ACM - Computers in Entertainment


SPECIAL ISSUE: Media Arts and Games (Part II)

Computers in Entertainment [Vol. 7, No. 2] View Full Citation in the Digital Library


In this issue

The big bang
Over the last couple of years we have become used to the global media informing us about the revolutionary and democratic possibilities of mobile media. As a symbol of technological ...
Joyce Hinterding and David Haines
Since 1999, David Haines and Joyce Hinterding have created collaborative installations at the leading edge of art and technology. They work with precise and unapologetically beautiful combinations of subtle audio ...
Can local avatars satisfy a global audience? A case study of high-fidelity 3D facial avatar animation in subject identification and emotion perception by US and international groups
This study investigates effectiveness of a local high-fidelity 3D facial avatar for a global audience by observing how US and International student groups differed in identifying subjects and perceiving emotions ...
Player motivations
Although player motivation is one of the main concerns of computer gaming, research so far has been able to identify only a limited set of motives, which are not founded ...
Enhancing the educational value of video games
Lowering the barrier between education and real entertainment is an important challenge in order to better exploit the potential of computers and reach a demographic that is traditionally averse to ...
The science and art of computer games development for undergraduate students
In this article we discuss an approach to teaching computer games development to higher education computing students that attempts to balance the artistic and scientific aspects of the computer game ...
Elaborating eight elements of fun
This article presents the validation of the Pervasive GameFlow model (PGF), a model for analyzing player enjoyment in pervasive gaming. The model can be used as both a heuristic guideline ...
The gamer experience
Massively multiplayer online games (MMOGs) are persisted virtual worlds capable of supporting hundreds or thousands of gamers simultaneously. Although every MMOG environment has its own “culture,” gamers originate from different ...
Novel moving target search algorithms for computer gaming
In a computer game, equipping a bot with a suitable algorithm to locate a human player is difficult. Besides the unpredictable moves made by the player, an unexplored map region ...
Online action adaptation in interactive computer games
Nonplayer characters (NPCs) in today's computer games lack the ability to adapt to situations that were not envisaged by the artificial intelligence (AI) programmer. This lack of adaptation produces lifeless ...
Automatic prototyping in model-driven game development
Model-driven game development (MDGD) is an emerging paradigm where models become first-order elements in game development, maintenance, and evolution. In this article, we present a first approach to 2D platform ...