Balance of Proposal Submissions at DiGRA 2005 Conference
 
 
 
3. Game/Sim Structure
 
 
 
 
 
 
 

Walking the Line: The Interface in Limbo

 

Visual vs. Functional Design of 3D Models for Games

 

Using Dynamic Sound Effects to Create Interactive Game Audio

 

Towards Emotionally Adapted Games based on User Controlled Emotion Knobs

 

Towards an interactive visualization of game design patterns

 

Thug Life: Liminal Spaces and Social Critique in Grand Theft Auto

 

Tangible Interfaces for Pervasive Gaming

 

Socially Interactive Characters for Gaming and Education

 

Realism and fantasy in computer games

 

Push. Play. An Examination of the Button

 

Playing Audio-only Games: A compendium of interacting with virtual, auditory Worlds

 

Personalizing Game Content Using Audio-Visual Media

 

Interface and Narrative Texture

 

Interactive Story Writing in the Classroom: Using Computer Games

 

Evolution Of Space Configuration In Videogames

 

Embedding Knowledge in Educational Gameplay: Music Gaming in Cha-Luva Swing Festival

 

Dialog as a Game

 

Designing Goals for Role-Players

 

Cut to the Chase: Towards an Intelligent In-Game Cinematography

 

Constructing Narrativity in Games: Telling Stories with the Sims

 

Cinematic Camera as Videogame Cliché: Analysis and Software Demonstration

 

Can Games Think (Too Much)?