Proceedings of the Fifth International Conference on the Foundations of Digital Games
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Ian Horswill, Yusuf Pisan
Proceedings of the Fifth International Conference on the Foundations of Digital Games
FDG-2010, 2010.

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@proceedings{FDG-2010,
	doi           = "10.1145/1822348",
	editor        = "Ian Horswill and Yusuf Pisan",
	isbn          = "978-1-60558-937-4",
	publisher     = "{ACM}",
	title         = "{Proceedings of the Fifth International Conference on the Foundations of Digital Games}",
	year          = 2010,
}

Contents (43 items)

FDG-2010-AndersenLABP #analysis
Gameplay analysis through state projection (EA, YEL, EA, FBG, ZP), pp. 1–8.
FDG-2010-AngottiHPSM #case study #video
Game-themed instructional modules: a video case study (RLA, CH, MP, KS, KM), pp. 9–16.
FDG-2010-BotvichMOPKK #ranking
Integrating players, reputation and ranking to manage cheating in MMOGs (DB, JM, GO, SDP, AK, MK), pp. 17–24.
FDG-2010-BoyceB #game studies #learning #motivation #using
BeadLoom Game: using game elements to increase motivation and learning (AKB, TB), pp. 25–31.
FDG-2010-ChaffinB #game studies #lessons learnt #prototype #research
Lessons from a course on serious games research and prototyping (AC, TB), pp. 32–39.
FDG-2010-CooperTBLTKSBSBP #challenge #design #game studies
The challenge of designing scientific discovery games (SC, AT, JB, ALF, KT, FK, ACS, MB, DS, DB, ZP), pp. 40–47.
FDG-2010-DebeauvaisN #online
A qualitative study of Ragnarök Online private servers: in-game sociological issues (TD, BAN), pp. 48–55.
FDG-2010-DiSalvoB #game studies #gender
Race and gender in play practices: young African American males (BJD, AB), pp. 56–63.
FDG-2010-EsteyLGG #design #game studies #learning
Investigating studio-based learning in a course on game design (AE, JL, BG, AAG), pp. 64–71.
FDG-2010-Hertz #design #game studies #named
OutRun: perversive games and designing the de-simulation of eight-bit driving (GH), pp. 72–78.
FDG-2010-HullettW #design pattern
Design patterns in FPS levels (KH, JW), pp. 78–85.
FDG-2010-Juul #game studies
In search of lost time: on game goals and failure costs (JJ), pp. 86–91.
FDG-2010-KhosmoodW #generative #named
Grapevine: a gossip generation system (FK, MAW), pp. 92–99.
FDG-2010-LewisW #case study #game studies #mining #statistics #web #web service
Mining game statistics from web services: a World of Warcraft armory case study (CL0, NWF), pp. 100–107.
FDG-2010-LewisWW #debugging #game studies #taxonomy #video #what
What went wrong: a taxonomy of video game bugs (CL0, JW, NWF), pp. 108–115.
FDG-2010-LongEBOG #named
Catalyst: seeing through the eyes of a cat (JL, AE, DB, SCO, AAG), pp. 116–123.
FDG-2010-McGeeA #game studies #overview #realtime
Real-time team-mate AI in games: a definition, survey, & critique (KM, ATA), pp. 124–131.
FDG-2010-McLaughlinSB #development #framework #game studies #visual notation
A framework for evidence based visual style development for serious games (TM, DS, IAB), pp. 132–138.
FDG-2010-MilamE #analysis #design #game studies
Analysis of level design 'push & pull' within 21 games (DM, MSEN), pp. 139–146.
FDG-2010-MorelliFCLF #game studies #named #visual notation
VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired (TM, JF, LC, LL, EF), pp. 147–154.
FDG-2010-NortonWL #game studies #guidelines #interface #video
Exploring strategies and guidelines for developing full body video game interfaces (JN, CAW, JJLJ), pp. 155–162.
FDG-2010-RossoffTG #adaptation #game studies #music
Adapting personal music for synesthetic game play (SR, GT, BG), pp. 163–170.
FDG-2010-RoweSML #difference #learning #perspective
Individual differences in gameplay and learning: a narrative-centered learning perspective (JPR, LRS, BWM, JCL), pp. 171–178.
FDG-2010-SaliWDMKRL #evaluation #game studies #interface #word
Playing with words: from intuition to evaluation of game dialogue interfaces (SS, NWF, SD, MM, SK, AAR, RL), pp. 179–186.
FDG-2010-SchildWM #adaptation #agile #development #game studies #named
ABC-Sprints: adapting Scrum to academic game development courses (JS, RW, MM), pp. 187–194.
FDG-2010-TaylorW #education #game studies #how #what
This is how we play it: what a mega-LAN can teach us about games (TLT, EW), pp. 195–202.
FDG-2010-SheldonPKOCTR #approach #game studies #learning #mobile #named #student #using
Weatherlings: a new approach to student learning using web-based mobile games (JS, JP, EK, JO, VHHC, PWT, LR), pp. 203–208.
FDG-2010-SmithWM #design #named
Tanagra: a mixed-initiative level design tool (GS, JW, MM), pp. 209–216.
FDG-2010-ThomasD #effectiveness #evaluation #game studies #social #towards
Toward effective game-based social skills tutoring for children: an evaluation of a social adventure game (JMT, MED), pp. 217–223.
FDG-2010-TreanorMW #design #exclamation #game studies #logic #using #visual notation
Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics (MT, MM, NWF), pp. 224–231.
FDG-2010-TuiteSHSP #3d #game studies
Reconstructing the world in 3D: bringing games with a purpose outdoors (KT, NS, DYH, AMS, ZP), pp. 232–239.
FDG-2010-WongEZZKPSSS #game studies #implementation
Implementing games on pinball machines (DW0, DE, FZ, RZ, SK, AP, SS, JS, NRS), pp. 240–247.
FDG-2010-ArenaS #exclamation #game studies #learning #statistics #video
Stats invaders!: learning about statistics by playing a classic video game (DA, DLS), pp. 248–249.
FDG-2010-DoranBF #design #game studies
Reaching out with game design (KD, AKB, SLF), pp. 250–251.
FDG-2010-TolentinoSB #design #education #game studies #learning #social #student
Applying game design principles to social skills learning for students in special education (LMT, PS, DB), pp. 252–253.
FDG-2010-Fendt #generative #social
Dynamic social planning and intention revision in generative story planning (MWF), pp. 254–255.
FDG-2010-Groenewegen #behaviour #game studies
Improving crowd behaviour for games and virtual worlds (SG), pp. 256–258.
FDG-2010-Hicks #education #game studies #social #towards
Towards social gaming methods for improving game-based computer science education (AH), pp. 259–261.
FDG-2010-Hullett #design
The science of level design (KH), pp. 262–264.
FDG-2010-Johnson #collaboration #game studies #multi #realtime
Supporting collaborative real-time strategic planning in multi-player games (MWJ), pp. 265–267.
FDG-2010-Lopes #adaptation #game studies
Scenario adaptivity in serious games (RL), pp. 268–270.
FDG-2010-Mehm #authoring #game studies
Authoring serious games (FM), pp. 271–273.
FDG-2010-NickelB #collaboration #education #game studies #learning #multi
Games for CS education: computer-supported collaborative learning and multiplayer games (AN, TB), pp. 274–276.

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