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8th FDG 2013: Chania, Crete, Greece
- Georgios N. Yannakakis, Espen Aarseth, Kristine Jørgensen, James C. Lester:
Proceedings of the 8th International Conference on the Foundations of Digital Games, FDG 2013, Chania, Crete, Greece, May 14-17, 2013. Society for the Advancement of the Science of Digital Games 2013, ISBN 978-0-9913982-0-1 - Preface and acknowledgments.
Full papers
- Staffan Björk:
On the foundations of digital games. 1-8 - Gordon Calleja:
Narrative involvement in games. 9-16 - Sebastian Möring:
Play, metaphor and representation - a love triangle or une liaison dangereuse? 17-25 - David Myers:
On the absence of imaginative resistance in games. 26-30 - Daniel Vella:
It's a-me / Mario: Playing as a ludic character. 31-38 - José P. Zagal, Staffan Björk, Chris Lewis:
Dark patterns in the design of games. 39-46 - Marcus Carter, Martin R. Gibbs:
eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition. 47-54 - Mia Consalvo, Christopher A. Paul:
Welcome to the discourse of the real: Constituting the boundaries of games and players. 55-62 - Lina Eklund, Karin Helmersson Bergmark:
Parental mediation of digital gaming and internet use. 63-70 - Raphaël Marczak, Gareth Schott, Pierre Hanna, Jean-Luc Rouas:
Feedback-based gameplay metrics. 71-78 - Iro Voulgari, Vassilis Komis:
Players' perceptions on the concept of the "good player" in MMOGs. 79-85 - José P. Zagal, Noriko Tomuro:
Cultural differences in game appreciation: A study of player game reviews. 86-93 - Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Prom Week: Designing past the game/story dilemma. 94-101 - David Milam, Magy Seif El-Nasr, Lyn Bartram, Bardia Aghabeigi:
Visual motion in a railed shooter game: A designer study. 102-108 - Yinxuan Shi, Roger Crawfis:
Optimal cover placement against static enemy positions. 109-116 - Tobias Sturn, Michael Wimmer, Peter Purgathofer, Steffen Fritz:
Landspotting - Games for improving global land cover. 117-125 - Cagdas Toprak, Joshua Platt, Hsin Yang Ho, Florian Mueller:
Cart-Load-O-Fun: Designing digital games for trams. 126-133 - Paolo Burelli:
Virtual cinematography in games: Investigating the impact on player experience. 134-141 - Inger Ekman:
On the desire to not kill your players: Rethinking sound in pervasive and mixed reality games. 142-149 - Katharina Emmerich, Maic Masuch:
Helping friends or fighting foes: The influence of collaboration and competition on player experience. 150-157 - Eleanor O'Rourke, Eric Butler, Yun-En Liu, Christy Ballweber, Zoran Popovic:
The effects of age on player behavior in educational games. 158-165 - Shoshannah Tekofsky, Pieter Spronck, Aske Plaat, H. Jaap van den Herik, Jan M. Broersen:
PsyOps: Personality assessment through gaming behavior. 166-173 - Vero Vanden Abeele, Bob De Schutter, Brian J. Gajadhar, Daniel M. Johnson:
More naturalness, less control: The effect of natural mapping on the co-located player experience. 174-182 - Huiwen Zhao:
Emotion in interactive storytelling. 183-189 - Aaron William Bauer, Seth Cooper, Zoran Popovic:
Automated redesign of local playspace properties. 190-197 - Swen E. Gaudl, Simon Davies, Joanna J. Bryson:
Behaviour oriented design for real-time-strategy games. 198-205 - Jan Koutník, Giuseppe Cuccu, Jürgen Schmidhuber, Faustino J. Gomez:
Evolving large-scale neural networks for vision-based TORCS. 206-212 - Antonios Liapis, Georgios N. Yannakakis, Julian Togelius:
Sentient Sketchbook: Computer-aided game level authoring. 213-220 - Adam M. Smith, Eric Butler, Zoran Popovic:
Quantifying over play: Constraining undesirable solutions in puzzle design. 221-228 - Jonathan Tremblay, Clark Verbrugge:
Adaptive companions in FPS games. 229-236 - Neven Caplar, Mirko Suznjevic, Maja Matijasevic:
Analysis of players' in-game performance vs rating: Case study of Heroes of Newerth. 237-244 - Anders Drachen, Christian Thurau, Rafet Sifa, Christian Bauckhage:
A comparison of methods for player clustering via behavioral telemetry. 245-252 - Günter Wallner:
Play-Graph: A methodology and visualization approach for the analysis of gameplay data. 253-260 - Wolmet Barendregt, Mattias von Feilitzen:
Course on interaction games and learning for interaction design students. 261-268 - Malcolm Ryan:
That Ball Game: A game for teaching game design. 269-274 - Annika Waern:
Game analysis as a signature pedagogy of game studies. 275-282 - Joana Campos, Carlos Martinho, Gordon Ingram, Asimina Vasalou, Ana Paiva:
My Dream Theatre: Putting conflict on center stage. 283-290 - Karl C. Fua, Swati Gupta, David Pautler, Ilya Farber:
Designing serious games for elders. 291-297 - Brian Greenspan, Jennifer R. Whitson:
Whether to play or preserve the past?: Creating The Forgotten Worker Quest. 298-305 - Björn Berg Marklund, Per Backlund, Mikael Johannesson:
Children's collaboration in emergent game environments. 306-313 - David Maung, Roger Crawfis, Lynne V. Gauthier, Lise Worthen-Chaudhari, Linda P. Lowes, Alex Borstad, Ryan J. McPherson:
Games for therapy: Defining a grammar and implementation for the recognition of therapeutic gestures. 314-321 - Andreea Molnar, Patty Kostkova:
Seamless evaluation integration into IDS educational games. 322-329 - William Ryan, Dennis Charsky:
Integrating serious content into serious games. 330-337 - Amy Shannon, Acey Kreisler Boyce, Chitra Gadwal, Tiffany Barnes:
Effective practices in game tutorial systems. 338-345 - Michael G. Wagner, Thomas Wernbacher:
Iterative didactic design of serious games. 346-351 - Christopher Zorn, Chadwick A. Wingrave, Emiko Charbonneau, Joseph J. LaViola Jr.:
Exploring Minecraft as a conduit for increasing interest in programming. 352-359
Short papers
- José María Font, Tobias Mahlmann, Daniel Manrique, Julian Togelius:
Towards the automatic generation of card games through grammar-guided genetic programming. 360-363 - Laura Herrewijn, Karolien Poels, Gordon Calleja:
The relationship between player involvement and immersion: An experimental investigation. 364-367 - Bradley James, Barbara Fletcher, Nia Wearn:
Three corners of reward in computer games. 368-371 - Panagiotis Koutsouras, Paul A. Cairns:
User-generated content as cues for performance in LittleBigPlanet. 372-375 - David Llansó, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Pedro A. González-Calero, Magy Seif El-Nasr:
Tool-supported iterative learning of component-based software architecture for games. 376-379 - Michael Eagle, Matthew W. Johnson, Tiffany Barnes, Acey Kreisler Boyce:
Exploring player behavior with visual analytics. 380-383 - Henrik Schoenau-Fog, Sandy Louchart, Theodore Lim, María T. Soto-Sanfiel:
Narrative engagement in games - A continuation desire perspective. 384-387
Research and experimental game festival
- Jason Begy, Steven Schirra:
MovMote: A game for studying interpretation. 388-389 - Acey Kreisler Boyce, Amy Shannon, Chitra Gadwal, Tiffany Barnes:
BeadLoom Game. 390-392 - Jean E. Dumas, Nicolas Habonneau, Urs Richle, Nicolas Szilas:
The Simula Family. 393-395 - Christoffer Holmgård, Georgios N. Yannakakis, Rilla Khaled:
The games for health prototype. 396-399 - Gerd Kortemeyer, Philip Tan, Steven Schirra:
A Slower Speed of Light: Developing intuition about special relativity with games. 400-402 - Konstantin Mitgutsch, Steven Schirra, Sara Verrilli, Richard Eberhardt:
Movers and Shakers: Conversation and conflict in a serious game for tablets. 403-405 - Mathias Nordvall:
Sightlence: Haptics for games and accessibility. 406-409 - Nikolaos Papahristou, Ioannis Refanidis:
AnyGammon: Playing backgammon variants using any board size. 410-412 - William Ryan, Jennifer Stewart, Dean Verleger, Jackie Crofts:
Network Nightmares: Using games to teach networks and security. 413-416
Posters and demos
- Eirini Christinaki, Georgios A. Triantafyllidis, Nikolas Vidakis:
A gesture-controlled serious game for teaching emotion recognition skills to preschoolers with autism. 417-418 - Nick Degens, Gert Jan Hofstede, Samuel Mascarenhas, Ana Paiva, André Silva, Felix Kistler, Elisabeth André, Arvid Kappas, Ruth Aylett:
Traveller: Interacting with agents to deal with misunderstandings due to culture. 419-420 - Ángel Fernández Cabezas, Tommy Thompson:
Real-time procedural terrain generation through swarm behaviours. 421-422 - Dirk P. Janssen, Licia Calvi, Stefano Gualeni:
A framework for biometric playtesting of games. 423-424 - Rilla Khaled, Georgios N. Yannakakis:
Village Voices: An adaptive game for conflict resolution. 425-426 - Yana Knight, Héctor Pérez Martínez, Georgios N. Yannakakis:
Space Maze: Experience-driven game camera control. 427-428 - Rene Ksuz, Magdalena Soukup, Gerald Hauzenberger, Thomas Peintner, Fabian Schmidt:
Valory: Simultaneous control of avatar and environment in a platform game. 429-430 - Boyang Li, Stephen Lee-Urban, Mark O. Riedl:
Crowdsourcing interactive fiction games. 431-432 - Jeroen Linssen, Thomas de Groot:
AGENT: Awareness Game Environment for Natural Training. 433-434 - Ricardo Lopes, Ken Hilf, Luke Jayapalan, Rafael Bidarra:
Gameplay semantics for authoring adaptivity in mobile games. 435-436 - Rune Nielsen:
Refining game addiction questionnaires: Evidence for a natural cut-off point? 437-438 - Adam Pace, Tommy Thompson:
Procedural content generation and evolution within the EvoTanks domain. 439-440 - Felix Reer, Nicole C. Krämer:
Social capital in World of Warcraft guilds: Construction and evaluation of a path model. 441-442 - Eric Rijnboutt, Olivier Hokke, Rob Kooij, Rafael Bidarra:
A robust throw detection library for mobile games. 443-444 - Dana Ruggiero:
Youth offenders developing social and technical skills through game creation. 445-446 - Jeremiah J. Shepherd, Bill Arndt, W. Jim Zheng, Yun Zhu, Jijun Tang:
Exploring genomes with a game engine. 447-448 - Andreas Stiegler, Daniel Jack Livingstone:
AI and human player cooperation in RTS games. 449-450 - Julian Togelius, Marie Gustafsson Friberger:
Bar chart ball, a data game. 451-452 - Martha Vlachou-Konchylaki, Stavros Vassos:
Combining deliberation and reactive behavior for AI players in the Mini-Tichu card-game. 453-454 - Henrik Warpefelt, Björn Strååt:
Anti-heuristics for maintaining immersion through believable non-player characters. 455-456 - Hong Yu, Mark O. Riedl:
Toward personalized guidance in interactive narratives. 457-458
Doctoral consortium
- Titus Barik:
Inferring cognitive behaviors from low-level user interactions in games. 459-461 - Cristina Battaglino:
Moral dilemmas in role playing digital games. 462-464 - Marcus Carter:
Ruthless play. 465-467 - Christoffer Holmgård:
Decision making styles in computer games. 468-471 - Veli-Matti Karhulahti:
Adventure games in kinesthetic videogame theory - A demand-based framework for conceptualizing the narrative. 472-473 - Björn Berg Marklund:
On the development of learning games. 474-476 - Oskar Milik:
Protecting face in virtual life: An ethnographic analysis of identity categories and informal systems of social control in massively multiplayer online worlds. 477-478 - John Murray:
Collaborative procedurally elaborated storytelling. 479-481 - Lisa Newon:
Discourses of connectedness: Constructing the networked, mediated community. 482-484 - Amon Rapp:
Beyond gamification: Enhancing user engagement through meaningful game elements. 485-487 - Kyle Rentschler:
An examination of human values embedded in commercial video game design. 488-489 - Christian Reuter:
Authoring multiplayer serious games. 490-492 - José Serra:
Intelligent facial animation. 493-495 - Cagdas Toprak:
Understanding digital play in moving spaces. 496-498 - Henrik Warpefelt:
Decoding the social capability of NPCs. 499-501
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