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FDG 2012: Raleigh, NC, USA
- Magy Seif El-Nasr, Mia Consalvo, Steven K. Feiner:

International Conference on the Foundations of Digital Games, FDG '12, Raleigh, NC, USA, May 29 - June 01, 2012. ACM 2012, ISBN 978-1-4503-1333-9 - Jonas Linderoth:

Monkey see, monkey do: an ecological approach to challenges in games. 1 - Bonnie A. Nardi:

A paradox of play: autonomy and discipline in video gaming. 2
Invited talk abstracts
- David Molyneaux:

KinectFusion rapid 3D reconstruction and interaction with Microsoft Kinect. 3 - Reed Shaffner, Zach Shubert:

Building social games: from platform to product. 4
Game studies
- Abe Stein:

Sports newsgames: prediction, speculation, and accuracy. 5-10 - Marcus Carter, Martin R. Gibbs, Mitchell Harrop:

Metagames, paragames and orthogames: a new vocabulary. 11-17 - Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas:

The micro-rhetorics of Game-o-Matic. 18-25 - John Sharp:

A curiously short history of game art. 26-32
User and player research
- Arun K. Kulshreshth, Jonas Schild

, Joseph J. LaViola Jr.:
Evaluating user performance in 3D stereo and motion enabled video games. 33-40 - Langxuan Yin, Lazlo Ring, Timothy W. Bickmore:

Using an interactive visual novel to promote patient empowerment through engagement. 41-48 - Yan Xu, Erika Shehan Poole, Andrew D. Miller

, Elsa Eiriksdottir
, Richard Catrambone, Elizabeth D. Mynatt:
Designing pervasive health games for sustainability, adaptability and sociability. 49-56 - Serdar Sali, Ronald Liu, Noah Wardrip-Fruin

, Michael Mateas, Sri Kurniawan:
Getting a word in: adding artificial pauses to natural language interaction. 57-64
Development and architecture
- James Dean Mathias, Daniel Watson:

Network bandwidth evaluation of a hybrid peer-to-peer massively multiplayer framework. 65-72 - Paul Gestwicki:

The entity system architecture and its application in an undergraduate game development studio. 73-80 - Leonardo G. de Freitas, Luiggi Monteiro Reffatti, Igor Rafael de Sousa, Anderson C. Cardoso, Carla Denise Castanho, Rodrigo Bonifácio

, Guilherme Novaes Ramos:
Gear2D: an extensible component-based game engine. 81-88
Player and practices
- Steven Simmons, Betsy James DiSalvo

, Mark Guzdial
:
Using game development to reveal programming competency. 89-96 - Kelly Bergstrom, Jennifer Jenson, Suzanne de Castell:

What's 'choice' got to do with it?: avatar selection differences between novice and expert players of World of Warcraft and Rift. 97-104 - Thomas Debeauvais, Bonnie A. Nardi, Cristina Videira Lopes, Nicholas Yee, Nicolas Ducheneaut:

10, 000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers. 105-112
Frameworks and theories
- Sus Lundgren, Staffan Björk:

Neither playing nor gaming: pottering in games. 113-120 - Konstantin Mitgutsch, Narda Alvarado:

Purposeful by design?: a serious game design assessment framework. 121-128 - Espen Aarseth

:
A narrative theory of games. 129-133 - Suzanne de Castell, Nicholas Taylor, Jennifer Jenson, Mark Weiler:

Theoretical and methodological challenges (and opportunities) in virtual worlds research. 134-140
Design tools
- Aryan Zohoorian, Kevin G. Stanley, Carl Gutwin, Amin Tavassolian:

PLATO: a coordination framework for designers of multi-player real-time digital games. 141-148 - Stefano Gualeni

, Dirk P. Janssen, Licia Calvi:
How psychophysiology can aid the design process of casual games: a tale of stress, facial muscles, and paper beasts. 149-155 - Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic:

A case study of expressively constrainable level design automation tools for a puzzle game. 156-163 - Alexander Zook

, Stephen Lee-Urban, Mark O. Riedl, Heather K. Holden, Robert A. Sottilare
, Keith W. Brawner:
Automated scenario generation: toward tailored and optimized military training in virtual environments. 164-171
Game design
- Chris Lewis, Noah Wardrip-Fruin

, Jim Whitehead:
Motivational game design patterns of 'ville games. 172-179 - Anne Sullivan, April Grow, Michael Mateas, Noah Wardrip-Fruin

:
The design of Mismanor: creating a playable quest-based story game. 180-187 - Gillian Smith

, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin
:
PCG-based game design: creating Endless Web. 188-195 - Ulf Hartelius, Johan Fröhlander, Staffan Björk:

Tisch digital tools supporting board games. 196-203
AI and development
- Rogelio Cardona-Rivera, Robert Michael Young:

Characterizing gameplay in a player model of game story comprehension. 204-211 - James Pettit, David P. Helmbold:

Evolutionary learning of policies for MCTS simulations. 212-219 - Stephen G. Ware, Robert Michael Young:

Validating a plan-based model of narrative conflict. 220-227
Game research festival extended abstracts
- Katherine Isbister, Michael Karlesky, Jonathan Frye:

Scoop!: using movement to reduce math anxiety and affect confidence. 228-230 - Kathleen Tuite, Timothy Pavlik, Sandra B. Fan, Tyler Robison, Alexander Jaffe, Yun-En Liu, Erik Andersen, Steven L. Tanimoto:

Picard: a creative and social online flashcard learning game. 231-234 - Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Noah Wardrip-Fruin

, Michael Mateas:
Prom week. 235-237 - Richard Wetzel, Lisa Blum, Leif Oppermann

:
Tidy city: a location-based game supported by in-situ and web-based authoring tools to enable user-created content. 238-241 - Eve Powell, Rachel Brinkman, Tiffany Barnes, Veronica Cateté

:
Table tilt: making friends fast. 242-245 - Peter Brinson, Kurosh ValaNejad:

Subjective documentary: the Cat and the Coup. 246-249 - Sam Mendenhall, Vu Ha, Yan Xu, Paul A. Tillery IV, Joshua Cohen, John Sharp, Blair MacIntyre:

NerdHerder: designing for physical actions in an augmented reality puzzle game. 250-253 - Doris C. Rusch:

"Elude": designing depression. 254-257 - Jay Bachhuber, Tobi Saulnier:

Wordplay games: three game modules to improve student vocabulary knowledge. 258-260
Doctoral consortium extended abstracts
- Asier Marzo Pérez

:
A new game mechanic: game entity social mapping. 261-263 - Rachel M. Flynn

:
Acute effects of physically active versus inactive video game play on executive functioning skills in children. 264-266 - Kelly Bergstrom:

Virtual inequality: a woman's place in cyberspace. 267-269 - Darryl Woodford:

Regulating virtual environments. 270-272 - Julie A. Brown:

Let's play: understanding the role and meaning of digital games in the lives of older adults. 273-275 - Andrew Hicks:

Creation, evaluation, and presentation of user-generated content in community game-based tutors. 276-278 - Erik Andersen:

Optimizing adaptivity in educational games. 279-281
Poster extended abstracts
- Alessandro Canossa

:
Give me a reason to dig: qualitative associations between player behavior in Minecraft and life motives. 282-283 - Tan Phat Pham, Yin Leng Theng

:
Game controllers for older adults: experimental study on gameplay experiences and preferences. 284-285 - Emmett Tomai, Rosendo Salazar, Dave Salinas:

Adaptive quests for dynamic world change in MMORPGs. 286-287 - Kara A. Behnke:

Ladies of Warcraft: changing perceptions of women and technology through productive play. 288-289 - Marie Gustafsson Friberger, Julian Togelius

:
Generating game content from open data. 290-291 - Laura M. Levy

, Maribeth Gandy, Rob Solomon, Anne Collins McLaughlin, Jason C. Allaire, Laura A. Whitlock:
Fear of failure: gender differences in older adult gamers. 292-293 - Siroberto Scerbo, Doug A. Bowman

:
Design issues when using commodity gaming devices for virtual object manipulation. 294-295

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