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9th FDG 2014: Liberty of the Seas, Caribbean
- Michael Mateas, Tiffany Barnes, Ian Bogost:
Proceedings of the 9th International Conference on the Foundations of Digital Games, FDG 2014, Liberty of the Seas, Caribbean, April 3-7, 2014. Society for the Advancement of the Science of Digital Games 2014, ISBN 978-0-9913982-2-5 - Tiffany Barnes, Ian Bogost:
Foreword.
Full papers
- Inge Becht, Sander Bakkes:
meIRL-BC: Predicting player positions in video games. - Bridget Blodgett, Anastasia Salter:
#1ReasonWhy: Game communities and the invisible woman. - Andrew Borg Cardona, Aske Walther Hansen, Julian Togelius, Marie Gustafsson Friberger:
Open Trumps, a data game. - Alessandro Canossa, Staffan Björk, Mark J. Nelson:
X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes. - Gail Carmichael, David Mould:
A framework for coherent emergent stories. - Emiko Charbonneau, Sarah Buchanan, Jared N. Bott, Florian 'Floyd' Mueller, Joseph J. LaViola Jr.:
Dance Enhanced: Investigating how earning content through exertion impacts dance game enjoyment. - Bob De Schutter, Vero Vanden Abeele:
Gradequest - Evaluating the impact of using game design techniques in an undergraduate course. - Thomas Debeauvais, Cristina V. Lopes, Nick Yee, Nicolas Ducheneaut:
Retention and progression: Seven months in World of Warcraft. - Thomas Debeauvais, Thomas Zimmermann, Nachiappan Nagappan, Kevin Carter, Ryan Cooper, Dan Greenawalt, Tyson Solberg:
Off with their assists: An empirical study of driving skill in Forza Motorsport 4. - Jacob Garbe, Aaron A. Reed, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas:
Author assistance visualizations for Ice-Bound, a combinatorial narrative. - April Grow, Swen E. Gaudl, Paulo Gomes, Michael Mateas, Noah Wardrip-Fruin:
A methodology for requirements analysis of AI architecture authoring tools. - D. Fox Harrell, Dominic Kao, Chong-U Lim, Jason Lipshin, Ainsley Sutherland, Julia Makivic, Danielle Olson:
Authoring conversational narratives in games with the Chimeria platform. - Andrew Hicks, Veronica Cateté, Tiffany Barnes:
Part of the game: Changing level creation to identify and filter low quality user-generated levels. - Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith, Julian Togelius:
A comparative evaluation of procedural level generators in the Mario AI framework. - Jesper Juul:
High-tech low-tech authenticity: The creation of independent style at the Independent Games Festival. - Yubo Kou, Bonnie A. Nardi:
Governance in League of Legends: A hybrid system. - Heather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, Daniel G. Shapiro, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Daniel Cetina, Shayne Clementi, Chris Lewis:
Software verification games: Designing Xylem, The Code of Plants. - David Maung, Roger Crawfis, Lynne V. Gauthier, Lise Worthen-Chaudhari, Linda P. Lowes, Alex Borstad, Ryan J. McPherson, Jacob Grealy, Josh Adams:
Development of Recovery Rapids - A game for cost effective stroke therapy. - Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin, Arnav Jhala:
Towards a theory of choice poetics. - Tony Morelli:
Slot Machine Development: A course for CS majors. - Andrea Nickel, Jamie Payton, Tiffany Barnes, Erik Wikstrom, Maybellin Burgos, Zachary Wartell, Mykel Pendergrass, Nate Blanchard, Brian Thomas:
Balancing physical and cognitive challenge: A study of players' psychological responses to exergame play. - Yolanda A. Rankin, Jakita Owensby Thomas, India Irish, Stevie-Mari Hawkins:
From consumers to producers: African American middle school students as game designers. - Aaron A. Reed, Jacob Garbe, Noah Wardrip-Fruin, Michael Mateas:
Ice-Bound: Combining richly-realized story with expressive gameplay. - Holly Robbins, Katherine Isbister:
Pixel Motion: A surveillance camera-enabled public digital game. - Jonathan P. Rowe, Eleni V. Lobene, Bradford W. Mott, James C. Lester:
Play in the museum: Designing game-based learning environments for informal education settings. - Dana Ruggiero:
The effect of a persuasive game on attitude towards the homeless. - Anastasia Salter, John T. Murray:
Marking new ground: Flash, HTML5 and the future of the web arcade. - Kristin Siu, Alexander Zook, Mark O. Riedl:
Collaboration versus competition: Design and evaluation of mechanics for games with a purpose. - Sam Snodgrass, Santiago Ontañón:
Experiments in map generation using Markov chains. - Debbie M. Taylor, Yusuf Pisan:
Aussie women game developers. - Mike Treanor, Michael Mateas:
Understanding representation in playable simulations. - Jonathan Tremblay, Christopher Dragert, Clark Verbrugge:
Target selection for AI companions in FPS games. - Jonathan Tremblay, Pedro Andrade Torres, Clark Verbrugge:
Measuring risk in stealth games. - Riemer van Rozen, Joris Dormans:
Adapting game mechanics with Micro-Machinations. - Glenn Joseph Winters, Jichen Zhu:
Guiding players through structural composition patterns in 3D adventure games. - Pu Yang, Brent E. Harrison, David L. Roberts:
Identifying patterns in combat that are predictive of success in MOBA games. - Georgios N. Yannakakis, Antonios Liapis, Constantine Alexopoulos:
Mixed-initiative co-creativity. - José P. Zagal, Roger Altizer:
Examining 'RPG elements': Systems of character progression. - Alexander Zook, Eric Fruchter, Mark O. Riedl:
Automatic playtesting for game parameter tuning via active learning.
Works in progress
- Roger Altizer, José P. Zagal:
Pitch perfect or exploring pitching practices in industry and games education. - Jon Back:
'Knock Once for Yes' - Knocking as feedback in the location-based game passing on. - Eric Buckthal, Foaad Khosmood:
(Re)telling chess stories as game content. - Gail Carmichael, David Mould:
Chronologically nonlinear techniques in traditional media and games. - Simon Chauvin, Guillaume Levieux, Jean-Yves Donnart, Stéphane Natkin:
An out-of-character approach to emergent game narratives. - Lindsay D. Grace, Brooke Spangler:
The psychology of play: Understanding digital game evolution through developmental psychology. - Lindsay D. Grace:
A linguistic analysis of games: Verbs and nouns for content estimation. - Ian Holmes:
A web-based editor for multiplayer choice games. - Dun-Yu Hsiao, Seth Cooper, Christy Ballweber, Zoran Popovic:
User behavior transformation through dynamic input mappings. - Anna Loparev, Walter S. Lasecki, Kyle I. Murray, Jeffrey P. Bigham:
Introducing shared character control to existing video games. - Mark Lochrie, Alison Gazzard, Adrian Gradinar, Paul Coulton:
Mobilising Monopoly: Game design, place and social values. - Jacob Michelsen, Staffan Björk:
The Rooms - Creating immersive experiences through projected augmented reality. - Tony Morelli, Lauren Lieberman, John Foley, Eelke Folmer:
An exergame to improve balance in children who are blind. - A. Imran Nordin, Paul A. Cairns, Matthew Hudson, Alejandro Alonso, Eduardo H. Calvillo Gámez:
The effect of surroundings on gaming experience. - William Robinson:
Let's Roll: Comparative representations of empire in board games. - Timothy E. Roden, Rob LeGrand:
Experiences teaching a course in Android game development. - Dana Ruggiero, Stuart Moran, Charlie Drewitt, John Brady:
Alphabet Soup: Design and development of a short form game. - Ben Samuel, Josh McCoy, Mike Treanor, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique. - Chek Tien Tan, Hemanta Sapkota, Daniel Rosser, Yusuf Pisan:
Initial perceptions of a casual game to crowdsource facial expressions in the wild. - Julian Togelius, Noor Shaker, Georgios N. Yannakakis:
Active player modelling. - Emmett Tomai, Roberto Flores:
Adapting in-game agent behavior by observation of players using learning behavior trees. - Kathleen Tuite:
GWAPs: Games with a problem. - Frederik Van Broeckhoven, Olga De Troyer:
Specifying the pedagogical aspects of narrative-based digital learning games using annotations. - Richard Zhao, Duane Szafron:
Virtual character behavior architecture using cyclic scheduling.
Posters
- Jon Back, Annika Waern:
Codename Heroes - Designing for experience in public places in a long term pervasive game. - Sander Bakkes, Shimon Whiteson:
Design criteria for challenge balancing of personalised game spaces. - Kara A. Behnke, Meg Leta Ambrose, John K. Bennett:
Must be 13 to play: Addressing children participation in networked games. - Mário A. M. Guimarães, Leon Jololian:
Gender differences in videogame development classes: U.S. and the U.A.E. - Christoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis:
Generative agents for player decision modeling in games. - Hartmut Koenitz:
Reflecting civic protest - the Occupy Istanbul game. - Joseph C. Osborn, Michael Mateas:
A game-independent play trace dissimilarity metric.
Games and demos
- Edgar Omar Cebolledo Gutierrez, Olga De Troyer:
SimBully: A 'bullying in schools' simulation. - Jacob Garbe, Aaron A. Reed, Noah Wardrip-Fruin, Michael Mateas:
Ice-Bound: A novel of reconfiguration. - Tilman Geishauser, Yun-Gyung Cheong, Mark J. Nelson:
A prototype using territories and an affordance tree for social simulation gameplay. - Lindsay D. Grace:
Big Huggin': Affection gaming for alternative play. - Lindsay D. Grace:
Black Like Me? Embedding 2-tiered procedural rhetoric in a critical game. - Lindsay D. Grace:
Equal opportunity affection games, critical design in Stolen Kisses. - Cécile Le Prado, Stéphane Natkin:
The Listening Walker: Interactive sound walk in a virtual city. - Heather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Daniel G. Shapiro, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Chris Lewis, Daniel Cetina, Shayne Clementi:
Xylem: The Code of Plants. - Bradford W. Mott, Jonathan P. Rowe, Wookhee Min, Robert G. Taylor, James C. Lester:
FLARE: An open source toolkit for creating expressive user interfaces for serious games. - Doris C. Rusch:
Games about mental health - Designing the experience of "What it's Like". - Ian Schreiber:
Harmony: A game to teach transitive game balance. - Chek Tien Tan, Hemanta Sapkota, Daniel Rosser, Yusuf Pisan:
A game to crowdsource data for affective computing. - Brian M. Winn, Casey O'Donnell, Greg Kozma, Reuven Margrett:
Sparks of Eternity: A new approach to religious education.
Doctoral consortium
- Sheng-Yi Hsu, Chuen-Tsai Sun:
Modelling market sellers in World of Warcraft. - Ben A. Kybartas, Rafael Bidarra, Elmar Eisemann:
Integrating semantics and narrative world generation. - Rune Kristian Lundedal Nielsen, Espen Aarseth, Arne Poulsen:
Challenges for game addiction as a mental health diagnosis. - Chen Si, Yusuf Pisan, Chek Tien Tan:
Automated terrain analysis in real-time strategy games. - Björn Strååt, Harko Verhagen:
Evaluating the evaluation tools. - Sandra Yao:
Digital political science: Pixelizing international relations.
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