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Introduction
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Source Computers in Entertainment (CIE) archive
Volume 4 ,  Issue 3  (July 2006) table of contents
SECTION: Advances in computer entertainment (ACE 2005 conference) table of contents
Article No. 7  
Year of Publication: 2006
ISSN:1544-3574
Authors
Adrian David Cheok  Nanyang Technological University
Gino Yu  Hong Kong Polytechnic University
Publisher
ACM  New York, NY, USA
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ABSTRACT

The field of computer entertainment technology has recently aroused great interest among researchers and developers in both academy and industry, as it shows great promise of bringing exciting new forms of human computer interactions. Techniques in computer entertainment are now deemed deserving of serious academic research, as well as major industry and business uptake; they also translate into advances in research, ranging from industrial training, collaborative work, novel interfaces, novel multimedia, network computing, and ubiquitous computing.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Bartle, R. 1996. Hearts, clubs, diamonds, spades: Players who Suit MUDs. Journal of MUD Research 1, 1 (June 1996).
 
2
Bruner, J. S., ET AL. 1976. Play - Its Role in Development and Evolution. Basic Books, New York, 1976.
 
3
 
4
Goleman, D. 1995. Emotional Intelligence. Bantam Books, New York, 1995.
 
5
Krishnamurti, J. 1953. Education and The Significance Of Life. Victor Gollancz Ltd., London.
 
6
Koepp, M. J. et al. 1998. Evidence for striatal dopamine release during a video game, Nature 393 (1998), 266-268.
 
7
Serious Games. 2005. http://www.seriousgames.org/.
 
8
Yee, N. 2005. The demographics, motivations and derived experiences of users of massively-multiuser online graphical environments. In PRESENCE: Teleoperators and Virtual Environments.

Collaborative Colleagues:
Adrian David Cheok: colleagues
Gino Yu: colleagues