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Archaeology International
Architecture_MPS
Europe and the World: A law review
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Entertainment Computing - ICEC 2012
Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games
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Author(s):
Kathrin Maria Gerling
,
Frank Paul Schulte
,
Jan Smeddinck
,
Maic Masuch
Publication date
(Print):
2012
Publisher:
Springer Berlin Heidelberg
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Trace Elements and Electrolytes
Most cited references
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Digital game design for elderly users
Wijnand IJsselsteijn
,
Henk Nap
,
Yvonne de Kort
…
(2007)
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Game Design Workshop
Fullerton
(2008)
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Computer games for the frail elderly.
S Weisman
(1983)
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Book Chapter
Publication date (Print):
2012
Pages
: 235-242
DOI:
10.1007/978-3-642-33542-6_20
SO-VID:
2cfa023d-2187-419b-95ec-37c5de4662dc
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Book chapters
pp. E1
Erratum to: Entertainment Computing - ICEC 2012
pp. 1
Social Interaction for Interactive Storytelling
pp. 16
Gaming after Dark
pp. 30
Information-Gathering Events in Story Plots
pp. 45
Design and Evaluation of Parametrizable Multi-genre Game Mechanics
pp. 53
A Virtual Training Tool for Giving Talks
pp. 67
Stories from the History of Czechoslovakia, A Serious Game for Teaching History of the Czech Lands in the 20th Century – Notes on Design Concepts and Design Process
pp. 75
Cognitive Processes Involved in Video Game Identification
pp. 85
An Annotation Scheme for Social Interaction in Digital Playgrounds
pp. 100
Philosophy Meets Entertainment: Designing an Interactive Virtual Philosopher
pp. 114
Spotting the Difference: Identifying Player Opponent Preferences in FPS Games
pp. 122
AR Paint: A Fusion System of a Paint Tool and AR
pp. 130
Pictures at an Exhibition: Design of a Hybrid Puppetry Performance Piece
pp. 144
Follow the Grass: A Smart Material Interactive Pervasive Display
pp. 158
The ICOCOON Virtual Meeting Room: A Virtual Environment as a Support Tool for Multipoint Teleconference Systems
pp. 172
Playing with the Weather
pp. 185
fAARS: A Platform for Location-Aware Trans-reality Games
pp. 193
How to Analyse Therapeutic Games: The Player / Game / Therapy Model
pp. 207
Game-Based Trust
pp. 221
Design of Tangible Games for Children Undergoing Occupational and Physical Therapy
pp. 235
Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games
pp. 243
The Effect of Closely-Coupled Interaction on Player Experience in Casual Games
pp. 256
Leisure Food: Derive Social and Cultural Entertainment through Physical Interaction with Food
pp. 270
A Method for Measuring the Creative Potential of Computer Games
pp. 284
Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game
pp. 292
A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel Effects
pp. 306
A Parallel Fipa Architecture Based on GPU for Games and Real Time Simulations
pp. 318
Cognitive Agents for Microscopic Traffic Simulations in Virtual Environments
pp. 326
Out of Context Augmented Navfields: Designing Crowd Choreographies
pp. 333
Priority Level Planning in Kriegspiel
pp. 341
Writing Real-Time .Net Games in Casanova
pp. 349
An Analysis of Player Strategies and Performance in Audio Puzzles
pp. 363
Cell Phone Puppets: Turning Mobile Phones into Performing Objects
pp. 381
Semiautomatic and User-Centered Orientation of Digital Artifacts on Multi-touch Tabletops
pp. 389
Towards a Brewery Educational Game: Would Existence of a Game Goal Improve Learning?
pp. 393
Player Control in a Real-Time Mobile Augmented Reality Game
pp. 397
Evolution of GameBots Project
pp. 401
A Framework for Usability Evaluation of Mobile Mixed Reality Games
pp. 405
Therapeutic Presence - Virtual Illusions for Neurorehabilitation
pp. 409
Integrated System for Automatic Platform Game Level Creation with Difficulty and Content Adaptation
pp. 413
Web-Based Graphic Environment to Support Programming in the Beginning Learning Process
pp. 417
Interactive Music Recommendation System for Adapting Personal Affection: IMRAPA
pp. 421
Value-Based Design for Gamifying Daily Activities
pp. 425
Real Story Interaction: The Role of Global Agency in Interactive Storytelling
pp. 429
Adaptive Difficulty with Dynamic Range of Motion Adjustments in Exergames for Parkinson’s Disease Patients
pp. 433
The Influence of Music on Player Performance in Exergames for Parkinson’s Patients
pp. 437
The Soundtrack Of Your Life
pp. 441
Mobile Gaming with Indirect Sensor Control
pp. 445
Heuristics for Social Games with a Purpose
pp. 449
Serious Questions in Playful Questionnaires
pp. 453
Interactive Installation Design to Enhance Audience Immersion and Informational Behaviour
pp. 457
Emotional Interaction with Surfaces - Works of Design and Computing
pp. 461
The Empathy Machine
pp. 465
Blending Real and Virtual Worlds Using Self-reflection and Fiducials
pp. 469
The Animation Loop Station: Near Real-Time Animation Production
pp. 473
Exploring User Input Metaphors for Jump and Run Games on Mobile Devices
pp. 476
The Social Maze: A Collaborative Game to Motivate MS Patients for Upper Limb Training
pp. 480
HTML5 – Chances and Pitfalls
pp. 482
A Framework Concept for Emotion Enriched Interfaces
pp. 486
Expanding the Magic Circle in Pervasive Casual Play
pp. 490
Time Simulator in Virtual Reality for Children with Attention Deficit Hyperactivity Disorder
pp. 494
SGDA2012
pp. 496
GCI 2012 Harnessing Collective Intelligence with Games
pp. 500
2nd Workshop on Game Development and Model-Driven Software Development
pp. 504
PULP Scription: A DSL for Mobile HTML5 Game Applications
pp. 511
MDSD for Games with Eclipse Modeling Technologies
pp. 518
A Feature-Based Environment for Digital Games
pp. 524
Automating the Implementation of Games Based on Model-Driven Authoring Environments
pp. 530
Game Developers Need Lua AiR
pp. 536
Future Trends in Game Authoring Tools
pp. 542
The Effectiveness and Efficiency of Model Driven Game Design
pp. 549
Proposal for the 4th Workshop on Mobile Gaming, Mobile Life – Interweaving the Virtual and the Real
pp. 553
“Do Not Touch the Paintings!” The Benefits of Interactivity on Learning and Future Visits in a Museum
pp. 562
Mobile Application for Noise Pollution Monitoring through Gamification Techniques
pp. 572
AtomicOrchid: A Mixed Reality Game to Investigate Coordination in Disaster Response
pp. 578
A Ubiquitous Solution for Location-Aware Games
pp. 584
Workshop on: Exploring the Challenges of Ethics, Privacy and Trust in Serious Gaming
pp. 586
Pervasive Gaming as a Potential Solution to Traffic Congestion: New Challenges Regarding Ethics, Privacy and Trust
pp. 594
Conducting Ethical Research with a Game-Based Intervention for Groups at Risk of Social Exclusion
pp. 600
Cyber Security Games: A New Line of Risk
pp. 604
Open Source Software for Entertainment
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