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FDG 2025: Vienna & Graz, Austria
- Johanna Pirker, Fares Kayali, Katta Spiel, Sabine Harrer, Ahmed Khalifa, Gabriella A. B. Barros:

Proceedings of the 20th International Conference on the Foundations of Digital Games, FDG 2025, Vienna & Graz, Austria, April 15-18, 2025. ACM 2025, ISBN 979-8-4007-1856-4
Technical Game Development and Hardware
- Naznin Sharmin Shishir

, Richard Zhao
:
Is the Jedi Force Pull Method Effective? Evaluating Eye-Tracked Object Grabbing in VR. 1:1-1:10 - Qianwen Lyu

, David E. Millard
, Nicholas Gibbins
:
Stories from the Bottom Up: Emergent Narratives with Composable Story Sifting Patterns. 2:1-2:11 - Markus Kirjonen

, Adas Slezas
, Supriya Dutta
, Markus Laattala
, Perttu Hämäläinen
:
Souls-VR: Dodge-Rolling in Virtual Reality. 3:1-3:11
Game Design, Studio Practices, and Novel Player Experiences
- Erin J. K. Truesdell

:
"Pull the Lever, Kronk!": Mapping Controller Affordances to Collaborative Sense-Making in Play. 4:1-4:10 - Miikka Junnila

:
Thematization of actions in open-world action-adventure games. 5:1-5:13 - Anna-Lena Meiners

, Damian Reich
, Kieran Hicks
, Dmitry Alexandrovsky
, Kathrin Gerling
:
Lushness in Game Design: The Role of Non-Interactive Visual Embellishments in Player Experience. 6:1-6:11 - Dave Hawey

:
Understanding Game Art Practice Beyond Technical Expertise: A Qualitative Study. 7:1-7:12 - Daeana Paula Bourscheid

, Andrea Valéria Steil, Elizabet da Silva Paixão
:
Crunch on video game production: practices to avoid for healthier workplaces in Game Development. 8:1-8:5 - Hamza Bashandy

:
A Design Toolkit of Ludic Contentious Politics: The Case of Protest in Videogames. 9:1-9:6 - Annakaisa Kultima

:
Trends in Gaming - Views of Industry Professionals and Game Scholars. 10:1-10:7 - Celina Auer

, Michael Lankes
:
Enhancing Player Satisfaction Through Personality-Based Narrative Adaptation in Digital Games. 11:1-11:11 - Julius Tietenberg

, Patrizia Ring
, Maic Masuch
:
Virtual Proximity, Real Anxiety: How Co-located VR Gameplay Increases Mutual Player Distance and Fear of Colliding. 12:1-12:14 - Jessica Cox

, Kaylee Forsting
, Matthew Mosher
:
Building Story and Interest: How Lore and Atmosphere Affect Immersion Within an ARG. 13:1-13:6 - Thomas Westin

, Jenny Brusk
, Adam Palmquist
:
Accessibility and Inclusion in the Game Industry: A position paper. 14:1-14:6 - Yannick Seim

, Lukas Strobel
, Kathrin Gerling
, Dmitry Alexandrovsky
:
Understanding Disengagement From Competitive Multiplayer Games: An Exploratory Study of League of Legends. 15:1-15:11 - Sasha Soraine

, Jacques Carette
:
The Many Views of Game-Related Experiences with the Experiential Tetrad. 16:1-16:11 - Vinaya Tawde

, Simone Kriglstein
:
Mobile Augmented Reality: A Systematic Review of Current Research and the Untapped Potential of Interactive Marker-Based Games. 17:1-17:12 - Prabhav Bhatnagar

, Markus Laattala
, Supriya Dutta
, Tom Cole
, Perttu Hämäläinen
:
Beyond Satisfaction: Game Feel Design for Emotionally Impactful Experiences. 18:1-18:17 - Arjun Madhusudan

, Josef B. Spjut
, Benjamin Watson
, Seth Schneider
, Ben Boudaoud
, Joohwan Kim
:
Toward Understanding Display Size for FPS Esports Aiming. 19:1-19:7 - Fiona Shyne

, Seth Cooper
:
Computational Tools for Table-Top Role-Playing Games: A Scoping Review. 20:1-20:14 - Enric Granzotto Llagostera

, Rilla Khaled
, Kalervo A. Sinervo
:
Tracing Research Through Design with Ponte: bridging game development repositories and qualitative research tools. 21:1-21:10
Game Analytics and Visualization
- Pablo Gutiérrez-Sánchez

, Diego Pérez-Liébana
, Raluca D. Gaina
:
Explaining and Clustering Playtraces Using Temporal Logics. 22:1-22:10 - Alexander J. Bisberg

, Emily Chen
, Marlon Twyman
, Dmitri Williams
, Emilio Ferrara
:
STRIVE: Socio-behavioral Taxonomy Representation for Interactive Virtual Environments. 23:1-23:9 - Letian Wang

, Claire Dormann
, Guenter Wallner
:
Player Perception Matters: Insights into the Use of Esports Live Companion Tools. 24:1-24:14
Game Artificial Intelligence
- Christian Poglitsch

, Fabian Szakács
, Johanna Pirker
:
Evaluating Large Language Models through Communication Games: An Agent-Based Framework Using Werewolf in Unity. 25:1-25:10 - Riemer van Rozen

:
Live Game Design: Prototyping at the Speed of Play. 26:1-26:12 - Ahmed Khalifa

, Roberto Gallotta
, Matthew Barthet
, Antonios Liapis
, Julian Togelius
, Georgios N. Yannakakis
:
The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games. 27:1-27:12 - Ross Mawhorter

, Adam M. Smith
:
Analytic Procgen with Composable Design Space Expressions. 28:1-28:11 - Louis Robinet

, Marcello A. Gómez Maureira
, Mike Preuss
:
Towards a Celeste AI Framework: Agent-free Automated 2D Level Generation for Multidirectional Platformers. 29:1-29:14 - Mike Treanor

, Ben Samuel
, Mark J. Nelson
:
Slice of Life: A Social Physics Game with Interactive Conversations using Symbolically Grounded LLM-Based Generative Dialogue. 30:1-30:11 - Lasantha Senanayake

, Stephen G. Ware
:
Language Models as Narrative Planning Heuristics. 31:1-31:9 - Jonathan Campbell

, Clark Verbrugge
:
Playing RollerCoaster Tycoon with Reinforcement Learning. 32:1-32:7 - Mahsa Bazzaz

, Seth Cooper
:
Analysis of Robustness of a Large Game Corpus. 33:1-33:9
Game Criticism and Analysis
- Huajing Pan

:
Between Illusion and Reality: A Philosophical Reflection on the Fantasy Created by Video Games. 34:1-34:7 - Josiah D. Boucher

, Yunus Dogan Telliel
, Gillian Smith
:
Shifting Genres: Limits of Video Game Genre Taxonomy in Roguelikes. 35:1-35:10 - PB Berge

:
Anti-Games, Fantasy Consoles, and the Rise of Speculative Game Development on Itch.io. 36:1-36:12 - Anne Sullivan

, Mel Stanfill
, Anastasia Salter
, Noah Wardrip-Fruin
:
Form and Function: Toward a Better Understanding of Design-Based Games. 37:1-37:16 - Mads Haahr

, Valentina Nisi
, Joris Vreeke
, Charlie Hargood
:
Temporal Collisions: On the Use of Narrative Conventions from Genre Fiction for Location-Based Cultural Heritage Games. 38:1-38:9 - Max Chen

, Edward Morrell
:
Exploring the Purpose and Development of Academic Games: An Analysis of Games Reported at the Foundations of Digital Games Conference (2007-2024). 39:1-39:11
Beyond Entertainment
- Qiao Zhang

, Glen Smith
, Ziyu Li
, Yuxuan Dong
, Erik Harpstead
, Christopher J. MacLellan
:
Dice Adventure: An Asymmetrical Collaborative Game for Exploring the Hybrid Teaming Effects. 40:1-40:9 - Bethany Miatta Turay

, Alesandra Baca-Vázquez
, Alexandra To
, Angela D. R. Smith
:
"I want to let them in": Exploring Critical Consciousness Development through Roleplay and Reflection in "Papers, Please". 41:1-41:13 - Tim Yeung

, Maximilian A. Friehs
, Marcello A. Gómez Maureira
:
Mapping Practices of Academic Game Development. 42:1-42:11 - Wenjun Liu

, Charlie Hargood
, Wen Tang
, Vedad Hulusic
:
Evaluating the Impact of User and Learning Experience in Three Cultural Heritage VR Applications. 43:1-43:18 - Dimitra Petousi

, Akrivi Katifori
, Pantelis Sakellariadis
, Katerina Servi
, Lori Kougioumtzian
, Georgia Koutiva
, Maria Roussou
, Yannis E. Ioannidis
:
The Intersection of Play and History: Integrating Historical Content in Tabletop Role-Playing Games for Education. 44:1-44:11
Games Pedagogy
- Britton Horn

:
LEGO Prototyping in an Introductory Game Development Course. 45:1-45:11 - Richard Wetzel

:
Game Design Games: Designing Games for Teaching Game Design. 46:1-46:10 - Daniel Cox

, John T. Murray
, Anastasia Salter
:
Routine, Twisty, and Queer: Pasts and Futures of Games Programming Pedagogy with No and Low Code Tools. 47:1-47:8
Late Breaking Short Papers
- Florian Rupp

, Kai Eckert
:
Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning. 48:1-48:4 - Mathias Babin

, Michael Katchabaw
:
Game Balance Through Procedural Content Generation. 49:1-49:4 - Nabeeha Ali

:
Towards Custom Quest Tutorials: Identifying and Addressing Players' Cognitive and Performative Struggles in Games. 50:1-50:4 - Alison Crosby

, MJ Johns
, Katherine Isbister
, Sri Kurniawan
:
Designing FEVR: a VR Game for Wildfire Evacuation Readiness. 51:1-51:4 - Soyoun Eom

, Chanuk Moon
, Ahyeong Shim
, Jooeun Kang
, JaeJun Lee
:
Enhancing Game Mechanics for IP-Based Games: The IP-MDA Framework with a Case Study on the White Day Korean Horror IP. 52:1-52:5 - Melissa J. Rogerson

, Sasha Soraine
, Niels Wouters
:
A Surfeit of Barbarians: Using Facial Recognition Technology to Generate a Dungeons and Dragons Character. 53:1-53:4 - Christian Feichtinger

, Michael Lankes
:
Where am I? Design Pointers for Enhanced Spatial Orientation in 3D Games. 54:1-54:4 - Wieger Wittrock

, Kasia Zalewska-Kurek
, Adriana A. Zekveld
, Sophia E. Kramer
, Marcello A. Gómez Maureira
:
Serious Gaming Meets Audiology: Developing a Video Game for Auditory Testing. 55:1-55:4 - Nora Bakken

, Geoffrey Gonzales
, Osvaldo Jiménez:
Noisrucer: A Student-developed Game for Recursion. 56:1-56:4 - Fandi Meng

, Simon M. Lucas
:
Cluedo AI: Applying Constraint-Solving Methods to Play the Multi-Player Deduction Game Cluedo. 57:1-57:4 - Georg Palasser

, Johannes Pfau
, Alessandro Canossa
, Ahmad Azadvar
, Johanna Pirker
, Casper Harteveld
:
The Elusive "Gaming Culture": Assessing Cluster Stability of Players' Experience from 26 Countries. 58:1-58:4 - Carina Weichselbraun

, Michael Holly
, Barbara Strachwitz
, Nina von Gayl
, Johanna Pirker
:
Cash Action: An Educational Multiplayer Game for Teaching Financial Concepts. 59:1-59:4 - Hana Sinkovic

, Marcello A. Gómez Maureira
, Marcus Gerhold
:
Affective Mirroring in Video Game NPCs: A Pilot Study Evaluating Player Engagement. 60:1-60:4 - Kitty Boakye

, Kaitlyn Tsien
, Nissi Awosanya
, Peter A. Mawhorter
:
The Image of the Open World Game. 61:1-61:4 - Wayne Reynolds

:
Gaming (With) the Xbox Adaptive Controller. 62:1-62:3
Workshop on Procedural Content Generation
- Oliver Withington

:
Exploring the Possibility Space of 1 Billion Spells. 63:1-63:4 - Daria Protsenko

, Joris Dormans
, Riemer van Rozen
:
Maintenance in Procedural Level Design: Lessons from Ludoscope. 64:1-64:4 - Jim Whitehead

, Thomas Wessel
, Blythe Chen
, Raven Cruz-James
, Luc Harnist
, William Klunder
, Justin Lam
, Ethan Lin
, Roman Luo
, Hung Nguyen
, Naitik Poddar
, Shiva Ravinutula
, Alejandro Montoreano
, Logan Shehane
, Yazmyn Sims
, Jarod Spangler
, Michelle Tan
, Zosia Trela
:
Conversational Interactions with Procedural Generators using Large Language Models. 65:1-65:7 - Kaijie Xu

, Clark Verbrugge
:
Constraint Is All You Need: Optimization-Based 3D Level Generation with LLMs. 66:1-66:13 - Konstantinos Sfikas

, Antonios Liapis
, Georgios N. Yannakakis
:
Diverse Level Generation via Machine Learning of Quality Diversity. 67:1-67:10 - Seth Cooper

, Mahsa Bazzaz
:
Stuck in the Middle: Generating Levels without (or with) Softlocks. 68:1-68:9 - Mahsa Bazzaz

, Seth Cooper
:
Level Generation with Constrained Expressive Range. 69:1-69:6 - Mahsa Bazzaz

, Seth Cooper
:
Analysis of Uncertainty in Procedural Maps in Slay the Spire. 70:1-70:10 - Anders Bouwer

, Riemer van Rozen
:
Towards Didactics-Driven Development of Educational Games. 71:1-71:9
Workshop on Tabletop Games
- Sasha Soraine

, Melissa J. Rogerson
:
Core or Chore? How Hybridity Impacts Player Experience. 72:1-72:4 - Tamara Dobler

, Lorenzo Galeotti
, Riemer van Rozen
:
LogiCraft: A Game Modification Framework for Learning Propositional Logic. 73:1-73:11 - Ana Almeida

, Deise Vianna
, Carla Sousa
:
Modern Board Games as a Proposal for Teaching Physics with a Focus on Science, Technology and Society (STS). 74:1-74:9 - Lori Kougioumtzian

, Christos Lougiakis
, Akrivi Katifori
, Giorgos Ganias
, Yannis E. Ioannidis
:
Piecing the puzzle together: Towards improving digital tools for board game design. 75:1-75:11
xAI in Game Playing
- Leendert Johannes Tanis

, Rafael Fernandes Cunha
, Marco Zullich
:
Bridging Faithfulness of Explanations and Deep Reinforcement Learning: A Grad-CAM Analysis of Space Invaders. 76:1-76:7 - Daniela De Angeli

:
Creating an xAI Framework for Diverse Game Characters. 77:1-77:9

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