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Introduction
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Communications of the ACM archive
Volume 50 ,  Issue 7  (July 2007) table of contents
Creating a science of games
SPECIAL ISSUE: Creating a science of games table of contents
Pages: 26 - 29  
Year of Publication: 2007
ISSN:0001-0782
Author
Michael Zyda  University of Southern California, Los Angeles
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 25,   Downloads (12 Months): 314,   Citation Count: 5
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APPENDICES and SUPPLEMENTS
Pdfp26-zyda.jp.pdf (307 KB),
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ABSTRACT

The same technology that makes interactive 3D games so entertaining in the physical action domain is just as effective in education, training, and other more serious applications.


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
Carless, S. Informa predicts $58.4B game industry in 2007. Gamasutra (Oct. 24, 2005); www.gamasutra.com/php-bin/news_index.php?story=6942.
 
2
Olson, R. Blizzard talks `World of Warcraft.' Red Herring (Jan. 15, 2007); www.redherring.com/Article.aspx?a=20754&hed=Blizzard+ Talks+%E2%80%98World+of+Warcraft%E2%80%99.
 
3
Prentice, K. Reaching young gamers in the midst of their play. Media Life Magazine (Jan. 17, 2006); www.medialifemagazine.com/cgi-bin/artman/exec/view.cgi?archive=170&num=2241.
 
4
U.S. Office of Management and Budget. Historical Tables (Table 3.1. Outlays by Superfunction and Function: 1940--2009). In Budget of the U.S. Government, Fiscal Year 2005, Washington, D.C., 2004, 45--52; www.whitehouse.gov/omb/budget/fy2005/pdf/hist.pdf.
 
5
Vegso, J. Drop in CS bachelor's degree production. Computing Research News 18, 2 (Mar. 2006), 5.
 
6