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Entertainment computing - ICEC 2008 : 7th international conference, Pittsburgh, PA, USA, September 25-27, 2008 : proceedings

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Cover of 'Entertainment computing - ICEC 2008 : 7th international conference, Pittsburgh, PA, USA, September 25-27, 2008 : proceedings'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games
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    Chapter 2 When Items Become Victims: Brand Memory in Violent and Nonviolent Games
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    Chapter 3 Immersion, the Greatest Hook
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    Chapter 4 Newsgames: Theory and Design
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    Chapter 5 Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games
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    Chapter 6 A Surround Display Warp-Mesh Utility to Enhance Player Engagement
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    Chapter 7 Development and Evaluation of a Centaur Robot
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    Chapter 8 Analysis of Japanese Folktales for the Purpose of Story Generation
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    Chapter 9 Entertainment Computing - ICEC 2008
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    Chapter 10 Fear Inducer: A Mixed Reality Audio Experience
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    Chapter 11 Game Bot Detection Based on Avatar Trajectory
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    Chapter 12 Achievement of Carrying Objects by Small-Sized Humanoid Robot
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    Chapter 13 Interactive Multimedia Contents in the IllusionHole
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    Chapter 14 Creating an Emotionally Adaptive Game
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    Chapter 15 Robust Interactive Storytelling Framework for Automatic TV Content/Story Production
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    Chapter 16 Designing Toys That Come Alive: Curious Robots for Creative Play
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    Chapter 17 Musical B-boying: A Wearable Musical Instrument by Dancing
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    Chapter 18 Hybrid Visual Tracking for Augmented Books
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    Chapter 19 Towards Emotional Characters in Computer Games
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    Chapter 20 Sense Cup: A Design of a New Interactive Holistic Sense Convergence Device for Digital Storytelling
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    Chapter 21 Frame Selection for Automatic Comic Generation from Game Log
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    Chapter 22 Conscientious Objector: Pacifism, Politics and Abusing the Player in Doom 3
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    Chapter 23 Experiences Employing Novice Wizard Operators in a Gallery Setting
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    Chapter 24 Fast Rendering of Large Crowds Using GPU
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    Chapter 25 Physiological Player Sensing: New Interaction Devices for Video Games
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    Chapter 26 Entertainment Computing - ICEC 2008
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    Chapter 27 Dome Displays for Educational Games and Activities in the Museum and on the Road
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    Chapter 28 Game-Based Simulation for the Evaluation of Threat Detection in a Seaport Environment
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    Chapter 29 BCI for Games: A ‘State of the Art’ Survey
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    Chapter 30 In-Depth Observation of Video Gamers
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    Chapter 31 BioMedia for Entertainment
Attention for Chapter 4: Newsgames: Theory and Design
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Chapter title
Newsgames: Theory and Design
Chapter number 4
Book title
Entertainment Computing - ICEC 2008
Published by
Springer, Berlin, Heidelberg, September 2008
DOI 10.1007/978-3-540-89222-9_4
Book ISBNs
978-3-54-089221-2, 978-3-54-089222-9
Authors

Miguel Sicart

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 69 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Brazil 2 3%
Australia 2 3%
France 2 3%
United States 2 3%
Netherlands 1 1%
United Kingdom 1 1%
Germany 1 1%
Greece 1 1%
Spain 1 1%
Other 0 0%
Unknown 56 81%

Demographic breakdown

Readers by professional status Count As %
Student > Master 18 26%
Student > Ph. D. Student 15 22%
Researcher 7 10%
Professor > Associate Professor 5 7%
Student > Doctoral Student 4 6%
Other 11 16%
Unknown 9 13%
Readers by discipline Count As %
Social Sciences 31 45%
Arts and Humanities 12 17%
Design 7 10%
Computer Science 4 6%
Economics, Econometrics and Finance 1 1%
Other 4 6%
Unknown 10 14%