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FDG 2017: Hyannis, MA, USA
- Sebastian Deterding, Alessandro Canossa, Casper Harteveld, Jichen Zhu, Miguel Sicart:
Proceedings of the International Conference on the Foundations of Digital Games, FDG 2017, Hyannis, MA, USA, August 14-17, 2017. ACM 2017, ISBN 978-1-4503-5319-9
Game analytics and visualization track
- Choong-Soo Lee, Ivan Ramler:
Identifying and evaluating successful non-meta strategies in league of legends. 1:1-1:6 - Thibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux, Stéphane Natkin:
Difficulty influence on motivation over time in video games using survival analysis. 2:1-2:6 - Brandon Drenikow, Pejman Mirza-Babaei:
Vixen: interactive visualization of gameplay experiences. 3:1-3:10 - Tiago Machado, Andy Nealen, Julian Togelius:
SeekWhence a retrospective analysis tool for general game design. 4:1-4:6 - Zach Cleghern, Soumendra Lahiri, Osman Y. Özaltin, David L. Roberts:
Predicting future states in DotA 2 using value-split models of time series attribute data. 5:1-5:10
Game artificial intelligence track
- Eric Butler, Kristin Siu, Alexander Zook:
Program synthesis as a generative method. 6:1-6:10 - Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón:
Graph grammar-based controllable generation of puzzles for a learning game about parallel programming. 7:1-7:10 - Adam Summerville, Julian R. H. Mariño, Sam Snodgrass, Santiago Ontañón, Levi H. S. Lelis:
Understanding mario: an evaluation of design metrics for platformers. 8:1-8:10 - Britton Horn, Amy K. Hoover, Yetunde Folajimi, Jackie Barnes, Casper Harteveld, Gillian Smith:
AI-assisted analysis of player strategy across level progressions in a puzzle game. 9:1-9:10 - Eric Butler, Emina Torlak, Zoran Popovic:
Synthesizing interpretable strategies for solving puzzle games. 10:1-10:10 - Norbert Heijne, Sander Bakkes:
Procedural zelda: a PCG environment for player experience research. 11:1-11:10 - Ryan Alexander, Chris Martens:
Deriving quests from open world mechanics. 12:1-12:7 - Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen:
AI-based playtesting of contemporary board games. 13:1-13:10
Game criticism and analysis track
- Jeff L. Nay, José P. Zagal:
Meaning without consequence: virtue ethics and inconsequential choices in games. 14:1-14:8 - Yubo Kou, Magnus Johansson, Harko Verhagen:
Prosocial behavior in an online game community: an ethnographic study. 15:1-15:6 - Eric Kaltman, Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas:
Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources. 16:1-16:10 - Emma Anderson, Justice T. Walker, Yasmin B. Kafai, Debora Lui:
The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its community. 17:1-17:10 - Michael S. Debus:
Metagames: on the ontology of games outside of games. 18:1-18:9 - Anastasia Salter, Bridget Marie Blodgett:
This is fine: #ResistJam and the 2016 election in gaming. 19:1-19:10
Game design and development track
- Martin Pichlmair, Lena Mech, Miguel Sicart:
Designing for immediate play. 20:1-20:8 - Peter Christiansen:
Designing ethical systems for videogames. 21:1-21:7 - Anurag Sarkar, Michael Williams, Sebastian Deterding, Seth Cooper:
Engagement effects of player rating system-based matchmaking for level ordering in human computation games. 22:1-22:10 - Anne Sullivan, Anastasia Salter:
A taxonomy of narrative-centric board and card games. 23:1-23:10 - Isabella Carlsson, Jeanie Choi, Celia Pearce, Gillian Smith:
Designing eBee: a reflection on quilt-based game design. 24:1-24:10 - Adam Summerville, Joseph C. Osborn, Christoffer Holmgård, Daniel W. Zhang:
Mechanics automatically recognized via interactive observation: jumping. 25:1-25:10 - Aaron Bauer, Eric Butler, Zoran Popovic:
Dragon architect: open design problems for guided learning in a creative computational thinking sandbox game. 26:1-26:6 - Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas:
Refining operational logics. 27:1-27:10
Games for a purpose track
- Corey Clark, Myque Ouellette:
Video games as a distributed computing resource. 28:1-28:7 - Deborah A. Fields, Yasmin B. Kafai, Michael T. Giang, Nina H. Fefferman, Jacqueline Wong:
Plagues and people: engineering player participation and prevention in a virtual epidemic. 29:1-29:10
Game technology track
- Julian Frommel, Sven Sonntag, Michael Weber:
Effects of controller-based locomotion on player experience in a virtual reality exploration game. 30:1-30:6 - Shawn Farlow, Jerry L. Trahan:
Greedy heuristics for client assignment problem by zones. 31:1-31:10 - Chris Martens, Matthew A. Hammer:
Languages of play: towards semantic foundations for game interfaces. 32:1-32:10
Player experience track
- Tuomas Kari, Jonne Arjoranta, Markus Salo:
Behavior change types with Pokémon GO. 33:1-33:10 - Kristin Siu, Matthew Guzdial, Mark O. Riedl:
Evaluating singleplayer and multiplayer in human computation games. 34:1-34:10 - Stefan Liszio, Katharina Emmerich, Maic Masuch:
The influence of social entities in virtual reality games on player experience and immersion. 35:1-35:10 - Raquel Robinson, Zachary Rubin, Elena Márquez Segura, Katherine Isbister:
All the feels: designing a tool that reveals streamers' biometrics to spectators. 36:1-36:6
Posters
- Mike Scanlon, Tom Swanson, Paul Darvasi, Jen Jenson:
The first door: gender, authority and choice in The Stanley Parable. 37:1-37:4 - Kristin Siu, Alexander Zook, Mark O. Riedl:
A framework for exploring and evaluating mechanics in human computation games. 38:1-38:4 - Jo Mazeika, Jim Whitehead:
Solusforge: controlling the generation of the 3D models with spatial relation graphs. 39:1-39:4 - Yihuan Dong, Tiffany Barnes:
Evaluation of a template-based puzzle generator for an educational programming game. 40:1-40:4 - Nicholas Liao, Matthew Guzdial, Mark O. Riedl:
Deep convolutional player modeling on log and level data. 41:1-41:4 - Jonathan Campbell, Clark Verbrugge:
Exploration in NetHack using occupancy maps. 42:1-42:4 - Marcelo Spiezzi Raimbault, Corey Clark:
Session based behavioral clustering in open world sandbox game TUG. 43:1-43:4 - M. Aubrecht, H. Bawden, C. Ballengee-Morris:
Earthworks rising: exploring, sharing, researching, and building community through teachers, parents, and learners. 44:1-44:4 - Elizabeth Rowe, Jodi Asbell-Clarke, Santiago Gasca, Kathryn Cunningham:
Assessing implicit computational thinking in zoombinis gameplay. 45:1-45:4 - Anna Loparev, Amanda Sullivan, Clarissa Verish, Lauren Westendorf, Jasmine Davis, Margaret Flemings, Marina Umaschi Bers, Orit Shaer:
BacToMars: a collaborative educational video game for teaching biological engineering. 46:1-46:3 - James M. Laffey, Joe Griffin, Justin Sigoloff, Sean Lander, Troy D. Sadler, Sean P. Goggins, So Mi Kim, Eric Wulff, Andrew J. Womack:
Mission HydroSci: a progress report on a transformational role playing game for science learning. 47:1-47:4 - Edward F. Melcer, Katherine Isbister:
Toward understanding disciplinary divides within games research. 48:1-48:4 - Yun-Gyung Cheong, Kinam Park, Woo-Hyun Park, Byung-Chull Bae:
A database-centric architecture for interactive storytelling. 49:1-49:4 - Karen Schrier:
What's in a name?: naming games that solve real-world problems. 50:1-50:4 - Christina Chung, Amit Kadan, Yueti Yang, Asako Matsuoka, Julia Rubin, Marsha Chechik:
The impact of visual load on performance in a human-computation game. 51:1-51:4 - Rune Kristian Lundedal Nielsen, Veli-Matti Karhulahti:
The problematic coexistence of "internet gaming disorder" and esports. 52:1-52:4 - Elena Márquez Segura, Katherine Isbister, Jon Back, Annika Waern:
Design, appropriation, and use of technology in larps. 53:1-53:4 - Sheng-Yi Hsu, Chia-Lin Hsu, Shing-Yun Jung, Chuen-Tsai Sun:
Indicator products for observing market conditions and game trends in MMOG. 54:1-54:5 - Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón:
From computational narrative analysis to generation: a preliminary review. 55:1-55:4 - Timothy Day, Jichen Zhu:
Agency informing techniques: communicating player agency in interactive narratives. 56:1-56:4 - Jennifer Dalsen:
Classroom implementation of a games-based activity on astronomy in higher education. 57:1-57:3 - Jeremy Dietmeier, Ben J. Miller, Ben DeVane, Kristen Missall, Salloni Nanda:
Shredding with mom and dad: intergenerational physics gaming in a children's museum. 58:1-58:4 - Bria Mears, Jichen Zhu:
Design patterns for silent player characters in narrative-driven games. 59:1-59:4 - John T. Murray, Michael Mateas, Noah Wardrip-Fruin:
Proposal for analyzing player emotions in an interactive narrative using story intention graphs. 60:1-60:4
Advancing Stem Education Through Game Creation (ASETGC-17)
- Dominic Kao, D. Fox Harrell:
MazeStar: a platform for studying virtual identity and computer science education. 61:1-61:6 - Edward F. Melcer, Katherine Isbister:
Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouse. 62:1-62:6 - Cate LaPlante, Matthew Nolin, Tobi Saulnier:
PlayScope: augmented microscopy as a tool to increase STEM engagement. 63:1-63:4 - Jackie Barnes, Amy K. Hoover, Borna Fatehi, Jesús Moreno-León, Gillian Smith, Casper Harteveld:
Exploring emerging design patterns in student-made climate change games. 64:1-64:6 - Allan Fowler:
Engaging young learners in making games: an exploratory study. 65:1-65:5
Non-player characters and social believability
- Hannah Morrison, Chris Martens:
A generative model of group conversation. 66:1-66:7 - Jonathan Lessard, Etienne Brunelle-Leclerc, Timothy Gottschalk, Marc-Antoine Jetté-Léger, Odile Prouveur, Christopher Tan:
Striving for author-friendly procedural dialogue generation. 67:1-67:6
8TH Intl. Workshop on Procedural Content Generation (PCG2017)
- Isaac Karth, Adam M. Smith:
WaveFunctionCollapse is constraint solving in the wild. 68:1-68:10 - Gillian Smith:
What do we value in procedural content generation? 69:1-69:2 - Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis:
Learning the patterns of balance in a multi-player shooter game. 70:1-70:10 - Edward Teng, Rafael Bidarra:
A semantic approach to patch-based procedural generation of urban road networks. 71:1-71:10 - Peter A. Mawhorter:
Efficiency, realism, and representation in generated content: a case study using family tree generation. 72:1-72:4 - Jim Whitehead:
Art and science of engineered design: what kind of discipline is PCG? 73:1-73:3 - Alexander Baldwin, Steve Dahlskog, José M. Font, Johan Holmberg:
Towards pattern-based mixed-initiative dungeon generation. 74:1-74:10 - Kate Compton:
Little procedural people: playing politics with generators. 75:1-75:2 - Jason Grinblat, C. Brian Bucklew:
Subverting historical cause & effect: generation of mythic biographies in Caves of Qud. 76:1-76:7 - Ahmed M. Abuzuraiq:
On using graph partitioning with isomorphism constraint in procedural content generation. 77:1-77:10 - Joseph C. Osborn, Adam Summerville, Michael Mateas:
Automatic mapping of NES games with mappy. 78:1-78:9 - Chandranil Chakraborttii, Lucas N. Ferreira, Jim Whitehead:
Towards generative emotions in games based on cognitive modeling. 79:1-79:2
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