We designed and implemented a pervasive game called Swan Boat that targets the bland and tedious nature of running on a treadmill, making it fun through social interaction and imm...
Miru Ahn, Sungwon Peter Choe, Sungjun Kwon, Byungl...
The objectives of this paper are to explore the characteristics of patterns of participation in social and gameplay spaces outside the classroom of 10 fifteen-year-olds engaging in...
Abstract. The goal of this work is to provide tools that promote social interactions between visitors through cooperative and educational games. In this paper, we describe how to s...
This article analyzes the impact of a computer simulation (business game) on the users' perceived learning. The theoretical model developed in this paper is derived from the ...
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...