- Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Stefan Poslad:
A new mould rush: designing for a slow bio-digital game driven by living micro-organisms. FDG 2018: 10:1-10:9 - Erica Kleinman, Elín Carstensdóttir, Magy Seif El-Nasr:
Going forward by going back: re-defining rewind mechanics in narrative games. FDG 2018: 32:1-32:6 - Mehmet Kosa, Pieter Spronck:
What tabletop players think about augmented tabletop games: a content analysis. FDG 2018: 6:1-6:8 - Shringi Kumari, Sebastian Deterding, Gustav Kuhn:
Why game designers should study magic. FDG 2018: 30:1-30:8 - Liting Kway, Alex Mitchell:
Emotional agency in storygames. FDG 2018: 21:1-21:10 - Michael Lankes, Matej Rajtár, Oleg Denisov, Bernhard Maurer:
Socialeyes: social gaze in collaborative 3D games. FDG 2018: 3:1-3:10 - Laura M. Levy, Amy J. Lambeth, Rob Solomon, Maribeth Gandy:
Method in the madness: the design of games as valid and reliable scientific tools. FDG 2018: 9:1-9:10 - Marcello A. Gómez Maureira:
CURIO: a game-based learning toolkit for fostering curiosity. FDG 2018: 59:1-59:6 - Eric Murnane:
Unraveling the mortal coil: death and stories of play. FDG 2018: 11:1-11:10 - Mark J. Nelson, Swen E. Gaudl, Simon Colton, Sebastian Deterding:
Curious users of casual creators. FDG 2018: 61:1-61:6 - Cristiana Pacheco, Laurissa N. Tokarchuk, Diego Pérez-Liébana:
Studying believability assessment in racing games. FDG 2018: 20:1-20:10 - Jared N. Plumb, Sneha Kumar Kasera, Ryan Stutsman:
Hybrid network clusters using common gameplay for massively multiplayer online games. FDG 2018: 2:1-2:10 - Charles Ringer, Mihalis A. Nicolaou:
Deep unsupervised multi-view detection of video game stream highlights. FDG 2018: 15:1-15:6 - Riemer van Rozen, Quinten Heijn:
Measuring quality of grammars for procedural level generation. FDG 2018: 56:1-56:8 - Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Julian Togelius:
Generative design in minecraft (GDMC): settlement generation competition. FDG 2018: 49:1-49:10 - Anastasia Salter, Bridget Blodgett, Anne Sullivan:
"Just because it's gay?": transgressive design in queer coming of age visual novels. FDG 2018: 22:1-22:9 - Anurag Sarkar, Seth Cooper:
Meet your match rating: providing skill information and choice in player-versus-level matchmaking. FDG 2018: 36:1-36:8 - Anurag Sarkar, Seth Cooper:
Comparing paid and volunteer recruitment in human computation games. FDG 2018: 37:1-37:9 - Henrik Siljebråt, Caspar Addyman, Alan Pickering:
Towards human-like artificial intelligence using StarCraft 2. FDG 2018: 45:1-45:4 - Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen:
Evolving maps and decks for ticket to ride. FDG 2018: 48:1-48:7 - Fernando de Mesentier Silva, Christoph Salge, Aaron Isaksen, Julian Togelius, Andy Nealen:
Drawing without replacement as a game mechanic. FDG 2018: 57:1-57:6 - Thomas Smith, Julian A. Padget, Andrew Vidler:
Graph-based generation of action-adventure dungeon levels using answer set programming. FDG 2018: 52:1-52:10 - Judith van Stegeren, Mariët Theune:
Towards generating textual game assets from real-world data. FDG 2018: 43:1-43:4 - Matthew Stephenson, Jochen Renz:
Deceptive angry birds: towards smarter game-playing agents. FDG 2018: 13:1-13:10 - Anne Sullivan, Mirjam Palosaari Eladhari, Michael Cook:
Tarot-based narrative generation. FDG 2018: 54:1-54:7 - Anne Sullivan, Anastasia Salter, Gillian Smith:
Games crafters play. FDG 2018: 26:1-26:9 - Tommy Thompson, Matthew Syrett:
'Play your own way': adapting a procedural framework for accessibility. FDG 2018: 53:1-53:7 - Samuel Truman, Nicolas Rapp, Daniel Roth, Sebastian von Mammen:
Rethinking real-time strategy games for virtual reality. FDG 2018: 31:1-31:6 - Günter Wallner, Simone Kriglstein:
Introducing PlaNet: a tool for visualizing player communities. FDG 2018: 42:1-42:4 - Günter Wallner, Simone Kriglstein, Sonja Gabriel, Christian S. Loh, Yanyan Sheng, I-Hung Li:
Lost my way: an educational geometry game for young children. FDG 2018: 41:1-41:4