ACM - Computers in Entertainment

Theoretical and Practical Computer Applications in Entertainment

Computers in Entertainment [Vol. 15, No. 3] View Full Citation in the Digital Library

GameFlow in Different Game Genres and Platforms

The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has ... Read More »

In this issue

Preserving the Motion Features in Nonavoiding Collision Crowds
In current games, entire cities can be rendered in real time into massive virtual worlds. In addition to the enormous details of geometry, rendering, effects (e.g., particles), sound effects, and ...
Scaling Online Games with NetConnectors
This article presents a peer-to-peer overlay for massively multiplayer online games with a focus on fast-paced action. More than other genres, action games like first-person shooters employ fast and dynamic ...
Augmented Reality Enriches Print Media and Revitalizes Media Business
Print media is in a crisis; it is losing its share of advertising—its main source of income—to digital media. Our aim is to determine how augmented reality (AR) and other ...
Meeting the Expectations from Brain-Computer Interfaces
Brain-computer interfaces (BCIs) are often evaluated in terms of performance and seldom for usability. However in some application domains, such as entertainment computing, user experience evaluation is vital. User experience ...