Ken served as Broderbund Software's vice president of entertainment ...

SECTION: Games
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GameFlow: a model for evaluating player enjoyment in games

Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. ...

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Preventing bots from playing online games

As multiplayer online gaming gains in economic and social importance, an increasingly large number of players is beginning to rely on bots (automated player agents) to gain unfair advantages in games. In this article we study the problem of restricting ...

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Creating entertainment applications for cellular phones

Cellular phones offer a whole range of interesting and exciting possibilities for entertainment systems coupled with a very resource-constrained environment. In this article we consider the possibilities currently achievable through the example of a ...

SECTION: Pervasive gaming
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Pervasive games: bringing computer entertainment back to the real world

This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer ...

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Atomic actions -- molecular experience: theory of pervasive gaming

In this article we attempt to describe and analyze the formalisms of pervasive games and pervasive gaming (PG). As the title indicates, PG consists of atomic entities that nevertheless merge into a molecular structure that exhibits emergent features ...

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Sports over a distance

Computer games lack the social bonding and collective physical exercise benefits that sports provide. To overcome these limitations, we have been investigating how to apply the benefits of sport, in particular the workout and social bonding effect, in a ...

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Albert in Africa: online role-playing and lessons from improvisational theatre

RPGs (role playing games) and improvisational theatre have some obvious similarities. Both require the participants to work together in real-time to construct dynamic narrative elements. Seeing communication in terms of ongoing narrative contracts is a ...

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The Drop: pragmatic problems in the design of a compelling, pervasive game

We are developing a new multiplayer pervasive game, called The Drop, designed to be compelling to play and yet practical to deploy in real-world settings. In The Drop, two teams use mobile phones to play a version of "capture the flag," where one team ...

SECTION: Announcements
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Welcome to China's first multimedia conference

China is experiencing a Cultural Renaissance juxtaposed between the Middle Kingdom's historical cultural heritage, digital technologies and techniques, coupled with the uniqueness of China 's contemporary creative spirit.The multimedia industry in China ...

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Women's Game Conference 2005

The Game Initiative's Women's Game Conference focuses on women in the computer and video game industry. The conference program includes career paths for women in the industry, gender inclusive game design and women and girls as consumers of games.The ...

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2nd IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME'06): call for papers

The growing availability of digital contents and the simultaneous cost reductions in storage, processing, and networking is driving the growth of the entertainment technology. While in the past entertainment technology traditionally offered ...

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The NVIDIA® championships at QuakeCon 2005

Tournament line up includes a little old school, a little new school, and $150,000 in cashMESQUITE, Texas -- June 10, 2005 -- The NVIDIA Championships at QuakeCon will take on a slightly different flavor in 2005, with new tournaments for gamers to show ...

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