ACM - Computers in Entertainment


Theoretical and Practical Computer Applications in Entertainment

Computers in Entertainment [Vol. 5, No. 4] View Full Citation in the Digital Library

A word from the editor

Welcome to ACM Computers in Entertainment, a premier online magazine featuring video interviews with leading professionals and interesting articles on entertainment technology and its applications. In this October/December 2007 issue, the Interviews column features video ... Read More »


In this issue

Interview with Michelle Hinn
Michelle Hinn is an instructor in the Department of Library and Information Sciences at the University of Illinois where she teaches the game design course, and is the academic advisor ...
Interview with Joseph Olin
Joseph Olin is the President of the Academy of Interactive Arts and Sciences (AIAS). He oversees the annual DICE Conference and Interactive Achievement Awards. Prior to AIAS, he spearheaded the ...
Towards a taxonomy of perceived agency in narrative game-play
Notions of agency, authorship, and interaction tend to be broadly defined. Operational specifications exemplifying their empirical existence are needed to understand where and how players affect content, structures, process or ...
Modeling motivation for adaptive nonplayer characters in dynamic computer game worlds
Current computer games are being set in increasingly more complex and dynamic virtual environments. Massively multiplayer online games, for example, are played in persistent virtual worlds, which evolve and change ...
The impact of the brand in the success of a mobile game
A short value chain, strong brand, strong game concept, broad porting, strong language support (EFIGS, i.e., English, French, Italian, German and Spanish), combined with short time to market and powerful ...
Embedded noninteractive continuous bot detection
Multiplayer online computer games are quickly growing in popularity, with millions of players logging in every day. While most play in accordance with the rules set up by the game ...
A new method for path prediction in network games
In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of game players, who can then predict the future movements of other players via the DR ...
Massively multiplayer online role-playing games
Massively multiplayer online role-playing games (MMORPGs) are emerging in the computer game industry as a very popular genre. These games have existed since the late 1990s, but in the last ...
Game on
Seamus Blackley is head of the Games Department at Creative Artists Agency (CAA), where his role is to define and execute CAA's global strategy for representing many of the world's ...
EURO ITV.2008
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