Fun and Games

Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008. Proceedings

  • Panos Markopoulos
  • Boris de Ruyter
  • Wijnand IJsselsteijn
  • Duncan Rowland
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5294)

Table of contents

  1. Front Matter
  2. Keynotes

  3. Focus on Innovation

    1. Hannu Korhonen, Hannamari Saarenpää, Janne Paavilainen
      Pages 21-32
    2. Steve Hinske, Marc Langheinrich, Yves Alter
      Pages 59-64
    3. Stéphane Magnenat, Basilio Noris, Francesco Mondada
      Pages 65-74
    4. Marcello Coiana, Alex Conconi, Laurence Nigay, Michael Ortega
      Pages 75-87
  4. Affect and Gaming

    1. Tim J. W. Tijs, Dirk Brokken, Wijnand A. IJsselsteijn
      Pages 88-93
    2. Brian J. Gajadhar, Yvonne A. W. de Kort, Wijnand A. IJsselsteijn
      Pages 106-117
    3. Martin Klasen, Mikhail Zvyagintsev, René Weber, Krystyna A. Mathiak, Klaus Mathiak
      Pages 132-138
    4. Lennart Nacke, Craig Lindley, Sophie Stellmach
      Pages 150-157
  5. Fun n’Games for Young and Old

    1. Darren J. Reed, Geraldine Fitzpatrick
      Pages 158-169
    2. Elly Zwartkruis-Pelgrim, Boris de Ruyter
      Pages 170-181
    3. Ying Li, Willem Fontijn, Panos Markopoulos
      Pages 182-193
    4. Lisette Jansen, Betsy van Dijk, José Retra
      Pages 194-202

About these proceedings

Introduction

This book constitutes the refereed proceedings of the Second International Conference on Fun and Games, held in Eindhoven, The Netherlands, in October 2008.

The 17 revised full papers, presented together with 2 invited talks were carefully reviewed and selected from a total of 36 submissions. The papers encompass the study of computer games, game development and experiences by researchers from social sciences, computing, electrical engineering, design, etc. Main focus is given to topics such as tightly-coupled embodied control of movement-sensitive mobile devices, hypercomputation and cultural computing, emerging gaming paradigms, concepts and platforms to support gaming, affective aspects of gaming, and finally to the notion of serious games to help provide cognitive or physiological training.

Keywords

Design Second Life Usability adventure game asynchronous gameplay audio game cognition cognitive decline computer games consciousness context-awareness cross-cultural comparison digital gaming educational entertainment robot

Editors and affiliations

  • Panos Markopoulos
    • 1
  • Boris de Ruyter
    • 2
  • Wijnand IJsselsteijn
    • 1
  • Duncan Rowland
    • 3
  1. 1.Eindhoven University of TechnologyEindhovenThe Netherlands
  2. 2.Philips Research, Media Interaction, Prof. Holstlaan 4EindhovenThe Netherlands
  3. 3.Mixed Reality LaboratoryThe University of NottinghamNottinghamUK

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-540-88322-7
  • Copyright Information Springer-Verlag Berlin Heidelberg 2008
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-540-88321-0
  • Online ISBN 978-3-540-88322-7
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • About this book