Game Development Reference
In-Depth Information
Riedl, M., Saretto, C. J., & Young, R. M. (2003). Manag-
ing interaction between users and agents in a multiagent
storytelling environment. In Proceedings of the second
international joint conference on Autonomous agents and
multiagent systems (pp. 741-748). Melbourne, Australia:
Salaway, G., & Caruso, J. B. (2008). The ECAR study
of undergraduate students and information technology,
2008 (Research Study, vol. 8). Boulder, CO: EDUCAUSE
Center for Applied Research. Retrieved May 19, 2009
Salen, K., & Zimmerman, E. (2004). Rules of play: Game
design fundamentals . Cambridge, MA: MIT Press.
Robertson, J., & Howells, C. (2008). Computer game
design: Opportunities for successful learning. Comput-
ers & Education , 50 , 559-578. doi:10.1016/j.compe-
Santos, M., Cortez, P., Quintela, H., & Pinto, F. (2005). A
clustering approach for knowledge discovery in database
marketing . Transactions of Information and Communica-
tion Technologies.
Rohn, W. E.Ursprung und Entwicklung des Planspiels.
In Geilhardt, T., & Mühlbrandt, T. (Eds.), Planspiele im
Personal- und Organisationsmanagement (pp. 57-67).
Savage, F. (2008). Extending the XNA Framework Content
Pipeline . Game Developers Conference. [PowerPoint
slides]. Retrieved from Microsoft download center http://
Role of the Competition Commission. (2010). Retrieved
January 15, 2010, from http://www.competition- commis- about_us/index.htm
Schafersman, D. F. (1991). An introduction to critical
thinking. Retrieved from
Rolstandas, A., & Anderson, B. (2000) (Ed.). Enterprising
modeling: Improving global industrial competiveness.
MA: Kluwer Academic Publishers
Schaller, D. (2005, June). What Makes a Learning Game?
Paper presented at the Web Designs for Interactive Learn-
ing Conference, Ithaca, NY. Retrieved January 22, 2010,
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V.,
Correa, M., & Flores, P. (2003). Beyond Nintendo: de-
sign and assessment of educational video games for first
and second grade students. Computers & Education , 40 ,
71-94. doi:10.1016/S0360-1315(02)00099-4
Schaller, D. (2006). What makes a learning game? Re-
trieved November 28, 2009, from
Ruben, B. D. (1999). Simulations, games, and experience-
based learning: The quest for a new paradigm for teach-
ing and learning. Simulation & Gaming , 30 , 498-505.
Scheer, A. W., Grieble, O., Hans, S., & Zang, S. (2002).
Geschäftsprozessmanagement - The 2nd wave. Informa-
tion Management & Consulting , 17 , 9-14.
Scherpereel, C. M. (2005). Changing mental models:
Business simulation exercises. Simulation & Gaming ,
388-403. doi:10.1177/1046878104270005
Russell, S. J., & Norvig, P. (1995). Artificial Intelligence:
A Modern Approach . Englewood Cliffs, NJ: Prentice Hall.
Saaty, T. L. (1990). Multicriteria decision making: the
analytic hierarchy process: planning, priority setting
resource allocation (2nd ed.). RWS Publications.
Schvaneveldt, R. W. (Ed.). (1990). Pathfinder Associative
Network: Studies in Knowledge Organization . Norwood,
NJ: Ablex.
Sakiroglu, M., Riedel, J. C. K. H., & Pawar, K. (2002).
Computer Based Human Readiness Assessment Tool for
Virtual Organizations . In Stanford-Smith, B., Chiozza,
E., & Edin, M. (Eds.), Challenges & Achievements in
eBusiness & eWork, Conference Proceedings (pp. 940-
947). 16-18th October 2002, Prague, Czech Republic.
Amsterdam: IOS Press.
Schwabe, G., & Göth, C. (2005). Mobile learning with
a mobile game: Design and motivational effects. Jour-
nal of Computer Assisted Learning , 21 (3), 204-216.
Search Nedrilad ::

Custom Search