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10th FDG 2015: Pacific Grove, CA, USA
- José P. Zagal, Esther MacCallum-Stewart, Julian Togelius:
Proceedings of the 10th International Conference on the Foundations of Digital Games, FDG 2015, Pacific Grove, CA, USA, June 22-25, 2015. Society for the Advancement of the Science of Digital Games 2015
Artificial intelligence
- Jonathan Campbell, Jonathan Tremblay, Clark Verbrugge:
Clustering Player Paths. - Aaron Isaksen, Daniel Gopstein, Andrew Nealen:
Exploring Game Space Using Survival Analysis. - Hartmut Koenitz, Sandy Louchart:
Practicalities and Ideologies, (Re)-Considering the Interactive Digital Narrative Authoring Paradigm. - Adam Summerville, Morteza Behrooz, Michael Mateas, Arnav Jhala:
The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games. - Ian Horswill:
Craft: a constraint-based random-number generator. - Matthew Guzdial, Brent Harrison, Boyang Li, Mark O. Riedl:
Crowdsourcing Open Interactive Narrative. - Ben Samuel, Aaron A. Reed, Paul Maddaloni, Michael Mateas, Noah Wardrip-Fruin:
The Scored Rule Engine: Next-Generation Social Physics. - Alexander Zook, Brent Harrison, Mark O. Riedl:
Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis. - Dana Vrajitoru:
A Pattern-Based Bayesian Network for the Game of Nine Men's Morris. - Mircea Traichioiu, Sander Bakkes, Diederik M. Roijers:
Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves. - Brandon Packard, Santiago Ontañón:
Learning Behavior form Demonstration in Minecraft via Symbolic Similarity Measures. - Jacob Fischer, Nikolaj Falsted, Mathias Vielwerth, Julian Togelius, Sebastian Risi:
Monte-Carlo Tree Search for Simulated Car Racing.
Game design
- Gabriele Trovato, Soren Johnson, Pieter Spronck:
Procedurally Generated History: building a game ecosystem through autoplay. - Adrian Gradinar, Jonny Huck, Paul Coulton, Mark Lochrie, Emmanuel Tsekleves:
Designing for the Dichotomy of Immersion in Location Based Games. - Choong-Soo Lee, Ivan Ramler:
Investigating the Impact of Game Features on Champion Usage in League of Legends. - Alessandro Canossa, Gillian Smith:
Towards a Procedural Evaluation Technique: Metrics for Level Design. - Jakita Owensby Thomas:
Supporting Computational Algorithmic Thinking (SCAT): Understanding the Development of Computational Algorithmic Thinking Capabilities in African-American Middle-School Girls Through Game Design. - Tommy Thompson:
"With Fate Guiding My Every Move": The Challenge of Spelunky. - Gillian Smith:
An Analog History of Procedural Content Generation. - Michael Cook, Gillian Smith:
Formalizing Non-Formalism: Breaking the Rules of Automated Game Design. - Annakaisa Kultima:
Defining Game Jam. - Miguel Sicart:
Loops and Metagames: Understanding Game Design Structures. - Mike Treanor, Alexander Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith:
AI-based Game Design Patterns. - Amy Lu:
What kind of stories do children like in an active video game (AVG)? An exploratory study. - Daniel Karavolos, Anders Bouwer, Rafael Bidarra:
Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation. - Kristian Hjaltason, Steffen Christophersen, Julian Togelius, Mark J. Nelson:
Game mechanics telling stories? An experiment. - Björn Strååt, Harko Verhagen:
Top Versus Bottom: Game Evaluation from an Expert or Player Perspective. - Martijn Kors, Erik D. Van der Spek, Ben A. M. Schouten:
A Foundation for the Persuasive Gameplay Experience. - Aida Azadegan, Casper Harteveld, Steven C. Sutherland:
Design Approach for Collaborative Cognitive Games. - Steve Dahlskog, Julian Togelius, Staffan Björk:
Patterns, Dungeons and Generators.
Games and education
- Bob De Schutter, Salvatore Papa:
Return of the Gradequest - Evaluating the Third Iteration of a Gameful Course. - Bob De Schutter, Danielle Eynon Black, Henk Herman Nap:
Teaching Older Adults to Play Minecraft. - Stephen R. Foster, Sorin Lerner, William G. Griswold:
Seamless Integration of Coding and Gameplay: Writing Code Without Knowing it. - Kendra M. L. Cooper, C. Shaun Longstreet:
Panel: Game Programs in Higher Education - Connecting Colleges with Corporations. - Walt Scacchi, Kendra M. L. Cooper:
Emerging Research Challenges in Computer Games and Software Engineering. - Christopher Totten, Josh McCoy, Lindsay Grace, Sarah Aristil:
Bug-fixing Game-like Syllabi: Evaluating Common Issues and Iterating New Pedagogical Mechanics.
Game studies - social science
- Magnus Johansson, Harko Verhagen, Yubo Kou:
I am being watched by the Tribunal: Trust and control in Multiplayer Online Battle Arena games. - John Murray, Edmond Chow, Christopher Connolly:
Something In The Way We Move: Quantifying patterns of exploration in virtual spaces. - Stephan Müller, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus H. Gross:
Statistical Analysis of Player Behavior in Minecraft. - Lina Eklund:
Considering Game Companions: Implications for research and design. - Edward F. Melcer, Truong-Huy D. Nguyen, Zhengxing Chen, Alessandro Canossa, Magy Seif El-Nasr, Katherine Isbister:
Games Research Today: Analyzing the Academic Landscape 2000-2014. - Sebastian Deterding:
The Joys of Absence: Emotion, Emotion Display and Interaction Tension in Video Game Play. - Joachim Prook, Dirk P. Janssen, Stefano Gualeni:
The Negative Effects of Praise and Flattery.
Game studies - humanities
- Sara Mosberg Iversen:
"Not without my kitties": The old woman in casual games. - Eric Kaltman, Noah Wardrip-Fruin, Henry Lowood, Christy Caldwell:
Methods and Recommendations for Archival Records of Game Development: The Case of Academic Games. - Dylan Lederle-Ensign, William Robinson, Johnathan Pagnutti, Michael Mateas:
A Software Studies Approach to Interpreting Passage. - James Owen Ryan, Eric Kaltman, Michael Mateas, Noah Wardrip-Fruin:
Bottom-up Game Studies. - Peter Christiansen:
Can't See the Science for the Trees: Representations of Science in Videogames. - Theresa Jean Tanenbaum, Karen Tanenbaum:
Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play. - Miguel Sicart:
Participatory Republics: Play and the Political. - Espen Aarseth, Gordon Calleja:
The Word Game: The ontology of an undefinable object. - James Owen Ryan, Eric Kaltman, Timothy Hong, Michael Mateas, Noah Wardrip-Fruin:
People Tend to Like Related Games. - Joseph C. Osborn, Dylan Lederle-Ensign, Noah Wardrip-Fruin, Michael Mateas:
Combat in Games.
Interaction and player experience
- Timothy McMahan, Ian Parberry, Thomas D. Parsons:
Evaluating Electroencephalography Engagement Indices During Video Game Play. - Theresa Jean Tanenbaum, Karen Tanenbaum:
Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers. - Alessandro Canossa, Jeremy B. Badler, Magy Seif El-Nasr, Stefanie Tignor, Randy C. Colvin:
In Your Face(t) Impact of Personality and Context on Gameplay Behavior. - Thomas Debeauvais, Cristina V. Lopes:
Gate Me If You Can: The Impact of Gating Mechanics on Retention and Revenues in Jelly Splash. - Magy Seif El-Nasr, Shree Durga, Mariya Shiyko, Carmen Sceppa:
Unpacking Adherence and Engagement in Persuasive Health Games. - Tony Morelli, Ethan Coggins, Molly Rossman:
Usability of Back of Device Virtual Buttons. - Melvin Roest, Sander Bakkes:
Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual Games. - Noor Shaker, Mohamed Abou-Zleikha, Mohammad Shaker:
Active Learning for Player Modeling. - Lindsay Grace, Dirk P. Janssen, James R. Coyle:
Persuasive Content: Understanding In-Game Advertising Retention in Players and Onlookers. - Chong-U Lim, D. Fox Harrell:
Developing Computational Models of Players' Identities and Values from Videogame Avatars. - Truong-Huy D. Nguyen, Magy Seif El-Nasr, Alessandro Canossa:
Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games. - Erin Martel, Feng Su, Jesse Gerroir, Ahmed Hassan, Audrey Girouard, Kasia Muldner:
Diving Head-First into Virtual Reality: Evaluating HMD Control Schemes for VR Games. - Joshua Taylor, Ian Parberry, Thomas D. Parsons:
Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test. - Lindsay Grace:
Objects of Affection: Kissing Games on Mobile Devices.
Serious games
- Antonios Liapis, Amy K. Hoover, Georgios N. Yannakakis, Constantine Alexopoulos, Evangelia V. Dimaraki:
Iconoscope: Designing a Game for Fostering Creativity. - Tobias Sturn, Steffen Fritz, Michael Wimmer:
Cropland Capture - A Game for Improving Global Cropland Maps. - Veronika A. Vanden Abeele, Pieter Tierens, Bob De Schutter, Lee De-Wit, Luc Geurts:
Game-based Experiments on Human Visual Attention. - Shree Subramanian, Sean Hallinan, Magy Seif El-Nasr, Mariya Shiyko, Carmen Sceppa:
Investigating behavior change indicators and cognitive measures in persuasive health games. - Kathleen Tuite, Rahul Banerjee, Noah Snavely, Jovan Popovic, Zoran Popovic:
PointCraft: Harnessing Players' FPS Skills to Interactively Trace Point Clouds in 3D. - Kathleen Tuite, Ira Kemelmacher:
The Meme Quiz: A Facial Expression Game Combining Human Agency and Machine Involvement. - Jonathan Barone, Colin Bayer, Rowan Copley, Nova Barlow, Matthew Burns, Sundipta Rao, Georg Seelig, Zoran Popovic, Seth Cooper:
Nanocrafter: Design and Evaluation of a DNA Nanotechnology Game. - Laura M. Levy, Rob Solomon, Joann Moore, Jason Way, Ruitao Liu, Maribeth Gandy:
Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences. - Brian Chau, Rob Nash, Kelvin Sung, Jason Pace:
Building Casual Games and APIs for Teaching Introductory Programming Concepts.
Game technology
- Mubbasir Kapadia, Fabio Zund, Jessica Falk, Marcel Marti, Robert W. Sumner:
Evaluating the Authoring Complexity of Interactive Narratives for Augmented Reality Applications. - Christian Reuter, Stefan Göbel, Ralf Steinmetz:
Detecting structural deadlocks in Multiplayer Games using automatically generated Petri Nets. - Riemer van Rozen:
A Pattern-Based Game Mechanics Design Assistant. - Benjamin Mark, Tudor Berechet, Tobias Mahlmann, Julian Togelius:
Procedural Generation of 3D Caves for Games on the GPU. - C. Shaun Longstreet, Kendra M. L. Cooper, Dennis Brylow:
Invoking Higher Orders of Thinking in Serious Educational Games. - Marina Knauer, Joschka Mütterlein:
Augmented Reality Games: What Do We Know and Where Should We Go? - Stephan Müller, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus H. Gross:
HeapCraft: Understanding and Improving Player Collaboration in Minecraft. - Michael Cook, Mirjam Eladhari, Adam M. Smith, Gillian Smith, Tommy Thompson, Julian Togelius, Alexander Zook:
AI-based Games: Contrabot and What Did You Do? - Dominic Kao, D. Fox Harrell:
Exigent: An Automatic Avatar Generation System. - Tommy Thompson, Becky Lavender:
Adventures in Hyrule: Generating Missions & Maps For Action Adventure Games. - Carrie Heeter, Marcel M. Allbritton:
Playing with Presence: How meditation can increase the experience of embodied presence in a virtual world. - Santiago Londoño, Olana Missura:
Graph Grammars for Super Mario Bros Levels. - Allan Fowler, Foaad Khosmood, Grant Pickett:
NPCAgency: Procedural Generation of NPCs. - James Owen Ryan, Eric Kaltman, Andrew Max Fisher, Timothy Hong, Taylor Owen-Milner, Michael Mateas, Noah Wardrip-Fruin:
Large-Scale Interactive Visualizations of Nearly 12, 000 Games. - Ryan Abela, Antonios Liapis, Georgios N. Yannakakis:
The Coralize Tool for Creating Underwater Environments. - Jonathan Lessard:
Design Rationale for Natural Language Game Conversations. - Dominic Kao, D. Fox Harrell:
Mazzy: A STEM Learning Game. - Ingmar H. Riedel-Kruse, Honesty Kim, Lukas C. Gerber:
Biotic games: Integrating real living cells into digital game play. - Ethan Coggins, Kevin Andrews, Molly Rossman, Tony Morelli:
SonicWalker: Virtual Reality Simulation of Non-Visual Pedestrian City Navigation. - Christoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis:
MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions. - Albith Delgado, Devin Wilson:
Spooky Dodgeball at a Distance. - Kate Compton, Michael Mateas:
Tracery: An Author-Focused Generative Text Tool. - Rune Kristian Lundedal Nielsen, Arne Poulsen:
Troubling Perspectives on Computer Game Addiction. - James Owen Ryan, Eric Kaltman, Michael Mateas, Noah Wardrip-Fruin:
Tools for Game Discovery Built Using Latent Semantic Analysis. - Dirk P. Janssen, Luis Garcia Rosario, Marcello A. Gómez Maureira, Gerben Beijneveld:
Sensors at Play: A biometric framework for game developers and game users. - Cameron Olson, Daniel Kauffman, Allan Fowler, Foaad Khosmood:
Kanakatana: Teaching Japanese through Game Mechanics. - Matthew Jensen, Tallie Casucci, Ryan Bown, Madlyn Runburg, Roger Altizer:
Research Quest: Six Design Boxes and Six Iterations towards a Game to Teach Critical Thinking. - Matthew Jensen, Tallie Casucci, Ryan Bown, Madlyn Runburg, Roger Altizer:
Research Quest: Critical Thinking through Video Games and Interdisciplinary Collaboration. - Chris Martens:
Using Proof Theory to Study Game Mechanics. - Thomas Smith, Julian A. Padget:
Semantic Descriptions for Logical Content Generation. - Todd Furmanski:
Towards An Ancestry and Codification of Procedural Content Generation Techniques. - Alyea Sandovar:
Cultural Narratives in Game Design. - Dominic Kao, D. Fox Harrell:
Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning Game. - Johanna Pirker:
Learning in Collaborative and Motivational Virtual Environments. - Johnathan Pagnutti, Jim Whitehead:
Playing with Recipes. - Jo Mazeika:
Exploring Design Motifs and Extending Visual Representation of Style. - Eric Kaltman:
Exploring the Technical History of Games Through Software and Visualization.
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