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FDG 2020: Bugibba, Malta
- Georgios N. Yannakakis, Antonios Liapis, Penny Kyburz, Vanessa Volz, Foaad Khosmood, Phil Lopes:
FDG '20: International Conference on the Foundations of Digital Games, Bugibba, Malta, September 15-18, 2020. ACM 2020, ISBN 978-1-4503-8807-8
Game Artificial Intelligence
- Konstantinos Sfikas, Antonios Liapis:
Collaborative Agent Gameplay in the Pandemic Board Game. 1:1-1:11 - Jeppe Theiss Kristensen, Paolo Burelli:
Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games. 2:1-2:10 - Alexander Gellel, Penny Sweetser:
A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels. 3:1-3:10 - Sam Snodgrass, Anurag Sarkar:
Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders. 4:1-4:11 - Martin Pichlmair, Charlene Putney:
Procedural Generation for Divination and Inspiration. 5:1-5:7 - Jichen Zhu, Santiago Ontañón:
Player-Centered AI for Automatic Game Personalization: Open Problems. 6:1-6:8 - Robert C. Gray, Jichen Zhu, Danielle Arigo, Evan M. Forman, Santiago Ontañón:
Player Modeling via Multi-Armed Bandits. 7:1-7:8 - Megan Charity, Michael Cerny Green, Ahmed Khalifa, Julian Togelius:
Mech-Elites: Illuminating the Mechanic Space of GVG-AI. 8:1-8:10 - Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Julian Togelius:
Automatic Critical Mechanic Discovery Using Playtraces in Video Games. 9:1-9:9 - Hendrik Baier, Michael Kaisers:
Opponent-Pruning Paranoid Search. 10:1-10:7 - Gorm Lai, William H. Latham, Frederic Fol Leymarie:
Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry. 11:1-11:4 - Nicolas Szilas, Ruud de Jong, Mariët Theune:
ExpReal: a Writing Language and System for Authoring Texts in Interactive Narrative. 12:1-12:4 - Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin:
Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game. 13:1-13:4 - Peter Ziegler, Sebastian von Mammen:
Generating Real-Time Strategy Heightmaps using Cellular Automata. 14:1-14:4 - Megan Washburn, Foaad Khosmood:
Dynamic Procedural Music Generation from NPC Attributes. 15:1-15:4 - Conor Stephens, Chris Exton:
Assessing Multiplayer Level Design Using Deep Learning Techniques. 16:1-16:3 - Ahmed M. Abuzuraiq, Osama Alsalman, Halil Erhan:
Shopping for Game levels: A Visual Analytics Approach to Exploring Procedurally Generated Content. 17:1-17:4
Game Design and Development
- Batu Aytemiz, Adam M. Smith:
A Diagnostic Taxonomy of Failure in Videogames. 18:1-18:11 - Henrik Warpefelt:
Micro-level examination of games using Indicator Analysis. 19:1-19:9 - Quang N. Vu, Cor-Paul Bezemer:
An Empirical Study of the Characteristics of Popular Game Jams and Their High-ranking Submissions on itch.io. 20:1-20:11 - Pedro Beça, Mónica Aresta, Ana Isabel Veloso, Rita Santos, Eduardo Ferreira, Sofia Jervis, Gonçalo Gomes, Cláudia Ortet, Mariana Pereira, Sofia Ribeiro:
Developing a Toolkit to Game Design: The Gamers4Nature Project: from Concept to Artefact. 21:1-21:8 - Rehaf Aljammaz, Elisabeth Oliver, Jim Whitehead, Michael Mateas:
Scheherazade's Tavern: A Prototype For Deeper NPC Interactions. 22:1-22:9 - John Aycock, Katie Biittner:
LeGACy Code: Studying How (Amateur) Game Developers Used Graphic Adventure Creator. 23:1-23:7 - Henri Bomström, Markus Kelanti, Jouni Lappalainen, Elina Annanperä, Kari Liukkunen:
Synchronizing Game and AI Design in PCG-Based Game Prototypes. 24:1-24:8 - Hirotaka Suetake, Tsukasa Fukusato, Christian Arzate Cruz, Andy Nealen, Takeo Igarashi:
Interactive Design Exploration of Game StagesUsing Adjustable Synthetic Testers. 25:1-25:4 - Alesja Serada:
Why Is CryptoKitties (Not) Gambling? 26:1-26:4 - Rogelio E. Cardona-Rivera, José P. Zagal, Michael S. Debus:
Narrative Goals in Games: A Novel Nexus of Story and Gameplay. 27:1-27:4 - Tobias Nordvig Møller, Jonas Aksel Billeskov, George Palamas:
Expanding Wave Function Collapse with Growing Grids for Procedural Map Generation. 28:1-28:4 - Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Nick Bryan-Kinns, Stefan Poslad:
Working with Nature's Lag: Initial Design Lessons for Slow Biotic Games. 29:1-29:4
Game Criticism and Analysis
- Penny Sweetser, Matthew Aitchison:
Do Game Bots Dream of Electric Rewards?: The universality of intrinsic motivation. 30:1-30:7 - Barrett R. Anderson, Christopher R. Karzmark, Noah Wardrip-Fruin:
We Don't Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions. 31:1-31:11 - Bjarke Alexander Larsen, Henrik Schoenau-Fog:
Making the Player the Detective. 32:1-32:8 - Mark Kretzschmar, Anastasia Salter:
Party Ghosts and Queer Teen Wolves: Monster Prom and Resisting Heteronormativity in Dating Simulators. 33:1-33:8 - Anne Sullivan, Mel Stanfill, Anastasia Salter:
Crafting is So Hardcore: Masculinized Making in Gaming Representations of Labor. 34:1-34:8 - Kirk Lundblade:
Civilizing Civilization (and beyond). 35:1-35:9 - Espen Aarseth, Sebastian Möring:
The game itself?: Towards a Hermeneutics of Computer Games. 36:1-36:8 - Dom Ford:
Giantness and Excess in Dark Souls. 37:1-37:4 - Renata Ntelia:
Romantic Love in Games, Games as Romantic Love. 38:1-38:4 - Daniela De Angeli, Eamonn O'Neill:
A Review of Game Research Methodologies. 39:1-39:4 - Ida Kathrine Hammeleff Jørgensen, Toine Bogers:
"Kinda like The Sims... But with ghosts?": A Qualitative Analysis of Video Game Re-finding Requests on Reddit. 40:1-40:4 - José Messias:
Emergent precariousness: Video game modding in the context of a decolonial philosophy of technology. 41:1-41:4 - Jack Murray:
More Than Just the Table: Analog Games as Computational Platforms. 42:1-42:4 - Colin Stricklin, Michael Nitsche:
Primal Clay: Worldbuilding with the New Materialism. 43:1-43:4 - Jesper Juul:
The Independent Mode: A Functionalist Account of Independent Games and Game History. 44:1-44:4
HCI and Player Experience
- Dominic Kao:
Exploring Help Facilities in Game-Making Software. 45:1-45:14 - Viktor Gustafsson, Benjamin Holme, Wendy E. Mackay:
Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds. 46:1-46:12 - Enrica Loria, Annapaola Marconi:
Reading Between the Lines - Towards an Algorithm Exploiting In-game Behaviors to Learn Preferences in Gameful Systems. 47:1-47:12 - Daniel Gomme, Richard A. Bartle:
Strategy Games: The Components of A Worthy Opponent. 48:1-48:9 - Anna Samira Praetorius, Daniel Görlich:
How Avatars Influence User Behavior: A Review on the Proteus Effect in Virtual Environments and Video Games. 49:1-49:9 - Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild:
Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual Assistance. 50:1-50:12 - Craig G. Anderson:
Hits, Quits, and Retries - Player Response to Failure in a Challenging Video Game. 51:1-51:7 - Argenis Ramirez Gomez, Hans Gellersen:
KryptonEyed: Playing with Gaze Without Looking. 52:1-52:4 - Sergio Estupiñán, Nicolas Szilas:
Looking into Engagement Trajectories in Interactive Digital Narrative using Process Mining. 53:1-53:4 - Nicolas Szilas, Kasper Ingdahl Andkjær, Laurens Kemp, Arnaud Ricci, Tessa Dadema, Henk Herman Nap, Frédéric Ehrler:
Designing a Senior Friendly Interface for a Personalized 3D Narrative Simulation. 54:1-54:4 - Berkeley Andrus, Nancy Fulda:
Immersive Gameplay via Improved Natural Language Understanding. 55:1-55:4 - Reyhaan King, Teresa de la Hera:
Gamer perception of endorsements from Fortnite Streamers on YouTube. 56:1-56:3 - William Martin, Brian Magerko:
The Game as a Classroom: Understanding Players' Goals and Attributions from a Learning Perspective. 57:1-57:4 - Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild:
Intensifying Stress Perception Using Visual Effects in VR Games. 58:1-58:4 - Vivian Hsueh-Hua Chen, Wei Jie Dominic Koek:
Understanding Flow, Identification with Game Characters and Players' Attitudes. 59:1-59:4
Game Analytics and Visualization
- David Melhart, Daniele Gravina, Georgios N. Yannakakis:
Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch. 60:1-60:10 - Markus Eger, Pablo Sauma Chacón:
Deck Archetype Prediction in Hearthstone. 61:1-61:11 - Sidney Araujo Melo, Troy C. Kohwalter, Esteban Clua, Aline Paes, Leonardo Murta:
Player Behavior Profiling through Provenance Graphs and Representation Learning. 62:1-62:11 - Erica Kleinman, Sabbir Ahmad, Zhaoqing Teng, Andy Bryant, Truong-Huy D. Nguyen, Casper Harteveld, Magy Seif El-Nasr:
"And then they died": Using Action Sequences for Data Driven, Context Aware Gameplay Analysis. 63:1-63:12 - Magy Seif El-Nasr, Erica Kleinman:
Data-Driven Game Development: Ethical Considerations. 64:1-64:10 - R. Teal Witter, Alex Lyford:
Applications of Graph Theory and Probability in the Board Game Ticket to Ride. 65:1-65:4 - Mark Ferguson, Sam Devlin, Daniel Kudenko, James Alfred Walker:
Player Style Clustering without Game Variables. 66:1-66:4 - Muhammad Nazhif Rizani, Mohd Nor Akmal Khalid, Hiroyuki Iida, Reza Firsandaya Malik:
Analysis of Business Model Transition Based on Active User and Review Value. 67:1-67:4 - Daniel C. Howe:
DIALOGIC: A Toolkit for Generative Interactive Dialog. 68:1-68:7 - Samuel Truman, Sebastian von Mammen:
An Integrated Design of World-in-Miniature Navigation in Virtual Reality. 69:1-69:9 - Andreas Junker, George Palamas:
Real-time Interactive Snow Simulation using Compute Shaders in Digital Environments. 70:1-70:4 - Alexander Pfeiffer, Simone Kriglstein, Thomas Wernbacher:
Blockchain Technologies and Games: A Proper Match? 71:1-71:4 - Georgi Ivanov, Magnus Håkon Petersen, Kristián Kovalský, Kristian Engberg, George Palamas:
An Explorative Design Process for Game Map Generation Based on Satellite Images and Playability Factors. 72:1-72:4
Games beyond Entertainment
- G. Tanner Jackson, Blair Lehman, Lindsay D. Grace:
Awkward Annie: : Impacts of Playing on the Edge of Social Norms. 73:1-73:8 - Alberto Rojas-Salazar, Mads Haahr:
Learning Binary Search Trees through Serious Games based on Analogies. 74:1-74:6 - Anjum Matin, Mardel Maduro, Rogerio de Leon Pereira, Olivier Tremblay Savard:
Effect of Timer, Top Score and Leaderboard on Performance and Motivation in a Human Computing Game. 75:1-75:10 - Marcello A. Gómez Maureira, Isabelle Kniestedt, Sandra Dingli, Danielle M. Farrugia, Björn Berg Marklund:
CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets. 76:1-76:10 - Janelynn Camingue, Edward F. Melcer, Elín Carstensdóttir:
A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels. 77:1-77:13 - Edward F. Melcer, Katelyn M. Grasse, James Owen Ryan, Nick Junius, Max Kreminski, Dietrich Squinkifer, Brent Hill, Noah Wardrip-Fruin:
Getting Academical: A Choice-Based Interactive Storytelling Game for Teaching Responsible Conduct of Research. 78:1-78:12 - Jasper Schellekens, Stefano Caselli, Stefano Gualeni, Krista Bonello Rutter Giappone:
Satirical Game Design: The Case of the Boardgame Construction BOOM! 79:1-79:12 - Kalliopi Kontiza, Antonios Liapis, Catherine Emma Jones:
Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage. 80:1-80:11 - Jennifer Villareale, Colan F. Biemer, Magy Seif El-Nasr, Jichen Zhu:
Reflection in Game-Based Learning: A Survey of Programming Games. 81:1-81:9 - Phil Lopes, Ronan Boulic:
Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena. 82:1-82:11 - Albert Sjölund, Martijn Straatman, Millen van Osch, Oliver Findra, Pradyot Patil, Mijael Bueno, Nestor Z. Salamon, Rafael Bidarra:
Misusing mobile phones to break the ice: the tabletop game Maze Maestro. 83:1-83:7 - Jean Michel A. Sarr, Georgios N. Yannakakis, Antonios Liapis, Alassane Bah, Christophe Cambier:
Djehuty: A Mixed-Initiative Handwriting Game for Preschoolers. 84:1-84:4 - Sofia Eleni Spatharioti, Borna Fatehi, Melanie Smith, Avery Rosenbloom, Josh Aaron Miller, Magy Seif El-Nasr, Sara Ann Wylie, Seth Cooper:
Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game Toolkit. 85:1-85:4 - Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck:
Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game. 86:1-86:4 - Stefano Caselli, Krista Bonello Rutter Giappone, Jasper Schellekens, Stefano Gualeni:
Satire at Play: A Game Studies Approach to Satire. 87:1-87:4 - Giovanni Maria Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld:
All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game Design. 88:1-88:4 - Danielle Marie Olson, D. Fox Harrell:
"I Don't See Color": Characterizing Players' Racial Attitudes and Experiences via an Anti-Bias Simulation Videogame. 89:1-89:4 - David Bar-El, Kathryn E. Ringland:
Crafting Game-Based Learning: An Analysis of Lessons for Minecraft Education Edition. 90:1-90:4 - Marcelle C. Grech, Owen Sacco:
Analysing Mobile VR Games for Learning a Sport: A Pistol Target Shooting VR Game Use Case. 91:1-91:4 - Stamatia Savvani:
Formalizing Casual Tabletop Games for Language Teaching. 92:1-92:4
Game Education
- Mia Consalvo, Andrew M. Phelps:
Teaching Students How to Make Games for Research-Creation/Meaningful Impact: (Is Hard). 93:1-93:7 - Pier Luca Lanzi, Daniele Loiacono:
Asking Students to Do All the Work: An Analysis of a Fully Peer-Assessed Course on Game Design and Development. 94:1-94:10 - Katerina Morfoniou, Iro Voulgari, Maria Sfyroera, Dimitris Gouscos:
Digital Games and the Emergence of Problem Solving Processes: a Case Study with Preschool Children. 95:1-95:3
Procedural Content Generation
- Antonios Liapis:
10 Years of the PCG workshop: Past and Future Trends. 96:1-96:10 - Jonas Freiknecht, Wolfgang Effelsberg:
Procedural Generation of Interactive Stories using Language Models. 97:1-97:8 - James R. Wootton:
Procedural generation using quantum computation. 98:1-98:8 - Andreas Hald, Jens Struckmann Hansen, Jeppe Kristensen, Paolo Burelli:
Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks. 99:1-99:9 - Mehak Maniktala, Chris Miller, Aaron Margolese-Malin, Arnav Jhala, Chris Martens:
M.I.N.U.E.T.: Procedural Musical Accompaniment for Textual Narratives. 100:1-100:7 - Jim Whitehead:
Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers. 101:1-101:9 - Anurag Sarkar, Seth Cooper:
Sequential Segment-based Level Generation and Blending using Variational Autoencoders. 102:1-102:9 - Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis, Anne Sullivan:
Tabletop Roleplaying Games as Procedural Content Generators. 103:1-103:9 - Ahmed Khalifa, Julian Togelius:
Multi-Objective level generator generation with Marahel. 104:1-104:8
User Experience of Artificial Intelligence in Games
- Marcello A. Gómez Maureira, Giulio Barbero, Maria Freese, Mike Preuss:
Towards a Taxonomy of AI in Hybrid Board Games. 105:1-105:6 - Daniel DeKerlegand, Ben Samuel, Jeffrey Leichman:
Encoding Socio-Historical Exegesis as Social Physics Predicates. 106:1-106:9
Digital Games for Digital Literacy and Computational Thinking
- Domna Chiotaki, Kostas Karpouzis:
Open and Cultural Data Games for Learning. 107:1-107:7 - Björn Berg Marklund, Rebecca Rouse, Lissa Holloway-Attaway:
Contextualizing Game Literacy: A transhistorical approach to understanding Game-Based Learning environments. 108:1-108:6 - Iro Voulgari, Konstantinos Lavidas, Vassilis Komis, Stavros Athanassopoulos:
Examining Student Teachers' Perceptions and Attitudes towards Game Based Learning. 109:1-109:5 - Iro Voulgari, Stephanie Vouvousira, Aimilia Fakou:
A Game about our Neighbourhood: A Case Study of Participatory Game Design with Pre-school Children. 110:1-110:5 - Giulio Barbero, Marcello A. Gómez Maureira, Felienne F. J. Hermans:
Computational Thinking through Design Patterns in Video Games. 111:1-111:4
Tabletop Games
- Rommel Dias Saraiva, Alexandr Grichshenko, Luiz Jonatã Pires de Araújo, Bonfim Amaro Júnior, Guilherme Nepomuceno de Carvalho:
Using Ant Colony Optimisation for map generation and improving game balance in the Terra Mystica and Settlers of Catan board games. 112:1-112:7 - Vinny Montag:
Refugeoly: Building a Serious Game through refugee testimonies. 113:1-113:5 - Marco Scirea, Andrea Valente:
Boardgames and Computational Thinking: how to identify games with potential to support CT in the classroom. 114:1-114:8 - Christopher W. Totten:
The making of La Mancha. 115:1-115:8
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