Proceedings of the Eighth International Conference on the Foundations of Digital Games
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Georgios N. Yannakakis, Espen Aarseth, Kristine Jørgensen, James C. Lester
Proceedings of the Eighth International Conference on the Foundations of Digital Games
FDG-2013, 2013.

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@proceedings{FDG-2013,
	editor        = "Georgios N. Yannakakis and Espen Aarseth and Kristine Jørgensen and James C. Lester",
	ee            = "http://www.fdg2013.org/program/papers.html",
	isbn          = "978-0-9913982-0-1",
	publisher     = "{Society for the Advancement of the Science of Digital Games}",
	title         = "{Proceedings of the Eighth International Conference on the Foundations of Digital Games}",
	year          = 2013,
}

Contents (98 items)

FDG-2013-Bjork #game studies #on the
On the foundations of digital games (SB), pp. 1–8.
FDG-2013-Calleja #game studies
Narrative involvement in games (GC), pp. 9–16.
FDG-2013-Moring #game studies #question #representation
Play, metaphor and representation - a love triangle or une liaison dangereuse? (SM), pp. 17–25.
FDG-2013-Myers #game studies #on the
On the absence of imaginative resistance in games (DM), pp. 26–30.
FDG-2013-Vella #game studies
It's a-me / Mario: Playing as a ludic character (DV), pp. 31–38.
FDG-2013-ZagalB0 #design #game studies
Dark patterns in the design of games (JPZ, SB, CL0), pp. 39–46.
FDG-2013-CarterG #bound #contest #game studies #online
eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition (MC, MRG), pp. 47–54.
FDG-2013-ConsalvoP #bound #game studies
Welcome to the discourse of the real: Constituting the boundaries of games and players (MC, CAP), pp. 55–62.
FDG-2013-EklundB #game studies #internet
Parental mediation of digital gaming and internet use (LE, KHB), pp. 63–70.
FDG-2013-MarczakSHR #metric
Feedback-based gameplay metrics (RM, GS, PH, JLR), pp. 71–78.
FDG-2013-VoulgariK #concept
Players' perceptions on the concept of the “good player” in MMOGs (IV, VK), pp. 79–85.
FDG-2013-ZagalT #case study #difference #game studies
Cultural differences in game appreciation: A study of player game reviews (JPZ, NT), pp. 86–93.
FDG-2013-McCoyTSRMW #design #game studies
Prom Week: Designing past the game/story dilemma (JM, MT, BS, AAR, MM, NWF), pp. 94–101.
FDG-2013-MilamEBA #design #game studies #visual notation
Visual motion in a railed shooter game: A designer study (DM, MSEN, LB, BA), pp. 102–108.
FDG-2013-ShiC
Optimal cover placement against static enemy positions (YS, RC), pp. 109–116.
FDG-2013-SturnWPF #game studies
Landspotting - Games for improving global land cover (TS, MW, PP, SF), pp. 117–125.
FDG-2013-ToprakPHM #design #game studies #named
Cart-Load-O-Fun: Designing digital games for trams (CT, JP, HYH, FM0), pp. 126–133.
FDG-2013-Burelli #experience #game studies
Virtual cinematography in games: Investigating the impact on player experience (PB), pp. 134–141.
FDG-2013-Ekman #artificial reality #game studies #on the #pervasive
On the desire to not kill your players: Rethinking sound in pervasive and mixed reality games (IE), pp. 142–149.
FDG-2013-EmmerichM #collaboration #contest #experience
Helping friends or fighting foes: The influence of collaboration and competition on player experience (KE, MM), pp. 150–157.
FDG-2013-ORourkeBLBP #behaviour #education #game studies
The effects of age on player behavior in educational games (EO, EB, YEL, CB, ZP), pp. 158–165.
FDG-2013-TekofskySPHB #assessment #behaviour #game studies #named
PsyOps: Personality assessment through gaming behavior (ST, PS, AP, HJvdH, JMB), pp. 166–173.
FDG-2013-AbeeleSGJ #experience
More naturalness, less control: The effect of natural mapping on the co-located player experience (VVA, BDS, BJG, DMJ0), pp. 174–182.
FDG-2013-Zhao #interactive
Emotion in interactive storytelling (HZ), pp. 183–189.
FDG-2013-BauerCP #automation
Automated redesign of local playspace properties (AWB, SC, ZP), pp. 190–197.
FDG-2013-GaudlDB #behaviour #design #game studies #realtime
Behaviour oriented design for real-time-strategy games (SEG, SD, JJB), pp. 198–205.
FDG-2013-KoutnikCSG #evolution #network #scalability
Evolving large-scale neural networks for vision-based TORCS (JK, GC, JS, FJG), pp. 206–212.
FDG-2013-LiapisYT #authoring #game studies #sketching
Sentient Sketchbook: Computer-aided game level authoring (AL, GNY, JT), pp. 213–220.
FDG-2013-SmithBP #design #game studies
Quantifying over play: Constraining undesirable solutions in puzzle design (AMS, EB, ZP), pp. 221–228.
FDG-2013-TremblayV #adaptation #game studies
Adaptive companions in FPS games (JT, CV), pp. 229–236.
FDG-2013-CaplarSM #analysis #case study #performance #rating
Analysis of players' in-game performance vs rating: Case study of Heroes of Newerth (NC, MS, MM), pp. 237–244.
FDG-2013-DrachenTSB #behaviour #clustering #comparison
A comparison of methods for player clustering via behavioral telemetry (AD, CT, RS, CB), pp. 245–252.
FDG-2013-Wallner #analysis #approach #named #visualisation
Play-Graph: A methodology and visualization approach for the analysis of gameplay data (GW), pp. 253–260.
FDG-2013-BarendregtF #design #game studies #interactive #learning #student
Course on interaction games and learning for interaction design students (WB, MvF), pp. 261–268.
FDG-2013-Ryan #design #education #game studies
That Ball Game: A game for teaching game design (MR), pp. 269–274.
FDG-2013-Waern #analysis #game studies
Game analysis as a signature pedagogy of game studies (AW), pp. 275–282.
FDG-2013-CamposMIVP
My Dream Theatre: Putting conflict on center stage (JC0, CM, GI, AV, AP), pp. 283–290.
FDG-2013-FuaGPF #design #game studies
Designing serious games for elders (KCF, SG, DP, IF), pp. 291–297.
FDG-2013-GreenspanW #game studies
Whether to play or preserve the past?: Creating The Forgotten Worker Quest (BG, JRW), pp. 298–305.
FDG-2013-MarklundBJ #collaboration #game studies
Children's collaboration in emergent game environments (BBM, PB, MJ), pp. 306–313.
FDG-2013-MaungCGWLBM #game studies #gesture #implementation #recognition
Games for therapy: Defining a grammar and implementation for the recognition of therapeutic gestures (DM, RC, LVG, LWC, LPL, AB, RJM), pp. 314–321.
FDG-2013-MolnarK #education #evaluation #game studies #integration
Seamless evaluation integration into IDS educational games (AM, PK), pp. 322–329.
FDG-2013-RyanC #game studies
Integrating serious content into serious games (WR, DC), pp. 330–337.
FDG-2013-ShannonBGB #effectiveness #game studies #tutorial
Effective practices in game tutorial systems (AS, AKB, CG, TB), pp. 338–345.
FDG-2013-WagnerW #design #game studies
Iterative didactic design of serious games (MGW, TW), pp. 346–351.
FDG-2013-ZornWCL #programming
Exploring Minecraft as a conduit for increasing interest in programming (CZ, CAW, EC, JJLJ), pp. 352–359.
FDG-2013-FontMMT #automation #game studies #generative #programming #search-based #towards
Towards the automatic generation of card games through grammar-guided genetic programming (JMF, TM, DM, JT), pp. 360–363.
FDG-2013-HerrewijnPC
The relationship between player involvement and immersion: An experimental investigation (LH, KP, GC), pp. 364–367.
FDG-2013-JamesFW #game studies
Three corners of reward in computer games (BJ, BF, NW), pp. 368–371.
FDG-2013-KoutsourasC #performance
User-generated content as cues for performance in LittleBigPlanet (PK, PAC), pp. 372–375.
FDG-2013-LlansoGGGE #architecture #component #game studies #learning
Tool-supported iterative learning of component-based software architecture for games (DL, MAGM, PPGM, PAGC, MSEN), pp. 376–379.
FDG-2013-EagleJBB #behaviour #visual notation
Exploring player behavior with visual analytics (ME, MWJ, TB, AKB), pp. 380–383.
FDG-2013-Schoenau-FogLLS #continuation #game studies #perspective
Narrative engagement in games - A continuation desire perspective (HSF, SL, TL, MTSS), pp. 384–387.
FDG-2013-BegyS #game studies #named
MovMote: A game for studying interpretation (JB, SS), pp. 388–389.
FDG-2013-BoyceSGB #game studies
BeadLoom Game (AKB, AS, CG, TB), pp. 390–392.
FDG-2013-DumasHRS #product line
The Simula Family (JED, NH, UR, NS), pp. 393–395.
FDG-2013-HolmgardYK #game studies #health #prototype
The games for health prototype (CH, GNY, RK), pp. 396–399.
FDG-2013-KortemeyerTS #game studies
A Slower Speed of Light: Developing intuition about special relativity with games (GK, PT, SS), pp. 400–402.
FDG-2013-MitgutschSVE #game studies
Movers and Shakers: Conversation and conflict in a serious game for tablets (KM, SS, SV, RE), pp. 403–405.
FDG-2013-Nordvall #game studies #named
Sightlence: Haptics for games and accessibility (MN), pp. 406–409.
FDG-2013-PapahristouR #game studies #named #using
AnyGammon: Playing backgammon variants using any board size (NP, IR), pp. 410–412.
FDG-2013-RyanSVC #education #game studies #network #security #using
Network Nightmares: Using games to teach networks and security (WR, JS, DV, JC), pp. 413–416.
FDG-2013-ChristinakiTV #education #game studies #gesture #recognition
A gesture-controlled serious game for teaching emotion recognition skills to preschoolers with autism (EC, GAT, NV), pp. 417–418.
FDG-2013-DegensHMPSKAKA #named
Traveller: Interacting with agents to deal with misunderstandings due to culture (ND, GJH, SM, AP, AS, FK, EA, AK, RA), pp. 419–420.
FDG-2013-CabezasT #behaviour #generative #realtime
Real-time procedural terrain generation through swarm behaviours (ÁFC, TT), pp. 421–422.
FDG-2013-JanssenCG #framework #game studies
A framework for biometric playtesting of games (DPJ, LC, SG), pp. 423–424.
FDG-2013-KhaledY #adaptation #game studies
Village Voices: An adaptive game for conflict resolution (RK, GNY), pp. 425–426.
FDG-2013-KnightMY #game studies
Space Maze: Experience-driven game camera control (YK, HPM, GNY), pp. 427–428.
FDG-2013-KsuzSHPS #framework #game studies #named #platform
Valory: Simultaneous control of avatar and environment in a platform game (RK, MS, GH, TP, FS), pp. 429–430.
FDG-2013-LiLR #crowdsourcing #game studies #interactive
Crowdsourcing interactive fiction games (BL, SLU, MR), pp. 431–432.
FDG-2013-LinssenG #game studies #named
AGENT: Awareness Game Environment for Natural Training (JL, TdG), pp. 433–434.
FDG-2013-LopesHJB #adaptation #authoring #game studies #mobile #semantics
Gameplay semantics for authoring adaptivity in mobile games (RL, KH, LJ, RB), pp. 435–436.
FDG-2013-Nielsen #game studies #question
Refining game addiction questionnaires: Evidence for a natural cut-off point? (RN), pp. 437–438.
FDG-2013-PaceT #evolution #generative
Procedural content generation and evolution within the EvoTanks domain (AP, TT), pp. 439–440.
FDG-2013-ReerK #evaluation #social
Social capital in World of Warcraft guilds: Construction and evaluation of a path model (FR, NCK), pp. 441–442.
FDG-2013-RijnbouttHKB #detection #game studies #library #mobile #robust
A robust throw detection library for mobile games (ER, OH, RK, RB), pp. 443–444.
FDG-2013-Ruggiero #game studies #social
Youth offenders developing social and technical skills through game creation (DR), pp. 445–446.
FDG-2013-ShepherdAZZT #game studies
Exploring genomes with a game engine (JJS, BA, WJZ, YZ, JT), pp. 447–448.
FDG-2013-StieglerL #game studies
AI and human player cooperation in RTS games (AS, DJL), pp. 449–450.
FDG-2013-TogeliusF #game studies
Bar chart ball, a data game (JT, MGF), pp. 451–452.
FDG-2013-Vlachou-KonchylakiV #behaviour
Combining deliberation and reactive behavior for AI players in the Mini-Tichu card-game (MVK, SV), pp. 453–454.
FDG-2013-WarpefeltS #maintenance
Anti-heuristics for maintaining immersion through believable non-player characters (HW, BS), pp. 455–456.
FDG-2013-YuR #interactive #personalisation #towards
Toward personalized guidance in interactive narratives (HY0, MR), pp. 457–458.
FDG-2013-Barik #behaviour #game studies #interactive #low level
Inferring cognitive behaviors from low-level user interactions in games (TB), pp. 459–461.
FDG-2013-Battaglino #game studies
Moral dilemmas in role playing digital games (CB), pp. 462–464.
FDG-2013-Carter #game studies
Ruthless play (MC), pp. 465–467.
FDG-2013-Holmgard #game studies
Decision making styles in computer games (CH), pp. 468–471.
FDG-2013-Karhulahti #concept #framework #game studies
Adventure games in kinesthetic videogame theory - A demand-based framework for conceptualizing the narrative (VMK), pp. 472–473.
FDG-2013-Marklund #development #game studies #learning #on the
On the development of learning games (BBM), pp. 474–476.
FDG-2013-Milik #analysis #category theory #multi #online #social
Protecting face in virtual life: An ethnographic analysis of identity categories and informal systems of social control in massively multiplayer online worlds (OM), pp. 477–478.
FDG-2013-Murray #collaboration
Collaborative procedurally elaborated storytelling (JM), pp. 479–481.
FDG-2013-Newon #community
Discourses of connectedness: Constructing the networked, mediated community (LN), pp. 482–484.
FDG-2013-Rapp #game studies #gamification
Beyond gamification: Enhancing user engagement through meaningful game elements (AR), pp. 485–487.
FDG-2013-Rentschler #design #embedded #game studies #video
An examination of human values embedded in commercial video game design (KR), pp. 488–489.
FDG-2013-Reuter #authoring #game studies #multi
Authoring multiplayer serious games (CR0), pp. 490–492.
FDG-2013-Serra #animation
Intelligent facial animation (JS), pp. 493–495.
FDG-2013-Toprak #comprehension #game studies
Understanding digital play in moving spaces (CT), pp. 496–498.
FDG-2013-Warpefelt #social
Decoding the social capability of NPCs (HW), pp. 499–501.

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