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Interface Design in Video Games

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Showing the fun: simple checks for world readability

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Level design for melee combat systems

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Keynote: The Journey To Content: Developing a model for understanding video game interactions

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Creative video games: art, experiences, and interaction

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Custom researcher-made video game as research instrument: how One Night Away was made to elicit social discourses around health.

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Showing the fun : simple checks for world readability - extended

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Guest Blog: 5 tips for avoiding prototyping mistakes on your next game

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Show the fun : world readability (explained with hammers).

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Building a Taxonomy of Keys: a new way of analysing and creating video games

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Enemy design and enemy AI for melee combat systems

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Game design principles in Fragments of Him, or the connection between applied and art games

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Health é vida? Consumo simbólico em jogos digitais de entretenimento.

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Showing the fun: Simple checks for world readability (explained with hammers)
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Showing the fun: Simple checks for world readability (explained with hammers)

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The taxonomy of keys: a new way of understanding interactions in video games

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How successfully are mainstream fitness games using intrinsic motivators to engage with players?

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Making gameplay more engaging by using animated cover

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Showing the fun : simple checks for world readability

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Health é vida? Consumo simbólico em jogos digitais de entretenimento.

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Users’ adaptation to non-standard controller schemes in 3D gaming experiences

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Unicorns and dead ducks: a practical workshop in accelerating game design concepting

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Put your borg hat on : procedural concept development tools

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