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HARDSCOPE: balancing competition with performance in multiplayer games
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Super Opera Squad
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Grayline: Creating shared narrative experience through interactive storytelling
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Of worlds and avatars: a playercentric approach to videogames
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Page 1
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Communication plan for City King
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Aether Twins
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Diss Last Format
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MECHA: a post mortem on exploring independent game development
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Play-testing a video game prototype with low-SES college-bound urban high school students
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A case study of Nintendo during COVID-19: illustrated by the launch of Nintendo Switch and Animal Crossing: New Horizons
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Building interpersonal trust through digital games
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One more time: instances, applications, and implications of the replay
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And the dead shall walk the earth: Zombies and the politics of death
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The effect of presenting worked examples for problem solving in a computer game
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BONDS: an asymmetrical collaborative adventure game on exploring the player's emotional connection and emergent gameplay
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duOS
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The Distance: a cooperative communication game to long-distance players
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Dissertation
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Building a better roleplayer: using compliance techniques to increase player participation and enthusiasm
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Mechanical Failure Dissertation 9.22.16
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Day[9]TV: How interactive Web television parallels game design
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Type Set : Exploring the effects of making  kinetic typography interactive
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CODA: the making of a team reliant first person shooter game
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When a story calls: the narrative potential of mobile media
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