Current computer involvement in adolescent social networks (youth between the ages of 11 and 17) provides new opportunities to study group dynamics, interactions amongst peers, an...
Juan Fernando Mancilla-Caceres, Wen Pu, Eyal Amir,...
Using synthetic characters to support children’s personal, social and emotional education requires that the emotional response elicited from the children is that desired by educa...
Lynne E. Hall, Sarah Woods, Marc Hall, Dieter Wolk...
This article, assuming that player motivations are the outcome of continuous player-environment interactions, applies the needs framework of Murray (1938) to a computer game and i...
A new problem of retrieving social games from unstructured videos is proposed. Social games are characterized by repetitions (with variations) of alternating turns between two pla...
Consistency maintenance (CM) techniques are a crucial part of many distributed systems, and are particularly important in networked games. In this paper we describe a framework of...