Tag #game studies
3639 papers:
- POPL-2020-VilhenaPJ #verification
- Spy game: verifying a local generic solver in Iris (PEdV, FP, JHJ), p. 28.
- ASPLOS-2020-VicarteSPF #thread
- Game of Threads: Enabling Asynchronous Poisoning Attacks (JRSV, BS, RP, CWF), pp. 35–52.
- CSL-2020-BielousK #network
- Coverage and Vacuity in Network Formation Games (GB, OK), p. 18.
- CSL-2020-Parys #algorithm
- Parity Games: Another View on Lehtinen's Algorithm (PP), p. 15.
- EDM-2019-DangK
- Exploring the Link Between Motivations and Gaming (SD, KK).
- EDM-2019-FlemmingSMCS #evaluation #performance
- A generalizable performance evaluation model of driving games via risk-weighted trajectories (RF, ES, DM, PCL, PS).
- EDM-2019-KangAYL #collaboration #problem #process #similarity
- Collaborative Problem-Solving Process in A Science Serious Game: Exploring Group Action Similarity Trajectory (JK, DA, LY, ML0).
- EDM-2019-NguyenWSM #component #comprehension #learning #modelling #using
- Using Knowledge Component Modeling to Increase Domain Understanding in a Digital Learning Game (HN, YW, JCS, BMM).
- EDM-2019-OwenRTBJKB #detection #education #effectiveness #persistent
- Detecting Wheel Spinning and Productive Persistence in Educational Games (VEO, MHR, KPT, VB, DJ, EK, RSB).
- SANER-2019-BusingeOKBKF #android #git
- Studying Android App Popularity by Cross-Linking GitHub and Google Play Store (JB, MO, DK, EB, FK, VF), pp. 287–297.
- SANER-2019-Li00LML #android #detection #image
- Characterizing and Detecting Inefficient Image Displaying Issues in Android Apps (WL, YJ0, CX0, YL, XM, JL0), pp. 355–365.
- FM-2019-KwiatkowskaN0S #concurrent #model checking #probability
- Equilibria-Based Probabilistic Model Checking for Concurrent Stochastic Games (MK, GN, DP0, GS), pp. 298–315.
- FSCD-2019-EberhartHL
- Template Games, Simple Games, and Day Convolution (CE, TH, AL), p. 19.
- AIIDE-2019-BontragerKASST #learning #network
- “Superstition” in the Network: Deep Reinforcement Learning Plays Deceptive Games (PB, AK, DA, MS, CS, JT), pp. 10–16.
- AIIDE-2019-Kreminski #case study #experience
- Creativity Support for Story Construction Play Experiences (MK), pp. 210–212.
- AIIDE-2019-KreminskiSMW
- Evaluating AI-Based Games through Retellings (MK, BS, EM, NWF), pp. 45–51.
- AIIDE-2019-MachadoGWNNT #design #evaluation #recommendation
- Evaluation of a Recommender System for Assisting Novice Game Designers (TM, DG, AW, ON, AN, JT), pp. 167–173.
- AIIDE-2019-Makhmutov #adaptation #generative #music
- Adaptive Game Soundtrack Generation Based on Music Transcription (MM), pp. 216–218.
- AIIDE-2019-Marino #learning #programming #realtime #search-based
- Learning Strategies for Real-Time Strategy Games with Genetic Programming (JRHM), pp. 219–220.
- AIIDE-2019-OsbornDASDTWM #generative
- Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator (JCO, MD, BRA, AS, JD, DT, NWF, MM), pp. 59–65.
- AIIDE-2019-Schiffer #how #performance
- How Actors Can Animate Game Characters: Integrating Performance Theory in the Emotion Model of a Game Character (SS), pp. 227–229.
- AIIDE-2019-YangO #monte carlo #realtime
- Guiding Monte Carlo Tree Search by Scripts in Real-Time Strategy Games (ZY, SO), pp. 100–107.
- CHI-PLAY-2019-0001LLLL #experience #mobile #motivation #social #streaming
- Game or Live Streaming?: Motivation and Social Experience in Live Mobile Quiz Shows (SK0, GL, SyL, SL, JL), pp. 87–98.
- CHI-PLAY-2019-00490MSL #design #towards
- Towards Age-friendly Exergame Design: The Role of Familiarity (HZ0, QW0, CM, ZS, CL), pp. 45–57.
- CHI-PLAY-2019-AhmadiEWWM #video
- Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game Company (MA, RE, AW, VW, NM), pp. 413–426.
- CHI-PLAY-2019-AlexandrovskyFB
- Game Dynamics that Support Snacking, not Feasting (DA, MAF, MVB, RKY, RLM), pp. 573–588.
- CHI-PLAY-2019-BoppMAOM
- Exploring Emotional Attachment to Game Characters (JAB, LJM, LFA, KO, EDM), pp. 313–324.
- CHI-PLAY-2019-CaiWF #online #why
- Who Purchases and Why?: Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite (JC, DYW, GF), pp. 391–396.
- CHI-PLAY-2019-CmentowskiKK #approach #artificial reality #multi #named
- Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games (SC, AK, JHK), pp. 287–299.
- CHI-PLAY-2019-DenisovaC #experience
- Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience (AD, EC), pp. 161–168.
- CHI-PLAY-2019-GielisVTA #case study #detection
- Age? It's in the Game: An Exploratory Study on Detection of Cognitive Aging through Card Games (KG, KV, JT, VVA), pp. 651–664.
- CHI-PLAY-2019-GowlerI #case study #experience
- “Horror, guilt and shame” - Uncomfortable Experiences in Digital Games (CPRG, II), pp. 325–337.
- CHI-PLAY-2019-GrafBWCLNK #interactive #named
- iGYM: An Interactive Floor Projection System for Inclusive Exergame Environments (RG, PB, AEW, DC, ZL, MN, HSK), pp. 31–43.
- CHI-PLAY-2019-HarpsteadRSH #overview #research #streaming #tool support #towards
- Toward a Twitch Research Toolkit: A Systematic Review of Approaches to Research on Game Streaming (EH, JSR, JS, JH), pp. 111–119.
- CHI-PLAY-2019-HicksGDA #comprehension #design #experience #visual notation
- Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience (KH, KG, PD, VVA), pp. 185–197.
- CHI-PLAY-2019-HonauerMH #design #interactive #recommendation
- Interactive Soft Toys for Infants and Toddlers - Design Recommendations for Age-appropriate Play (MH, PM, EH), pp. 265–276.
- CHI-PLAY-2019-JohansonGBM #development
- Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games (CJ, CG, JTB, RLM), pp. 169–184.
- CHI-PLAY-2019-KaufmanFF #gender #women
- Not Just for Girls: Encouraging Cross-Gender Role Play and Reducing Gender Stereotypes with a Strategy Game (GK, MF, GF), pp. 481–493.
- CHI-PLAY-2019-KrekhovCEK #artificial reality
- Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games (AK, SC, KE, JHK), pp. 439–451.
- CHI-PLAY-2019-LakierNIV #multi
- Cross-Car, Multiplayer Games for Semi-Autonomous Driving (ML, LEN, TI, DV0), pp. 467–480.
- CHI-PLAY-2019-LehtonenKKHKPVV #multi
- Movement Empowerment in a Multiplayer Mixed-Reality Trampoline Game (LL, MDK, RAK, LH, JK, SP, JV, LV, PH), pp. 19–29.
- CHI-PLAY-2019-LesselAB #framework #named #platform
- Crowdjump: Investigating a Player-Driven Platform Game (PL, MA, NB), pp. 149–159.
- CHI-PLAY-2019-LiS0F #feedback #interactive #motivation
- Turning Your Book into a Game: Improving Motivation through Tangible Interaction and Diegetic Feedback in an AR Mathematics Game for Children (JL, EDVdS, JH0, LMGF), pp. 73–85.
- CHI-PLAY-2019-MadgeBCKP #incremental
- Incremental Game Mechanics Applied to Text Annotation (CM, RB, JC, UK, MP), pp. 545–558.
- CHI-PLAY-2019-ParadedaFOMP #persuasion
- The Role of Assertiveness in a Storytelling Game with Persuasive Robotic Non-Player Characters (RBP, MJF, RO, CM, AP), pp. 453–465.
- CHI-PLAY-2019-ParanthamanC #crowdsourcing #development #named #towards
- ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment (PKP, SC), pp. 121–133.
- CHI-PLAY-2019-PereiraCR #design
- A Canvas for Participation-Centered Game Design (LLP, RC, LR), pp. 521–532.
- CHI-PLAY-2019-PonnadaCTMJI #crowdsourcing #design #process #recognition #research
- Designing Videogames to Crowdsource Accelerometer Data Annotation for Activity Recognition Research (AP, SC, BTC, JAM, DJ, SSI), pp. 135–147.
- CHI-PLAY-2019-PorterR #analysis #roadmap
- An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games (JPI, AR), pp. 277–285.
- CHI-PLAY-2019-RoohiMTBH
- Recognizing Emotional Expression in Game Streams (SR, EDM, MT, TB, PH), pp. 301–311.
- CHI-PLAY-2019-SchertlerKW #analysis #semantics #using
- User Guided Movement Analysis in Games using Semantic Trajectories (RS, SK, GW), pp. 613–623.
- CHI-PLAY-2019-SeeringMHCCH #feedback #industrial #process
- Peer Feedback Processes in the Game Industry (JS, RM, EH, TC, ASC, JH), pp. 427–438.
- CHI-PLAY-2019-SpielACHNTT #design #quote
- “It Started as a Joke”: On the Design of Idle Games (KS, SAA, AJlC, JH, LEN, ZOT, TT), pp. 495–508.
- CHI-PLAY-2019-SpielG
- The Surrogate Body in Play (KS, KG), pp. 397–411.
- CHI-PLAY-2019-TondelloN #video
- Player Characteristics and Video Game Preferences (GFT, LEN), pp. 365–378.
- CHI-PLAY-2019-UrbanekG #experience #lessons learnt
- Unpacking the Audio Game Experience: Lessons Learned from Game Veterans (MU, FG), pp. 253–264.
- CHI-PLAY-2019-ZhouSDJI #artificial reality #collaboration #named
- Astaire: A Collaborative Mixed Reality Dance Game for Collocated Players (ZZ, EMS, JD, MJ, KI), pp. 5–18.
- CoG-2019-AgresLH #novel
- A novel music-based game with motion capture to support cognitive and motor function in the elderly (KA, SL, DH), pp. 1–4.
- CoG-2019-AndersonRLGL #video
- Ensemble Decision Systems for General Video Game Playing (DA, PR, JL, CGR, DPL), pp. 1–8.
- CoG-2019-BeigKCM #graph #named
- G-SpAR: GPU-Based Voxel Graph Pathfinding for Spatial Audio Rendering in Games and VR (MB, BK, KC, PMB), pp. 1–8.
- CoG-2019-BraviLL0 #named #optimisation #statistics
- Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor (IB, DPL, SML, JL0), pp. 1–8.
- CoG-2019-ChenL #learning #metaprogramming
- Macro and Micro Reinforcement Learning for Playing Nine-ball Pool (YC, YL), pp. 1–4.
- CoG-2019-ChenYL #abstraction #learning #object-oriented #video
- Object-Oriented State Abstraction in Reinforcement Learning for Video Games (YC, HY, YL), pp. 1–4.
- CoG-2019-ChoeK #monte carlo
- Enhancing Monte Carlo Tree Search for Playing Hearthstone (JSBC, JKK), pp. 1–7.
- CoG-2019-ChristiansenGW #bias #using
- Resolving Simultaneity Bias: Using Features to Estimate Causal Effects in Competitive Games (AHC, EG, BSW), pp. 1–8.
- CoG-2019-CookR #analysis #automation #graph
- Hyperstate Space Graphs for Automated Game Analysis (MC0, AR), pp. 1–8.
- CoG-2019-DiazPF #interactive #machine learning
- Interactive Machine Learning for More Expressive Game Interactions (CGD, PP, RF), pp. 1–2.
- CoG-2019-DockhornLVBGL #learning #modelling
- Learning Local Forward Models on Unforgiving Games (AD, SML, VV, IB, RDG, DPL), pp. 1–4.
- CoG-2019-DragesetWGL #generative #optimisation #video
- Optimising Level Generators for General Video Game AI (OD, MHMW, RDG, DPL), pp. 1–8.
- CoG-2019-Eidelberg0D #performance #using
- Using Active Probing by a Game Management AI to Faster Classify Players (AE, CJ0, JD), pp. 1–8.
- CoG-2019-FendtA #education #learning #student #using
- Using Learning Games to Teach Texas Civil War History to Public Middle School Students (MWF, EA), pp. 1–4.
- CoG-2019-FowlerNC #case study #identification
- Identifying Cognitive Load in a Computer Game: An exploratory study of young children (AF, KN, AC), pp. 1–6.
- CoG-2019-GainaS #learning #video
- “Did You Hear That?” Learning to Play Video Games from Audio Cues (RDG, MS), pp. 1–4.
- CoG-2019-GomesDM #interactive #multi #named
- GIMME: Group Interactions Manager for Multiplayer sErious games (SG, JD, CM), pp. 1–8.
- CoG-2019-GreenwoodA #monte carlo
- Monte Carlo Strategies for Exploiting Fairness in N-player Ultimatum Games (GWG, DA), pp. 1–7.
- CoG-2019-IshiiITH #generative #using
- A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay (RI, SI, RT, TH), pp. 1–6.
- CoG-2019-JohansenPR #machine learning #video
- Video Game Description Language Environment for Unity Machine Learning Agents (MJ, MP, SR), pp. 1–8.
- CoG-2019-JooK #how #learning #question #using #visualisation
- Visualization of Deep Reinforcement Learning using Grad-CAM: How AI Plays Atari Games? (HTJ, KJK), pp. 1–2.
- CoG-2019-JoppenSF #approximate #using
- Ordinal Bucketing for Game Trees using Dynamic Quantile Approximation (TJ, TS, JF), pp. 1–8.
- CoG-2019-JustesenDR #question
- When Are We Done with Games? (NJ, MSD, SR), pp. 1–8.
- CoG-2019-JustesenUJMTR #challenge #contest
- Blood Bowl: A New Board Game Challenge and Competition for AI (NJ, LMU, CJ, PDM, JT, SR), pp. 1–8.
- CoG-2019-KamaldinovM #learning
- Deep Reinforcement Learning in Match-3 Game (IK, IM), pp. 1–4.
- CoG-2019-KhalifaST #2d #design pattern
- Level Design Patterns in 2D Games (AK, FdMS, JT), pp. 1–8.
- CoG-2019-KhaustovBM #learning
- Pass in Human Style: Learning Soccer Game Patterns from Spatiotemporal Data (VK, GMB, MM), pp. 1–2.
- CoG-2019-KimLLHK #algorithm #automation #generative #graph #using
- Automatic Generation of Game Content using a Graph-based Wave Function Collapse Algorithm (HK, SL, HL, TH, SK), pp. 1–4.
- CoG-2019-Konen #education #learning #research
- General Board Game Playing for Education and Research in Generic AI Game Learning (WK), pp. 1–8.
- CoG-2019-KrekhovCK #artificial reality
- The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games (AK, SC, JHK), pp. 1–8.
- CoG-2019-KristensenB #predict
- Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games (JTK, PB), pp. 1–8.
- CoG-2019-KusanoLPTH #using
- Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty Adjustment (TK, YL, PP, RT, TH), pp. 1–6.
- CoG-2019-Liapis
- The Newborn World: Guiding Creativity in a Competitive Storytelling Game (AL), pp. 1–8.
- CoG-2019-LucasDVBGBPMK #approach #learning
- A Local Approach to Forward Model Learning: Results on the Game of Life Game (SML, AD, VV, CB, RDG, IB, DPL, SM, RK), pp. 1–8.
- CoG-2019-MachadoGNT #design #recommendation
- Pitako - Recommending Game Design Elements in Cicero (TM, DG, AN, JT), pp. 1–8.
- CoG-2019-MadgeBCKP #design
- The Design Of A Clicker Game for Text Labelling (CM, RB, JC, UK, MP), pp. 1–4.
- CoG-2019-MartinC #development #liveness #towards
- Towards Liveness in Game Development (ARM, SC), pp. 1–4.
- CoG-2019-MassoudBBGP #behaviour #profiling #using
- Eco-driving Profiling and Behavioral Shifts Using IoT Vehicular Sensors Combined with Serious Games (RM, FB, RB, ADG, SP), pp. 1–8.
- CoG-2019-McQuighanBP #contest #interface
- B2CI 2019: The IEEE Brain to Computer Interface Competition's Gaming Event (JMM, GB, JMP), pp. 1–7.
- CoG-2019-MillerPCE #analysis #multi #social
- An Analysis of Peer Presence Social Group Dynamics to Enhance Player Engagement in Multiplayer Games (MM, NP, GC, CE), pp. 1–8.
- CoG-2019-MinWGC #overview
- Blockchain Games: A Survey (TM, HW, YG, WC), pp. 1–8.
- CoG-2019-MugraiSHT #automation
- Automated Playtesting of Matching Tile Games (LM, FdMS, CH, JT), pp. 1–7.
- CoG-2019-NaikJ #agile #development #gamification #learning
- Relax, It's a Game: Utilising Gamification in Learning Agile Scrum Software Development (NN, PJ), pp. 1–4.
- CoG-2019-NamI #generative #learning #using
- Generation of Diverse Stages in Turn-Based Role-Playing Game using Reinforcement Learning (SN, KI), pp. 1–8.
- CoG-2019-NeufeldML #approach #evaluation #evolution #hybrid
- Evolving Game State Evaluation Functions for a Hybrid Planning Approach (XN, SM, DPL), pp. 1–8.
- CoG-2019-NumminenVP #analysis #predict
- Predicting the monetization percentage with survival analysis in free-to-play games (RN, MV, TP), pp. 1–8.
- CoG-2019-NygrenD #case study #concept #self #using
- Using Simple Games to Evaluate Self-Organization Concepts: a Whack-a-mole Case Study (NN, JD), pp. 1–8.
- CoG-2019-ParakhCS #approach #design #network #problem #towards
- An Approach Towards Designing Problem Networks in Serious Games (AP, PC, MS), pp. 1–8.
- CoG-2019-ParkMMBWL #education #generative #multi #network
- Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial Networks (KP, BWM, WM, KEB, ENW, JCL), pp. 1–8.
- CoG-2019-ParmeterF #behaviour #interactive #music
- Influencing the Behavioral Responses of Players in an Interactive Narrative Game through Music and Arousal Congruency (LP, MF), pp. 1–4.
- CoG-2019-PerezTBF #behaviour #interactive #video
- Exploring User Motor Behaviour in Bimanual Interactive Video Games (NPP, LT, EB, IF), pp. 1–7.
- CoG-2019-PiettePSSB #logic
- Ludii and XCSP: Playing and Solving Logic Puzzles (CP, ÉP, MS, DJNJS, CB), pp. 1–4.
- CoG-2019-PietteSSB #empirical #evaluation
- An Empirical Evaluation of Two General Game Systems: Ludii and RBG (ÉP, MS, DJNJS, CB), pp. 1–4.
- CoG-2019-PragerTBMYP #empirical
- An Experiment on Game Facet Combination (RPP, LT, SB, DM, GNY, MP), pp. 1–8.
- CoG-2019-RajalingamS #adaptation #word
- Neuroevolution Strategies for Word Embedding Adaptation in Text Adventure Games (VRR, SS), pp. 1–8.
- CoG-2019-Ramon #logic
- Logic foundations of manipulation as game mechanics (JMTR), pp. 1–4.
- CoG-2019-RebstockSBS #policy
- Policy Based Inference in Trick-Taking Card Games (DR, CS, MB, NRS), pp. 1–8.
- CoG-2019-RingerWN #multimodal #recognition
- Multimodal Joint Emotion and Game Context Recognition in League of Legends Livestreams (CR, JAW, MAN), pp. 1–8.
- CoG-2019-SarkarC #using
- Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match Data (AS, SC), pp. 1–4.
- CoG-2019-ShoopLAL #design
- The Games Fusion Project: Competencies for Game Design (KS, CL, LA, SL), pp. 1–4.
- CoG-2019-SirotaBBH #towards #video
- Towards Procedurally Generated Languages for Non-playable Characters in Video Games (JS, VB, MRGB, SPH), pp. 1–4.
- CoG-2019-StephensonPSB19a #overview
- An Overview of the Ludii General Game System (MS, ÉP, DJNJS, CB), pp. 1–2.
- CoG-2019-TheodorouBB #comprehension
- The Sustainability Game: AI Technology as an Intervention for Public Understanding of Cooperative Investment (AT, BBL, JJB), pp. 1–4.
- CoG-2019-TsujinoYY #video
- Characteristics Study of Dance-charts on Rhythm-based Video Games (YT, RY, YY), pp. 1–4.
- CoG-2019-VegtWKN #component
- Portability of Serious Game Software Components (WvdV, WW, HK, EN), pp. 1–8.
- CoG-2019-VihangaBLK #approach #clustering #online
- Weekly Seasonal Player Population Patterns in Online Games: A Time Series Clustering Approach (DV, MB, EL, KK), pp. 1–8.
- CoG-2019-VolkovasFWL #2d #named #prototype
- Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games (RV, MF, JRW, SML), pp. 1–8.
- CoG-2019-VolzN #analysis #on the #simulation
- On the Effects of Simulating Human Decisions in Game Analysis (VV, BN), pp. 1–8.
- CoG-2019-WallnerKD #online #profiling #twitter
- Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game (GW, SK, AD), pp. 1–8.
- CoG-2019-WangSCF #behaviour #online
- Personality and Behavior in Role-based Online Games (ZW, AS, AC, EF), pp. 1–8.
- CoG-2019-WarriarUWT #design #framework #named #platform
- PlayMapper: Illuminating Design Spaces of Platform Games (VRW, CU, JRW, LT), pp. 1–4.
- CoG-2019-WarriarWT #mobile #modelling
- Modelling Player Preferences in AR Mobile Games (VRW, JRW, LNT), pp. 1–8.
- CoG-2019-WoodC #design #student
- Not So Different Games: An exploration of five years of student game designers (ZJW, ELC), pp. 1–8.
- CoG-2019-YangHZYC0ML #mining #online #predict
- Mining Player In-game Time Spending Regularity for Churn Prediction in Free Online Games (WY, TH, JZ, GY, JC, LC0, SM, YEL), pp. 1–8.
- CoG-2019-YinM
- Comprehensible Context-driven Text Game Playing (XY, JM), pp. 1–8.
- CoG-2019-YudaMD
- Creating an Affective Fighting Game AI System with Gamygdala (KY, MM, ADB), pp. 1–4.
- CoG-2019-YuS #analysis
- Application of Retrograde Analysis on Fighting Games (KY, NRS), pp. 1–8.
- CoG-2019-ZhangPFAJ #learning #lr
- 1GBDT, LR & Deep Learning for Turn-based Strategy Game AI (LZ, HP, QF, CA, YJ), pp. 1–8.
- CoG-2019-ZhuO #experience #multi
- Experience Management in Multi-player Games (JZ, SO), pp. 1–6.
- CoG-2019-ZuinV #learning
- Learning a Resource Scale for Collectible Card Games (GLZ, AV), pp. 1–8.
- DiGRA-2019-AdinolfT #case study #difference #experience
- Differences in Player Experiences of Need Satisfaction Across Four Games (SA, ST).
- DiGRA-2019-Alha #overview #perspective #research
- The imbalanced state of free-to-play game research: A literature review (KA).
- DiGRA-2019-Altice #product line
- Joy Family: Japanese Board Games in the Post-War Shōwa Period (NA).
- DiGRA-2019-AthavaleD #design #education
- Strategies for Endogenous Design of Educational Games (SA, GD).
- DiGRA-2019-AytemizJA #how
- Exploring How Changes in Game Systems Generate Meaning (BA, NJ, NA).
- DiGRA-2019-Barnabe #video
- Video Game Détournement: Playing Across Media (FB).
- DiGRA-2019-BryanT #adaptation #performance
- Adapting the Empty Orchestra: the Performance of Play in Karaoke (JSB, TJT).
- DiGRA-2019-Engstrom #research
- GDC vs. DiGRA: Gaps in Game Production Research (HE).
- DiGRA-2019-Ford #bound
- Beyond the Wall: The Boundaries of the Neomedieval Town in Singleplayer Roleplaying Games (DF).
- DiGRA-2019-FromeM #analysis
- Describing the Game Studies Canon: A Game Citation Analysis (JF, PM).
- DiGRA-2019-FukuiIHS #empirical #experience #programming #social #student
- The Relationship between Prior Gaming Experience and Consciousness of Computer Programming or Social Views on Information: An Empirical Study of High School Students in Japan (MF, TI, JH, YS).
- DiGRA-2019-FuruichiA #challenge
- A Challenge of Developing Serious Games to Raise the Awareness of Cybersecurity Issues (MF, MA).
- DiGRA-2019-GlasV
- The politics of game canonization: Tales from the frontlines of creating a national history of games (RG, JvV).
- DiGRA-2019-GrabarczykA #framework #ontology
- Port or conversion? An ontological framework for classifying game versions (PG, EA).
- DiGRA-2019-GualeniFL #how
- How to Reference a Digital Game (SG, RF, JL).
- DiGRA-2019-HowellS #comprehension #design
- Epistemological Issues in Understanding Games Design, Play-Experience, and Reportage (PH, BS).
- DiGRA-2019-JacobsD
- Discourse at play: construction and professionalism of video-based game reviews (RSJ, ZD).
- DiGRA-2019-KankainenP #design #guidelines #hybrid
- Hybrid Board Game Design Guidelines (VK, JP).
- DiGRA-2019-KordyakaJ0N #comparative #comprehension #motivation #video
- The Comparative Self: Understanding the Motivation to Play and the Subsequent Video Game Use (BK, KJ, MM0, BN).
- DiGRA-2019-KultimaL #learning
- Sami Game Jam - Learning, Exploring, Reflecting and Sharing Indigenous Culture through Game Jamming (AK, OL).
- DiGRA-2019-KurtzA #case study
- The “not so” Beautiful Game: a study on Brazilian players of the fantasy soccer game Cartola FC (GBK, JPCdA).
- DiGRA-2019-Lim #behaviour #motivation
- Different Frames of Players and the Motivation of Prosocial Behaviors in Digital Games (JSL).
- DiGRA-2019-LinSL #streaming
- Game Streaming Revisited: Some Observations on Marginal Practices and Contexts (HL, CTS, MCL).
- DiGRA-2019-MuscatDW #design #research
- Methods Beyond the Screen: Conducting remote player studies for game design research (AM, JD, DW).
- DiGRA-2019-NakamuraT #case study #mobile
- The Mobile Suit Gundam Franchise: a Case Study of Transmedia Storytelling Practices and the Role of Digital Games in Japan (AN, ST).
- DiGRA-2019-RegnathE #identification #social
- Me, myself and others: Connecting player identification to gaming social capital (FR, AE).
- DiGRA-2019-Roe0 #quote
- “Is This Really Happening?”: Game Mechanics as Unreliable Narrator (CR, AM0).
- DiGRA-2019-ShibuyaOSA
- Male and Female Game Players' Preferences for Game Characters and Real-world Personalities in Japan (AS, HO, AS, NA).
- DiGRA-2019-Snowdon #gender
- Dancing with the Hands: Frictions with Videogames, Dance and Gender (TS).
- DiGRA-2019-Sohier #video
- Game jockey as an intermediary between DJ practice and video games (RS).
- DiGRA-2019-SusiTW #approach #online
- “Can you send me a photo?” - A Game-Based Approach for Increasing Young Children's Risk Awareness to Prevent Online Sexual Grooming (TS, NT, UW).
- DiGRA-2019-ToftedahlE #industrial #taxonomy #tool support
- A Taxonomy of Game Engines and the Tools that Drive the Industry (MT, HE).
- DiGRA-2019-WangRHS #design #motivation
- Effects of Game Design Features on Player-Avatar Relationships and Motivation for Buying Decorative Virtual Items (HW, YCR, SYH, CTS).
- DiGRA-2019-WeiD
- Exploring the Role of Narrative Puzzles in Game Storytelling (HW, BD).
- DiGRA-2019-WestecottSHR #developer #research
- In Situ: Researching corporate diversity initiatives with game developers (EW, SS, CH, KR).
- DiGRA-2019-WestersideH
- Sites of Play: Locating Gameplace in Red Dead Redemption 2 (AW, JH).
- FDG-2019-AcharyaW #collaboration #comprehension
- Building worlds together: understanding collaborative co-creation of game worlds (DA, NWF), p. 5.
- FDG-2019-AndersonCS #challenge #persistent #video
- Building persistence through failure: the role of challenge in video games (CGA, KC, CS), p. 6.
- FDG-2019-AndersonS #comprehension #retrieval
- Understanding user needs in videogame moment retrieval (BRA, AMS), p. 10.
- FDG-2019-AraujoCSST #independence #overview #state of the art #towards
- Towards a game-independent model and data-structures in digital board games: an overview of the state-of-the-art (LJPdA, MC, JES, VS, AT), p. 8.
- FDG-2019-AungDSTANRKSD #profiling
- The trails of Just Cause 2: spatio-temporal player profiling in open-world games (MA, SD, YS, YT, YA, SN, SR, DK, RS, AD), p. 11.
- FDG-2019-CanaanSTN #benchmark #metric
- Leveling the playing field: fairness in AI versus human game benchmarks (RC, CS, JT, AN), p. 8.
- FDG-2019-CarstensdottirK #interactive
- Player interaction in narrative games: structure and narrative progression mechanics (EC, EK, MSEN), p. 9.
- FDG-2019-EgerG
- Wait a second: playing Hanabi without giving hints (ME, DG), p. 7.
- FDG-2019-EgertP #design #development #source code
- Tenure and promotion in the next era of game design and development programs: some thoughts and observations (CAE, AMP), p. 7.
- FDG-2019-FoffanoT #adaptation #case study #experience #user interface
- Changes of user experience in an adaptive game: a study of an AI manager (FF, DT), p. 8.
- FDG-2019-GuitartTRCP #learning #predict #video
- From non-paying to premium: predicting user conversion in video games with ensemble learning (AG, SHT, AFdR, PPC, ÁP), p. 9.
- FDG-2019-HarmonMJ
- Operationalizing conflict strategies in a board game (SH, RM, AJ), p. 6.
- FDG-2019-HarteveldKRSNLK #adaptation #overview
- Teamwork and adaptation in games (TAG): a survey to gauge teamwork (CH, EK, PR, DS, THN, SL, WK, PF, MSEN), p. 12.
- FDG-2019-HoltkampABWYK #artificial reality #matter
- Enhancing subject matter assessments utilizing augmented reality and serious game techniques (BH, MA, DB, MW, CY, KK), p. 8.
- FDG-2019-HoT
- Affordances of brainstorming toolkits and their use in game jams (XH, MT), p. 10.
- FDG-2019-JemmaliKBARE #concept #design #learning #programming #using
- Using game design mechanics as metaphors to enhance learning of introductory programming concepts (CJ, EK, SB, MVA, ER, MSEN), p. 5.
- FDG-2019-JiangHHF #design #education #framework
- The computational puzzle design framework: a design guide for games teaching computational thinking (XJ, CH, XH, AYHF), p. 11.
- FDG-2019-JuniusMW #towards
- Towards expressive input for character dialogue in digital games (NJ, MM, NWF), p. 11.
- FDG-2019-KaltmanOA #analysis #named #visualisation
- S4LVE: shareable videogame analysis and visualization (EK, JCO, JA), p. 5.
- FDG-2019-KankainenKM #community
- Motivations of game jam organizers: case of finnish game jam community (VK, AK, MM), p. 8.
- FDG-2019-Kao19a
- The effects of anthropomorphic avatars vs. non-anthropomorphic avatars in a jumping game (DK), p. 5.
- FDG-2019-KaoS #how #performance
- Exploring how preference and perceived performance vary in different game genres across time of day (DK, JJDS), p. 5.
- FDG-2019-KohlerMK #composition #heuristic
- Composition of basic heuristics for the game 2048 (IK, TM, FK), p. 5.
- FDG-2019-KoonsH #generative #music
- Intrinsically musical game worlds: abstract music generation as a result of gameplay (NK, MH), p. 4.
- FDG-2019-KreminskiAJOCDF #collaboration #prototype #towards
- Cozy mystery construction kit: prototyping toward an AI-assisted collaborative storytelling mystery game (MK, DA, NJ, EO, KC, MD, CF, SM, SM, NWF), p. 9.
- FDG-2019-KreminskiW #generative
- Generative games as storytelling partners (MK, NWF), p. 8.
- FDG-2019-LaiEKL #named
- Introducing: the game jam license (GL, KE, FK, WHL), p. 6.
- FDG-2019-Lawley #challenge #evaluation #interactive
- Publication and evaluation challenges in games & interactive media (ELL), p. 8.
- FDG-2019-LiGH #generative #multi #using #video
- End-to-end let's play commentary generation using multi-modal video representations (CL0, SG, BH), p. 7.
- FDG-2019-LuPN #analysis #communication #developer
- Game postmortems vs. developer Reddit AMAs: computational analysis of developer communication (CL, JP, TN), p. 7.
- FDG-2019-MacCormickZ #development #named #programming #using #visual notation
- SuBViS: the use of subjunctive visual programming environments for exploring alternatives in game development (DM, LZ), p. 11.
- FDG-2019-MadgeBCKP
- Making text annotation fun with a clicker game (CM, RB, JC, UK, MP), p. 6.
- FDG-2019-MillerNHCE
- Expertise and engagement: re-designing citizen science games with players' minds in mind (JAM, UN, MH, SC, MSEN), p. 11.
- FDG-2019-NummenmaaK #hybrid #social
- Social features in hybrid board game marketing material (TN, VK), p. 8.
- FDG-2019-OSheaF #design #framework #question
- Game design frameworks: where do we start? (ZO, JF), p. 10.
- FDG-2019-OuelletteBC #analysis #comprehension #design #education #using
- Using applied cognitive load theory and difficulty analysis for educational game design for understanding and transference of literacy skills in adults (MO, LB, CC), p. 11.
- FDG-2019-PirkerPK #interactive #recommendation #social
- Social interactions in game jams: a jammer recommender tool (JP, AP, JK), p. 4.
- FDG-2019-Poor #community #online #product line #scalability
- Building and sustaining large, long-term online communities: family business and gamifying the game (NP), p. 12.
- FDG-2019-Ruch #development #education #learning
- Trans-pacific project-based learning: game production curriculum development (AWR), p. 9.
- FDG-2019-SalterSS #effectiveness
- But does pikachu love you?: reproductive labor in casual and hardcore games (AS, MS, AS), p. 10.
- FDG-2019-SteinbockLKPK #communication #education #named
- Cologon: a game to foster communication skills in inclusive education (MS, NL, FK, MP, GK), p. 5.
- FDG-2019-TreanorN #analysis
- Order-fulfillment games: an analysis of games about serving customers (MT, MJN), p. 7.
- FDG-2019-VillarealeGFFZ #design #social
- Enhancing social exergames through idle game design (JV, RCG, AF, TF, JZ), p. 5.
- FDG-2019-WangCYPTA #learning #synthesis
- Goal-based progression synthesis in a korean learning game (SW, BC, SY, JYP, NT, EA), p. 9.
- FDG-2019-WangZWC #music
- Rhythm dungeon: a blockchain-based music roguelike game (TW, SZ, XW, WC0), p. 3.
- FDG-2019-ZelekeOS #approach #hybrid
- Analyzing action games: a hybrid systems approach (YZ, JCO, RGS), p. 11.
- FDG-2019-ZhangS #natural language #query
- Retrieving videogame moments with natural language queries (XZ, AMS), p. 7.
- FDG-2019-ZhaoAEL #artificial reality #education
- Developing a virtual reality game for manufacturing education (RZ, FA, LJE, HCL), p. 4.
- FDG-2019-ZhaoSHLLMR #assessment #physics
- Knowledge assessment: game for assessment of symptoms of child physical abuse (RZ, CRS, MDHR, JL, GL, AM, HJR), p. 7.
- FDG-2019-ZhuAFNCSVO #concept #education #how #parallel #programming
- Programming in game space: how to represent parallel programming concepts in an educational game (JZ, KA, AF, JN, BC, BKS, JV, SO), p. 10.
- ICGJ-2019-AryaGFM #named
- GGJ-Next: The Global Game Jam for Youth (AA, SG, MF, KM), p. 4.
- ICGJ-2019-FerrazG #case study #gender
- A Case Study About Gender Issues in a Game Jam (CF, KG), p. 8.
- ICGJ-2019-Harrer #design #sketching
- Radical Jamming: Sketching Radical Design Principles for Game Creation Workshops (SH), p. 5.
- ICGJ-2019-Kultima #case study #experience #named
- Superjammers: Motivations and Experiences of Exceptional Game Jammers in Finland (AK), p. 7.
- ICGJ-2019-MillerDK #question
- Can Game Jams Boost Confidence and Sense of Preparedness? (MM, JD, FK), p. 5.
- ICGJ-2019-MyersPC #approach #social
- Game Jams as a Space to Tackle Social Issues: an Approach Based on the Critical Pedagogy (CM, LSGP, TC), p. 8.
- ICGJ-2019-WhitePYJS #communication
- Communication Beyond Languages Realized by International Game Jams (JW, IP, RY, SJ, DS), p. 6.
- VS-Games-2019-0001MKSL #artificial reality
- Approaching Difficult Terrain with Sensitivity: A Virtual Reality Game on the Five Stages of Grief (DR0, SvM, JK, MS, MEL), pp. 1–4.
- VS-Games-2019-AlvesMP #health #towards
- Towards Incorporating Personality in Serious Games for Health (TA, CM, RP), pp. 1–4.
- VS-Games-2019-BeeverPJ #design #modelling
- Evaluating LevelEd AR: An Indoor Modelling Application for Serious Games Level Design (LB, SRP, NWJ), pp. 1–4.
- VS-Games-2019-BornAM #motivation #performance
- Exergaming in VR: The Impact of Immersive Embodiment on Motivation, Performance, and Perceived Exertion (FB, SA, MM), pp. 1–8.
- VS-Games-2019-BurkholzM
- Empathy & Information: Ingredients for a Children's Game on Diabetes (JB, SvM), pp. 1–2.
- VS-Games-2019-Gabriel #concept #design #using
- We Make Games. Using Serious Game Design Concepts in Secondary School (SG), pp. 1–4.
- VS-Games-2019-HoffmannM #design #education
- Exploring Game Design for the Financial Education of Millenials (GH, LM), pp. 1–2.
- VS-Games-2019-HoffmannMW #behaviour #education
- Perfectionism in Games - Analyzing Playing Behaviors in an Educational Game (GH, RM, CW), pp. 1–4.
- VS-Games-2019-Hohl #architecture #interactive #learning #visualisation
- Game-Based Learning - Developing a Business Game for Interactive Architectural Visualization (WH), pp. 1–4.
- VS-Games-2019-Jercic #metric #performance #predict #set #what
- What could the baseline measurements predict about decision-making performance in serious games set in the financial context (PJ), pp. 1–4.
- VS-Games-2019-KharvariH #3d #architecture #artificial reality #using #visualisation
- The Role of Serious Gaming using Virtual Reality Applications for 3D Architectural Visualization (FK, WH), pp. 1–2.
- VS-Games-2019-KivelaAVO #case study #physics
- Study on the Motivational and Physical Effects of Two VR Exergames (OK, PA, AV, TO), pp. 1–2.
- VS-Games-2019-MunsingerWQ #artificial reality #education #usability
- The Usability of the Microsoft HoloLens for an Augmented Reality Game to Teach Elementary School Children (BM, GW, JQ), pp. 1–4.
- VS-Games-2019-RodriguesFPPS #named #problem
- Festarola: a Game for Improving Problem Solving Strategies (RR0, PCF, RP, PP, AMVS), pp. 1–8.
- VS-Games-2019-SchmuckFSC #design #framework #research
- Principles underlying the design of a cognitive training game as a research framework (ES, RF, PS, PCL), pp. 1–2.
- VS-Games-2019-SedlacekOZ #education
- Moon Base: A Serious Game for Education (DS, OO, JZ), pp. 1–4.
- VS-Games-2019-TahaiWEP #adaptation #design #evaluation #named #reasoning
- Scalebridge: Design and Evaluation of Adaptive Difficulty Proportional Reasoning Game for Children (LT, JRW, CE, KP), pp. 1–4.
- VS-Games-2019-VayanouLKSAIKI #design #mobile
- Cultural Mobile Games: Designing for 'Many' (MV, GL, AK, OS, KA, EEI, GK, YEI), pp. 1–4.
- VS-Games-2019-ZahedWQ #education #safety
- Play It Safe: An Educational Cyber Safety Game for Children in Elementary School (BTZ, GW, JQ), pp. 1–4.
- CIKM-2019-TaoGFCYZ #learning #multi #named #online #predict
- GMTL: A GART Based Multi-task Learning Model for Multi-Social-Temporal Prediction in Online Games (JT, LG, CF, LC, DY, SZ), pp. 2841–2849.
- ICML-2019-BalduzziGB0PJG #learning #symmetry
- Open-ended learning in symmetric zero-sum games (DB, MG, YB, WC0, JP, MJ, TG), pp. 434–443.
- ICML-2019-CardosoAWX #nash
- Competing Against Nash Equilibria in Adversarially Changing Zero-Sum Games (ARC, JDA, HW, HX), pp. 921–930.
- ICML-2019-HanSDXWSLZ #learning #multi #video
- Grid-Wise Control for Multi-Agent Reinforcement Learning in Video Game AI (LH, PS, YD, JX, QW, XS, HL, TZ), pp. 2576–2585.
- ICML-2019-LeeJAJ #approach #functional
- Functional Transparency for Structured Data: a Game-Theoretic Approach (GHL, WJ, DAM, TSJ), pp. 3723–3733.
- ICML-2019-RaghunathanCJ #optimisation
- Game Theoretic Optimization via Gradient-based Nikaido-Isoda Function (AUR, AC, DKJ), pp. 5291–5300.
- KDD-2019-TaoLZZWFC #detection #multi #named #network #online
- MVAN: Multi-view Attention Networks for Real Money Trading Detection in Online Games (JT, JL, SZ, SZ, RW, CF, PC), pp. 2536–2546.
- KDD-2019-WangLCJ #effectiveness #learning #performance #representation #retrieval
- Effective and Efficient Sports Play Retrieval with Deep Representation Learning (ZW, CL, GC, CJ), pp. 499–509.
- KDD-2019-WangQWLGZHZCZ #learning
- A Minimax Game for Instance based Selective Transfer Learning (BW, MQ, XW, YL, YG, XZ, JH0, BZ, DC, JZ), pp. 34–43.
- POPL-2019-BaldanKMP #fixpoint
- Fixpoint games on continuous lattices (PB, BK0, CMM, TP), p. 29.
- POPL-2019-CastellanY #semantics
- Two sides of the same coin: session types and game semantics: a synchronous side and an asynchronous side (SC, NY), p. 29.
- POPL-2019-ClairambaultVW #programming #quantum #semantics
- Game semantics for quantum programming (PC, MdV, GW), p. 29.
- POPL-2019-Mellies #category theory #combinator #scheduling #semantics
- Categorical combinatorics of scheduling and synchronization in game semantics (PAM), p. 30.
- ASE-2019-Ramamoorthy #multi #using
- User Preference Aware Multimedia Pricing Model using Game Theory and Prospect Theory for Wireless Communications (KMKR), pp. 1265–1267.
- ASE-2019-ZhengFXS0HMLSC #automation #learning #named #online #testing #using
- Wuji: Automatic Online Combat Game Testing Using Evolutionary Deep Reinforcement Learning (YZ, CF, XX, TS, LM0, JH, ZM, YL0, RS, YC), pp. 772–784.
- ESEC-FSE-2019-Khanve #empirical #smell #web
- Are existing code smells relevant in web games? an empirical study (VK), pp. 1241–1243.
- CASE-2019-CarliDP #approach #distributed #energy #generative #scheduling
- A Distributed Control Approach Based on Game Theory for the Optimal Energy Scheduling of a Residential Microgrid with Shared Generation and Storage (RC, MD, VP), pp. 960–965.
- CASE-2019-JiangL #bound #network
- Bayesian Stackelberg Game Model for Water Supply Networks against Bounded Rational Interdictors (JJ, XL), pp. 842–847.
- FASE-2019-DimovskiLW #abstraction #model checking #refinement #variability
- Variability Abstraction and Refinement for Game-Based Lifted Model Checking of Full CTL (ASD, AL, AW), pp. 192–209.
- CAV-2019-AshokKW #markov #model checking #probability #process #statistics
- PAC Statistical Model Checking for Markov Decision Processes and Stochastic Games (PA, JK, MW), pp. 497–519.
- CAV-2019-AvniBCHKP #optimisation #runtime
- Run-Time Optimization for Learned Controllers Through Quantitative Games (GA, RB, KC, TAH, BK, SP), pp. 630–649.
- CAV-2019-ElfarWP #synthesis #using
- Security-Aware Synthesis Using Delayed-Action Games (ME, YW0, MP), pp. 180–199.
- ICSA-2018-Apel #architecture #development #online
- Reducing Development Overheads with a Generic and Model-Centric Architecture for Online Games (SA), pp. 21–28.
- EDM-2018-AkramMWMBL #assessment #learning
- Improving Stealth Assessment in Game-based Learning with LSTM-based Analytics (BA, WM, ENW, BWM, KB, JCL).
- EDM-2018-KarumbaiahBS #learning #predict #student
- Predicting Quitting in Students Playing a Learning Game (SK, RSB, VJS).
- EDM-2018-SawyerRAL #analysis #behaviour #learning #problem #student
- Filtered Time Series Analyses of Student Problem-Solving Behaviors in Game-based Learning (RS, JPR, RA, JCL).
- ICSME-2018-FraczD #assessment #automation #case study #developer
- Developers' Game: A Preliminary Study Concerning a Tool for Automated Developers Assessment (WF, JD), pp. 695–699.
- MSR-2018-PascarellaPPB08 #development #how #open source #question #video
- How is video game development different from software development in open source? (LP, FP, MDP, AB), pp. 392–402.
- MSR-2018-WangLL0X #android #empirical #scalability #why
- Why are Android apps removed from Google Play?: a large-scale empirical study (HW, HL, LL0, YG0, GX), pp. 231–242.
- CIAA-2018-StasioMV
- Solving Parity Games: Explicit vs Symbolic (ADS, AM, MYV), pp. 159–172.
- DLT-2018-Khoussainov
- A Brief Excursion to Parity Games (BK), pp. 24–35.
- ICFP-2018-AlmeidaCM0P #assessment #automation #case study #education #experience #functional #how #using
- Teaching how to program using automated assessment and functional glossy games (experience report) (JBA, AC, NM, HP0, JP), p. 17.
- ICFP-2018-KoppelSS #functional
- Capturing the future by replaying the past (functional pearl) (JK, GS, ASL), p. 29.
- AIIDE-2018-Canaan
- Games as Co-Creative Cooperative Systems (RC), pp. 285–287.
- AIIDE-2018-EgerM #comparison #deduction #social
- Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game (ME, CM), pp. 24–30.
- AIIDE-2018-GuzdialR #automation #concept #design
- Automated Game Design via Conceptual Expansion (MG, MR), pp. 31–37.
- AIIDE-2018-Horswill18a #named
- Postmortem: MKULTRA, An Experimental AI-Based Game (IDH), pp. 45–51.
- AIIDE-2018-KantharajuAZCSO #education #parallel #programming
- Tracing Player Knowledge in a Parallel Programming Educational Game (PK, KBA, JZ, BC, BKS, SO), pp. 173–179.
- AIIDE-2018-MathewsonM #named #using
- Improbotics: Exploring the Imitation Game Using Machine Intelligence in Improvised Theatre (KWM, PM), pp. 59–66.
- AIIDE-2018-MoraesML #realtime
- Nested-Greedy Search for Adversarial Real-Time Games (ROM, JRHM, LHSL), pp. 67–73.
- AIIDE-2018-Ontanon #comprehension #named #natural language #prototype
- SHRDLU: A Game Prototype Inspired by Winograd's Natural Language Understanding Work (SO), pp. 268–270.
- AIIDE-2018-SifaYRB #architecture #bottom-up #comparative #evaluation #matrix #online #recommendation
- Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation (RS, RY, RR, CB), pp. 102–108.
- AIIDE-2018-SmejkalG
- Engaging Turn-Based Combat in the Children of the Galaxy Videogame (PS, JG), pp. 229–235.
- AIIDE-2018-SummervilleMSOW #analysis #bidirectional #generative #named
- Gemini: Bidirectional Generation and Analysis of Games via ASP (AS, CM, BS, JCO, NWF, MM), pp. 123–129.
- AIIDE-2018-WigginsKMMBWL #education #predict
- Affect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games (JBW, MK, WM, BWM, KEB, ENW, JCL), pp. 243–249.
- CHI-PLAY-2018-AllisonCGS #design pattern #interactive
- Design Patterns for Voice Interaction in Games (FA, MC, MRG, WS), pp. 5–17.
- CHI-PLAY-2018-ByrneMM #case study #experience #using
- AR Fighter: Using HMDs to create Vertigo Play Experiences (RB, JM, F'M), pp. 45–57.
- CHI-PLAY-2018-DechantSMM #empirical #evaluation #hybrid
- Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming Context (MD, IS, AM, RLM), pp. 73–85.
- CHI-PLAY-2018-DeppingJM #design #modelling #social
- Designing for Friendship: Modeling Properties of Play, In-Game Social Capital, and Psychological Well-being (AED, CJ, RLM), pp. 87–100.
- CHI-PLAY-2018-DSouzaPKW #approach #social
- Augmenting Co-Located Social Play with Biofeedback: An Interactional Approach (AD, BP, MK, PW), pp. 113–125.
- CHI-PLAY-2018-EmmerichRM #design #how
- I'm Glad You Are on My Side: How to Design Compelling Game Companions (KE, PR, MM), pp. 141–152.
- CHI-PLAY-2018-Ferguson #why
- Sex, Lies and Videogames: Why Videogames Still Struggle to Overcome Moral Panic (CJF), p. 1.
- CHI-PLAY-2018-FrommelS0 #adaptation #performance #recognition #towards
- Towards Emotion-based Adaptive Games: Emotion Recognition Via Input and Performance Features (JF, CS, MW0), pp. 173–185.
- CHI-PLAY-2018-GlickmanMSMH #challenge #design
- Design Challenges for Livestreamed Audience Participation Games (SG, NM, JS, RM, JH), pp. 187–199.
- CHI-PLAY-2018-KrekhovCEMK #artificial reality #named #navigation
- GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing (AK, SC, KE, MM, JHK), pp. 243–256.
- CHI-PLAY-2018-LawBM #experience #overview #validation
- Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice (ELCL, FB, EDM), pp. 257–270.
- CHI-PLAY-2018-LiPBWBGM #design #towards
- The Guts Game: Towards Designing Ingestible Games (ZL, RP, FB, WW, KB, SG, F'M), pp. 271–283.
- CHI-PLAY-2018-LongG #experience #latency #modelling #performance
- Characterizing and Modeling the Effects of Local Latency on Game Performance and Experience (ML, CG), pp. 285–297.
- CHI-PLAY-2018-MeklerIB #experience #quote
- “A Game that Makes You Question...”: Exploring the Role of Reflection for the Player Experience (EDM, II, JAB), pp. 315–327.
- CHI-PLAY-2018-MunozCBG #adaptation #health
- Closing the Loop in Exergaming - Health Benefits of Biocybernetic Adaptation in Senior Adults (JEM, MC, SBiB, ERG), pp. 329–339.
- CHI-PLAY-2018-MuscatD #ambiguity #design #named
- WORLD4: Designing Ambiguity for First-Person Exploration Games (AM, JD), pp. 341–351.
- CHI-PLAY-2018-PassmoreM #representation
- An About Face: Diverse Representation in Games (CJP, RLM), pp. 365–380.
- CHI-PLAY-2018-PorterBR #artificial reality #case study #guidelines #migration
- Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft (JPI, MB, AR), pp. 405–415.
- CHI-PLAY-2018-RosenqvistBPM #mobile #product line #social
- MeteorQuest - Bringing Families Together Through Proxemics Play In A Mobile Social Game (RR, JB, EP, TM), pp. 439–450.
- CHI-PLAY-2018-ScheepmakerFS #social
- The Things We Play with Roles of Technology in Social Play (LS, CF, KS), pp. 451–462.
- CHI-PLAY-2018-SoroushHB #maintenance #self
- Investigating Game Mechanics that Target Players' Self-Control While Maintaining Engagement (MS, MH, VKB), pp. 489–502.
- CHI-PLAY-2018-StadlerH #design
- Blind Adventure - A Game Engine for Blind Game Designers (VS, HH), pp. 503–509.
- CHI-PLAY-2018-VellaPKPMJ #case study #using
- Using Applied Games to Engage mHealth Users: A Case Study of MindMax (KV, NP, MK, BP, JM, DJ0), pp. 511–522.
- CHI-PLAY-2018-WeiszAA #education #named #quantum
- Entanglion: A Board Game for Teaching the Principles of Quantum Computing (JDW, MA, ZA), pp. 523–534.
- CHI-PLAY-2018-WilsonM #artificial reality #case study #experience #interactive #rating #video
- Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive Experiences (GAW, MM), pp. 535–548.
- CIG-2018-AndersenGG #learning #realtime
- Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy Games (PAA, MG, OCG), pp. 1–8.
- CIG-2018-AshlockKP #towards
- Toward General Mathematical Game Playing Agents (DA, EYK, DPL), pp. 1–7.
- CIG-2018-BabadiNH
- Intelligent Middle-Level Game Control (AB, KN, PH), pp. 1–8.
- CIG-2018-BaierC #multi
- Evolutionary MCTS for Multi-Action Adversarial Games (HB, PIC), pp. 1–8.
- CIG-2018-BertensGCP #recommendation #video
- A Machine-Learning Item Recommendation System for Video Games (PB, AG, PPC, AP), pp. 1–4.
- CIG-2018-BraviLL0 #analysis #video
- Shallow Decision-Making Analysis in General Video Game Playing (IB, DPL, SML, JL0), pp. 1–8.
- CIG-2018-Browne
- Modern Techniques for Ancient Games (CB), pp. 1–8.
- CIG-2018-CanaanMTN #metric #towards
- Towards Game-based Metrics for Computational Co-Creativity (RC, SM, JT, AN), pp. 1–8.
- CIG-2018-ChenANCSE #named #performance #recommendation
- Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Games (ZC, CA, THDN, SC, YS, MSEN), pp. 1–8.
- CIG-2018-CookCR #analysis #constraints #design
- Inferring Design Constraints From Game Ruleset Analysis (MC0, SC, AR), pp. 1–8.
- CIG-2018-Cutumisu #assessment #feedback #performance #student
- The Influence of Feedback Choice on University Students' Revision Choices and Performance in a Digital Assessment Game (MC), pp. 1–7.
- CIG-2018-DockhornA #approximate #learning #video
- Forward Model Approximation for General Video Game Learning (AD, DA), pp. 1–8.
- CIG-2018-GanzfriedS
- Bayesian Opponent Exploitation in Imperfect-Information Games (SG, QS), pp. 1–8.
- CIG-2018-GeddaLB #monte carlo
- Monte Carlo Methods for the Game Kingdomino (MG, MZL, MB), pp. 1–8.
- CIG-2018-GreenwoodAP #analysis
- A Critical Analysis of Punishment in Public Goods Games (GWG, HAA, EP), pp. 1–5.
- CIG-2018-Guerrero-Romero #algorithm #design #testing #using
- Using a Team of General AI Algorithms to Assist Game Design and Testing (CGR, SML, DPL), pp. 1–8.
- CIG-2018-HarmerGVHBOSN #3d #concurrent #learning
- Imitation Learning with Concurrent Actions in 3D Games (JH, LG, JdV, HH, JB, TO, KS, MN), pp. 1–8.
- CIG-2018-IshiharaIIHT #behaviour #implementation #monte carlo
- Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors (MI, SI, RI, TH, RT), pp. 1–8.
- CIG-2018-IshiiIIHT #implementation #monte carlo
- Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas (RI, SI, MI, TH, RT), pp. 1–8.
- CIG-2018-KantharajuOG
- μCCG, a CCG-based Game-Playing Agent for μRTS (PK, SO, CWG), pp. 1–8.
- CIG-2018-KeehlS #framework
- Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity Games (OK, AMS), pp. 1–8.
- CIG-2018-KosmidesDAKOL #named #using
- InLife: Combining Real Life with Serious Games using IoT (PK, KPD, EFA, NK, YO, VDL), pp. 1–7.
- CIG-2018-KraaijerKMR #generative #geometry #graph
- Geometry and Generation of a New Graph Planarity Game (RK, MJvK, WM, AvR), pp. 1–8.
- CIG-2018-Lucas #performance #research
- Game AI Research with Fast Planet Wars Variants (SML), pp. 1–4.
- CIG-2018-MascarenhasGPDS #developer #tool support
- A Virtual Agent Toolkit for Serious Games Developers (SM, MG, RP, JD, PAS, KS, BH, ES, RK), pp. 1–7.
- CIG-2018-OliveiraTICP #development #education
- A Plot from the Stars: Educational Game Development for Teaching Basic Mathematical Functions (GTdO, CFMT, SI, GCC, HHP), pp. 1–8.
- CIG-2018-PreussPVP #case study #refinement
- Integrated Balancing of an RTS Game: Case Study and Toolbox Refinement (MP, TP, VV, NP), pp. 1–8.
- CIG-2018-RodgersLA #realtime
- Ensemble Decision Making in Real-Time Games (PR, JL, DA), pp. 1–8.
- CIG-2018-RooijackersW
- Wall Building in the Game of StarCraft with Terrain Considerations (MLMR, MHMW), pp. 1–5.
- CIG-2018-SironiW #adaptation #analysis #monte carlo #self #video
- Analysis of Self-Adaptive Monte Carlo Tree Search in General Video Game Playing (CFS, MHMW), pp. 1–4.
- CIG-2018-TakanoOIHT #architecture #hybrid
- Applying Hybrid Reward Architecture to a Fighting Game AI (YT, WO, SI, TH, RT), pp. 1–4.
- CIG-2018-TavaresC #learning #realtime
- Tabular Reinforcement Learning in Real-Time Strategy Games via Options (ART, LC), pp. 1–8.
- CIG-2018-TorradoBT0P #learning #video
- Deep Reinforcement Learning for General Video Game AI (RRT, PB, JT, JL0, DPL), pp. 1–8.
- CIG-2018-TziortziotiMMVC #education #internet #process #using
- Scenarios for Educational and Game Activities using Internet of Things Data (CT, IM, GM, AV, IC), pp. 1–8.
- CIG-2018-VariaTKK #3d #analysis #dataset
- A Refined 3D Dataset for the Analysis of Player Actions in Exertion Games (CV, GT, KK, SDK), pp. 1–4.
- CIG-2018-VolzMP #approach #social
- A Social Science-based Approach to Explanations for (Game) AI (VV, KM, MP), pp. 1–2.
- CIG-2018-WoofC #learning #network
- Learning to Play General Video-Games via an Object Embedding Network (WW, KC), pp. 1–8.
- CIG-2018-YangO #evaluation #independence #learning #realtime
- Learning Map-Independent Evaluation Functions for Real-Time Strategy Games (ZY, SO), pp. 1–7.
- DiGRA-2018-AarsethG #metamodelling #ontology #research
- An Ontological Meta-Model for Game Research (EA, PG).
- DiGRA-2018-Blom
- Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise (JB).
- DiGRA-2018-Bonner #on the
- On Striated Wilderness and Prospect Pacing: Rural Open World Games as Liminal Spaces of the Man-Nature Dichotomy (MB).
- DiGRA-2018-BoonenCISN #concept
- Contextualizing Pathological Gaming - A Proof-of-Concept Study (CSB, MVC, AWI, MMS, RKLN).
- DiGRA-2018-BrucknerSKW #difference
- Exploring Cultural Differences in Game Reception: JRPGs in Germany and Japan (SB, YS, SK, IW).
- DiGRA-2018-Eladhari #design
- Bleed-in, Bleed-out A Design Case in Board Game Therapy (MPE).
- DiGRA-2018-Fantacci
- Wrecking the Game: The Artist as Griefer (GF).
- DiGRA-2018-FerriHHS #concept #design
- Design Concepts for Empowerment through Urban Play (GF, NBH, AvH, BAMS).
- DiGRA-2018-GaoS #analysis #design #framework #matter #platform
- Does Platform Matter? A Game Design Analysis of Female Engagement in MOBA Games (GG, PCS).
- DiGRA-2018-Genovesi #named #video
- Fragmentation: between expansion packs and episodic video games (MG).
- DiGRA-2018-Gianmarco #why
- Quilting the meaning: gameplay as catalyst of signification and why to co-op in game studies (TGG).
- DiGRA-2018-HicksDHG #design #empirical #framework
- Good Game Feel: An Empirically Grounded Framework for Juicy Design (KH, PD, JH, KG).
- DiGRA-2018-Jacevic #independence
- Indie Game: The Movie: The Paper - Documentary Films and the Subfield of Independent Games (MJ).
- DiGRA-2018-Karth #generative
- Preliminary Poetics of Procedural Generation in Games (IK).
- DiGRA-2018-KoenitzRKD #design #video
- “Clementine will remember that” - Methods to Establish Design Conventions for Video Game Narrative (HK, CR, NK, TD).
- DiGRA-2018-LoveB #design #set #social
- A Three Person Poncho and a Set of Maracas: Designing Ola De La Vida, A Co-Located Social Play Computer Game (LHCL, MB).
- DiGRA-2018-Murray
- Playing Whiteness in Crisis in The Last of Us and Tomb Raider (SM).
- DiGRA-2018-NielsenG #random #video
- Are Loot Boxes Gambling? Random reward mechanisms in video games (RKLN, PG).
- DiGRA-2018-NitscheM
- A Character in Your Hand: Puppetry to Inform Game Controls (MN, PM).
- DiGRA-2018-Okkema
- Harvester of Desires: Gaming Amazon Echo through John Cayley's The Listeners (LO).
- DiGRA-2018-SchottR #authentication #towards
- Presence at History: Toward an Expression of Authentic Historical Content as Game Rules and Play (GS, BR).
- DiGRA-2018-Scully-Blaker
- Stasis and Stillness: Moments of Inaction in Videogames (RSB).
- DiGRA-2018-Seraphine
- Ethics at Play in Undertale: Rhetoric, Identity and Deconstruction (FS).
- DiGRA-2018-SeulaAF #case study #performance
- Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer (RS, MA, SF).
- DiGRA-2018-ToftedahlBE #how #locality #question #why
- Localization from an Indie Game Production Perspective - Why, When and How? (MT, PB, HE).
- DiGRA-2018-VellaR
- The City in Singleplayer Fantasy Role Playing Games (DV, GKBR).
- DiGRA-2018-Willumsen #automation
- Is My Avatar MY Avatar? Character Autonomy and Automated Avatar Actions in Digital Games (ECW).
- DiGRA-2018-Wu #education #learning #video
- Video Games, Learning, and the Shifting Educational Landscape (HAW).
- FDG-2018-AzadvarC #evaluation #experience #named #self #video
- UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games (AA, AC), p. 7.
- FDG-2018-Backe #image #simulation
- Metareferentiality through in-game images in immersive simulation game (HJB), p. 10.
- FDG-2018-BothenFN #analysis #artificial reality #case study #comparative #interactive #mobile #user study
- An analysis and comparative user study on interactions in mobile virtual reality games (SB, JAF, PN), p. 8.
- FDG-2018-Cantallops #video
- Transhistorical perspective of the puzzle video game genre (MMC), p. 9.
- FDG-2018-CooperSKSS #tool support
- Repurposing citizen science games as software tools for professional scientists (SC, ALRS, RK, WMS, JBS), p. 6.
- FDG-2018-DecheringB #case study #interactive
- Moral engagement in interactive narrative games: an exploratory study on ethical agency in the walking dead and life is strange (AD, SB), p. 10.
- FDG-2018-EckL
- Mapping the field of organism-involved computer games (WvE, MHL), p. 8.
- FDG-2018-FarlowT #heuristic #multi #online
- Periodic load balancing heuristics in massively multiplayer online games (SF, JLT), p. 10.
- FDG-2018-GreenKBMNT #automation #design #named
- AtDELFI: automatically designing legible, full instructions for games (MCG, AK, GABB, TM, AN, JT), p. 10.
- FDG-2018-GualeniM #case study #challenge #design #self
- Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study (SG, MAGM), p. 4.
- FDG-2018-GundryD #approach #design #elicitation
- Intrinsic elicitation: a model and design approach for games collecting human subject data (DG, SD), p. 10.
- FDG-2018-HouzangbeCGR #artificial reality #usability
- Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability (SH, OC, GG, SR), p. 6.
- FDG-2018-JemmaliBME #design #education #empirical
- Educational game design: an empirical study of the effects of narrative (CJ, SB, AM, MSEN), p. 10.
- FDG-2018-Jorgensen #framework
- Media and games: an intermedial framework (IKHJ), p. 10.
- FDG-2018-KaravolosLY
- Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model (DK, AL, GNY), p. 10.
- FDG-2018-KayaliLPSF #design #health #towards
- Design considerations towards long-term engagement in games for health (FK, NL, PP, KS, GF), p. 8.
- FDG-2018-KhaledLB #design #research
- Documenting trajectories in design space: a methodology for applied game design research (RK, JL, PB), p. 10.
- FDG-2018-KimTDP #design
- A new mould rush: designing for a slow bio-digital game driven by living micro-organisms (RK, ST, RvD, SP), p. 9.
- FDG-2018-KleinmanCE
- Going forward by going back: re-defining rewind mechanics in narrative games (EK, EC, MSEN), p. 6.
- FDG-2018-KosaS #analysis #what
- What tabletop players think about augmented tabletop games: a content analysis (MK, PS), p. 8.
- FDG-2018-KumariDK #design #why
- Why game designers should study magic (SK, SD, GK), p. 8.
- FDG-2018-LankesRDM #3d #collaboration #named #social
- Socialeyes: social gaze in collaborative 3D games (ML, MR, OD, BM), p. 10.
- FDG-2018-LevyLSG #design #reliability #tool support
- Method in the madness: the design of games as valid and reliable scientific tools (LML, AJL, RS, MG), p. 10.
- FDG-2018-Maureira #learning #named #tool support
- CURIO: a game-based learning toolkit for fostering curiosity (MAGM), p. 6.
- FDG-2018-Murnane
- Unraveling the mortal coil: death and stories of play (EM), p. 10.
- FDG-2018-PachecoTP #assessment
- Studying believability assessment in racing games (CP, LNT, DPL), p. 10.
- FDG-2018-PlumbKS #clustering #hybrid #multi #network #online #using
- Hybrid network clusters using common gameplay for massively multiplayer online games (JNP, SKK, RS), p. 10.
- FDG-2018-RingerN #detection #multi #video
- Deep unsupervised multi-view detection of video game stream highlights (CR, MAN), p. 6.
- FDG-2018-SarkarC18a #volunteer
- Comparing paid and volunteer recruitment in human computation games (AS, SC), p. 9.
- FDG-2018-SilvaSITN
- Drawing without replacement as a game mechanic (FdMS, CS, AI, JT, AN), p. 6.
- FDG-2018-StegerenT #generative #towards
- Towards generating textual game assets from real-world data (JvS, MT), p. 4.
- FDG-2018-StephensonR #towards
- Deceptive angry birds: towards smarter game-playing agents (MS, JR), p. 10.
- FDG-2018-SullivanSS
- Games crafters play (AS, AS, GS), p. 9.
- FDG-2018-ThompsonS #adaptation #framework
- 'Play your own way': adapting a procedural framework for accessibility (TT, MS), p. 7.
- FDG-2018-TrumanRRM #artificial reality #realtime
- Rethinking real-time strategy games for virtual reality (ST, NR, DR0, SvM), p. 6.
- FDG-2018-WallnerKGLSL #education #geometry
- Lost my way: an educational geometry game for young children (GW, SK, SG, CSL, YS, IHL), p. 4.
- FDG-2018-ZhangZHS #crawling
- Crawling, indexing, and retrieving moments in videogames (XZ, ZZ, MH, AMS), p. 10.
- FDG-2018-ZhuWZ #analysis #generative #similarity
- Exploring the similarity between game events for game level analysis and generation (TZ0, BW, MZ), p. 7.
- ICGJ-2018-DirksPM
- Playing with refugees and other minorities during the Games [4Diversity] Jam (SD, MvPD, EM), pp. 34–38.
- ICGJ-2018-Grace #named
- Newsjam: Making Games at the Pace of News (LDG), pp. 17–20.
- ICGJ-2018-Kultima #design
- Design Values of Game Jam Organizers Case: Global Game Jam 2018 in Finland (AK), pp. 21–27.
- ICGJ-2018-McDonald
- iThirve Games Empathy Jam at DigiPen (HM), pp. 28–33.
- ICGJ-2018-PirkerLPD #aspect-oriented #development #process #social
- Social Aspects of the Game Development Process in the Global Gam Jam (JP, IL, AP, AD), pp. 9–16.
- VS-Games-2018-EcksteinKL #towards
- Towards Serious Games and Applications in Smart Substitutional Reality (BE, EK, BL), pp. 1–8.
- VS-Games-2018-GeorgiadisLBW #assessment #towards
- Accommodating Stealth Assessment in Serious Games: Towards Developing a Generic Tool (KG, GvL, KB, WW), pp. 1–4.
- VS-Games-2018-HarveySOC #artificial reality #development
- Validity of Virtual Reality Training for Motor Skill Development in a Serious Game (CH, ES, JO, MC), pp. 1–8.
- VS-Games-2018-KutunS #learning
- Rallye Game: Learning by Playing with Racing Cars (BK, WS), pp. 1–2.
- VS-Games-2018-LewisAMCKBDM #mobile #using
- Balance Trucks: Using Crowd-Sourced Data to Procedurally-Generate Gameplay within Mobile Games (MRL, SA, LM, SC, LCK, AB, SD, AM), pp. 1–4.
- VS-Games-2018-LynchMC #assessment
- Assessment in Serious Alternate Reality Games (RL, BM, CC), pp. 1–8.
- VS-Games-2018-MertNDMD #framework
- A Medical Serious Games Framework Hierarchy for Validity (AM, TCWN, BD, HM, MD), pp. 1–2.
- VS-Games-2018-MunozGCBG #multi #physics
- Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults (JEMC, ARG, MSC, SBiB, ERG), pp. 1–4.
- VS-Games-2018-OberdorferL #using
- Effectivity of Affine Transformation Knowledge Training Using Game Mechanics (SO, MEL), pp. 1–8.
- VS-Games-2018-OberdorferL18a #encoding #using
- Gamified Knowledge Encoding: Knowledge Training Using Game Mechanics (SO, MEL), pp. 1–2.
- VS-Games-2018-OberdorferL18b #effectiveness #using
- Effective Orbital Mechanics Knowledge Training Using Game Mechanics (SO, MEL), pp. 1–8.
- VS-Games-2018-Perez-ColadoRFM #learning #multi
- Multi-Level Game Learning Analytics for Serious Games (IJPC, DCR, MFM, IMO, BFM), pp. 1–4.
- VS-Games-2018-RallisLGVDD #analysis #artificial reality #learning #using #visualisation
- An Embodied Learning Game Using Kinect and Labanotation for Analysis and Visualization of Dance Kinesiology (IR, AL, IG, AV, ND, AD), pp. 1–8.
- VS-Games-2018-Ramic-Brkic #education #using
- Enhancing Progressive Education through the Use of Serious Games (BRB), pp. 1–4.
- VS-Games-2018-RappMBM #artificial reality #named #social
- Pathomon: A Social Augmented Reality Serious Game (DR, JM, KB, SvM), pp. 1–4.
- VS-Games-2018-SajjadiHCK #experience #on the #social
- On the Effect of a Personality-Driven ECA on Perceived Social Presence and Game Experience in VR (PS, LH, PC, SK), pp. 1–8.
- VS-Games-2018-SpyridonisDO #collaboration #communication #multi #online #performance
- Efficient In-Game Communication in Collaborative Online Multiplayer Games (FS, DDZ, MPO), pp. 1–4.
- VS-Games-2018-TiedeG #education #motivation #student
- Piloting Two Educational Games in Five European Countries: Teachers' Perceptions of Student Motivation and Classroom Engagement (JT, SG), pp. 1–8.
- VS-Games-2018-TregelMGS #optimisation
- Where's Pikachu: Route Optimization in Location-Based Games (TT, PM0, SG0, RS), pp. 1–8.
- VS-Games-2018-WienrichWSOI #experience
- A Virtual Nose as a Rest-Frame - The Impact on Simulator Sickness and Game Experience (CW, CKW, CS, DO, JHI), pp. 1–8.
- ICML-2018-BalduzziRMFTG
- The Mechanics of n-Player Differentiable Games (DB, SR, JM, JNF, KT, TG), pp. 363–372.
- ICML-2018-DubeyAPGE #video
- Investigating Human Priors for Playing Video Games (RD, PA, DP, TG, AAE), pp. 1348–1356.
- ICML-2018-KangarshahiHSC #framework
- Let's be Honest: An Optimal No-Regret Framework for Zero-Sum Games (EAK, YPH, MFS, VC), pp. 2493–2501.
- ICML-2018-Koriche #combinator #compilation #predict
- Compiling Combinatorial Prediction Games (FK), pp. 2761–2770.
- ICML-2018-LeeKCL #case study #learning
- Deep Reinforcement Learning in Continuous Action Spaces: a Case Study in the Game of Simulated Curling (KL, SAK, JC, SWL), pp. 2943–2952.
- ICML-2018-RaghuIAKLK #learning #question
- Can Deep Reinforcement Learning Solve Erdos-Selfridge-Spencer Games? (MR, AI, JA, RK, QVL, JMK), pp. 4235–4243.
- ICML-2018-RiedmillerHLNDW #learning
- Learning by Playing Solving Sparse Reward Tasks from Scratch (MAR, RH, TL, MN, JD, TVdW, VM, NH, JTS), pp. 4341–4350.
- KDD-2018-TaoXGLFZ #detection #framework #named
- NGUARD: A Game Bot Detection Framework for NetEase MMORPGs (JT, JX, LG, YL, CF, ZZ), pp. 811–820.
- POPL-2018-FarzanK #linear #synthesis
- Strategy synthesis for linear arithmetic games (AF, ZK), p. 30.
- ICSE-2018-FreyRAPN #case study #cyber-physical #security
- The good, the bad and the ugly: a study of security decisions in a cyber-physical systems game (SF, AR, PA, MPA, SAN), p. 496.
- ICSE-2018-HassanTBH #developer
- Studying the dialogue between users and developers of free apps in the google play store (SH, CT, CPB, AEH), p. 164.
- ICSE-2018-LinBH #empirical #framework #platform
- An empirical study of early access games on the steam platform (DL, CPB, AEH), p. 480.
- CASE-2018-ChengZB #case study #energy
- Case Study of An Energy-Saving Game for Public Buildings (ZC, QZ, TB), pp. 684–689.
- ESOP-2018-MertenBS #algorithm #complexity #distributed #learning
- Verified Learning Without Regret - From Algorithmic Game Theory to Distributed Systems with Mechanized Complexity Guarantees (SM, AB, GS0), pp. 561–588.
- CAV-2018-KelmendiKKW #algorithm #learning #probability
- Value Iteration for Simple Stochastic Games: Stopping Criterion and Learning Algorithm (EK, JK, JK, MW), pp. 623–642.
- CAV-2018-Dijk
- Attracting Tangles to Solve Parity Games (TvD), pp. 198–215.
- CSL-2018-GowersL #nondeterminism #semantics
- A Fully Abstract Game Semantics for Countable Nondeterminism (WJG, JDL), p. 18.
- CSL-2018-ScheweW0
- Parity Games with Weights (SS, AW, MZ0), p. 17.
- IJCAR-2018-Platzer #difference #logic
- Uniform Substitution for Differential Game Logic (AP), pp. 211–227.
- CSEET-2017-NyinkeuN #case study #experience #re-engineering
- Work and Play in Software Engineering Training: Experiences from the Silicon Mountain (NDN, HN), pp. 112–116.
- EDM-2017-BauerFP #analysis #behaviour #challenge #problem
- Analysis of problem-solving behavior in open-ended scientific-discovery game challenges (AB, JF, ZP).
- EDM-2017-LiuCBLR #education #question
- The Antecedents of and Associations with Elective Replay in An Educational Game: Is Replay Worth It? (ZL, CC, TB, CL, TR).
- CIAA-2017-Larsen #energy
- Timed and Untimed Energy Games (KGL), p. xiii-xvi.
- DLT-2017-Bruyere #approach #synthesis
- Computer Aided Synthesis: A Game-Theoretic Approach (VB), pp. 3–35.
- IFM-2017-JiWW #multi
- Synthesizing Coalitions for Multi-agent Games (WJ, FW, PW0), pp. 243–259.
- ICFP-2017-BreitnerS #case study #experience #simulation
- Lock-step simulation is child's play (experience report) (JB, CS), p. 15.
- AIIDE-2017-0001Y0KK #video
- Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environments (HM0, JY, LC0, TKSK, SK), pp. 270–272.
- AIIDE-2017-BarrigaSB #learning #realtime
- Combining Strategic Learning with Tactical Search in Real-Time Strategy Games (NAB, MS, MB), pp. 9–15.
- AIIDE-2017-BunianCCE #behaviour #difference #modelling #using
- Modeling Individual Differences in Game Behavior Using HMM (SB, AC, RCC, MSEN), pp. 158–164.
- AIIDE-2017-CorreiaA0MP #social
- A Social Robot as a Card Game Player (FC, PAO, TR0, FSM, AP), pp. 23–29.
- AIIDE-2017-DongB #education #evaluation #generative #programming
- Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game (YD, TB), pp. 172–178.
- AIIDE-2017-Eger
- Intentional Agents for Epistemic Games (ME), pp. 280–282.
- AIIDE-2017-EgerM #specification
- Practical Specification of Belief Manipulation in Games (ME, CM), pp. 30–36.
- AIIDE-2017-FerreiraW #composition #music #named
- MTG: Context-Based Music Composition for Tabletop Role-Playing Games (LNF, JW), pp. 286–288.
- AIIDE-2017-HankeC #recommendation
- A Recommender System for Hero Line-Ups in MOBA Games (LH, LC), pp. 43–49.
- AIIDE-2017-Horn #education #framework #generative
- A Skill-Based Framework for the Generation and Presentation of Educational Videogame Content (BH), pp. 292–294.
- AIIDE-2017-LiuM
- Balancing Zero-Sum Games with One Variable per Strategy (AJL, SM), pp. 57–65.
- AIIDE-2017-MazeikaW #3d #generative
- Solving for Bespoke Game Assets: Applying Style to 3D Generative Artifacts (JM, JW), pp. 73–79.
- AIIDE-2017-MinMRTWBL #multimodal #recognition
- Multimodal Goal Recognition in Open-World Digital Games (WM, BWM, JPR, RGT, ENW, KEB, JCL), pp. 80–86.
- AIIDE-2017-OsbornLM #hybrid #modelling #named
- HyPED: Modeling and Analyzing Action Games as Hybrid Systems (JCO, BL, MM), pp. 87–93.
- AIIDE-2017-PadovaniFL #music #named #recommendation
- Bardo: Emotion-Based Music Recommendation for Tabletop Role-Playing Games (RRP, LNF, LHSL), pp. 214–220.
- AIIDE-2017-PowleyNGCFSIC #design #named
- Wevva: Democratising Game Design (EJP, MJN, SEG, SC, BPF, RS, PI, MC0), pp. 273–276.
- AIIDE-2017-RavariSSD #hybrid #online #predict
- Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny (YNR, PS, RS, AD), pp. 207–213.
- AIIDE-2017-SarkarC #predict
- Level Difficulty and Player Skill Prediction in Human Computation Games (AS, SC), pp. 228–233.
- AIIDE-2017-StephensonRG #complexity
- The Computational Complexity of Angry Birds and Similar Physics-Simulation Games (MS, JR, XG), pp. 241–247.
- AIIDE-2017-Tavares #algorithm
- Algorithm Selection in Zero-Sum Computer Games (ART), pp. 301–303.
- CHI-PLAY-2017-AlavesaPKPO #mobile #order #overview
- Anarchy or Order on the Streets: Review Based Characterization of Location Based Mobile Games (PA, MP, HK, MP, TO), pp. 101–113.
- CHI-PLAY-2017-Ang0 #experience #video
- Comparing Effects of Dynamic Difficulty Adjustment Systems on Video Game Experience (DA, AM0), pp. 317–327.
- CHI-PLAY-2017-ArroyoMCOHR #learning #multi #smarttech
- Wearable Learning: Multiplayer Embodied Games for Math (IA, MM, JC, EO, TH, MMTR), pp. 205–216.
- CHI-PLAY-2017-BarinDT #analysis #comprehension
- Understanding Dangerous Play: A Grounded Theory Analysis of High-Performance Drone Racing Crashes (AB, ID, ZOT), pp. 485–496.
- CHI-PLAY-2017-Bogost #how
- How to Play (IB), p. 1.
- CHI-PLAY-2017-BoweyM #prototype #using
- Those are not the Stories you are Looking For: Using Text Prototypes to Evaluate Game Narratives Early (JTB, RLM), pp. 265–276.
- CHI-PLAY-2017-CastelhanoR #design #lessons learnt #multi
- Lessons From Designing a Game to Support Playfulness in Multisensory Stimulation Environments (NC, LR), pp. 57–68.
- CHI-PLAY-2017-ChengAP0 #collaboration #design pattern
- Leveraging Design Patterns to Support Designer-Therapist Collaboration When Ideating Brain Injury Therapy Games (JC, DA, CP, JG0), pp. 291–303.
- CHI-PLAY-2017-DeppingM #how #multi #social
- Cooperation and Interdependence: How Multiplayer Games Increase Social Closeness (AED, RLM), pp. 449–461.
- CHI-PLAY-2017-EmmerichM #experience #interactive #multi #social
- The Impact of Game Patterns on Player Experience and Social Interaction in Co-Located Multiplayer Games (KE, MM), pp. 411–422.
- CHI-PLAY-2017-FrommelFB0 #artificial reality
- The Effects of Context-Sensitive Tutorials in Virtual Reality Games (JF, KF, JB, MW0), pp. 367–375.
- CHI-PLAY-2017-HamalainenMTT #physics #predict #simulation
- Predictive Physics Simulation in Game Mechanics (PH, XM, JT, JT), pp. 497–505.
- CHI-PLAY-2017-HartIAOM #comprehension #safety
- Understanding Engagement within the Context of a Safety Critical Game (JH, II, AA, MO, MM), pp. 253–264.
- CHI-PLAY-2017-HornCD #adaptation #analysis #elicitation
- Adapting Cognitive Task Analysis to Elicit the Skill Chain of a Game (BH, SC, SD), pp. 277–289.
- CHI-PLAY-2017-Isbister #design
- Connecting through Play by Design (KI), p. 3.
- CHI-PLAY-2017-IskenderovaWB #artificial reality
- Drunk Virtual Reality Gaming: Exploring the Influence of Alcohol on Cybersickness (AI, FW, WB), pp. 561–572.
- CHI-PLAY-2017-JohansonGM #3d #learning #navigation #performance
- The Effects of Navigation Assistance on Spatial Learning and Performance in a 3D Game (CJ, CG, RLM), pp. 341–353.
- CHI-PLAY-2017-KromeHG #named
- AutoGym: An Exertion Game for Autonomous Driving (SK, JH, SG), pp. 33–42.
- CHI-PLAY-2017-LaneP
- Diegetic Connectivity: Blending Work and Play with Storytelling in Serious Games (NL, NRP), pp. 229–240.
- CHI-PLAY-2017-LesselVK #named
- CrowdChess: A System to Investigate Shared Game Control in Live-Streams (PL, AV, AK), pp. 389–400.
- CHI-PLAY-2017-MavoaCG
- Beyond Addiction: Positive and Negative Parent Perceptions of Minecraft Play (JM, MC, MRG), pp. 171–181.
- CHI-PLAY-2017-MerrittNJG #design #named
- GlowPhones: Designing for Proxemics Play with Low-Resolution Displays in Location-based Games (TM, CLN, FLJ, JEG), pp. 69–81.
- CHI-PLAY-2017-MuellerTBJ #design #interactive #lens
- 13 Game Lenses for Designing Diverse Interactive Jogging Systems (F'M, CTT, RB, MJ0), pp. 43–56.
- CHI-PLAY-2017-NewnVAAV #realtime
- Evaluating Real-Time Gaze Representations to Infer Intentions in Competitive Turn-Based Strategy Games (JN, EV, FA, YA, FV), pp. 541–552.
- CHI-PLAY-2017-PatibandaMLD #comprehension #design
- Life Tree: Understanding the Design of Breathing Exercise Games (RP, F'M, ML, JD), pp. 19–31.
- CHI-PLAY-2017-Peddycord-LiuCK #question #student #using #what
- Using Serious Game Analytics to Inform Digital Curricular Sequencing: What Math Objective Should Students Play Next? (ZPL, CC, SK, TB, CFL, TR), pp. 195–204.
- CHI-PLAY-2017-PetersenTMD #approach #mobile
- Evaluating the Onboarding Phase of Free-toPlay Mobile Games: A Mixed-Method Approach (FWP, LET, PMB, AD), pp. 377–388.
- CHI-PLAY-2017-SchaekermannRWK #behaviour #metric #motivation #profiling #self
- Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny” (MS, GR, GW, SK, DMJ0, AD, RS, LEN), pp. 143–156.
- CHI-PLAY-2017-ScozziIL #approach #design #learning
- A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games (MVS, II, CL), pp. 217–228.
- CHI-PLAY-2017-SeeleMBHS #artificial reality #behaviour #exclamation #how #question #social
- Here's Looking At You Anyway!: How Important is Realistic Gaze Behavior in Co-located Social Virtual Reality Games? (SS, SM, HB, RH, JS), pp. 531–540.
- CHI-PLAY-2017-SharmaADT #artificial reality #framework
- A Framework Supporting Selecting Space to Make Place in Spatial Mixed Reality Play (HNS, SAA, ID, ZOT), pp. 83–100.
- CHI-PLAY-2017-TondelloWORN #framework #taxonomy
- A Framework and Taxonomy of Videogame Playing Preferences (GFT, RRW, RO, GR, LEN), pp. 329–340.
- CHI-PLAY-2017-VellaKJ #multi
- The Impact of Agency and Familiarity in Cooperative Multiplayer Games (KV, CJK, DJ0), pp. 423–434.
- CHI-PLAY-2017-WildtA #video
- Bibles and BioShock: Affording Religious Discussion on Video Game Forums (LdW, SA), pp. 463–475.
- CHI-PLAY-2017-WohnFQ #information management #research
- A Game of Research: Information Management and Decision-making in Daily Fantasy Sports (DYW, EJF, KJQ), pp. 355–366.
- CHI-PLAY-2017-WongRB #question
- Game & Watch: Are “Let's Play” Gaming Videos as Immersive as Playing Games? (PNYW, JMR, DPB), pp. 401–409.
- CHI-PLAY-2017-ZamanskyLBK #interactive #tablet
- Is My Dog “Playing” Tablet Games?: Exploring Human Perceptions of Dog-Tablet Interactions (AZ, DvdL, SB, VK), pp. 477–484.
- CIG-2017-AlvernazT #visual notation
- Autoencoder-augmented neuroevolution for visual doom playing (SA, JT), pp. 1–8.
- CIG-2017-ApeldoornV #knowledge base #using
- Measuring strategic depth in games using hierarchical knowledge bases (DA, VV), pp. 9–16.
- CIG-2017-AshlockPS #theorem #video
- General video game playing escapes the no free lunch theorem (DA, DPL, AS), pp. 17–24.
- CIG-2017-BaldwinDFH #design pattern #generative #using
- Mixed-initiative procedural generation of dungeons using game design patterns (AB0, SD, JMF, JH), pp. 25–32.
- CIG-2017-BertensGP #big data #multi #predict #scalability
- Games and big data: A scalable multi-dimensional churn prediction model (PB, AG, AP), pp. 33–36.
- CIG-2017-BrownA #multi #using
- Using multiple worlds for multiple agent roles in games (JAB, DA), pp. 37–44.
- CIG-2017-BurnsT #detection #using
- Detecting flow in games using facial expressions (AB, JRT), pp. 45–52.
- CIG-2017-FontMLR #approach #heuristic #hybrid #towards
- Towards a hybrid neural and evolutionary heuristic approach for playing tile-matching puzzle games (JMF, DM, SL, PRC), pp. 76–79.
- CIG-2017-FrancilletteGA #adaptation #mobile
- Adaptive gameplay for mobile gaming (YF, AG, LA), pp. 80–87.
- CIG-2017-GainaLL #evolution #video
- Rolling horizon evolution enhancements in general video game playing (RDG, SML, DPL), pp. 88–95.
- CIG-2017-Greenwood #approach #fuzzy
- A fuzzy system approach for choosing public goods game strategies (GWG), pp. 104–109.
- CIG-2017-Guerrero-Romero #heuristic
- Beyond playing to win: Diversifying heuristics for GVGAI (CGR, AL, DPL), pp. 118–125.
- CIG-2017-GuimaraesSJ #architecture #named #social
- CiF-CK: An architecture for social NPCS in commercial games (MG, PS0, AJ), pp. 126–133.
- CIG-2017-IlhanE #learning #monte carlo #video
- Monte Carlo tree search with temporal-difference learning for general video game playing (EI, ASEU), pp. 317–324.
- CIG-2017-IsaksenWFN #simulation
- Simulating strategy and dexterity for puzzle games (AI, DW, AF, AN), pp. 142–149.
- CIG-2017-JeonYYK #mobile #performance #predict
- Extracting gamers' cognitive psychological features and improving performance of churn prediction from mobile games (JJ, DY, SIY, KJK), pp. 150–153.
- CIG-2017-KhalifaGLT #generative #video
- General video game rule generation (AK, MCG, DPL, JT), pp. 170–177.
- CIG-2017-KimK #modelling
- Opponent modeling based on action table for MCTS-based fighting game AI (MJK, KJK), pp. 178–180.
- CIG-2017-LeeY #mobile #optimisation
- Optimizing game live service for mobile free-to-play games (SKL, SIY), pp. 189–190.
- CIG-2017-LiebanaSGRL #physics #video
- Introducing real world physics and macro-actions to general video game ai (DPL, MS, RDG, JR, SML), pp. 248–255.
- CIG-2017-MinK #learning #using #visual notation
- Learning to play visual doom using model-free episodic control (BJM, KJK), pp. 223–225.
- CIG-2017-OonishiI #learning #using
- Improving generalization ability in a puzzle game using reinforcement learning (HO, HI), pp. 232–239.
- CIG-2017-OsbornSM #automation #design #learning
- Automated game design learning (JCO, AS, MM), pp. 240–247.
- CIG-2017-RooijackersW #algorithm
- Resource-gathering algorithms in the game of starcraft (MLMR, MHMW), pp. 264–271.
- CIG-2017-SilvaVT #monte carlo #using
- Using Monte Carlo tree search and google maps to improve game balancing in location-based games (LFMS, WV, FT), pp. 215–222.
- CIG-2017-StephensonR #generative #physics
- Generating varied, stable and solvable levels for angry birds style physics games (MS, JR), pp. 288–295.
- CIG-2017-UriarteO #generative #realtime
- Single believe state generation for partially observable real-time strategy games (AU, SO), pp. 296–303.
- CIG-2017-YoonK #network #visual notation
- Deep Q networks for visual fighting game AI (SY, KJK), pp. 306–308.
- DiGRA-2017-ConsalvoP #developer
- 'If you are feeling bold, ask for $3': Value Crafting and Indie Game Developers (MC, CAP).
- DiGRA-2017-Crawford
- Glitch Horror: BEN Drowned and the Fallibility of Technology in Game Fan Fiction (EEC).
- DiGRA-2017-GoddardM #approach #design #research #towards
- Towards Genre as a Game Design Research Approach (WG, AM).
- DiGRA-2017-GonzalezCJ
- Heritage Destruction and Videogames: A Perverse Relation (JAG, AC, DJ).
- DiGRA-2017-Grace #evolution
- Love, Lust, Courtship and Affection as Evolution in Digital Play (LDG).
- DiGRA-2017-Loban #learning #video
- Digitising Diplomacy: Grand Strategy Video Games as an Introductory Tool for Learning Diplomacy and International Relations (RL).
- DiGRA-2017-Lucat #infinity
- Playing with Patriarchy: Fatherhood in BioShock: Infinite, The Last of Us, and The Witcher 3: Wild Hunt (BL).
- DiGRA-2017-Reed
- Exhibition Strategies for Videogames in Art Institutions: Blank Arcade 2017 (ER).
- DiGRA-2017-SlaterBKS #physics
- A Typology of Players in the Game Physics Playground (SS, AJB, SK, VS).
- DiGRA-2017-Tavinor
- Fictionalism and videogame aggression (GT).
- DiGRA-2017-Therrien #artificial reality #comparative #documentation #video
- From Video Games to Virtual Reality (and Back). Introducing HACS (Historical-Analytical Comparative System) for the Documentation of Experiential Configurations in Gaming History (CT).
- DiGRA-2017-TyackW #adaptation #design #learning
- Adapting Epic Theatre Principles for the Design of Games for Learning (AT, PW).
- DiGRA-2017-VughtG #analysis
- Considering play: From method to analysis (JvV, RG).
- DiGRA-2017-WitkowskiM #performance
- Playing with(out) Power: Negotiated conventions of high performance networked play practices (EW, JM).
- DiGRA-2017-Zagal #framework
- War Ethics: A Framework for Analyzing Videogames (JPZ).
- FDG-2017-AllartLPGN #analysis #motivation #using #video
- Difficulty influence on motivation over time in video games using survival analysis (TA, GL, MP, AG, SN), p. 6.
- FDG-2017-BarnesHFMSH #design pattern #student
- Exploring emerging design patterns in student-made climate change games (JB, AKH, BF, JML, GS, CH), p. 6.
- FDG-2017-BauerBP #architecture #design #learning #problem
- Dragon architect: open design problems for guided learning in a creative computational thinking sandbox game (AB0, EB, ZP), p. 6.
- FDG-2017-ButlerTP
- Synthesizing interpretable strategies for solving puzzle games (EB, ET, ZP), p. 10.
- FDG-2017-CarlssonCPS #design
- Designing eBee: a reflection on quilt-based game design (IC, JC, CP, GS), p. 10.
- FDG-2017-ChakraborttiFW #generative #modelling #towards
- Towards generative emotions in games based on cognitive modeling (CC, LNF, JW), p. 2.
- FDG-2017-Christiansen #design
- Designing ethical systems for videogames (PC), p. 7.
- FDG-2017-ChungKYMRC #performance #visual notation
- The impact of visual load on performance in a human-computation game (CC, AK, YY, AM, JR, MC), p. 4.
- FDG-2017-ClarkO #distributed #video
- Video games as a distributed computing resource (CC, MO), p. 7.
- FDG-2017-Compton #generative #people
- Little procedural people: playing politics with generators (KC), p. 2.
- FDG-2017-Debus #named #ontology
- Metagames: on the ontology of games outside of games (MSD), p. 9.
- FDG-2017-DietmeierMDMN #physics
- Shredding with mom and dad: intergenerational physics gaming in a children's museum (JD, BJM, BD, KM, SN), p. 4.
- FDG-2017-DongB #education #evaluation #generative #programming
- Evaluation of a template-based puzzle generator for an educational programming game (YD, TB), p. 4.
- FDG-2017-Fowler #case study
- Engaging young learners in making games: an exploratory study (AF), p. 5.
- FDG-2017-FrommelS0 #artificial reality #experience
- Effects of controller-based locomotion on player experience in a virtual reality exploration game (JF, SS, MW0), p. 6.
- FDG-2017-HornHFBHS #analysis
- AI-assisted analysis of player strategy across level progressions in a puzzle game (BH, AKH, YF, JB, CH, GS), p. 10.
- FDG-2017-HsuHJS #roadmap
- Indicator products for observing market conditions and game trends in MMOG (SYH, CLH, SYJ, CTS), p. 5.
- FDG-2017-KaltmanOWM #analysis #tool support
- Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources (EK, JCO, NWF, MM), p. 10.
- FDG-2017-KaravolosLY #learning #multi
- Learning the patterns of balance in a multi-player shooter game (DK, AL, GNY), p. 10.
- FDG-2017-KouJV #behaviour #community #online
- Prosocial behavior in an online game community: an ethnographic study (YK, MJ, HV), p. 6.
- FDG-2017-LaffeyGSLSGKWW #learning
- Mission HydroSci: a progress report on a transformational role playing game for science learning (JML, JG, JS, SL, TDS, SPG, SMK, EW, AJW), p. 4.
- FDG-2017-LiszioEM #artificial reality #experience #social
- The influence of social entities in virtual reality games on player experience and immersion (SL, KE, MM), p. 10.
- FDG-2017-LoparevSVWDFBS #biology #collaboration #education #named #video
- BacToMars: a collaborative educational video game for teaching biological engineering (AL, AS, CV, LW, JD, MF, MUB, OS), p. 3.
- FDG-2017-MachadoNT #analysis #design
- SeekWhence a retrospective analysis tool for general game design (TM, AN, JT), p. 6.
- FDG-2017-MartensH #interface #semantics #towards
- Languages of play: towards semantic foundations for game interfaces (CM, MAH), p. 10.
- FDG-2017-MearsZ #design pattern
- Design patterns for silent player characters in narrative-driven games (BM, JZ), p. 4.
- FDG-2017-MelcerI #comprehension #research #towards
- Toward understanding disciplinary divides within games research (EFM, KI), p. 4.
- FDG-2017-MelcerI17a #challenge #collaboration #education #programming #using
- Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouse (EFM, KI), p. 6.
- FDG-2017-NayZ
- Meaning without consequence: virtue ethics and inconsequential choices in games (JLN, JPZ), p. 8.
- FDG-2017-NielsenK #internet #problem
- The problematic coexistence of “internet gaming disorder” and esports (RKLN, VMK), p. 4.
- FDG-2017-OsbornSM #automation
- Automatic mapping of NES games with mappy (JCO, AS, MM), p. 9.
- FDG-2017-PichlmairMS #design
- Designing for immediate play (MP, LM, MS), p. 8.
- FDG-2017-RaimbaultC #behaviour #clustering
- Session based behavioral clustering in open world sandbox game TUG (MSR, CC), p. 4.
- FDG-2017-SalterB
- This is fine: #ResistJam and the 2016 election in gaming (AS, BMB), p. 10.
- FDG-2017-SarkarWDC #rating
- Engagement effects of player rating system-based matchmaking for level ordering in human computation games (AS, MW, SD, SC), p. 10.
- FDG-2017-Schrier #problem #what
- What's in a name?: naming games that solve real-world problems (KS), p. 4.
- FDG-2017-SilvaLTN
- AI-based playtesting of contemporary board games (FdMS, SL, JT, AN), p. 10.
- FDG-2017-SiuGR #multi
- Evaluating singleplayer and multiplayer in human computation games (KS, MG, MOR), p. 10.
- FDG-2017-SiuZR #framework
- A framework for exploring and evaluating mechanics in human computation games (KS, AZ, MOR), p. 4.
- FDG-2017-SullivanS #taxonomy
- A taxonomy of narrative-centric board and card games (AS, AS), p. 10.
- FDG-2017-Valls-VargasZO #generative #grammarware #graph grammar #learning #parallel #programming
- Graph grammar-based controllable generation of puzzles for a learning game about parallel programming (JVV, JZ, SO), p. 10.
- ICGJ-2017-FiskeSLS
- Major Tom: created in 48 hours for Global Game Jam 2017 (EF, TS, AL, CS), pp. 36–39.
- ICGJ-2017-FowlerS
- Engaging under-represented minorities in STEM through game jams (AF, IS), pp. 1–5.
- ICGJ-2017-Ho
- Evoking inspiration for game jam ideas (XH), pp. 6–9.
- ICGJ-2017-IzvalovNN #comparison
- Comparison of game creation and engineering hackathons on the global and local levels (AI, SN, VN), pp. 22–25.
- ICGJ-2017-PirkerKG #analysis #network #social
- Social network analysis of the global game jam network (JP, FK, CG), pp. 10–14.
- ICGJ-2017-PollockMY #development #learning
- Brain jam: STEAM learning through neuroscience-themed game development (IP, JM, BY), pp. 15–21.
- ICGJ-2017-ShoosterSMWCWL #information management #parallel
- The Big Wave: An Accessible Parallel Gameplay Information Gathering Puzzle Game made for the Global Game Jam (FZS, CS, LM, RW, MC, AW, ML), pp. 40–43.
- VS-Games-2017-AbellardA #adaptation #multi
- Serious games adapted to children with profound intellectual and multiple disabilities (PA, AA), pp. 183–184.
- VS-Games-2017-AlavesaKSMAPKP #experience
- Janitor run: Studying the effects of realistic mirror world like game scenes on game experience (PA, OK, JS, MM, MA, MP, TK, MP), pp. 179–180.
- VS-Games-2017-AlavesaPVKSOP #pervasive
- City knights: Spatial realism and memorability of virtual game scenes in pervasive gameplay (PA, MP, AV, HK, AS, TO, MP), pp. 71–78.
- VS-Games-2017-ApostolakisSPDD #adaptation #online
- Offline and online adaptation in prosocial games (KCA, KS, AP, KD, PD), pp. 201–208.
- VS-Games-2017-BacklundEMT #challenge #identification #research
- Developing games for non-leisure contexts: Identification of challenges and research gaps (PB, HE, BBM, MT), pp. 15–22.
- VS-Games-2017-DCruzPHSVP #3d #novel #people
- Novel 3D games for people with and without hearing loss (MD, HP, MH, DS, JV, LP), pp. 175–176.
- VS-Games-2017-DiasKDBCHSFIDGH #framework #personalisation
- Serious games as a means for holistically supporting Parkinson's Disease patients: The i-PROGNOSIS personalized game suite framework (SBD, EK, JAD, PDB, VSC, SH, MS, PF, II, KD, NG, LJH), pp. 237–244.
- VS-Games-2017-EllmersYP #risk management
- Integratingfall-risk assessments within a simple balance exergame (TJE, WRY, ITP), pp. 245–248.
- VS-Games-2017-FreytagW #evaluation
- Evaluation of a virtual gaming environment designed to access emotional reactions while playing (SCF, CW), pp. 145–148.
- VS-Games-2017-Grammatikopoulou #adaptation #framework
- An adaptive framework for the creation of bodymotion-based games (AG, SL, OS, KD, NG), pp. 209–216.
- VS-Games-2017-HanesS
- A model of heritage content in serious and commercial games (LH, RS), pp. 137–140.
- VS-Games-2017-HulusicP #education
- A curriculum for developing serious games for children with autism: A success story (VH, NP), pp. 149–152.
- VS-Games-2017-JacobNCR #adaptation #safety
- Adaptivity and safety in location-based games (JTPNJ, RN, AC, RR0), pp. 173–174.
- VS-Games-2017-JercicSL
- The effect of cognitive load on physiological arousal in a decision-making serious game (PJ, CCS, CL), pp. 153–156.
- VS-Games-2017-KonstantinidisB #personalisation #towards
- The interplay between IoT and serious games towards personalised healthcare (EIK, ASB, ITP, PDB), pp. 249–252.
- VS-Games-2017-LopeMMGV #approach #design #education
- Designing educational games: Key elements and methodological approach (RPdL, NMM, RMS, AMG, FLGV), pp. 63–70.
- VS-Games-2017-PanzoliCPDOBLBG #biology #learning
- Learning the cell cycle with a game: Virtual experiments in cell biology (DP, SCB, JP, JD, MO, LB, VL, EB, FG, CPL, BD, YD), pp. 47–54.
- VS-Games-2017-Philbin-Briscoe #comprehension
- A serious game for understanding ancient seafaring in the Mediterranean sea (OPB, BS, SPM, CP, SR, DB, FL, IK, SD, DS), pp. 1–5.
- VS-Games-2017-PistoljevicH #case study #education #interactive #user study
- An interactive E-book with an educational game for children with developmental disorders: A pilot user study (NP, VH), pp. 87–93.
- VS-Games-2017-SchneiderSS #development #education #simulation
- Geogames in education for sustainable development: Transferring a simulation game in outdoor settings (JS, SS, CS), pp. 79–86.
- VS-Games-2017-TanLL #education #overview #perspective
- Paper title: Serious games in nursing education: An integrative review (AJQT, CCSL, SYL), pp. 187–188.
- VS-Games-2017-Troyer #effectiveness #towards
- Towards effective serious games (ODT), pp. 284–289.
- VS-Games-2017-VayanouI #design #evaluation #testing
- Storytelling games with art collections: Generic game-play design and preliminary evaluation through game testing sessions (MV, YEI), pp. 264–271.
- VS-Games-2017-VourvopoulosNHS
- Investigating the effect of user profile during training for BCI-based games (AV, EN, MH, FS, FL), pp. 117–124.
- VS-Games-2017-YangLPHP #social
- Expressive virtual characters for social demonstration games (FY, CL, RP, EVDH, CEP), pp. 217–224.
- VS-Games-2017-ZadGP #realtime
- Swarm intelligence for autonomous cooperative agents in battles for real-time strategy games (DDZ, LBG, ITP), pp. 39–46.
- ICML-2017-BrownS #convergence #performance
- Reduced Space and Faster Convergence in Imperfect-Information Games via Pruning (NB, TS), pp. 596–604.
- ICML-2017-FarinaKS #behaviour
- Regret Minimization in Behaviorally-Constrained Zero-Sum Games (GF, CK, TS), pp. 1107–1116.
- ICML-2017-HazanSZ #performance
- Efficient Regret Minimization in Non-Convex Games (EH, KS, CZ), pp. 1433–1441.
- ICML-2017-ZhouLZ #equilibrium #identification #nash #random
- Identify the Nash Equilibrium in Static Games with Random Payoffs (YZ, JL, JZ0), pp. 4160–4169.
- PADL-2017-HedgesOSWZ #higher-order
- Selection Equilibria of Higher-Order Games (JH, PO, ES, VW, PZ), pp. 136–151.
- PEPM-2017-BerezunJ #compilation #partial evaluation #semantics #λ-calculus
- Compiling untyped lambda calculus to lower-level code by game semantics and partial evaluation (invited paper) (DB, NDJ), pp. 1–11.
- ICSE-2017-RojasWCF #crowdsourcing #effectiveness #mutation testing #testing
- Code defenders: crowdsourcing effective tests and subtle mutants with a mutation testing game (JMR, TDW, BSC, GF), pp. 677–688.
- CASE-2017-SongLHSTPZ
- Convex optimal control for plug and play microgrids (ZS, XL, PH, SS, DT, TP, XZ), pp. 1616–1621.
- CASE-2017-YaoWL #behaviour
- Gaming behavior in wholesale electricity markets with active demand response (GY, JW, XL), pp. 1186–1190.
- CASE-2017-ZhangWLPJ #information management #research
- The research on medical information sharing between hospitals based on evolutionary game theory (QZ, LYW, NYL, DHP, ZBJ), pp. 1433–1438.
- CASE-2017-ZhangZ #on the
- On eventual periodicity of networked evolutionary games (KZ, LZ0), pp. 177–180.
- CAV-2017-Fearnley #parallel #performance
- Efficient Parallel Strategy Improvement for Parity Games (JF), pp. 137–154.
- CSL-2017-ChatterjeeDHL #algorithm
- Improved Set-Based Symbolic Algorithms for Parity Games (KC, WD, MH, VL), p. 21.
- CSL-2017-Thomas #algorithm #approach #infinity
- Determinacy of Infinite Games: Perspectives of the Algorithmic Approach (Invited Talk) (WT), p. 1.
- ICTSS-2017-RenardRF #named #runtime
- GREP: Games for the Runtime Enforcement of Properties (MR, AR, YF), pp. 259–275.
- VMCAI-2017-HahnST0 #algorithm #recursion
- Synthesising Strategy Improvement and Recursive Algorithms for Solving 2.5 Player Parity Games (EMH, SS, AT, LZ0), pp. 266–287.
- ECSA-2016-SchriekWTB #architecture #design #reasoning
- Software Architecture Design Reasoning: A Card Game to Help Novice Designers (CS, JMEMvdW, AT, FB), pp. 22–38.
- JCDL-2016-GuoGMOL #evaluation
- Experimental Evaluation of Affective Embodied Agents in an Information Literacy Game (YG, DHLG, HBHM, BKO, ZL), pp. 119–128.
- EDM-2016-CutumisuS #assessment #feedback #learning
- Choosing versus Receiving Feedback: The Impact of Feedback Valence on Learning in an Assessment Game (MC, DLS), pp. 341–346.
- EDM-2016-HicksLEB #education
- Measuring Gameplay Affordances of User-Generated Content in an Educational Game (AH, ZL, ME, TB), pp. 78–85.
- EDM-2016-HicksLEB_ #education
- Measuring Gameplay Affordances of User-Generated Content in an Educational Game (AH, ZL, ME, TB), pp. 78–85.
- EDM-2016-MalkiewichBSKP #behaviour #education #problem
- Classifying behavior to elucidate elegant problem solving in an educational game (LM, RSB, VS, SK, LP), pp. 448–453.
- EDM-2016-RoweAEHBBE #learning #metric #validation
- Validating Game-based Measures of Implicit Science Learning (ER, JAC, ME, AH, TB, RB, TE), pp. 490–495.
- EDM-2016-TissenbaumBK #behaviour #markov #modelling #visitor
- Modeling Visitor Behavior in a Game-Based Engineering Museum Exhibit with Hidden Markov Models (MT, MB, VK), pp. 517–522.
- CIAA-2016-StasioMPV #algorithm #using
- Solving Parity Games Using an Automata-Based Algorithm (ADS, AM, GP, MYV), pp. 64–76.
- SEFM-2016-GuptaSTDP
- Incentive Stackelberg Mean-Payoff Games (AG, SS, AT0, MSKD, BKP), pp. 304–320.
- AIIDE-2016-AzadSGR #artificial reality #generative
- Procedural Level Generation for Augmented Reality Games (SA, CS, CHG, MOR), pp. 247–250.
- AIIDE-2016-BontragerKMT #algorithm #video
- Matching Games and Algorithms for General Video Game Playing (PB, AK, AM, JT), pp. 122–128.
- AIIDE-2016-BorodovskiV
- Analyzing Stealth Games with Distractions (AB, CV), pp. 129–135.
- AIIDE-2016-BraylanM #video
- Object-Model Transfer in the General Video Game Domain (AEB, RM), pp. 136–142.
- AIIDE-2016-DebkowskiMYYYFK #behaviour #collaboration #multi #named #online #using
- Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior (DD, AM, NY, LY, YY, SF, MK), pp. 149–154.
- AIIDE-2016-DevlinASCR #monte carlo
- Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play (SD, AA, NS, PIC, JR), pp. 16–22.
- AIIDE-2016-DrachenLKRSRK #agile #mobile #predict
- Rapid Prediction of Player Retention in Free-to-Play Mobile Games (AD, ETL, YK, PSR, RS, JR, DK), pp. 23–29.
- AIIDE-2016-DurupinarWNB #animation
- An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes (FD, KW, AN, NIB), pp. 155–161.
- AIIDE-2016-GuzdialR #generative
- Game Level Generation from Gameplay Videos (MG, MOR), pp. 44–50.
- AIIDE-2016-MarinoL #framework #generative #modelling #platform #symmetry #visual notation
- A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games (JRHM, LHSL), pp. 65–71.
- AIIDE-2016-SnodgrassO #2d #approach #generative
- An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels (SS, SO), pp. 79–85.
- AIIDE-2016-StephensonR #generative #physics
- Procedural Generation of Levels for Angry Birds Style Physics Games (MS, JR), pp. 225–231.
- AIIDE-2016-TavaresASC #realtime
- Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games (ART, HA, AS, LC), pp. 93–99.
- CHI-PLAY-2016-AshbarryGSL #video
- Blood and Violence: Exploring the Impact of Gore in Violent Video Games (LA, BG, KdS, IJL), pp. 44–52.
- CHI-PLAY-2016-Baldwin0W #multi #named #video
- Crowd-Pleaser: Player Perspectives of Multiplayer Dynamic Difficulty Adjustment in Video Games (AB0, DMJ0, PW), pp. 326–337.
- CHI-PLAY-2016-BirkMA #motivation
- The Motivational Push of Games: The Interplay of Intrinsic Motivation and External Rewards in Games for Training (MVB, RLM, CA), pp. 291–303.
- CHI-PLAY-2016-BonsignoreHKVF #learning #people
- Roles People Play: Key Roles Designed to Promote Participation and Learning in Alternate Reality Games (EB, DLH, KK, AV, AF), pp. 78–90.
- CHI-PLAY-2016-ByrneMM #design #towards
- Balance Ninja: Towards the Design of Digital Vertigo Games via Galvanic Vestibular Stimulation (RB, JM, F'M), pp. 159–170.
- CHI-PLAY-2016-ChengPG #design #health #order #quote
- “Always a Tall Order”: Values and Practices of Professional Game Designers of Serious Games for Health (JC, CP, JG0), pp. 217–228.
- CHI-PLAY-2016-CollinsCL #exclamation #network #student
- Say Cheese!: Games for Successful Academic and Student Networking (EIMC, ALC, FJL), pp. 105–115.
- CHI-PLAY-2016-DeppingMJBT #social #trust
- Trust Me: Social Games are Better than Social Icebreakers at Building Trust (AED, RLM, CJ, JTB, SCT), pp. 116–129.
- CHI-PLAY-2016-GutwinVM #development
- Does Helping Hurt?: Aiming Assistance and Skill Development in a First-Person Shooter Game (CG, RVM, RLM), pp. 338–349.
- CHI-PLAY-2016-HarrisHS #design #multi #symmetry
- Leveraging Asymmetries in Multiplayer Games: Investigating Design Elements of Interdependent Play (JH, MSH, SDS), pp. 350–361.
- CHI-PLAY-2016-HornHBFSH #analysis #black box #education
- Opening the Black Box of Play: Strategy Analysis of an Educational Game (BH, AKH, JB, YF, GS, CH), pp. 142–153.
- CHI-PLAY-2016-HuergaLM #design
- Designing Play to Support Hospitalized Children (RSH, JL, FM0), pp. 401–412.
- CHI-PLAY-2016-KorsFSKS #design
- A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality Game (MJLK, GF0, EDVdS, CK, BAMS), pp. 91–104.
- CHI-PLAY-2016-Madigan #research
- Things I Wish Game Researchers Would Do (Or Do More): A View from an Occasional Scientist and Hardcore Gamer (JM), p. 1.
- CHI-PLAY-2016-ParkHH #reduction
- Plant-based Games for Anxiety Reduction (TP, TH, JH), pp. 199–204.
- CHI-PLAY-2016-RaptisFA #behaviour #difference #performance #question
- Do Field Dependence-Independence Differences of Game Players Affect Performance and Behaviour in Cultural Heritage Games? (GER, CAF, NMA), pp. 38–43.
- CHI-PLAY-2016-ReinschluesselM #self #using
- Using Positive or Negative Reinforcement in Neurofeedback Games for Training Self-Regulation (AVR, RLM), pp. 186–198.
- CHI-PLAY-2016-SavardBW #challenge #collaboration #using
- Collaborative Solving in a Human Computing Game Using a Market, Skills and Challenges (OTS, AB, JW), pp. 130–141.
- CHI-PLAY-2016-SharmaTDKJ #artificial reality #using
- Evaluating Display Modalities Using a Mixed Reality Game (HNS, ZOT, ID, AK, AJ), pp. 65–77.
- CHI-PLAY-2016-SiuR
- Reward Systems in Human Computation Games (KS, MOR), pp. 266–275.
- CHI-PLAY-2016-ToupsCWTN #interface #quote #towards
- “The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects (ZOT, NKC, RRW, GFT, LEN), pp. 276–290.
- CHI-PLAY-2016-ToupsHA #design pattern
- Playing at Planning: Game Design Patterns from Disaster Response Practice (ZOT, WAH, SAA), pp. 362–375.
- CHI-PLAY-2016-TyackW0 #people #what
- The Appeal of MOBA Games: What Makes People Start, Stay, and Stop (AT, PW, DMJ0), pp. 313–325.
- CHI-PLAY-2016-VellosoC #interactive #overview
- The Emergence of EyePlay: A Survey of Eye Interaction in Games (EV, MC), pp. 171–185.
- CHI-PLAY-2016-Waern #design
- Play, Participation and Empowerment: Design strategies and dilemmas (AW), p. 3.
- CHI-PLAY-2016-WallnerK #analysis #case study #user study #visualisation
- Visualizations for Retrospective Analysis of Battles in Team-based Combat Games: A User Study (GW, SK), pp. 22–32.
- CIG-2016-Abdelkader
- Recovering visibility and dodging obstacles in pursuit-evasion games (AA), pp. 1–6.
- CIG-2016-BeauB #automation #symmetry #video
- Automated game balancing of asymmetric video games (PB, SB), pp. 1–8.
- CIG-2016-BeyerAALNWRRPPV #process
- An integrated process for game balancing (MB, AA, AA, CL, FN, JW, MR, MR, NP, MP, VV), pp. 1–8.
- CIG-2016-CazenaveLTT #learning #random #using
- Learning opening books in partially observable games: Using random seeds in Phantom Go (TC, JL0, FT, OT), pp. 1–7.
- CIG-2016-ChuIHT #learning #video
- Position-based reinforcement learning biased MCTS for General Video Game Playing (CYC, SI, TH, RT), pp. 1–8.
- CIG-2016-ClericoCPMTFGJ #classification #predict #video
- Biometrics and classifier fusion to predict the fun-factor in video gaming (AC, CC, MP, PEM, ST, THF, JCG, PLJ), pp. 1–8.
- CIG-2016-DeboeverieRAVP #classification #gesture #machine learning
- Human gesture classification by brute-force machine learning for exergaming in physiotherapy (FD, SR, GA, PV, WP), pp. 1–7.
- CIG-2016-DeWittLL #3d #evolution #realtime
- Evolving micro for 3D Real-Time Strategy games (TD, SJL, SL0), pp. 1–8.
- CIG-2016-DrachenRRS #mobile
- Stylized facts for mobile game analytics (AD, NR, JR, RS), pp. 1–8.
- CIG-2016-GeorgiouD #design #personalisation
- Personalised track design in car racing games (TG, YD), pp. 1–8.
- CIG-2016-HolmgardTH #assessment #performance
- Computational intelligence and cognitive performance assessment games (CH, JT, LH), pp. 1–8.
- CIG-2016-HornVLP #estimation #hybrid
- MCTS/EA hybrid GVGAI players and game difficulty estimation (HH, VV, DPL, MP), pp. 1–8.
- CIG-2016-KaravolosLY16a #evolution
- Evolving missions to create game spaces (DK, AL, GNY), pp. 1–8.
- CIG-2016-KersjesS #modelling
- Modeling believable game characters (HK, PS), pp. 1–8.
- CIG-2016-LiebanaSTSL #robust #video
- Analyzing the robustness of general video game playing agents (DPL, SS, JT, TS, SML), pp. 1–8.
- CIG-2016-MendesTN #video
- Hyper-heuristic general video game playing (AM, JT, AN), pp. 1–8.
- CIG-2016-Nelson #corpus #scalability
- Investigating vanilla MCTS scaling on the GVG-AI game corpus (MJN), pp. 1–7.
- CIG-2016-Ontanon #monte carlo #realtime
- Informed Monte Carlo Tree Search for Real-Time Strategy games (SO), pp. 1–8.
- CIG-2016-PowleyCGSN #automation #design
- Semi-automated level design via auto-playtesting for handheld casual game creation (EJP, SC, SEG, RS, MJN), pp. 1–8.
- CIG-2016-SaasGP #clustering
- Discovering playing patterns: Time series clustering of free-to-play game data (AS, AG, AP), pp. 1–8.
- CIG-2016-SaccoLY #approach #generative #semantics
- A holistic approach for semantic-based game generation (OS, AL, GNY), pp. 1–8.
- CIG-2016-SatoI #algorithm
- Three types of forward pruning techniques to apply the alpha beta algorithm to turn-based strategy games (NS, KI), pp. 1–8.
- CIG-2016-SifaSDOB #learning #predict #representation
- Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning (RS, SS, AD, CO, CB), pp. 1–8.
- CIG-2016-SironiW #agile #comparison #estimation
- Comparison of rapid action value estimation variants for general game playing (CFS, MHMW), pp. 1–8.
- CIG-2016-SoemersSSW #monte carlo #realtime #video
- Enhancements for real-time Monte-Carlo Tree Search in General Video Game Playing (DJNJS, CFS, TS, MHMW), pp. 1–8.
- CIG-2016-SoemersW #network #reuse #video
- Hierarchical Task Network Plan Reuse for video games (DJNJS, MHMW), pp. 1–8.
- CIG-2016-StanescuBHB #network #realtime #using
- Evaluating real-time strategy game states using convolutional neural networks (MS, NAB, AH, MB), pp. 1–7.
- CIG-2016-SunLSHK #modelling
- Modeling player decisions in a supply chain game (YS, CL, SCS, CH, DRK), pp. 1–8.
- CIG-2016-TamassiaRSDZH #approach #markov #modelling #online #predict
- Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game (MT, WLR, RS, AD, FZ, MH), pp. 1–8.
- CIG-2016-TogeliusY
- General general game AI (JT, GNY), pp. 1–8.
- CIG-2016-Ventura
- Beyond computational intelligence to computational creativity in games (DV), pp. 1–8.
- CIG-2016-ViljanenAPH #mobile #modelling
- Modelling user retention in mobile games (MV, AA, TP, JH), pp. 1–8.
- CIG-2016-ViljanenAPH16a #difference #equation #mobile #process #question
- User activity decay in mobile games determined by simple differential equations? (MV, AA, TP, JH), pp. 1–8.
- CIG-2016-WaardRB #monte carlo #video
- Monte Carlo Tree Search with options for general video game playing (MdW, DMR, SCJB), pp. 1–8.
- CIG-2016-YooK #algorithm #using #video
- Changing video game graphic styles using neural algorithms (BY, KJK), pp. 1–2.
- DiGRA-FDG-2016-AlhaKPH #mobile
- Critical Acclaim and Commercial Success in Mobile Free-to-Play Games (KA, EK, JP, JH).
- DiGRA-FDG-2016-BarrosLT #generative #open data
- Playing with Data: Procedural Generation of Adventures from Open Data (GABB, AL, JT).
- DiGRA-FDG-2016-BergstromCJ #multi #online #question #what
- Digital Detritus: What Can We Learn From Abandoned Massively Multiplayer Online Game Avatars? (KB, SdC, JJ).
- DiGRA-FDG-2016-ComptonLOCCFLLM #design #lessons learnt
- Design Lessons From Binary Fission: A Crowd Sourced Game for Precondition Discovery (KC, HL, JCO, CC, KC, DF, DLE, ZL, JM, AM, JP, HS, JW, BL).
- DiGRA-FDG-2016-CooperDT #rating #testing
- Player Rating Systems for Balancing Human Computation Games: Testing the Effect of Bipartiteness (SC, SD, TT).
- DiGRA-FDG-2016-Dormann #overview #towards
- Toward Ludic Gerontechnology: a Review of Games for Dementia Care (CD).
- DiGRA-FDG-2016-FasterholdtPH #how
- You Say Jump, I Say How High? Operationalising the Game Feel of Jumping (MF, MP, CH).
- DiGRA-FDG-2016-Fuchs
- “Ruinensehnsucht” - Longing for Decay in Computer Games (MF).
- DiGRA-FDG-2016-GerberDKR #named
- BioGraphr: Science Games on a Biotic Computer (LCG, MCD, HK, IHRK).
- DiGRA-FDG-2016-GerberKR #biology #design #interactive #matter
- Interactive Biotechnology: Design Rules for Integrating Biological Matter into Digital Games (LCG, HK, IHRK).
- DiGRA-FDG-2016-Glas
- Paratextual Play: Unlocking the Nature of Making-of Material of Games (RG).
- DiGRA-FDG-2016-GoddardM #assembly #design #using
- Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required (WG, AM).
- DiGRA-FDG-2016-GomezV #experience #social
- The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game (MAGM, FJV).
- DiGRA-FDG-2016-HarteveldFS #design #education #lifecycle
- Sustainable Life Cycle Game Design: Mixing Games and Reality to Transform Education (CH, YF, SCS).
- DiGRA-FDG-2016-Hurel #design #video
- “Playing RPG Maker”? Amateur Game Design and Video Gaming (PYH).
- DiGRA-FDG-2016-JordanBSR #developer
- Selling out the magic circle: free-toplay games and developer ethics (PJ, WB, PAS, HR).
- DiGRA-FDG-2016-KaufmanF #collaboration
- Playing the System: Comparing the Efficacy and Impact of Digital and Non-Digital Versions of a Collaborative Strategy Game (GFK, MF).
- DiGRA-FDG-2016-KauweloaW
- Collegiate E-sports as Work or Play (SK, JSW).
- DiGRA-FDG-2016-KnauerM #classification #visual notation
- Two Worlds, One Gameplay: A Classification of Visual AR Games (MK, JM).
- DiGRA-FDG-2016-LevySJWLGMWL #assessment
- Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment (LML, RS, JJ, JW, AJL, MG, JM, JW, RL).
- DiGRA-FDG-2016-LyonLZ #design #speech
- Combining Speech Intervention and Cooperative Game Design for Children with ASD (NL, DIL, JZ).
- DiGRA-FDG-2016-Mavridou
- Playful Fandom: Gaming, Media and the Ludic Dimensions of Textual Poaching (OM).
- DiGRA-FDG-2016-MelcerI #design #framework #learning #physics #simulation
- Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations (EFM, KI).
- DiGRA-FDG-2016-Nelson
- The Tapper Videogame Patent as a Series of Close Readings (MJN).
- DiGRA-FDG-2016-NguyenZ #contest #multi
- Good Violence, Bad Violence: The Ethics of Competition in Multiplayer Games (CTN, JPZ).
- DiGRA-FDG-2016-NummenmaaKSKKAS #community #towards
- The Diversity of Attitudes towards Play at the Workplace - A Case of an Academic Community (TN, VK, SS, AK, JK, KA, AS, HT).
- DiGRA-FDG-2016-Ottens
- Enacting aporia: Roger Caillois' game typology as formalist methodology (MO).
- DiGRA-FDG-2016-PaavilainenAK #network #overview #social
- Review of Social Features in Social Network Games (JP, KA, HK).
- DiGRA-FDG-2016-ParkerG #community #performance #process
- Creative Communities: Shaping Process through Performance and Play (LP, DG).
- DiGRA-FDG-2016-PortelliK #design #experience #named
- Spectrum: Exploring the Effects of Player Experience on Game Design (JLP, RK).
- DiGRA-FDG-2016-PraxS
- Critical Alternative Journalism from the Perspective of Game Journalists (PP, AS).
- DiGRA-FDG-2016-RughinisRT #video
- Three Shadowed Dimensions of Feminine Presence in Video Games (CR, RR, ET).
- DiGRA-FDG-2016-RyanKHIMW #design
- GameNet and GameSage: Videogame Discovery as Design Insight (JOR, EK, TH, KI, MM, NWF).
- DiGRA-FDG-2016-RyanMW #lightweight
- A Lightweight Videogame Dialogue Manager (JOR, MM, NWF).
- DiGRA-FDG-2016-RyanSF #design #lens
- Four Lenses for Designing Morally Engaging Games (MR, DS, PF).
- DiGRA-FDG-2016-SalasLB #development #industrial
- Game Jams as an Opportunity for Industry Development (KdS, IJL, IB).
- DiGRA-FDG-2016-Sloan
- An Impression of Home: Player Nostalgia and the Impulse to Explore Game Worlds (RJSS).
- DiGRA-FDG-2016-Smale #research
- Game Essays as Critical Media and Research Praxis (SdS).
- DiGRA-FDG-2016-StrienBD #design
- Designing a Serious Game for General Practice Management (JS, RB, FD).
- DiGRA-FDG-2016-ToSKH #design #nondeterminism
- Integrating Curiosity and Uncertainty in Game Design (AT, SA, GFK, JH).
- DiGRA-FDG-2016-Treanor
- Finding Meaning in Abstract Games: A Deep Reading of Sage Solitaire (MT).
- DiGRA-FDG-2016-Vella #quote
- “Who Am 'I' in the Game?”: A Typology of the Modes of Ludic Subjectivity (DV).
- DiGRA-FDG-2016-WellsSL #behaviour #energy #feedback
- Behaviour Change Wheel Driven Normative Feedback in a Serious Game for Energy Conservation (LW, KdS, IJL).
- DiGRA-FDG-2016-WetzelRB #artificial reality #design
- Developing Ideation Cards for Mixed Reality Game Design (RW, TR, SB).
- DiGRA-FDG-2016-Zakowski #physics #quantum
- Environmental Storytelling, Ideologies and Quantum Physics: Narrative Space And The BioShock Games (SZ).
- DiGRA-FDG-2016-ZhuKCL #education #interactive #social #using
- Using Interactive Social Story Games to Teach Social Skills to Children with Autism (JZ, CK, JC, NL).
- VS-Games-2016-AkchelovG #video
- Virtual World of Video Games (EA, EG), pp. 1–4.
- VS-Games-2016-AyedGJAVM #people #using
- Fall Prevention Serious Games for Elderly People Using RGBD Devices (IA, AG, AJiC, BMA, JV, PMB), pp. 1–3.
- VS-Games-2016-BevilacquaBE
- Variations of Facial Actions While Playing Games with Inducing Boredom and Stress (FB, PB, HE), pp. 1–8.
- VS-Games-2016-Brooks #design #exclamation #named
- Zoom: A Serious Games Intervention Design Model - When Games Alone Are Not Enough! (ALB), pp. 1–6.
- VS-Games-2016-CardonaCPBR #case study #experience #process
- Modulation of Physiological Responses and Activity Levels during Exergame Experiences (JEMC, MSC, TP, SBiB, ER), pp. 1–8.
- VS-Games-2016-DiazDHS #research #video
- Eppur Si Muove - Considerations in the Research of Commercial Video Games (CMCD, BD, HH, JWS), pp. 1–4.
- VS-Games-2016-DzhambazovG #education #mobile
- Sing Master: An Intelligent Mobile Game for Teaching Singing (GD, KG), pp. 1–2.
- VS-Games-2016-FerreiraGH #case study #design #education #learning
- Game Based Learning: A Case Study on Designing an Educational Game for Children in Developing Countries (SMF, CGV, RH), pp. 1–8.
- VS-Games-2016-GauthierJ #learning #problem #research
- Woes of an RCT for Game-Based Learning Research - Past Problems and Potential Solutions (AG, JJ), pp. 1–2.
- VS-Games-2016-GodinhoE #analysis
- Open Device Lab: An Analysis of Available Devices in the Gaming Market (RPG, RSCE), pp. 1–4.
- VS-Games-2016-GoldiezA #ecosystem
- Serious Games - Creating an Ecosystem for Success (BFG, AA), pp. 1–7.
- VS-Games-2016-GomezC #design #development #learning #prototype
- Bridging Design Prototypes in the Development of Games for Formal Learning Environments (GG, DC), pp. 1–5.
- VS-Games-2016-Graaf #social
- Social Inclusion through Games and VR (HdG), pp. 1–2.
- VS-Games-2016-HernandezPRCM #education
- Computers or Tablets? Choosing Devices for Educational Videogames (ARH, CDFP, MGR, ACM, BM), pp. 1–8.
- VS-Games-2016-IsmailAA #education
- Rules on Wheels: A Serious Game for Teaching Traffic Signs (SI, SA, WA), pp. 1–7.
- VS-Games-2016-JiangCDJYZ #comprehension #process #prototype #safety
- Game Prototype for Understanding Safety Issues of Life Boat Launching Process (MJ0, JC, MD, JJ, HjY, JJZ0), pp. 1–8.
- VS-Games-2016-KonecnySL #approximate #modelling
- Procedural Modeling in Archaeology: Approximating Ionic Style Columns for Games (RK, SS, FL), pp. 1–8.
- VS-Games-2016-KontogianniKSGC #3d #modelling
- Developing and Exploiting 3D Textured Models for a Serious Game Application (GK, CK, MS, AG, CC), pp. 1–4.
- VS-Games-2016-LiangDCZCT #animation #generative #interactive #ontology
- Ontology-Based Interactive Animation/Game Generation for Chinese Shadow Play Preservation (HL, SD, JC, JJZ0, CC, RT), pp. 1–9.
- VS-Games-2016-LiangDCZCT16a #animation #generative #interactive #ontology
- Ontology-Based Interactive Animation/Game Generation for Chinese Shadow Play Preservation (HL, SD, JC, JJZ0, CC, RT), pp. 1–9.
- VS-Games-2016-LopeM #education #uml #using
- Using UML to Model Educational Games (RPdL, NMM), pp. 1–4.
- VS-Games-2016-MaderLN #design
- A Game Design Method for Therapeutic Games (SM, GL, SN), pp. 1–8.
- VS-Games-2016-Mammen #self
- Self-Organisation in Games, Games on Self-Organisation (SvM), pp. 1–8.
- VS-Games-2016-Nagashima #towards
- Towards the Biofeedback Game - with Interoception and Rehabilitation (YN), pp. 1–7.
- VS-Games-2016-PaliokasS #using
- The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study (IP, SS), pp. 1–8.
- VS-Games-2016-PatinoRP #analysis #learning
- Analysis of Game and Learning Mechanics According to the Learning Theories (AP, MR, JNP), pp. 1–4.
- VS-Games-2016-Piedra-Fernandez16a
- Stigma-Stop a Serious Game against the Stigma in Mental Disorders (JAPF, AJC, JJOC, DC, AJFG), pp. 1–4.
- VS-Games-2016-RamosP #learning
- Program with Ixquic: Educative Games and Learning in Augmented and Virtual Environments (CR, TP), pp. 1–2.
- VS-Games-2016-ReateguiBM #education #physics #student
- Students' Attitudes in Relation to Exergame Practices in Physical Education (ER, MZB, JBM), pp. 1–4.
- VS-Games-2016-SajjadiVT #design #formal method #multi
- Evidence-Based Mapping between the Theory of Multiple Intelligences and Game Mechanics for the Purpose of Player-Centered Serious Game Design (PS, JV, ODT), pp. 1–8.
- VS-Games-2016-SarasuaMJG #music
- Becoming the Maestro - A Game to Enhance Curiosity for Classical Music (ÁS, MSM, CFJ, EG), pp. 1–4.
- VS-Games-2016-SlimaniEEB #collaboration #design #framework #multi
- Evaluation-Driven Design for Serious Games, the Multilayer Methodology and Collaborative Framework (AS, LE, FE, MB), pp. 1–3.
- ICML-2016-PerolatPGSP #approximate #markov #policy
- Softened Approximate Policy Iteration for Markov Games (JP, BP, MG, BS, OP), pp. 1860–1868.
- MoDELS-2016-RabbiLY #approach #category theory #metamodelling #towards
- Towards a categorical approach for meta-modelling epistemic game theory (FR, YL, ICY), pp. 57–64.
- Onward-2016-IngallsFHKLRTM
- A world of active objects for work and play: the first ten years of lively (DI, TF, RH, RK, JL, MR, AT, TM), pp. 238–249.
- QAPL-2016-LarsenLZ15 #bound #energy #exclamation
- Limit Your Consumption! Finding Bounds in Average-energy Games (KGL, SL, MZ0), pp. 1–14.
- SAS-2016-Ranzato #abstract interpretation
- Abstract Interpretation of Supermodular Games (FR), pp. 403–423.
- FSE-2016-MartinSH #impact analysis
- Causal impact analysis for app releases in google play (WJM, FS, MH), pp. 435–446.
- ICSE-2016-FavaSOSW #classification #crowdsourcing
- Crowdsourcing program preconditions via a classification game (DF, DS, JCO, MS, EJWJ), pp. 1086–1096.
- ASPLOS-2016-FanZL
- The Computational Sprinting Game (SF, SMZ, BCL), pp. 561–575.
- CAV-2016-BenerecettiDM
- Solving Parity Games via Priority Promotion (MB, DD, FM), pp. 270–290.
- CAV-2016-HahnSTZ #algorithm #probability
- A Simple Algorithm for Solving Qualitative Probabilistic Parity Games (EMH, SS, AT, LZ0), pp. 291–311.
- CSL-2016-HunterPR
- Minimizing Regret in Discounted-Sum Games (PH, GAP, JFR), p. 17.
- CSL-2016-Laird #polymorphism #semantics
- Polymorphic Game Semantics for Dynamic Binding (JL), p. 16.
- CSL-2016-Weinert0
- Easy to Win, Hard to Master: Optimal Strategies in Parity Games with Costs (AW, MZ0), p. 17.
- JCDL-2015-DubinJ #framework #ontology
- An Ontological Framework for Describing Games (DD, JJ), pp. 165–168.
- JCDL-2015-LeeJP #problem #video
- The Problem of “Additional Content” in Video Games (JHL, JJ, AP), pp. 237–240.
- SIGMOD-2015-ArmenatzoglouPN #approach #clustering #graph #multi #realtime #social
- Real-Time Multi-Criteria Social Graph Partitioning: A Game Theoretic Approach (NA, HP, VN, DP, CS), pp. 1617–1628.
- EDM-2015-EagleBRBAE #behaviour #problem
- Exploring Problem-Solving Behavior in an Optics Game (ME, RB, ER, TB, JAC, TE), pp. 584–585.
- EDM-2015-RoweBA #learning
- Strategic Game Moves Mediate Implicit Science Learning (ER, RSB, JAC), pp. 432–435.
- EDM-2015-Snow #modelling
- Dynamic User Modeling within a Game-Based ITS (ELS), pp. 639–641.
- ITiCSE-2015-AycockPS #design #experience #python
- A Game Engine in Pure Python for CS1: Design, Experience, and Limits (JA, EP, SS), pp. 93–98.
- ITiCSE-2015-Dickson #development #education #using
- Using Unity to Teach Game Development: When You’ve Never Written a Game (PED), pp. 75–80.
- ITiCSE-2015-Kurkovsky #education #re-engineering
- Teaching Software Engineering with LEGO Serious Play (SK), pp. 213–218.
- SCAM-2015-SantosEADV #program transformation #source code
- Recording and replaying system specific, source code transformations (GS, AE, NA, SD, MTV), pp. 221–230.
- DLT-2015-BerwangerB
- Consensus Game Acceptors (DB, MvdB), pp. 108–119.
- ICALP-v2-2015-AbramskyJV #dependent type
- Games for Dependent Types (SA, RJ, MV), pp. 31–43.
- ICALP-v2-2015-FeldmanF #clustering #framework
- A Unified Framework for Strong Price of Anarchy in Clustering Games (MF, OF), pp. 601–613.
- ICALP-v2-2015-FijalkowHKS #bound #memory management
- Trading Bounds for Memory in Games with Counters (NF, FH, DK, MS), pp. 197–208.
- ICALP-v2-2015-GairingKK #bound
- Tight Bounds for Cost-Sharing in Weighted Congestion Games (MG, KK, GK), pp. 626–637.
- ICALP-v2-2015-JurdzinskiLS #energy #pseudo
- Fixed-Dimensional Energy Games are in Pseudo-Polynomial Time (MJ, RL, SS), pp. 260–272.
- ICALP-v2-2015-Klein0 #how #infinity #lookahead #question
- How Much Lookahead is Needed to Win Infinite Games? (FK, MZ), pp. 452–463.
- LATA-2015-BeyersdorffCS
- A Game Characterisation of Tree-like Q-resolution Size (OB, LC, KS), pp. 486–498.
- LATA-2015-CodishCS #network #sorting
- Sorting Networks: The End Game (MC, LCF, PSK), pp. 664–675.
- LATA-2015-HalavaNP #on the
- On Robot Games of Degree Two (VH, RN, IP), pp. 224–236.
- AIIDE-2015-BarrigaSB #behaviour #realtime
- Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games (NAB, MS, MB), pp. 9–15.
- AIIDE-2015-ChurchillB #architecture #robust #scalability
- Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces (DC, MB), pp. 16–22.
- AIIDE-2015-EngelsTC #automation #generative #music #realtime
- Automatic Real-Time Music Generation for Games (SE, TT, FC), pp. 220–222.
- AIIDE-2015-GeffnerG
- Width-Based Planning for General Video-Game Playing (TG, HG), pp. 23–29.
- AIIDE-2015-HalldorssonB #automation #composition
- Automated Decomposition of Game Maps (KH, YB), pp. 122–127.
- AIIDE-2015-NormoyleJ #clustering #multi
- Bayesian Clustering of Player Styles for Multiplayer Games (AN, STJ), pp. 163–169.
- AIIDE-2015-OsbornSMW #named #regular expression
- Playspecs: Regular Expressions for Game Play Traces (JCO, BS, MM, NWF), pp. 170–176.
- AIIDE-2015-SifaHRDKB #mobile #predict
- Predicting Purchase Decisions in Mobile Free-to-Play Games (RS, FH, JR, AD, KK, CB), pp. 79–85.
- AIIDE-2015-SnodgrassO #2d #approach #generative #video
- A Hierarchical MdMC Approach to 2D Video Game Map Generation (SS, SO), pp. 205–211.
- AIIDE-2015-UriarteO #automation #learning #modelling
- Automatic Learning of Combat Models for RTS Games (AU, SO), pp. 212–219.
- AIIDE-2015-Valls-VargasOZ #predict #segmentation
- Exploring Player Trace Segmentation for Dynamic Play Style Prediction (JVV, SO, JZ), pp. 93–99.
- CHI-PLAY-2015-AbeeleWGGG #assessment #exclamation
- Game-based Assessment of Psycho-acoustic Thresholds: Not All Games Are Equal! (VVA, JW, PG, AG, LG), pp. 331–341.
- CHI-PLAY-2015-AlavesaSFBM #collaboration
- Air Tandem: A Collaborative Bodily Game Exploring Interpersonal Synchronization (PA, JS, AF, RB, F'M), pp. 433–438.
- CHI-PLAY-2015-AlSulaimanH #gender #programming
- Peter the Fashionista?: Computer Programming Games and Gender Oriented Cultural Forms (SA, MSH), pp. 185–195.
- CHI-PLAY-2015-AnandSSSDRH #named
- Wordcraft: Playing with Sentence Structure (DA, S, SS, VS, AD, KR, MAH), pp. 439–444.
- CHI-PLAY-2015-BaranoskiKWTASD #named
- Matsya: A Cultural Game of Flow and Balance (JB, EK, ZW0, MT, JA, JS, RD, SR, JZ), pp. 751–754.
- CHI-PLAY-2015-Barbara #consistency #generative
- Generating Consistent Game Levels (JB), pp. 451–456.
- CHI-PLAY-2015-BekkerVRGSE #lens
- Investigating Perspectives on Play: The Lenses of Play Tool (TB, LDV, PR, MdG, BAMS, BE), pp. 469–474.
- CHI-PLAY-2015-BirkIJM
- The False Dichotomy between Positive and Negative Affect in Game Play (MVB, II, DMJ0, RLM), pp. 799–804.
- CHI-PLAY-2015-BirkMMG #how #interactive #self
- How Self-Esteem Shapes our Interactions with Play Technologies (MVB, RLM, MKM0, KMG), pp. 35–45.
- CHI-PLAY-2015-BockFTK #comparison #multi #tablet
- Tangible Widgets for a Multiplayer Tablet Game in Comparison to Finger Touch (MB, MF, KFT, MK), pp. 755–758.
- CHI-PLAY-2015-BrewerVHR #mobile
- Tough Shift: Exploring the Complexities of Shifting Residential Electricity Use Through a Casual Mobile Game (RSB, NV, TH, MKR), pp. 307–317.
- CHI-PLAY-2015-BrownGDK #artificial reality #interactive
- Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins (JB, KMG, PD, BK), pp. 475–480.
- CHI-PLAY-2015-Buffum #education
- Examining the Impact Narrative Interactivity Has on Fostering Identity Formation in an Educational Game (PSB), pp. 395–398.
- CHI-PLAY-2015-BuschMOMHLNT #interactive #personalisation #persuasion
- Personalization in Serious and Persuasive Games and Gamified Interactions (MB, EEM, RO, AM, WH, ML, LEN, MT), pp. 811–816.
- CHI-PLAY-2015-Byrne #design
- Vertigo as a Design Resource for Bodily Play (RB), pp. 399–402.
- CHI-PLAY-2015-CakirCAL #learning
- An Optical Brain Imaging Study on the Improvements in Mathematical Fluency from Game-based Learning (MPÇ, NAÇ, HA, FJL), pp. 209–219.
- CHI-PLAY-2015-CarterADG #interactive
- Player Identity Dissonance and Voice Interaction in Games (MC, FA, JD, MRG), pp. 265–269.
- CHI-PLAY-2015-ChattaHSGQ #approach
- Get off the Couch: An Approach to Utilize Sedentary Commercial Games as Exergames (AC, TH, GS, RG, JQ), pp. 47–56.
- CHI-PLAY-2015-ColeCG #challenge #functional
- Emotional and Functional Challenge in Core and Avant-garde Games (TC, PAC, MG), pp. 121–126.
- CHI-PLAY-2015-CollinsELG #2d #artificial reality #platform #using
- Alaska Steve: Using Virtual Reality to Enhance a 2D Platforming Game (LC, SE, JL, TCNG), pp. 767–770.
- CHI-PLAY-2015-CulpMS #reasoning
- Extending the Impact of Digital Games by Supporting Analogical Reasoning (KMC, WM, MS), pp. 487–492.
- CHI-PLAY-2015-DarzentasU
- Interdisciplinary Reflections on Games and Human Values (DPD, LU), pp. 805–810.
- CHI-PLAY-2015-DenisovaC #adaptation
- The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence (AD, PAC), pp. 23–33.
- CHI-PLAY-2015-DenisovaC15a #adaptation #challenge #experience #performance
- Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience (AD, PAC), pp. 97–101.
- CHI-PLAY-2015-DickinsonLE #named #persuasion
- UKKO: Enriching Persuasive Location based Games with Environmental Sensor Data (AD, ML, PE), pp. 493–498.
- CHI-PLAY-2015-FeltwellCDKL #design #visualisation
- Dendrogram Visualization as a Game Design Tool (TF, GC, PD, BJK, SWL), pp. 505–510.
- CHI-PLAY-2015-FrommelRBBBOSRS #maintenance #self
- Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition (JF, KR, JB, DB, LB, IO, RS, VR, CS, MW0), pp. 359–368.
- CHI-PLAY-2015-GerlingSBA #health #research
- Ageing Playfully: Advancing Research on Games for Older Adults Beyond Accessibility and Health Benefits (KG, BDS, JAB, JCA), pp. 817–820.
- CHI-PLAY-2015-HamalainenMKBM
- Utilizing Gravity in Movement-Based Games and Play (PH, JM, RAK, RB, F'M), pp. 67–77.
- CHI-PLAY-2015-HarpsteadA #analysis #design #education #empirical #learning #using
- Using Empirical Learning Curve Analysis to Inform Design in an Educational Game (EH, VA), pp. 197–207.
- CHI-PLAY-2015-HarpsteadZNGCSG #people #what
- What Drives People: Creating Engagement Profiles of Players from Game Log Data (EH, TZ0, NN, JJG, RC, TS, DG), pp. 369–379.
- CHI-PLAY-2015-HarrisHS #exclamation #prototype #quote #symmetry
- “Beam Me 'Round, Scotty!”: Studying Asymmetry and Interdependence in a Prototype Cooperative Game (JH, MSH, SDS), pp. 775–778.
- CHI-PLAY-2015-HeintzL #classification
- The Game Genre Map: A Revised Game Classification (SH, ELCL), pp. 175–184.
- CHI-PLAY-2015-HicksG #using
- Exploring Casual Exergames with Kids Using Wheelchairs (KH, KG), pp. 541–546.
- CHI-PLAY-2015-HicksGKLD #framework #microblog #platform #twitter
- Exploring Twitter as a Game Platform; Strategies and Opportunities for Microblogging-based Games (KH, KMG, BK, CL, PD), pp. 151–161.
- CHI-PLAY-2015-IacovidesCKCJ
- Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement (II, ALC, RK, PAC, CJ), pp. 13–22.
- CHI-PLAY-2015-Ibanez
- Play with your Food: Enjoyable Meals, Eatable Games (JI0), pp. 553–558.
- CHI-PLAY-2015-KajiyamaIH #named #video
- SHAPIO: Shape I/O Controller for Video Games (HK, AI, TH), pp. 565–570.
- CHI-PLAY-2015-KaoH #education #experience
- Exploring the Impact of Role Model Avatars on Game Experience in Educational Games (DK, DFH), pp. 571–576.
- CHI-PLAY-2015-KetchesonYG #design #how #physics #process
- Designing for Exertion: How Heart-Rate Power-ups Increase Physical Activity in Exergames (MK, ZY, TCNG), pp. 79–89.
- CHI-PLAY-2015-KeumRMCLBC #composition #development #using
- Exergame Development Using Body Composition Data for Obesity Care (JK, JHR, YJM, HC, NL, BCB, JDC), pp. 577–582.
- CHI-PLAY-2015-KljunPLE #framework #named #platform
- StreetGamez: A Moving Projector Platform for Projected Street Games (MK, KCP, ML, PE), pp. 589–594.
- CHI-PLAY-2015-KolevaTBBE #development
- From Front-End to Back-End and Everything In-Between: Work Practice in Game Development (BK, PT, PB, SB, SRE), pp. 141–150.
- CHI-PLAY-2015-LankesHRBMT #development #persuasion
- From Classes to Mechanics: Player Type Driven Persuasive Game Development (ML, WH, DR, MB, EEM, MT), pp. 595–600.
- CHI-PLAY-2015-LeeHB #multi #named
- Racetime: Telepresence Racing Game with Multi-user Participation (BL, YH, HB), pp. 601–606.
- CHI-PLAY-2015-LindleyC
- Game of Drones (JL, PC), pp. 613–618.
- CHI-PLAY-2015-LochrieMES #interactive
- Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO (ML, JM, PE, MS), pp. 619–624.
- CHI-PLAY-2015-MarshallLLJM
- Grand Push Auto: A Car Based Exertion Game (JM, FL, CL, DMJ0, BM), pp. 631–636.
- CHI-PLAY-2015-MaurerAWNT #integration
- Gaze-Based Onlooker Integration: Exploring the In-Between of Active Player and Passive Spectator in Co-Located Gaming (BM, IA, MW, KN, MT), pp. 163–173.
- CHI-PLAY-2015-McMahonWJ #category theory #challenge #process
- From Challenges to Activities: Categories of Play in Videogames (NM, PW, DMJ0), pp. 637–642.
- CHI-PLAY-2015-MitchellBSM #self
- Blind Running: Perceptual Team Interdependency for Self-less Play (RM, CSBB, AHS, RLM), pp. 649–654.
- CHI-PLAY-2015-MusabirovOB #chat #online #tutorial
- Analyzing Chat Logs in Online Games for Tutorial Improvement (IM, PO, DB), pp. 661–666.
- CHI-PLAY-2015-ParkKCB #named
- SnackBreaker: A Game Promoting Healthy Choice of Snack Foods (JP, BCK, JC, BCB), pp. 673–678.
- CHI-PLAY-2015-RaffeTZLPM #case study #design #experience #interactive
- Player-Computer Interaction Features for Designing Digital Play Experiences across Six Degrees of Water Contact (WLR, MT, FZ, XL0, SJP, F'M), pp. 295–305.
- CHI-PLAY-2015-RichardsG
- Brains & Brawn: A Strategy Card Game for Muscle-Strengthening Exercises (CR, TCNG), pp. 783–786.
- CHI-PLAY-2015-Samper-Martinez #network #quote #social
- “After All the Time I Put Into This”: Co-Creation and the End-of-life of Social Network Games (ASM, KMG, EGA, BK, SWL), pp. 135–140.
- CHI-PLAY-2015-SchmittKSA
- Training While Playing?: Enhancing Cognitive Control Through Digital Games (HS, JK, MS0, MA), pp. 685–690.
- CHI-PLAY-2015-SchmitzAZ #collaboration #named
- SpielRaum: Perspectives for Collaborative Play (MS0, MA, SZ), pp. 427–432.
- CHI-PLAY-2015-SharmaTJK #artificial reality #design
- Designing to Split Attention in a Mixed Reality Game (HNS, ZOT, AJ, AK), pp. 691–696.
- CHI-PLAY-2015-SosaSPKGT #artificial reality #coordination #education #hybrid
- Imperfect Robot Control in a Mixed Reality Game to Teach Hybrid Human-Robot Team Coordination (AS, RS, SP, CKG, SG, ZOT), pp. 697–702.
- CHI-PLAY-2015-SteinemannMO #behaviour
- Increasing Donating Behavior Through a Game for Change: The Role of Interactivity and Appreciation (STS, EDM, KO), pp. 319–329.
- CHI-PLAY-2015-SuenCWCN #integration #mobile
- Mobile and Sensor Integration for Increased Interactivity and Expandability in Mobile Gaming and Virtual Instruments (RCLS, KTTC, MPHW, WYC, YCN), pp. 703–708.
- CHI-PLAY-2015-TanMZCCW #design #research #tool support
- Tool Design Jam: Designing tools for Games User Research (CTT, PMB, VZ, AC, GC, GW), pp. 827–831.
- CHI-PLAY-2015-Thiel
- Investigating the Influence of Game Elements in Civic Engagement (SKT), pp. 415–418.
- CHI-PLAY-2015-TondelloWSLKN #network
- CHI PLAYGUE: A Networking Game of Emergent Sociality (GFT, RRW, SNS, AL, RK, LEN), pp. 791–794.
- CHI-PLAY-2015-TondelloWTNC #comprehension #towards
- Understanding Player Attitudes Towards Digital Game Objects (GFT, RRW, ZOT, LEN, NKC), pp. 709–714.
- CHI-PLAY-2015-VellaJH #difference #experience
- Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing (KV, DMJ0, LH), pp. 3–12.
- CHI-PLAY-2015-VellosoFAG
- Gaze-Supported Gaming: MAGIC Techniques for First Person Shooters (EV, AF, JA, HG), pp. 343–347.
- CHI-PLAY-2015-VellosoOSWG #deployment #evaluation #framework #multi #platform
- Arcade+: A Platform for Public Deployment and Evaluation of Multi-Modal Games (EV, CO, KS, MW, HG), pp. 271–275.
- CHI-PLAY-2015-Wagner #video
- Engagement Through Play: Politics and Video Games (HGW), pp. 419–422.
- CHI-PLAY-2015-WallnerPHW #approach #modelling
- Modeling Routinization in Games: An Information Theory Approach (SW, MP, MH, MW), pp. 727–732.
- CHI-PLAY-2015-Wang
- Determinants of Human Computation Game Acceptance (XW), pp. 423–426.
- CHI-PLAY-2015-WoodWB #design
- Talk About Sex: Designing Games to Facilitate Healthy Discussions around Sex (MW, GW, MB), pp. 795–798.
- CHI-PLAY-2015-WuR #feedback #gesture
- Responsive Environmental Diegetic Audio Feedback for Hand Gestures in Audio-Only Games (WW, SR), pp. 739–744.
- CHI-PLAY-2015-ZagalA #challenge #development
- Placeholder Content in Game Development: Benefits and Challenges (JPZ, RA), pp. 745–750.
- CHI-PLAY-2015-ZendleCK #concept #video #visual notation
- Higher Graphical Fidelity Decreases Players' Access to Aggressive Concepts in Violent Video Games (DZ, PAC, DK), pp. 241–251.
- CIG-2015-AsayamaMFN #performance #predict #realtime #video
- Prediction as faster perception in a real-time fighting video game (KA, KM, KiF, MN), pp. 517–522.
- CIG-2015-Ashlock #tutorial
- Tutorial II: Representations for evolutionary computation in games (DA), p. 21.
- CIG-2015-BabadiOK #named
- EnHiC: An enforced hill climbing based system for general game playing (AB, BO, GK), pp. 193–199.
- CIG-2015-BarlowT #evolution
- Play profiles: The effect of infinite-length games on evolution in the iterated Prisoner's Dilemma (LAB, JT), pp. 368–375.
- CIG-2015-BaroffioGF #design
- Designing bots in games with a purpose (GB, LG, PF), pp. 352–359.
- CIG-2015-BoothTZ #flexibility #generative
- Flexible story generation with norms and preferences in computer role playing games (EB, JT, FZ), pp. 68–74.
- CIG-2015-Brown #contract #towards
- Towards better personas in gaming : Contract based expert systems (JAB), pp. 540–541.
- CIG-2015-ChuHGHT #algorithm #knowledge-based #monte carlo #video
- Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing (CYC, HH, ZG, TH, RT), pp. 523–529.
- CIG-2015-DobreL #learning #mining #online
- Online learning and mining human play in complex games (MSD, AL), pp. 60–67.
- CIG-2015-EisenstadtMA #co-evolution #multi
- Co-evolution of strategies for multi-objective games under postponed objective preferences (EE, AM, GA), pp. 461–468.
- CIG-2015-FarooqBK #behaviour #mobile
- Interpreting behaviors of mobile game players from in-game data and context logs (SSF, JWB, KJK), pp. 548–549.
- CIG-2015-FrydenbergART #video
- Investigating MCTS modifications in general video game playing (FF, KRA, SR, JT), pp. 107–113.
- CIG-2015-FujikiIV #algorithm #comparison #framework #monte carlo #platform
- A platform for turn-based strategy games, with a comparison of Monte-Carlo algorithms (TF, KI, SV), pp. 407–414.
- CIG-2015-GlavinM #clustering #learning
- Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learning (FGG, MGM), pp. 344–351.
- CIG-2015-ImagawaK #algorithm #monte carlo
- Enhancements in Monte Carlo tree search algorithms for biased game trees (TI, TK), pp. 43–50.
- CIG-2015-JiaE #video
- A strongly typed GP-based video game player (BJ, ME), pp. 299–305.
- CIG-2015-KamekoMT #generative #learning
- Learning a game commentary generator with grounded move expressions (HK, SM, YT), pp. 177–184.
- CIG-2015-KaoH #education #modelling #performance #towards
- Toward avatar models to enhance performance and engagement in educational games (DK, DFH), pp. 246–253.
- CIG-2015-KawamuraKSI #case study
- A study on the curling robot will match with human result of one end game with one human (TK, RK, SS, KI), pp. 489–495.
- CIG-2015-Kendall #speech
- Keynote speech IV: Where games meet hyper-heuristics (GK), p. 19.
- CIG-2015-KoLYL #integration #mobile #monitoring
- Mobile EEG & ECG integration system for monitoring physiological states in peforming simulated war game training (LWK, PWL, BJY, CTL), pp. 542–543.
- CIG-2015-Lucas #challenge #speech #video
- Keynote speech II: General video game AI: Challenges and applications (SL), p. 17.
- CIG-2015-Martin-Niedecken #flexibility #middleware #multimodal #physics #quote
- “RehabConnex”: A middleware for the flexible connection of multimodal game applications with input devices used in movement therapy and physical exercising (ALMN, RB, RM, UG), pp. 496–502.
- CIG-2015-MasuiUYP #analysis #development #towards
- Toward curling informatics - Digital scorebook development and game information analysis (FM, HU, HY, MP), pp. 481–488.
- CIG-2015-MoudrikBN #predict
- Evaluating Go game records for prediction of player attributes (JM, PB, RN), pp. 162–168.
- CIG-2015-NielsenBTN #generative #towards
- Towards generating arcade game rules with VGDL (TSN, GABB, JT, MJN), pp. 185–192.
- CIG-2015-OliveiraM #performance #realtime #using
- Creating efficient walls using potential fields in real-time strategy games (CFdO, CAGM), pp. 138–145.
- CIG-2015-PaliyawanSCT #analysis #design #interface
- Body motion design and analysis for fighting game interface (PP, KS, WC, RT), pp. 360–367.
- CIG-2015-ParkK #video
- MCTS with influence map for general video game playing (HSP, KJK), pp. 534–535.
- CIG-2015-Perez #challenge #tutorial #video
- Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP) (DP), p. 20.
- CIG-2015-PolkO
- Space and depth-related enhancements of the history-ADS strategy in game playing (SP, BJO), pp. 322–327.
- CIG-2015-PradaLCQM #contest #geometry
- The geometry friends game AI competition (RP, PL, JC, JQ, FSM), pp. 431–438.
- CIG-2015-RaffeTZLM #adaptation #case study #cyber-physical #experience
- Enhancing theme park experiences through adaptive cyber-physical play (WLR, MT, FZ, XL0, F'M), pp. 503–510.
- CIG-2015-ReisLG #framework #generative #platform
- Human computation for procedural content generation in platform games (WMPR, LHSL, Y(G), pp. 99–106.
- CIG-2015-RunarssonL #approximate #evaluation #on the #using
- On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function (TPR, SML), pp. 208–213.
- CIG-2015-SamothrakisLLF #video
- Neuroevolution for General Video Game Playing (SS, DPL, SML, MF), pp. 200–207.
- CIG-2015-SequeiraMP #collaboration #exclamation #multi #quote
- “Let's save resources!”: A dynamic, collaborative AI for a multiplayer environmental awareness game (PS, FSM, AP), pp. 399–406.
- CIG-2015-WangZLHW #monte carlo
- Belief-state Monte-Carlo tree search for Phantom games (JW, TZ, HL, CHH, ICW), pp. 267–274.
- CIG-2015-WehrD #mining
- Mining game logs to create a playbook for unit AIs (DW, JD), pp. 391–398.
- CIG-2015-YamamotoKI
- Digital curling strategy based on game tree search (MY, SK, HI), pp. 474–480.
- CIG-2015-Yao #learning #speech
- Keynote speech I: Co-evolutionary learning in game-playing (XY0), p. 16.
- CIG-2015-YinLCOZ #adaptation #approach #data-driven #online
- A data-driven approach for online adaptation of game difficulty (HY, LL, WC, YSO, JZ), pp. 146–153.
- DiGRA-2015-AbendB #editing
- Editors of Play: The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanet (PA, BB).
- DiGRA-2015-Allison #video
- Whose mind is the signal? Focalization in video game narratives (FA).
- DiGRA-2015-BalelaM #representation #video
- Analysing Cultural Heritage and its Representation in Video Games (MSB, DM).
- DiGRA-2015-BartonSQMKK #bias #design #reduction #using
- The Use of Theory in Designing a Serious Game for the Reduction of Cognitive Biases (MB, CS, MMQ, CKM, KSK, JK).
- DiGRA-2015-Baxter-Webb #platform
- The role of gaming platforms in young males' trajectories of technical expertise (JBW).
- DiGRA-2015-BrownM #video
- Animal Crossing: New Leaf and the Diversity of Horror in Video Games (AB, BM).
- DiGRA-2015-Champion
- Roleplaying and Rituals For Cultural Heritage-Orientated Games (EC).
- DiGRA-2015-Egliston
- Playing Across Media: Exploring Transtextuality in Competitive Games and eSports (BE).
- DiGRA-2015-ElmezenyW #how
- How gaming achieves popularity: The case of The Smash Brothers (AE, JW).
- DiGRA-2015-Friman #concept #gender #research
- The Concept and Research of Gendered Game Culture (UF).
- DiGRA-2015-Hammar #recognition
- Ethical Recognition of Marginalized Groups in Digital Games Culture (ELH).
- DiGRA-2015-HarrerS #design #process
- Inviting Grief into Games: The Game Design Process as Personal Dialogue (SH, HSF).
- DiGRA-2015-HeintzL #comparison #education #towards
- Game Elements-Attributes Model: a First Step towards a Structured Comparison of Educational Games (SH, ELCL).
- DiGRA-2015-Hoblitz #experience #question
- Gaming Experience as a Prerequisite for the Adoption of Digital Games in the Classroom? (AH).
- DiGRA-2015-JayemanneNA
- Postdigital Play and the Aesthetics of Recruitment (DJ, BN, TA).
- DiGRA-2015-KaufmanFS #behaviour #design #embedded
- Creating Stealth Game Interventions for Attitude and Behavior Change: An “Embedded Design” Model (GFK, MF, MS).
- DiGRA-2015-Keogh
- Hackers and Cyborgs: Binary Domain and Two Formative Videogame Technicities (BK).
- DiGRA-2015-LankesW #visualisation
- Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games (ML, SW0).
- DiGRA-2015-Lessard
- Early Computer Game Genre Preferences (1980-1984) (JL).
- DiGRA-2015-LucatH
- Ideological Narratives of Play in Tropico 4 and Crusader Kings II (BL, MH).
- DiGRA-2015-PaavilainenKKA #case study #experience #network #social
- Exploring Playful Experiences in Social Network Games (JP, EK, HK, KA).
- DiGRA-2015-Prax #design
- Co-Creative Game Design in MMORPGs (PP).
- DiGRA-2015-RughinisTR #representation
- Time to Reminisce and Die: Representing Old Age in Art Games (CR, ET, RR).
- DiGRA-2015-SeidmanFK #design #lessons learnt #problem #prototype
- Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity (MS, MF, GFK).
- DiGRA-2015-ShibuyaTS #analysis #mobile #social
- Systematic Analysis of In-Game Purchases and Social Features of Mobile Social Games in Japan (AS, MT, AS).
- DiGRA-2015-Stieler-HuntJ
- A Model for Exploring the Usefulness of Games for Classrooms (CSH, CMJ).
- DiGRA-2015-StraatW #heuristic
- Applying the Two-Factor-Theory to the PLAY Heuristics (BS, HW).
- DiGRA-2015-WaernB #tablet
- Affective and Bodily Involvement in Children's Tablet Play (AW, GB).
- FDG-2015-AarsethC #ontology #word
- The Word Game: The ontology of an undefinable object (EA, GC).
- FDG-2015-AbeeleTSDG #visual notation
- Game-based Experiments on Human Visual Attention (VAVA, PT, BDS, LDW, LG).
- FDG-2015-AzadeganHS #approach #collaboration #design
- Design Approach for Collaborative Cognitive Games (AA, CH, SCS).
- FDG-2015-BaroneBCBBRSPC #design #evaluation #named
- Nanocrafter: Design and Evaluation of a DNA Nanotechnology Game (JB, CB, RC, NB, MB, SR, GS, ZP, SC).
- FDG-2015-ChauNSP #api #concept #education #programming
- Building Casual Games and APIs for Teaching Introductory Programming Concepts (BC, RN, KS, JP).
- FDG-2015-Christiansen
- Can't See the Science for the Trees: Representations of Science in Videogames (PC).
- FDG-2015-CookESSTTZ #question #what
- AI-based Games: Contrabot and What Did You Do? (MC0, ME, AMS, GS, TT, JT, AZ).
- FDG-2015-CookS #automation #design #formal method
- Formalizing Non-Formalism: Breaking the Rules of Automated Game Design (MC0, GS).
- FDG-2015-CooperL #education #named #source code
- Panel: Game Programs in Higher Education - Connecting Colleges with Corporations (KMLC, CSL).
- FDG-2015-Deterding #interactive #video
- The Joys of Absence: Emotion, Emotion Display and Interaction Tension in Video Game Play (SD).
- FDG-2015-Eklund #design #research
- Considering Game Companions: Implications for research and design (LE).
- FDG-2015-El-NasrDSS #health #persuasion
- Unpacking Adherence and Engagement in Persuasive Health Games (MSEN, SD, MS, CS).
- FDG-2015-Grace #mobile
- Objects of Affection: Kissing Games on Mobile Devices (LG).
- FDG-2015-GradinarHCLT #design
- Designing for the Dichotomy of Immersion in Location Based Games (AG, JH, PC, ML, ET).
- FDG-2015-HeeterA #experience #how
- Playing with Presence: How meditation can increase the experience of embodied presence in a virtual world (CH, MA).
- FDG-2015-HjaltasonCTN #empirical
- Game mechanics telling stories? An experiment (KH, SC, JT, MJN).
- FDG-2015-HolmgardLTY #modelling
- MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions (CH, AL, JT, GNY).
- FDG-2015-IsaksenGN #analysis #using
- Exploring Game Space Using Survival Analysis (AI, DG, AN).
- FDG-2015-Iversen #quote #women
- “Not without my kitties”: The old woman in casual games (SMI).
- FDG-2015-JanssenRMB #developer #framework
- Sensors at Play: A biometric framework for game developers and game users (DPJ, LGR, MAGM, GB).
- FDG-2015-JensenCBRA #design #education #research #towards
- Research Quest: Six Design Boxes and Six Iterations towards a Game to Teach Critical Thinking (MJ, TC, RB, MR, RA).
- FDG-2015-JensenCBRA15a #collaboration #research #video
- Research Quest: Critical Thinking through Video Games and Interdisciplinary Collaboration (MJ, TC, RB, MR, RA).
- FDG-2015-JohanssonVK #multi #online #trust
- I am being watched by the Tribunal: Trust and control in Multiplayer Online Battle Arena games (MJ, HV, YK).
- FDG-2015-Kaltman #visualisation
- Exploring the Technical History of Games Through Software and Visualization (EK).
- FDG-2015-KaltmanWLC #development #recommendation
- Methods and Recommendations for Archival Records of Game Development: The Case of Academic Games (EK, NWF, HL, CC).
- FDG-2015-KaoH15a #learning #named
- Mazzy: A STEM Learning Game (DK, DFH).
- FDG-2015-KaoH15b #learning #using
- Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning Game (DK, DFH).
- FDG-2015-KaravolosBB #design #generative
- Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation (DK, AB, RB).
- FDG-2015-KnauerM #artificial reality #question #what
- Augmented Reality Games: What Do We Know and Where Should We Go? (MK, JM).
- FDG-2015-Kultima
- Defining Game Jam (AK).
- FDG-2015-LeeR
- Investigating the Impact of Game Features on Champion Usage in League of Legends (CSL, IR).
- FDG-2015-Lessard #design #natural language
- Design Rationale for Natural Language Game Conversations (JL).
- FDG-2015-LevySMWLG #behaviour #difference #word
- Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences (LML, RS, JM, JW, RL, MG).
- FDG-2015-LiapisHYAD #design #named
- Iconoscope: Designing a Game for Fostering Creativity (AL, AKH, GNY, CA, EVD).
- FDG-2015-LimH #modelling
- Developing Computational Models of Players' Identities and Values from Videogame Avatars (CUL, DFH).
- FDG-2015-LongstreetCB #education #higher-order
- Invoking Higher Orders of Thinking in Serious Educational Games (CSL, KMLC, DB).
- FDG-2015-Lu #case study #video #what
- What kind of stories do children like in an active video game (AVG)? An exploratory study (AL).
- FDG-2015-MarkBMT #3d #generative #gpu
- Procedural Generation of 3D Caves for Games on the GPU (BM, TB, TM, JT).
- FDG-2015-MartelSGHGM #artificial reality
- Diving Head-First into Virtual Reality: Evaluating HMD Control Schemes for VR Games (EM, FS, JG, AH, AG, KM).
- FDG-2015-Martens #proving #using
- Using Proof Theory to Study Game Mechanics (CM).
- FDG-2015-McMahanPP #video
- Evaluating Electroencephalography Engagement Indices During Video Game Play (TM, IP, TDP).
- FDG-2015-MelcerNCCEI #research
- Games Research Today: Analyzing the Academic Landscape 2000-2014 (EFM, THDN, ZC, AC, MSEN, KI).
- FDG-2015-NguyenEC #comprehension #named #problem #visualisation
- Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games (THDN, MSEN, AC).
- FDG-2015-NielsenP
- Troubling Perspectives on Computer Game Addiction (RKLN, AP).
- FDG-2015-OlsonKFK #education #named
- Kanakatana: Teaching Japanese through Game Mechanics (CO, DK, AF, FK).
- FDG-2015-OsbornLWM
- Combat in Games (JCO, DLE, NWF, MM).
- FDG-2015-PagnuttiW
- Playing with Recipes (JP, JW).
- FDG-2015-ReuterGS #automation #detection #multi #petri net #using
- Detecting structural deadlocks in Multiplayer Games using automatically generated Petri Nets (CR0, SG0, RS).
- FDG-2015-Riedel-KruseKG
- Biotic games: Integrating real living cells into digital game play (IHRK, HK, LCG).
- FDG-2015-RoestB #comprehension
- Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual Games (MR, SB).
- FDG-2015-Rozen #design
- A Pattern-Based Game Mechanics Design Assistant (RvR).
- FDG-2015-RyanKFHOMW #interactive #scalability #visualisation
- Large-Scale Interactive Visualizations of Nearly 12, 000 Games (JOR, EK, AMF, TH, TOM, MM, NWF).
- FDG-2015-RyanKHMW #people
- People Tend to Like Related Games (JOR, EK, TH, MM, NWF).
- FDG-2015-RyanKMW #bottom-up
- Bottom-up Game Studies (JOR, EK, MM, NWF).
- FDG-2015-RyanKMW15a #analysis #semantics #tool support #using
- Tools for Game Discovery Built Using Latent Semantic Analysis (JOR, EK, MM, NWF).
- FDG-2015-Sandovar #design
- Cultural Narratives in Game Design (AS).
- FDG-2015-ScacchiC #challenge #re-engineering #research
- Emerging Research Challenges in Computer Games and Software Engineering (WS, KMLC).
- FDG-2015-SchutterBN #education
- Teaching Older Adults to Play Minecraft (BDS, DEB, HHN).
- FDG-2015-Sicart #comprehension #design
- Loops and Metagames: Understanding Game Design Structures (MS).
- FDG-2015-Sicart15a
- Participatory Republics: Play and the Political (MS).
- FDG-2015-StraatV #evaluation #perspective
- Top Versus Bottom: Game Evaluation from an Expert or Player Perspective (BS, HV).
- FDG-2015-SturnFW
- Cropland Capture - A Game for Improving Global Cropland Maps (TS, SF, MW).
- FDG-2015-SubramanianHESS #behaviour #health #metric #persuasion
- Investigating behavior change indicators and cognitive measures in persuasive health games (SS, SH, MSEN, MS, CS).
- FDG-2015-SummervilleBMJ #data-driven #generative #learning
- The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games (AS, MB, MM, AJ).
- FDG-2015-TanenbaumT #towards
- Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play (JGT0, KT).
- FDG-2015-TanenbaumT15a #concept #future of #modelling #smarttech
- Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers (JGT0, KT).
- FDG-2015-Thomas #algorithm #comprehension #design #development #women
- Supporting Computational Algorithmic Thinking (SCAT): Understanding the Development of Computational Algorithmic Thinking Capabilities in African-American Middle-School Girls Through Game Design (JOT).
- FDG-2015-ThompsonL #generative
- Adventures in Hyrule: Generating Missions & Maps For Action Adventure Games (TT, BL).
- FDG-2015-TreanorZETSCTML #design pattern
- AI-based Game Design Patterns (MT, AZ, MPE, JT, GS, MC0, TT, BM, JL, AMS).
- FDG-2015-TrovatoJS #ecosystem
- Procedurally Generated History: building a game ecosystem through autoplay (GT, SJ, PS).
- FDG-2015-TuiteK
- The Meme Quiz: A Facial Expression Game Combining Human Agency and Machine Involvement (KT, IK).
- FDG-2015-Vrajitoru #network
- A Pattern-Based Bayesian Network for the Game of Nine Men's Morris (DV).
- FDG-2015-ZookHR #analysis #monte carlo
- Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis (AZ, BH, MR).
- VS-Games-2015-AsadipourDC #approach #learning
- A Game-Based Training Approach to Enhance Human Hand Motor Learning and Control Abilities (AA0, KD, AC), pp. 1–6.
- VS-Games-2015-BacklundEJLHS
- Enhancing Immersion with Contextualized Scenarios: Role-Playing in Prehospital Care Training (PB, HE, MJ, ML, MAH, HMS), pp. 1–4.
- VS-Games-2015-BalducciGC #classification #design
- Classification of Affective Data to Evaluate the Level Design in a Role-Playing Videogame (FB, CG, RC), pp. 1–8.
- VS-Games-2015-BevilacquaBE #analysis #multimodal
- Proposal for Non-Contact Analysis of Multimodal Inputs to Measure Stress Level in Serious Games (FB, PB, HE), pp. 1–4.
- VS-Games-2015-BrichRFWBMDRS0 #named #research #using
- LiverDefense: Using a Tower Defense Game as a Customisable Research Tool (JB, KR, JF, MW, AB, SM, TD, VR, CS, MW0), pp. 1–8.
- VS-Games-2015-BroeckhovenVT #design
- Mapping between Pedagogical Design Strategies and Serious Game Narratives (FVB, JV, ODT), pp. 1–8.
- VS-Games-2015-CristeaL #generative
- Fractal Nature - Generating Realistic Terrains for Games (AC, FL), pp. 1–8.
- VS-Games-2015-DiazDHS #development #learning #multi #online #using #video
- Explicit Fun, Implicit Learning in Multiplayer Online Battle Arenas: Methodological Proposal for Studying the Development of Cognitive Skills Using Commercial Video Games (CMCD, BD, HH, JWS), pp. 1–3.
- VS-Games-2015-DiazWLT #using #visitor
- Your Answer Will Make an Impression. Using Quiz Game Mechanics for the Collection of Visitor Data at an Exhibition (MGAD, UW, ML, MT), pp. 1–4.
- VS-Games-2015-DonaldMBGB #problem
- Project Sanitarium: Gaming TB - A Serious Game for a Serious Problem (ID, KAM, JB, SG, RB), pp. 1–8.
- VS-Games-2015-EdenhoferMER #education #in the cloud
- Cloud Computing - An Educational Game on Weather Phenomena (SE, SvM, KE, JR), pp. 1–4.
- VS-Games-2015-GaiblerFEM
- Drink & Drive: A Serious but Fun Game on Alcohol-Induced Impairments in Road Traffic (FG, SF, SE, SvM), pp. 1–5.
- VS-Games-2015-Garcia-MundoGP #quality #towards #validation
- Towards a Construction and Validation of a Serious Game Product Quality Model (LGM, MG, MP), pp. 1–8.
- VS-Games-2015-Hatzigiannakoglou
- Junk-Food Destroyer: Helping Adolescents with Down Syndrome to Understand Healthy Eating through Serious Game (PDH), pp. 1–5.
- VS-Games-2015-KruijffMTSH #multi
- Enhancing User Engagement in Immersive Games through Multisensory Cues (EK, AM, CT, JS, AH), pp. 1–8.
- VS-Games-2015-OhmotoTN #multi
- Distinction of Intrinsic and Extrinsic Stress in an Exercise Game by Combining Multiple Physiological Indices (YO, ST, TN), pp. 1–4.
- VS-Games-2015-PanzoliPL #communication #learning
- Communication and Knowledge Sharing in an Immersive Learning Game (DP, CPL, PL), pp. 1–8.
- VS-Games-2015-PatinoR #how #object-oriented #programming
- Program with Ixquic: How to Learn Object-Oriented Programming with a Game (TP, CR), pp. 1–2.
- VS-Games-2015-RizvicP #interactive #re-engineering
- Taslihan Virtual Reconstruction - Interactive Digital Story or a Serious Game (SR, IP), pp. 1–2.
- VS-Games-2015-RobbWW #design #development #using
- The Development of TASTER, a Cognitive Training Game Using Human-Centered Design, Tailored for Children with Global and Specific Cognitive Impairments (NR, AW, KW), pp. 1–2.
- VS-Games-2015-Taylor
- The Active Instructor: Benefits and Barriers to Instructor-Led Serious Gaming (ASAT), pp. 1–8.
- VS-Games-2015-VourvopoulosLC #case study #experience #human-computer #interface
- The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study (AV, FL, MCC), pp. 1–8.
- VS-Games-2015-WilhelmssonEBO #design #using #visual notation
- Accessible Game Culture Using Inclusive Game Design - Participating in a Visual Culture That You Cannot See (UW, HE, JB, PAÖ), pp. 1–8.
- CHI-2015-BachourWFHRM #human-computer #online #people #standard
- Provenance for the People: An HCI Perspective on the W3C PROV Standard through an Online Game (KB, RW, MF, TDH, TR, LM), pp. 2437–2446.
- CHI-2015-BaiBC #artificial reality #social
- Exploring Expressive Augmented Reality: The FingAR Puppet System for Social Pretend Play (ZB, AFB, GC), pp. 1035–1044.
- CHI-2015-BlytheSRO #design
- Solutionism, the Game: Design Fictions for Positive Aging (MB, JS, JR, CO), pp. 3849–3858.
- CHI-2015-ButlerASGP #analysis #automation #design
- Automatic Game Progression Design through Analysis of Solution Features (EB, EA, AMS, SG, ZP), pp. 2407–2416.
- CHI-2015-DarzentasBFB #data-driven
- The Data Driven Lives of Wargaming Miniatures (DPD, MAB, MF, SB), pp. 2427–2436.
- CHI-2015-DasZR #personalisation
- Examining Game World Topology Personalization (SD, AZ, MOR), pp. 3731–3734.
- CHI-2015-DenisovaC #question
- First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion? (AD, PC), pp. 145–148.
- CHI-2015-DerbovenZVGG #education
- The Fun and the Serious in an Educational Game: The Monkey Tales Case (JD, BZ, JV, DG, DDG), pp. 2829–2832.
- CHI-2015-GaoYHF #automation #collaboration #how #multi
- Improving Multilingual Collaboration by Displaying How Non-native Speakers Use Automated Transcripts and Bilingual Dictionaries (GG, NY, AMJH, SRF), pp. 3463–3472.
- CHI-2015-GerlingML #using #video
- Long-Term Use of Motion-Based Video Games in Care Home Settings (KMG, RLM, CL), pp. 1573–1582.
- CHI-2015-HanXSCW #design #mobile #monitoring
- Balancing Accuracy and Fun: Designing Camera Based Mobile Games for Implicit Heart Rate Monitoring (TH, XX, LS, JFC, JW), pp. 847–856.
- CHI-2015-HarteveldS #education #performance
- The Goal of Scoring: Exploring the Role of Game Performance in Educational Games (CH, SCS), pp. 2235–2244.
- CHI-2015-IacovidesC #experience
- Moving Beyond Fun: Evaluating Serious Experience in Digital Games (II, ALC), pp. 2245–2254.
- CHI-2015-IvkovicSGS #3d
- Quantifying and Mitigating the Negative Effects of Local Latencies on Aiming in 3D Shooter Games (ZI, IS, CG, SWTS), pp. 135–144.
- CHI-2015-JensenRMG #challenge #design
- Keepin’ it Real: Challenges when Designing Sports-Training Games (MMJ, MKR, F'M, KG), pp. 2003–2012.
- CHI-2015-JohnsonNW #all about #case study #experience #video
- All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games (DJ, LEN, PW), pp. 2265–2274.
- CHI-2015-JohnsonWCW #difference #experience #process
- Cooperative Game Play with Avatars and Agents: Differences in Brain Activity and the Experience of Play (DJ, PW, MC, CW), pp. 3721–3730.
- CHI-2015-KulshreshthL #3d #experience #user interface
- Exploring 3D User Interface Technologies for Improving the Gaming Experience (AK, JJLJ), pp. 125–134.
- CHI-2015-KwakBH #behaviour #contest #online
- Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games (HK, JB, SH), pp. 3739–3748.
- CHI-2015-LeeHCK #video #visual notation
- VIZMO Game Browser: Accessing Video Games by Visual Style and Mood (JHL, S(H, HC, YSK), pp. 149–152.
- CHI-2015-LugerURG #design #process #using
- Playing the Legal Card: Using Ideation Cards to Raise Data Protection Issues within the Design Process (EL, LU, TR, MG), pp. 457–466.
- CHI-2015-McNaneyBHSJWGBR #design #people
- Designing for and with People with Parkinson’s: A Focus on Exergaming (RM, MB, AH, GS, DJ, MW, BG, GB, LR, PO), pp. 501–510.
- CHI-2015-PreistJ #education #motivation #using
- The Use of Games as Extrinisic Motivation in Education (CP, RJ), pp. 3735–3738.
- CHI-2015-SlegersRVD #elicitation #research #user interface #using
- Using Game Principles in UX Research: A Board Game for Eliciting Future User Needs (KS, SR, JV, PD), pp. 1225–1228.
- CHI-2015-SmeddinckHM #aspect-oriented #functional
- Exergames for Physiotherapy and Rehabilitation: A Medium-term Situated Study of Motivational Aspects and Impact on Functional Reach (JDS, MH, RM), pp. 4143–4146.
- CHI-2015-TungHWCLWVC
- User-Defined Game Input for Smart Glasses in Public Space (YCT, CYH, HYW, SC, JWL, PJW, AV, MYC), pp. 3327–3336.
- CHI-2015-Vicencio-Moreira
- Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game (RVM, RLM, CG), pp. 2255–2264.
- CHI-2015-WaddingtonLGHH #design #people #video
- Participatory Design of Therapeutic Video Games for Young People with Neurological Vision Impairment (JW, CL, KMG, KH, TLH), pp. 3533–3542.
- CHI-2015-Walther-FranksS #design #learning
- Robots, Pancakes, and Computer Games: Designing Serious Games for Robot Imitation Learning (BWF, JS, PS, AH, MB, RM), pp. 3623–3632.
- CHI-2015-YannierKH #effectiveness #learning #physics #question #tablet
- Learning from Mixed-Reality Games: Is Shaking a Tablet as Effective as Physical Observation? (NY, KRK, SEH), pp. 1045–1054.
- CSCW-2015-FreemanBBH #gender #online #simulation
- Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game (GF, JB, SB, SCH), pp. 1191–1200.
- CSCW-2015-GuyHC #crowdsourcing #enterprise #framework #platform
- Games for Crowds: A Crowdsourcing Game Platform for the Enterprise (IG, AH, YC), pp. 1860–1871.
- CSCW-2015-SaksonoRKCHWP #collaboration #design #product line
- Spaceship Launch: Designing a Collaborative Exergame for Families (HS, AR, GK, CCS, JAH, CW, AGP), pp. 1776–1787.
- DUXU-DD-2015-Gasselseder #music #video
- Re-sequencing the Ludic Orchestra — Evaluating the Immersive Effects of Dynamic Music and Situational Context in Video Games (HPG), pp. 458–469.
- DUXU-IXD-2015-EliasFC #interactive
- Ads-on Games and Fake Brands: Interactions, Commercials and Playful Branding (HE, EF, BJAdC), pp. 251–262.
- DUXU-IXD-2015-HuangL #coordination
- Heartbeat Jenga: A Biofeedback Board Game to Improve Coordination and Emotional Control (YCH, CHL), pp. 263–270.
- DUXU-IXD-2015-LapasO #evaluation #experience #interactive #user interface
- Evaluation of User Experience in Interaction with Computer Games (TL, TO), pp. 271–282.
- DUXU-IXD-2015-RaffaeleAJCPCS #analysis #legacy #multi #platform #usability
- Doctor Who: Legacy, an Analysis of Usability and Playability of a Multi-platform Game (RR, RA, IJ, BC, GP, BJAdC, MMS), pp. 283–291.
- DUXU-IXD-2015-TeixeiraANT #composition #music
- Improving Song Guessing Games Through Music Track Composition (JMXNT, DA, EVN, VT), pp. 303–314.
- DUXU-IXD-2015-TeixeiraCAMLSN #named #simulation #usability
- Newsgames: Gameplay and Usability in Simulation Games (CT, BJAdC, JA, VM, AL, MMS, AN), pp. 292–302.
- DUXU-IXD-2015-TorokPLTVCM #adaptation #interactive
- Evaluating and Customizing User Interaction in an Adaptive Game Controller (LT, MP, JL, DGT, CNV, EC, AAM), pp. 315–326.
- DUXU-UI-2015-BeltranUPSSSPCA #design #learning
- Inclusive Gaming Creation by Design in Formal Learning Environments: “Girly-Girls” User Group in No One Left Behind (MEB, YU, AP, CS, WS, BS, SdlRP, MFCU, MTA), pp. 153–161.
- DUXU-UI-2015-KissingerM #interface #usability
- Usability of Touchpad Based Game Controller Interfaces (JK, TM), pp. 452–463.
- HCI-IT-2015-CravenSGNSY #video
- Evaluating a Public Display Installation with Game and Video to Raise Awareness of Attention Deficit Hyperactivity Disorder (MPC, LS, AG, SN, HS, ZY), pp. 584–595.
- HCI-IT-2015-GohPL
- An Investigation of Reward Systems in Human Computation Games (DHLG, EPPPT, CSL), pp. 596–607.
- HCI-IT-2015-PolsonS #design #empirical
- “Blind Faith”. An Experiment with Narrative Agency in Game Design (DP, VS), pp. 618–627.
- HCI-IT-2015-RughinisM #video
- Play to Remember: The Rhetoric of Time in Memorial Video Games (RR, SM), pp. 628–639.
- HCI-IT-2015-RughinisT #gender #quote #sketching
- “Sketchy Wives” and “Funny Heroines” — Doing and Undoing Gender in Art Games (CR, ET), pp. 640–648.
- HCI-IT-2015-YamamotoYS #gamification
- Gamification Effect of Collection System for Digital Photographs with Geographic Information which Utilizes Land Acquisition Game (RY, TY, NS), pp. 649–659.
- HCI-IT-2015-ZhaoH #concept #online
- A Conceptual Model of Online Game Continuance Playing (FZ, QH), pp. 660–669.
- HCI-IT-2015-ZhuF #analysis #online
- A Lexical Analysis of Nouns and Adjectives from Online Game Reviews (MZ, XF), pp. 670–680.
- HIMI-IKC-2015-ZhangT #design
- Considering a New Nanbu Fuurin Design that Play a Healing Sound — Including Innovations in Appearance and Texture, and Continually Improving- (YZ, TT), pp. 675–684.
- HIMI-IKD-2015-ZhangA #mobile #research
- The Research of the Influence of Customer Perceived Value to Customer Satisfaction in Mobile Games (KZ, YA), pp. 678–687.
- LCT-2015-ArenasZDA #artificial reality #development #education #framework #platform
- A Platform for Supporting the Development of Mixed Reality Environments for Educational Games (LA, TZ, PD, IA), pp. 537–548.
- LCT-2015-CulenPSC #motivation #question
- Can Games Motivate Urban Youth for Civic Engagement? (ALC, SP, SS, KC), pp. 549–560.
- LCT-2015-KimAKW #learning
- H-Treasure Hunt: A Location and Object-Based Serious Game for Cultural Heritage Learning at a Historic Site (HK, SA, SK, WW), pp. 561–572.
- LCT-2015-KimOP #education #gesture #performance
- Developing an Educational Game for Art Education — Gesture Recognition-Based Performance Guidance for Mozart’s Opera Magic Flute (HSK, SHO, YHP), pp. 573–582.
- LCT-2015-KlemkeKLS #education #learning #mobile #multi
- Transferring an Educational Board Game to a Multi-user Mobile Learning Game to Increase Shared Situational Awareness (RK, SK, HL, MS), pp. 583–594.
- LCT-2015-KobanLO #video
- Good Newbie or Poor Newbie? Determinants of Video Game Skill Acquisition at an Early Stage (KK, BL, PO), pp. 608–619.
- LCT-2015-OrehovackiB #learning #programming #quality
- Inspecting Quality of Games Designed for Learning Programming (TO, SB), pp. 620–631.
- LCT-2015-SmithS #evolution #video
- Let’s Play, Video Streams, and the Evolution of New Digital Literacy (PAS, AS), pp. 520–527.
- LCT-2015-VallsRF #architecture #design #education #roadmap
- E-Learning and Serious Games — New Trends in Architectural and Urban Design Education (FV, ER, DF), pp. 632–643.
- LCT-2015-YusoffK #design #interactive #learning #persuasion
- Game Rhetoric: Interaction Design Model of Persuasive Learning for Serious Games (ZY, AK), pp. 644–654.
- CAiSE-2015-FukusumiMK #approach #crowdsourcing #data transformation
- Game Aspect: An Approach to Separation of Concerns in Crowdsourced Data Management (SF, AM, HK), pp. 3–19.
- ICEIS-v3-2015-AgarwalS #comprehension #development
- Understanding Game Modding through Phases of Mod Development (SA, PS), pp. 114–121.
- ICEIS-v3-2015-CanteriGSI #design #education #guidelines #set #video
- Video Games in Education of Deaf Children — A Set of Pratical Design Guidelines (RdPC, LSG, TAFdS, CEAI), pp. 122–129.
- CIKM-2015-ZhaoZK #analysis #network #recommendation #social
- Exploiting Game Theoretic Analysis for Link Recommendation in Social Networks (TZ, HVZ, IK), pp. 851–860.
- ICML-2015-ClarkS #network
- Training Deep Convolutional Neural Networks to Play Go (CC, AJS), pp. 1766–1774.
- ICML-2015-HeinrichLS #self
- Fictitious Self-Play in Extensive-Form Games (JH, ML, DS), pp. 805–813.
- ICML-2015-MaeharaYK #multi #perspective #problem
- Budget Allocation Problem with Multiple Advertisers: A Game Theoretic View (TM, AY, KiK), pp. 428–437.
- ICML-2015-PerolatSPP #approximate #markov #programming
- Approximate Dynamic Programming for Two-Player Zero-Sum Markov Games (JP, BS, BP, OP), pp. 1321–1329.
- RecSys-2015-BanksRS #recommendation #using
- The Recommendation Game: Using a Game-with-a-Purpose to Generate Recommendation Data (SB, RR, BS), pp. 305–308.
- SIGIR-2015-Zhai #framework #information retrieval #towards
- Towards a Game-Theoretic Framework for Information Retrieval (CZ), p. 543.
- SIGIR-2015-ZhangZ #formal method #information retrieval #interactive #interface #optimisation
- Information Retrieval as Card Playing: A Formal Model for Optimizing Interactive Retrieval Interface (YZ, CZ), pp. 685–694.
- SKY-2015-ExmanS #concept
- Conceptual Object Exchanges among Software Games by Non-programmers (IE, GS), pp. 18–25.
- MoDELS-2015-IftikharIKM #approach #automation #framework #modelling #platform #testing
- An automated model based testing approach for platform games (SI, MZI, MUK, WM), pp. 426–435.
- ICSE-v2-2015-MonsalveLW #education #learning
- Transparently Teaching in the Context of Game-based Learning: the Case of SimulES-W (ESM, JCSdPL, VMBW), pp. 343–352.
- SAC-2015-BergentiCG #framework #mobile #platform #scalability #social
- A scalable platform for mobile social gaming (FB, GC, DG), pp. 2239–2244.
- SAC-2015-CamaraGS0 #adaptation #architecture #model checking #probability #self
- Optimal planning for architecture-based self-adaptation via model checking of stochastic games (JC, DG, BRS, AP), pp. 428–435.
- SAC-2015-CruzPQSSOBO #algorithm #named #probability #using
- Amê: an environment to learn and analyze adversarial search algorithms using stochastic card games (ABC, LP, JQ, US, SS, AO, EB, ESO), pp. 208–213.
- SAC-2015-MinsamS
- Sustaining mutual cooperation in iterated prisoner’s dilemma game (KM, KYS), pp. 335–337.
- SAC-2015-RajtmajerGMS #behaviour #network #online #social
- An evolutionary game model for the spread of non-cooperative behavior in online social networks (SMR, CG, DM, ACS), pp. 1154–1159.
- SAC-2015-RodriguesMSS #3d #education #interactive
- Beyond fun: an interactive and educational 3D traffic rules game controlled by non-traditional devices (MAFR, DVdM, YRS, YRS), pp. 239–246.
- SAC-2015-TambeN #behaviour #modelling #resource management #robust #security
- Robust resource allocation in security games and ensemble modeling of adversary behavior (AT, TN), pp. 277–282.
- SAC-2015-UshawDEM #benchmark #metric
- Benchmarking motion sensing devices for rehabilitative gaming (GU, RD, JAE, GM), pp. 143–148.
- DAC-2015-Kahng
- New game, new goal posts: a recent history of timing closure (ABK), p. 6.
- DATE-2015-CasagrandeR #algorithm #fuzzy #named #novel #optimisation #robust
- GTFUZZ: a novel algorithm for robust dynamic power optimization via gate sizing with fuzzy games (TC, NR), pp. 677–682.
- FoSSaCS-2015-ClairambaultD #evaluation #normalisation #semantics
- Game Semantics and Normalization by Evaluation (PC, PD), pp. 56–70.
- FoSSaCS-2015-Ganardi #bound #clique
- Parity Games of Bounded Tree- and Clique-Width (MG), pp. 390–404.
- FoSSaCS-2015-Jaber #semantics
- Operational Nominal Game Semantics (GJ), pp. 264–278.
- FoSSaCS-2015-Velner #decidability #multi #robust
- Robust Multidimensional Mean-Payoff Games are Undecidable (YV), pp. 312–327.
- STOC-2015-BravermanG #parallel
- Small Value Parallel Repetition for General Games (MB, AG), pp. 335–340.
- STOC-2015-ChenDO #complexity #nash #on the
- On the Complexity of Nash Equilibria in Anonymous Games (XC, DD, AO), pp. 381–390.
- TACAS-2015-BassetKTW #multi #probability #synthesis
- Strategy Synthesis for Stochastic Games with Multiple Long-Run Objectives (NB, MZK, UT, CW), pp. 256–271.
- CADE-2015-RegerSV
- Playing with AVATAR (GR, MS, AV), pp. 399–415.
- CAV-2015-BrenguierR #multi
- Pareto Curves of Multidimensional Mean-Payoff Games (RB, JFR), pp. 251–267.
- CSL-2015-Klein0 #lookahead #what
- What are Strategies in Delay Games? Borel Determinacy for Games with Lookahead (FK, MZ), pp. 519–533.
- LICS-2015-Bojanczyk
- Star Height via Games (MB), pp. 214–219.
- LICS-2015-CarayolS #how #question
- How Good Is a Strategy in a Game with Nature? (AC, OS), pp. 609–620.
- LICS-2015-CastellanCW #parallel
- The Parallel Intensionally Fully Abstract Games Model of PCF (SC, PC, GW), pp. 232–243.
- LICS-2015-DisneyF #semantics
- Game Semantics for Type Soundness (TD, CF), pp. 104–114.
- LICS-2015-TsukadaO #nondeterminism #semantics
- Nondeterminism in Game Semantics via Sheaves (TT, CHLO), pp. 220–231.
- QoSA-2014-OlssonTWE #architecture #consistency #evaluation
- Evaluation of a static architectural conformance checking method in a line of computer games (TO, DT, AW, ME), pp. 113–118.
- JCDL-2014-ClarkeLJS #video
- Exploring relationships among video games (RIC, JHL, JJ, SS), pp. 481–482.
- JCDL-2014-RossiLC #interactive #metadata #video
- Mood metadata for video games and interactive media (SR, JHL, RIC), pp. 475–476.
- CSEET-2014-PotterSDW #learning #named
- InspectorX: A game for software inspection training and learning (HP, MS, LD, VW), pp. 55–64.
- EDM-2014-Aghababyan #education #named
- E3: Emotions, Engagement and Educational Games (AA), pp. 447–451.
- EDM-2014-ChiSBC #assessment #predict #question #student
- Choice-based Assessment: Can Choices Made in Digital Games Predict 6th-Grade Students' Math Test Scores? (MC, DLS, KPB, DBC), pp. 36–43.
- EDM-2014-LeeLP #approach #behaviour #data-driven #education #learning
- Learning Individual Behavior in an Educational Game: A Data-Driven Approach (SJL, YEL, ZP), pp. 114–121.
- EDM-2014-PaquetteCBO #case study #detection #process #re-engineering
- Reengineering the Feature Distillation Process: A case study in detection of Gaming the System (LP, AMJBdC, RSB, JO), pp. 284–287.
- EDM-2014-SnowVRM #behaviour #categorisation
- Who's in Control?: Categorizing Nuanced Patterns of Behaviors within a Game-Based Intelligent Tutoring System (ELS, LKV, DGR, DSM), pp. 185–192.
- ITiCSE-2014-BerryK #learning #programming
- The state of play: a notional machine for learning programming (MB, MK), pp. 21–26.
- ITiCSE-2014-Hidalgo-CespedesRL #concept #design #learning #programming #video
- Playing with metaphors: a methodology to design video games for learning abstract programming concepts (JHC, GMR, VLV), p. 348.
- ITiCSE-2014-Hijon-NeiraVPC #experience #learning #programming
- Game programming for improving learning experience (RBHN, JÁVI, CPR, LC), pp. 225–230.
- ITiCSE-2014-SchmolitzkyG #behaviour #implementation
- Guess my object: an “objects first” game on objects’ behavior and implementation with bluej (AS, TG), pp. 219–224.
- AFL-2014-CarapelleFGQ13 #word
- Ehrenfeucht-Fraisse Games for TPTL and MTL over Non-monotonic Data Words (CC, SF, OFG, KQ), pp. 174–187.
- AFL-2014-HutagalungLL #automaton #simulation
- Buffered Simulation Games for Büchi Automata (MH, ML, ÉL), pp. 286–300.
- ICALP-v1-2014-AllamigeonBG #algorithm #polynomial
- The Tropical Shadow-Vertex Algorithm Solves Mean Payoff Games in Polynomial Time on Average (XA, PB, SG), pp. 89–100.
- ICALP-v1-2014-ChaillouxS #exponential #parallel
- Parallel Repetition of Entangled Games with Exponential Decay via the Superposed Information Cost (AC, GS), pp. 296–307.
- ICALP-v1-2014-CleveM #constraints
- Characterization of Binary Constraint System Games (RC, RM), pp. 320–331.
- ICALP-v1-2014-KrawczykW #graph #online
- Coloring Relatives of Interval Overlap Graphs via On-line Games (TK, BW), pp. 738–750.
- ICALP-v1-2014-TulsianiWZ #graph #parallel #rank
- Optimal Strong Parallel Repetition for Projection Games on Low Threshold Rank Graphs (MT, JW, YZ), pp. 1003–1014.
- ICALP-v2-2014-Chatterjee0
- Games with a Weak Adversary (KC, LD), pp. 110–121.
- ICALP-v2-2014-ChatterjeeI #complexity
- The Complexity of Ergodic Mean-payoff Games (KC, RIJ), pp. 122–133.
- AIIDE-2014-BlackfordL #multi #order #problem #realtime
- The Real-Time Strategy Game Multi-Objective Build Order Problem (JB, GBL).
- AIIDE-2014-BlomBTWRVG #personalisation #recognition #towards
- Towards Personalised Gaming via Facial Expression Recognition (PMB, SB, CTT, SW, DMR, RV, TG).
- AIIDE-2014-HarrisonR #2d #adaptation
- Analytics-Driven Dynamic Game Adaption for Player Retention in a 2-Dimensional Adventure Game (BEH, DLR).
- AIIDE-2014-Jacopin
- Game AI Planning Analytics: The Case of Three First-Person Shooters (EJ).
- AIIDE-2014-LimH #modelling #social
- Developing Social Identity Models of Players from Game Telemetry Data (CUL, DFH).
- AIIDE-2014-MinHRML #recognition
- Deep Learning-Based Goal Recognition in Open-Ended Digital Games (WM, EH, JPR, BWM, JCL).
- AIIDE-2014-OsbornSMM #metric #similarity
- Evaluating Play Trace (Dis)similarity Metrics (JCO, BS, JAM, MM).
- AIIDE-2014-RichouxUO #constraints #optimisation
- Walling in Strategy Games via Constraint Optimization (FR, AU, SO).
- AIIDE-2014-ShakerA #approach #combinator #generative
- Alone We Can Do So Little, Together We Can Do So Much: A Combinatorial Approach for Generating Game Content (NS, MAZ).
- AIIDE-2014-StanescuBB #realtime
- Hierarchical Adversarial Search Applied to Real-Time Strategy Games (MS, NAB, MB).
- AIIDE-2014-UriarteO
- Game-Tree Search over High-Level Game States in RTS Games (AU, SO).
- AIIDE-2014-XuTV #generative
- Generative Methods for Guard and Camera Placement in Stealth Games (QX, JT, CV).
- AIIDE-2014-YoungH #learning
- Learning Micro-Management Skills in RTS Games by Imitating Experts (JY, NH).
- AIIDE-2014-ZhaoS #behaviour #scheduling #using
- Using Cyclic Scheduling to Generate Believable Behavior in Games (RZ, DS).
- CHI-PLAY-2014-ApkenHM #ad hoc #concept
- Ad hoc genre switching: a concept for generalized parametrizable game mechanics (DA, MH, RM), pp. 401–402.
- CHI-PLAY-2014-ArawjoMC #named
- PoetryLab: a close listening game for iOS (IAA, CM, JC), pp. 311–314.
- CHI-PLAY-2014-ArkensonCHL
- Tag and seek: a location-based game in Tainan City (CA, YYC, CYH, YCL), pp. 315–318.
- CHI-PLAY-2014-AssiganaCCKLTZC #behaviour
- TF-CBT triangle of life: a game to help with cognitive behavioral therapy (EA, EC, SC, VK, BL, HT, YZ, MGC, SMS), pp. 9–16.
- CHI-PLAY-2014-BahamonLWGLY #generative #using
- IC-CRIME snapshots: training crime scene photographers using procedural content generation in games (JCB, ML, PW, RG, KL, RMY), pp. 403–404.
- CHI-PLAY-2014-BarataGJG #experience #learning #performance #student
- Relating gaming habits with student performance in a gamified learning experience (GB, SG, JAJ, DJVG), pp. 17–25.
- CHI-PLAY-2014-CarterDNHG #human-computer #overview #paradigm #research
- Paradigms of games research in HCI: a review of 10 years of research at CHI (MC, JD, BN, MH, MRG), pp. 27–36.
- CHI-PLAY-2014-CarterNG #design #multi
- Screen ecologies, multi-gaming and designing for different registers of engagement (MC, BN, MRG), pp. 37–46.
- CHI-PLAY-2014-CechanowiczGBMS
- Improving player balancing in racing games (JEC, CG, SB, RLM, IS), pp. 47–56.
- CHI-PLAY-2014-ChangHHCHCC
- HIDDEN LION: a location based app game of sword lion searching (KPC, YWH, SYH, YTC, SNH, CHC, SFC), pp. 323–326.
- CHI-PLAY-2014-CheungZN #experience #how
- The first hour experience: how the initial play can engage (or lose) new players (GKC, TZ0, NN), pp. 57–66.
- CHI-PLAY-2014-Chiapello #design #process
- A model of game design activity: new perspectives on creativity and innovation (LC), pp. 287–290.
- CHI-PLAY-2014-CrenshawN #online #video #what
- What's in a name?: naming practices in online video games (NC, BAN), pp. 67–76.
- CHI-PLAY-2014-CunananZ #artificial reality #named
- wanted: guild, depicting hardcore gaming culture in virtual reality (CC, JZ), pp. 407–408.
- CHI-PLAY-2014-DiTommasoT #behaviour #design #gamification
- Beyond gamification: designing behavior change games (DD, CT), p. 475.
- CHI-PLAY-2014-DoorenSGHV #case study #design #evaluation #persuasion
- PLEX as input and evaluation tool in persuasive game design: pilot study (MMMvD, RS, RHMG, VMH, VTV), pp. 449–450.
- CHI-PLAY-2014-DuffMSUWZ #mobile #named
- Herbert: a motion-controlled mobile game (AMD, JM, SS, AU, WW, JZ), pp. 331–334.
- CHI-PLAY-2014-DufourPCMTNLCCD #artificial reality #named
- ASCENT: a first person mountain climbing game on the oculus rift (TD, VP, PC, AM, TT, VN, CL, RIC, JC, FD), pp. 335–338.
- CHI-PLAY-2014-FinneganVMMB #multi
- Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play (DJF, EV, RM, FM0, RB), pp. 411–412.
- CHI-PLAY-2014-GaoGMS #behaviour #using
- Decreasing sedentary behaviours in pre-adolescents using casual exergames at school (YG, KMG, RLM, KGS), pp. 97–106.
- CHI-PLAY-2014-GerlingB #using
- Last tank rolling: exploring shared motion-based play to empower persons using wheelchairs (KMG, LB), pp. 415–416.
- CHI-PLAY-2014-GoldmanLZ #comprehension #using #video
- Using video games to facilitate understanding of attention deficit hyperactivity disorder: a feasibility study (TAG, FJL, JZ), pp. 115–120.
- CHI-PLAY-2014-HallWJ #design
- Instructional objectives to core-gameplay: a serious game design technique (JVH, PAW, DMJ0), pp. 121–130.
- CHI-PLAY-2014-HarleyL #interactive #linear
- CHI PLAY 2014: the bellman: subtle interactions in a linear narrative (DH, RL), pp. 343–346.
- CHI-PLAY-2014-HarquailK #physics #word
- WORD BLASTOFF: a physics word game for iOS (NH, MK), pp. 347–350.
- CHI-PLAY-2014-HarrisHS #exclamation #quote #symmetry
- “beam me 'round, Scotty!”: exploring the effect of interdependence in asymmetric cooperative games (JH, MSH, SDS), pp. 417–418.
- CHI-PLAY-2014-HashemianW #named
- TouchPoints: an exertion game with strategy (YH, DW), pp. 419–420.
- CHI-PLAY-2014-HimmelsteinCJCG #named #novel
- RedWire: a novel way to create and re-mix games (JCH, MC, CIJ, ALC, RG, ABL, FT), pp. 423–424.
- CHI-PLAY-2014-IacovidesCAK
- Player strategies: achieving breakthroughs and progressing in single-player and cooperative games (II, ALC, AA, TK), pp. 131–140.
- CHI-PLAY-2014-JonesDMST #design #experience #interface #pervasive
- Designing an immersive and entertaining pervasive gameplay experience with spheros as game and interface elements (BJ, KRD, SAM, ES, AT0), pp. 425–426.
- CHI-PLAY-2014-KappenMJBRN #experience #social
- Engaged by boos and cheers: the effect of co-located game audiences on social player experience (DLK, PMB, JJ, DB, JR, LEN), pp. 151–160.
- CHI-PLAY-2014-KhaledAMV #design
- Participatory design for serious game design: truth and lies (RK, VVA, MVM, AV), pp. 457–460.
- CHI-PLAY-2014-KouG #comprehension
- Playing with strangers: understanding temporary teams in league of legends (YK, XG), pp. 161–169.
- CHI-PLAY-2014-LanAABG #interactive #speech
- Flappy voice: an interactive game for childhood apraxia of speech therapy (TL, SA, BA, KJB, RGO), pp. 429–430.
- CHI-PLAY-2014-LankesMWH #representation
- Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games (ML, TM, SW0, WH), pp. 171–179.
- CHI-PLAY-2014-Li
- Examining the impact of game interventions on depression among older adults (JL), pp. 291–294.
- CHI-PLAY-2014-LimPS #challenge #persuasion
- Gingerman challenge: a persuasive game for promoting adequate sunlight exposure for office workers (HL, JP, BS), pp. 431–432.
- CHI-PLAY-2014-LinehanBKMR #challenge #learning
- Learning curves: analysing pace and challenge in four successful puzzle games (CL, GB, BK, ZHM, BR), pp. 181–190.
- CHI-PLAY-2014-LyonVGSZZ #education #physics
- Little Newton: an educational physics game (NL, JVV, CG, NS, JZ, JZ), pp. 351–354.
- CHI-PLAY-2014-McEwanBJW #interactive
- Natural mapping and intuitive interaction in videogames (MWM, ALB, DMJ0, PAW), pp. 191–200.
- CHI-PLAY-2014-MeklerTMO #experience
- A diary study exploring game completion and player experience (EDM, ANT, ALM, KO), pp. 433–434.
- CHI-PLAY-2014-Mirza-BabaeiGCN #artificial reality #comprehension #multi
- Understanding expectations with multiple controllers in an augmented reality videogame (PMB, NG, JPC, LEN, DMJ0), pp. 201–206.
- CHI-PLAY-2014-MoranMG #using
- IRC quest: using the commons dilemma to support a single-screen game for hundreds of players (DJM, CM, TCNG), pp. 359–362.
- CHI-PLAY-2014-MoserTMM #idea
- Game idea jam for sport and exertion games (CM, MT, MM, FM0), pp. 461–464.
- CHI-PLAY-2014-NackeCKRB
- Developing iconic and semi-iconic game controllers (LEN, JPC, DLK, JR, DB), pp. 435–436.
- CHI-PLAY-2014-PommerFGSLPTD #graph
- The trial of galileo: a game of motion graphs (IP, MNF, AG, BS, JL, KP, DT, BD), pp. 363–366.
- CHI-PLAY-2014-Richards #using
- Using an invisible coach to help players achieve fitness goals in exergames while retaining immersion (CR), pp. 299–302.
- CHI-PLAY-2014-RihawiAG #personalisation
- Dodging stress with a personalized biofeedback game (RGAR, BA, RGO), pp. 399–400.
- CHI-PLAY-2014-SajjadiGTT #artificial reality #collaboration #using
- Maze commander: a collaborative asynchronous game using the oculus rift & the sifteo cubes (PS, EOCG, ST, ODT), pp. 227–236.
- CHI-PLAY-2014-SaveryG #consistency #nondeterminism
- Reducing the negative effects of inconsistencies in networked games (CS, TCNG), pp. 237–246.
- CHI-PLAY-2014-SheininG #contest #using
- Jelly polo: increasing richness and competition in sports games using small-scale exertion (MS, CG), pp. 367–370.
- CHI-PLAY-2014-SmithJ #quote #using
- “Toru”: a game that reverses the wisdom of age using mosquito sound (JS, KJ), pp. 375–378.
- CHI-PLAY-2014-StenersonSBS #api #education #named
- Adage: an open API for data collection in educational games (MES, AS, MB, KS), pp. 437–438.
- CHI-PLAY-2014-SuknotCRK #named #privacy
- Immaculacy: a game of privacy (AS, TC, NR, PGK), pp. 383–386.
- CHI-PLAY-2014-SunMGMC #design #sentiment
- Playing with emotions: sentiment design for public space (ES, MM, GG, MEM, DMC), pp. 439–440.
- CHI-PLAY-2014-TomeshH #development
- DIY game console development (TMT, DHH), pp. 471–473.
- CHI-PLAY-2014-TongZE #design #guidelines
- Design guidelines for audio-based game features (TT, DZ, SE), pp. 443–444.
- CHI-PLAY-2014-ToupsDB #design #formal method #interface
- A theory of game mechanic signaling for interface design (ZOT, ID, EMB), pp. 445–446.
- CHI-PLAY-2014-ToupsHHJGG #communication #framework
- A framework for cooperative communication game mechanics from grounded theory (ZOT, JH, WAH, AJ, WG, OG), pp. 257–266.
- CHI-PLAY-2014-TurnerVGS #named
- EyePlay: applications for gaze in games (JT, EV, HG, VS), pp. 465–468.
- CHI-PLAY-2014-VandenBerghe #how #motivation
- Engines of play: how player motivation changes over time (JV), p. 476.
- CHI-PLAY-2014-Vidal #named
- Shynosaurs: a game of attention dilemma (MV), pp. 391–394.
- CHI-PLAY-2014-VieiraFHKA #collaboration #named
- PowerFall: a voice-controlled collaborative game (MFGV, HF, CH, NK, SA), pp. 395–398.
- CHI-PLAY-2014-WhitlockMLGA
- Know before you go: feelings of flow for older players depends on game and player characteristics (LAW, ACM, WL, MG, JCA), pp. 277–286.
- CHI-PLAY-2014-Wood #lens #physics #using
- Using play as a lens to bridge the physical with the digital (GW), pp. 307–310.
- CHI-PLAY-2014-ZhuFMPVN #education #process #towards
- Towards balancing learner autonomy and pedagogical process in educational games (JZ, AF, GM, JHP, JVV, DN), pp. 455–456.
- CIG-2014-AshlockM #automation #generative
- Automatic generation of fantasy role-playing modules (DAA, CM), pp. 1–8.
- CIG-2014-BangayM #generative
- Generating an attribute space for analyzing balance in single unit RTS game combat (SB, OM), pp. 1–8.
- CIG-2014-BarrosT #scalability
- Exploring a large space of small games (GABB, JT), pp. 1–2.
- CIG-2014-BauckhageSDTH #behaviour #clustering #heatmap #using
- Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levels (CB, RS, AD, CT, FH), pp. 1–8.
- CIG-2014-BialasTS
- Cultural influences on play style (MB, ST, PS), pp. 1–7.
- CIG-2014-BurelliTP #estimation #experience
- Non-invasive player experience estimation from body motion and game context (PB, GT, IP), pp. 1–7.
- CIG-2014-DevlinCKGNCFL
- Game intelligence (SD, PIC, DK, NG, AN, IC, KJF0, FL), pp. 1–8.
- CIG-2014-EdelkampP #multi
- Multi-goal motion planning with physics-based game engines (SE, EP), pp. 1–8.
- CIG-2014-GualaLN
- Bejeweled, Candy Crush and other match-three games are (NP-)hard (LG, SL0, EN), pp. 1–8.
- CIG-2014-GuheL
- Game strategies for The Settlers of Catan (MG, AL), pp. 1–8.
- CIG-2014-KimK #learning #realtime #recommendation
- Learning to recommend game contents for real-time strategy gamers (HTK, KJK), pp. 1–8.
- CIG-2014-LabrancheSCB #automation #simulation #using
- Using partial satisfaction planning to automatically select NPCs' goals and generate plans in a simulation game (SL, NS, SC, EB), pp. 1–8.
- CIG-2014-LeeceJ #markov #modelling #random #using
- Opponent state modeling in RTS games with limited information using Markov random fields (MAL, AJ), pp. 1–7.
- CIG-2014-LimH #approach #automation #evaluation #generative #using
- An approach to general videogame evaluation and automatic generation using a description language (CUL, DFH), pp. 1–8.
- CIG-2014-LiuLB #behaviour #effectiveness #evolution
- Evolving effective micro behaviors in RTS game (SL0, SJL, CAB), pp. 1–8.
- CIG-2014-LopesLY #authoring
- The C2create authoring tool: Fostering creativity via game asset creation (PLL, AL, GNY), pp. 1–2.
- CIG-2014-MahmoudLWA #approach #visual notation
- Believable NPCs in serious games: HTN planning approach based on visual perception (IMM, LL, DW, MZA), pp. 1–8.
- CIG-2014-OhCK #learning
- Imitation learning for combat system in RTS games with application to starcraft (ISO, HCC, KJK), pp. 1–2.
- CIG-2014-ParkK #learning #using
- Learning to play fighting game using massive play data (HSP, KJK), pp. 1–2.
- CIG-2014-PerezSL #knowledge-based #performance #video
- Knowledge-based fast evolutionary MCTS for general video game playing (DPL, SS, SML), pp. 1–8.
- CIG-2014-PreussLT
- Searching for good and diverse game levels (MP, AL, JT), pp. 1–8.
- CIG-2014-RungeGGF #predict #social
- Churn prediction for high-value players in casual social games (JR, PG, FG, BF), pp. 1–8.
- CIG-2014-SamothrakisRPL
- Rolling horizon methods for games with continuous states and actions (SS, SAR, DPL, SML), pp. 1–8.
- CIG-2014-SanseloneSSPD #monte carlo #using
- Constrained control of non-playing characters using Monte Carlo Tree Search (MS, SS, CS, DP, YD), pp. 1–8.
- CIG-2014-SephtonCPS #heuristic #monte carlo
- Heuristic move pruning in Monte Carlo Tree Search for the strategic card game Lords of War (NS, PIC, EJP, NHS), pp. 1–7.
- CIG-2014-SwiechowskiM #logic #prolog
- Prolog versus specialized logic inference engine in General Game Playing (MS, JM), pp. 1–8.
- CIG-2014-SzubertJ #difference #learning #network
- Temporal difference learning of N-tuple networks for the game 2048 (MGS, WJ), pp. 1–8.
- CIG-2014-TakLW #monte carlo
- Monte Carlo Tree Search variants for simultaneous move games (MJWT, ML, MHMW), pp. 1–8.
- CIG-2014-ThillBKK #difference #learning
- Temporal difference learning with eligibility traces for the game connect four (MT, SB, PK, WK), pp. 1–8.
- CIG-2014-TremblayTV #algorithm #approach
- An algorithmic approach to analyzing combat and stealth games (JT, PAT, CV), pp. 1–8.
- CIG-2014-VachiratampornMFN #adaptation #implementation
- An implementation of affective adaptation in survival horror games (VV, KM, KiF, MN), pp. 1–8.
- CIG-2014-WatsonBV #automation #design
- Automated design for playability in computer game agents (SW, WB, AV), pp. 1–8.
- CIG-2014-YamamotoMCT #algorithm #deduction #nearest neighbour #using
- Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator (KY, SM, CYC, RT), pp. 1–5.
- DiGRA-2014-BreyerMK #evaluation #interactive
- Isomorphic Game Interaction Technique Patterns for Single Button: Definition and Evaluation (FB, SM, JK).
- DiGRA-2014-Christiansen #heuristic #persuasion
- Presence and Heuristic Cues: Cognitive Approaches to Persuasion in Games (PC).
- DiGRA-2014-Christiansen14a #named
- Thanatogaming: Death, Videogames, and the Biopolitical State (PC).
- DiGRA-2014-HoogenBI #approach #behaviour
- Pressure at Play: Measuring Player Approach and Avoidance Behaviour through the Keyboard (WvdH, EB, WAI).
- DiGRA-2014-HowellSE #component
- Disrupting the Player's Schematised Knowledge of Game Components (PH, BS, ME).
- DiGRA-2014-Huh #case study #what
- What makes young children active game players; ethnographic case study (YJH).
- DiGRA-2014-Karlsen
- Analysing the history of game controversies (FK).
- DiGRA-2014-Marklund #comprehension #learning
- Out of Context - Understanding the Practicalities of Learning Games (BM).
- DiGRA-2014-MarteySSKCFSS #bias #power of #testing
- Testing the Power of Game Lessons: The Effects of Art and Narrative on Reducing Cognitive Biases (RMM, AS, JSG, KK, BAC, JEF, ETS, TS).
- DiGRA-2014-OlssonBD #comprehension #concept #design
- The Conceptual Relationship Model: Understanding Patterns and Mechanics in Game Design (CMO, SB, SD).
- DiGRA-2014-ReuterWGS #collaboration #design pattern #interactive
- Game Design Patterns for Collaborative Player Interactions (CR0, VW, SG0, RS).
- DiGRA-2014-SalisburyT
- Contextualizing Flow in Games (JS, PT).
- DiGRA-2014-SchottMN #experience #using #what
- Exploring the Cause of Game (Derived) Arousal: What biometric accounts of player experience revealed (GS, RM, LN).
- DiGRA-2014-Vella #modelling
- Modeling the Semiotic Structure of Game Characters (DV).
- FDG-2014-AltizerZ #education #industrial
- Pitch perfect or exploring pitching practices in industry and games education (RA, JPZ).
- FDG-2014-Back #feedback
- 'Knock Once for Yes' - Knocking as feedback in the location-based game passing on (JB).
- FDG-2014-BackW #design #experience #pervasive
- Codename Heroes - Designing for experience in public places in a long term pervasive game (JB, AW).
- FDG-2014-BakkesW #challenge #design #personalisation
- Design criteria for challenge balancing of personalised game spaces (SB, SW).
- FDG-2014-BechtB #named #predict #video
- meIRL-BC: Predicting player positions in video games (IB, SB).
- FDG-2014-BehnkeAB
- Must be 13 to play: Addressing children participation in networked games (KAB, MLA, JKB).
- FDG-2014-BlodgettS #community #women
- #1ReasonWhy: Game communities and the invisible woman (BB, AS).
- FDG-2014-BroeckhovenT #aspect-oriented #learning #specification #using
- Specifying the pedagogical aspects of narrative-based digital learning games using annotations (FVB, ODT).
- FDG-2014-BuckthalK
- (Re)telling chess stories as game content (EB, FK).
- FDG-2014-CanossaBN #design pattern #named #using
- X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes (AC, SB, MJN).
- FDG-2014-CardonaHTF
- Open Trumps, a data game (ABC, AWH, JT, MGF).
- FDG-2014-CarmichaelM14a
- Chronologically nonlinear techniques in traditional media and games (GC, DM).
- FDG-2014-CharbonneauBBML #how
- Dance Enhanced: Investigating how earning content through exertion impacts dance game enjoyment (EC, SB, JNB, F'M, JJLJ).
- FDG-2014-ChauvinLDN #approach
- An out-of-character approach to emergent game narratives (SC, GL, JYD, SN).
- FDG-2014-Grace #analysis #estimation
- A linguistic analysis of games: Verbs and nouns for content estimation (LDG).
- FDG-2014-Grace14a
- Big Huggin': Affection gaming for alternative play (LDG).
- FDG-2014-Grace14b
- Black Like Me? Embedding 2-tiered procedural rhetoric in a critical game (LDG).
- FDG-2014-Grace14c #design
- Equal opportunity affection games, critical design in Stolen Kisses (LDG).
- FDG-2014-GraceS #comprehension #evolution
- The psychology of play: Understanding digital game evolution through developmental psychology (LDG, BS).
- FDG-2014-GuimaraesJ #development #difference #gender
- Gender differences in videogame development classes: U.S. and the U.A.E (MAMG, LJ).
- FDG-2014-HarrellKLLSMO #authoring #framework #platform
- Authoring conversational narratives in games with the Chimeria platform (DFH, DK, CUL, JL, AS, JM, DO).
- FDG-2014-HicksCB #identification #quality
- Part of the game: Changing level creation to identify and filter low quality user-generated levels (AH, VC, TB).
- FDG-2014-Holmes #editing #multi
- A web-based editor for multiplayer choice games (IH).
- FDG-2014-HolmgardLTY #generative #modelling
- Generative agents for player decision modeling in games (CH, AL, JT, GNY).
- FDG-2014-Juul #authentication #independence
- High-tech low-tech authenticity: The creation of independent style at the Independent Games Festival (JJ).
- FDG-2014-Koenitz
- Reflecting civic protest - the Occupy Istanbul game (HK).
- FDG-2014-LochrieGGC #design #social
- Mobilising Monopoly: Game design, place and social values (ML, AG, AG, PC).
- FDG-2014-LogasWMVSSMCOSL #design #verification
- Software verification games: Designing Xylem, The Code of Plants (HL, JW, MM, RV, LS, DGS, JTM, KC, JCO, OS, ZL, HS, MS, DC, SC, CL0).
- FDG-2014-LoparevLMB #video
- Introducing shared character control to existing video games (AL, WSL, KIM, JPB).
- FDG-2014-MaungCGWLBMGA #development #effectiveness
- Development of Recovery Rapids - A game for cost effective stroke therapy (DM, RC, LVG, LWC, LPL, AB, RJM, JG, JA).
- FDG-2014-MorelliLFF
- An exergame to improve balance in children who are blind (TM, LL, JF, EF).
- FDG-2014-MottRMTL #named #open source #tool support #user interface
- FLARE: An open source toolkit for creating expressive user interfaces for serious games (BWM, JPR, WM, RGT, JCL).
- FDG-2014-NickelPBWBWPBT #case study #challenge #physics
- Balancing physical and cognitive challenge: A study of players' psychological responses to exergame play (AN, JP, TB, EW, MB, ZW, MP, NB, BT).
- FDG-2014-NielsenAP #challenge #health
- Challenges for game addiction as a mental health diagnosis (RKLN, EA, AP).
- FDG-2014-NordinCHAG #experience
- The effect of surroundings on gaming experience (AIN, PAC, MH, AA0, EHCG).
- FDG-2014-OsbornM #difference #independence #metric
- A game-independent play trace dissimilarity metric (JCO, MM).
- FDG-2014-RankinTIH #design #student
- From consumers to producers: African American middle school students as game designers (YAR, JOT, II, SMH).
- FDG-2014-RobbinsI
- Pixel Motion: A surveillance camera-enabled public digital game (HR, KI).
- FDG-2014-Robinson #comparative
- Let's Roll: Comparative representations of empire in board games (WR).
- FDG-2014-RodenL #android #case study #development #education #experience
- Experiences teaching a course in Android game development (TER, RL).
- FDG-2014-RoweLML #design #education #learning
- Play in the museum: Designing game-based learning environments for informal education settings (JPR, EVL, BWM, JCL).
- FDG-2014-RozenD #adaptation
- Adapting game mechanics with Micro-Machinations (RvR, JD).
- FDG-2014-Ruggiero #persuasion #towards
- The effect of a persuasive game on attitude towards the homeless (DR).
- FDG-2014-RuggieroMDB #design #development
- Alphabet Soup: Design and development of a short form game (DR, SM, CD, JB).
- FDG-2014-Rusch #design #experience #health #what
- Games about mental health - Designing the experience of “What it's Like” (DCR).
- FDG-2014-Schreiber #education #named #transitive
- Harmony: A game to teach transitive game balance (IS).
- FDG-2014-SchutterA #design #using
- Gradequest - Evaluating the impact of using game design techniques in an undergraduate course (BDS, VVA).
- FDG-2014-SiPT #analysis #automation #realtime
- Automated terrain analysis in real-time strategy games (CS, YP, CTT).
- FDG-2014-SiuZR #collaboration #contest #design #evaluation
- Collaboration versus competition: Design and evaluation of mechanics for games with a purpose (KS, AZ, MOR).
- FDG-2014-TanSRP #crowdsourcing
- Initial perceptions of a casual game to crowdsource facial expressions in the wild (CTT, HS, DR, YP).
- FDG-2014-TanSRP14a #crowdsourcing
- A game to crowdsource data for affective computing (CTT, HS, DR, YP).
- FDG-2014-TaylorP #developer #women
- Aussie women game developers (DMT, YP).
- FDG-2014-TremblayDV
- Target selection for AI companions in FPS games (JT, CD, CV).
- FDG-2014-TremblayTV
- Measuring risk in stealth games (JT, PAT, CV).
- FDG-2014-Tuite #named #problem
- GWAPs: Games with a problem (KT).
- FDG-2014-WintersZ #3d #composition
- Guiding players through structural composition patterns in 3D adventure games (GJW, JZ).
- FDG-2014-YangHR #identification #predict
- Identifying patterns in combat that are predictive of success in MOBA games (PY, BEH, DLR).
- FDG-2014-ZookFR #automation #learning #parametricity
- Automatic playtesting for game parameter tuning via active learning (AZ, EF, MOR).
- VS-Games-2014-Bennett #framework #generative #semantics
- Semantic Content Generation Framework for Game Worlds (MB), pp. 1–8.
- VS-Games-2014-CassarMZ #hybrid #multi
- Hybrid Peer to Peer and Server Client System for Limited Users Multiplayer First Person Style Games (SC, MM, SZ), pp. 1–8.
- VS-Games-2014-ChaudyCH #developer #education #named
- EngAGe: A Link between Educational Games Developers and Educators (YC, TMC, TH), pp. 1–7.
- VS-Games-2014-ChristouM #difference #how #question
- Aliens versus Humans: Do Avatars Make a Difference in How We Play the Game? (CC, DM), pp. 1–7.
- VS-Games-2014-CuschieriKFMY #student
- The iLearnRW Game: Support for Students with Dyslexia in Class and at Home (TC, RK, VEF, HPM, GNY), pp. 1–2.
- VS-Games-2014-DoukianouPDC #evaluation #usability
- A Usability Evaluation of Game-Based Approaches Assessing Risk and Delayed Gratification (SD, PP, ID, JC0), pp. 1–8.
- VS-Games-2014-GuoSB #communication #development #simulation
- A Serious Game Engine for Interview Simulation: Application to the Development of Doctor-Patient Communication Skills (JG0, NS, RB), pp. 1–6.
- VS-Games-2014-LorenziniBCNET #collaboration #education #named
- LawVille: A Collaborative Serious Game for Citizenship Education (CL, RB, MC, MN, CE, FT), pp. 1–2.
- VS-Games-2014-MarklundBE #challenge #education
- The Practicalities of Educational Games: Challenges of Taking Games into Formal Educational Settings (BBM, PB, HE), pp. 1–8.
- VS-Games-2014-MavromihelakiEHGWCM #3d #social
- Cyberball3D+: A 3D Serious Game for fMRI Investigating Social Exclusion and Empathy (EM, JE, NAH, TGJ, JW, HDC, KM), pp. 1–8.
- VS-Games-2014-MayrHP #constraints #design
- The Trauma Treatment Game: Design Constraints for Serious Games in Psychotherapy (SM, WH, PP), pp. 1–6.
- VS-Games-2014-NgDC #process
- Applying Activity Theory in Comparatively Evaluating Serious Games (TN0, KD, AC), pp. 1–7.
- VS-Games-2014-SloanGD #collaboration #student
- A Sweetspot for Innovation: Developing Games with Purpose through Student-Staff Collaboration (RJSS, DG, ID), pp. 1–8.
- VS-Games-2014-Thong #education #learning
- Situated Learning with Role-Playing Games to Improve Transfer of Learning in Tertiary Education Classrooms (LPT), pp. 1–5.
- VS-Games-2014-Vaseva
- The Potential of Serious Games Based on Literary Plots to Develop Knowledge, Skills and Habitual Patterns (DV), pp. 1–4.
- VS-Games-2014-ZavcerMP #design pattern #towards
- Design Pattern Canvas: Towards Co-Creation of Unified Serious Game Design Patterns (GZ, SM, PP), pp. 1–2.
- GRAPHITE-2014-KantP #generative
- Generating and Solving Symbolic Parity Games (GK, JvdP), pp. 2–14.
- CHI-2014-BonsignoreMNHKD #authentication #design #interactive
- Design tactics for authentic interactive fiction: insights from alternate reality game designers (EMB, VM, CN, DLH, KK, AD), pp. 947–950.
- CHI-2014-CairnsLWN #mobile
- The influence of controllers on immersion in mobile games (PC, JL, WW, AIN), pp. 371–380.
- CHI-2014-ChenKH #health
- “Healthifying” exergames: improving health outcomes through intentional priming (FXC, ACK, EBH), pp. 1855–1864.
- CHI-2014-DownsVHLS #experience #social
- Audience experience in social videogaming: effects of turn expectation and game physicality (JD, FV, SH, SL, WS), pp. 3473–3482.
- CHI-2014-DunwellFPHALS #approach #learning #safety
- A game-based learning approach to road safety: the code of everand (ID, SdF, PP, MH, SA, PL, CDS), pp. 3389–3398.
- CHI-2014-GarnerWPMM #named #representation
- i-dentity: innominate movement representation as engaging game element (JG, GW, SP, MM, FM), pp. 2181–2190.
- CHI-2014-GerlingMBMO #people #persuasion #towards #using
- The effects of embodied persuasive games on player attitudes toward people using wheelchairs (KMG, RLM, MVB, MM, RO), pp. 3413–3422.
- CHI-2014-GerlingMMBS #experience #performance #physics #self
- Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames (KMG, MM, RLM, MVB, JDS), pp. 2201–2210.
- CHI-2014-GohCTTS #collaboration #design #framework #interactive
- The MOY framework for collaborative play design in integrated shared and private interactive spaces (WBG, MC, CHT, JT, WS), pp. 391–400.
- CHI-2014-HamiltonGK #community #streaming
- Streaming on twitch: fostering participatory communities of play within live mixed media (WAH, OG, AK), pp. 1315–1324.
- CHI-2014-HarpsteadMAM #design #education #using
- Using extracted features to inform alignment-driven design ideas in an educational game (EH, CJM, VA, BAM), pp. 3329–3338.
- CHI-2014-HunterMTIH #distance #exclamation #video
- WaaZam!: supporting creative play at a distance in customized video environments (SEH, PM, AT, KMI, SMH), pp. 1197–1206.
- CHI-2014-LaureyssensCCMCM #approach #component #composition #named #network
- ZWERM: a modular component network approach for an urban participation game (TL, TC, LC, PM, JC, AVM), pp. 3259–3268.
- CHI-2014-MeklerBTO #overview
- A systematic review of quantitative studies on the enjoyment of digital entertainment games (EDM, JAB, ANT, KO), pp. 927–936.
- CHI-2014-MuellerGVE #design #process
- Supporting the creative game design process with exertion cards (FM, MRG, FV, DE), pp. 2211–2220.
- CHI-2014-MuellerI #guidelines
- Movement-based game guidelines (FM, KI), pp. 2191–2200.
- CHI-2014-NguyenDCWD
- DoDo game, a color vision deficiency screening test for young children (LCN, EYLD, AC, YW, HBLD), pp. 2289–2292.
- CHI-2014-ORourkeHBDP #education #persistent
- Brain points: a growth mindset incentive structure boosts persistence in an educational game (EO, KH, CB, CSD, ZP), pp. 3339–3348.
- CHI-2014-ParkLMMHS
- Human factors of speed-based exergame controllers (TP, UL, SM, MM, IH, JS), pp. 1865–1874.
- CHI-2014-PilliasRL #design #lessons learnt #video
- Designing tangible video games: lessons learned from the sifteo cubes (CP, RRB, GL), pp. 3163–3166.
- CHI-2014-Ruggiero #learning #named #persuasion #student #towards #video
- Spent: changing students’ affective learning toward homelessness through persuasive video game play (DNR), pp. 3423–3432.
- CHI-2014-SchildLM #3d #behaviour #design #using #video
- Altering gameplay behavior using stereoscopic 3D vision-based video game design (JS, JJLJ, MM), pp. 207–216.
- CHI-2014-SheininG #difference #in the small #physics
- Exertion in the small: improving differentiation and expressiveness in sports games with physical controls (MS, CG), pp. 1845–1854.
- CHI-2014-Smith #analysis #comprehension #generative
- Understanding procedural content generation: a design-centric analysis of the role of PCG in games (GS), pp. 917–926.
- CHI-2014-TanLS #case study #experience #video
- Combining think-aloud and physiological data to understand video game experiences (CTT, TWL, SS), pp. 381–390.
- CHI-2014-TewariC #what
- What did spot hide?: a question-answering game for preschool children (AT, JC), pp. 1807–1816.
- CHI-2014-UzorB #using
- Investigating the long-term use of exergames in the home with elderly fallers (SU, LB), pp. 2813–2822.
- CHI-2014-Vicencio-MoreiraMGB #effectiveness
- The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games (RVM, RLM, CG, SB), pp. 937–946.
- CHI-2014-Wohn #online #social
- Spending real money: purchasing patterns of virtual goods in an online social game (DYW), pp. 3359–3368.
- CHI-2014-ZaczynskiW #design #guidelines #interactive
- Establishing design guidelines in interactive exercise gaming: preliminary data from two posing studies (MZ, ADW), pp. 1875–1884.
- CSCW-2014-ProcykN #design #evaluation #named
- GEMS: the design and evaluation of a location-based storytelling game (JP, CN), pp. 1156–1166.
- CSCW-2014-RatanH #design
- Playing well with virtual classmates: relating avatar design to group satisfaction (RR, BSH), pp. 564–573.
- CSCW-2014-SaveryGGB #consistency #experience #maintenance #performance
- The effects of consistency maintenance methods on player experience and performance in networked games (CS, TCNG, CG, MB), pp. 1344–1355.
- CSCW-2014-ShoresHSKR #identification #multi
- The identification of deviance and its impact on retention in a multiplayer game (KBS, YH, KLS, RK, JR), pp. 1356–1365.
- DHM-2014-PanneseMLADB #named
- Pegaso: A Serious Game to Prevent Obesity (LP, DM, PL, SA, ID, TB), pp. 427–435.
- DUXU-DI-2014-BrandseT14a #categorisation #challenge #design #video
- Challenge Design and Categorization in Video Game Design (MB, KT), pp. 669–677.
- DUXU-DI-2014-GotsisLRHPFTJ #artificial reality #case study #design #named #video
- Skyfarer: Design Case Study of a Mixed Reality Rehabilitation Video Game (MG, VL, PR, LLH, ICP, FF, DT, MJM), pp. 699–710.
- DUXU-DI-2014-Hellweg #development #education #future of #what
- Wanting the Unwanted — What Games Can Teach Us about the Future of Software Development (DH), pp. 711–719.
- DUXU-DI-2014-Luz #evolution #experience #interface #physics
- Evolution of the Physical Interfaces in Videogames as a Support to the Narrative and the Gaming Experience (ARdL), pp. 688–698.
- DUXU-DI-2014-NovickVSG #analysis #empirical #usability
- Empirical Analysis of Playability vs. Usability in a Computer Game (DGN, JV, BS, IG), pp. 720–731.
- DUXU-DI-2014-Riha #information management
- Cutscenes in Computer Games as an Information System (DR), pp. 661–668.
- DUXU-DI-2014-RugenhagenH #design #development #research
- Game Design Techniques in User Research Methods — A New Way to Reach the High Score in Development Teams (ER, TH), pp. 754–762.
- DUXU-DI-2014-ShinKKJS #design #interactive #process
- A New Design Process for Viewer Participation in Interactive TV Program: Focused on the Interactive TV Game Show Hae-un-dae (JS, HJK, JIK, BGJ, CS), pp. 763–772.
- DUXU-DI-2014-VianaN #artificial reality #interactive
- Immersive Interactive Narratives in Augmented Reality Games (BSV, RN), pp. 773–781.
- DUXU-DI-2014-Wanner #design #empirical #simulation
- Serious Economic Games: Designing a Simulation Game for an Economic Experiment (DW), pp. 782–793.
- DUXU-DP-2014-Al-RubaianAAAAAAAAAAAAA #design #development
- The Design and Development of Empathetic Serious Games for Dyslexia: BCI Arabic Phonological Processing Training Systems (AAR, LA, RA, WA, HA, NA, HAN, AA, SA, RA, AAS, DAO, GA, AAW), pp. 105–112.
- DUXU-TMT-2014-DanylakK
- The Language Game (RD, KK), pp. 55–63.
- DUXU-TMT-2014-Elias
- The Bridge — A Transmedia Dialogue between TV, Film and Gaming (HE), pp. 548–559.
- DUXU-TMT-2014-JerzakR #evaluation #heuristic
- Serious Games and Heuristic Evaluation — The Cross-Comparison of Existing Heuristic Evaluation Methods for Games (NJ, FR), pp. 453–464.
- DUXU-TMT-2014-ZhuF #heuristic #online
- Developing Playability Heuristics for Computer Games from Online Reviews (MZ, XF), pp. 496–505.
- HCI-AS-2014-AlvarezHHKLLL #framework
- From Screens to Devices and Tangible Objects: A Framework Applied to Serious Games Characterization (JA, SH, CH, CK, YL, SL, AL), pp. 559–570.
- HCI-AS-2014-BovetR #experience
- Assembling the Collective Experience of a Serious Game Mediation as an Interactional Practice (AB, MR), pp. 571–580.
- HCI-AS-2014-ChyeSN
- An Exergame for Encouraging Martial Arts (CC, MS, TN), pp. 221–232.
- HCI-AS-2014-DutzHKGS #mobile #user interface
- User Interfaces of Mobile Exergames (TD, SH, MK, SG, RS), pp. 244–255.
- HCI-AS-2014-LouLP #distance #how
- Distance Effect: Where You Stand Determines How Promptly You Interact with Game (XL, AXL, RP), pp. 614–621.
- HCI-AS-2014-MoserF #branch #experience #feedback
- Narrative Control and Player Experience in Role Playing Games: Decision Points and Branching Narrative Feedback (CM, XF), pp. 622–633.
- HCI-AS-2014-Nakanishi #prototype #simulation #visualisation
- Prototyping for Digital Sports Integrating Game, Simulation and Visualization (YN), pp. 634–642.
- HCI-AS-2014-SengulCOTE #3d #integration #user interface
- Haptic User Interface Integration for 3D Game Engines (GS, NEÇ, EÖ, ET, BE), pp. 654–662.
- HIMI-DE-2014-BannaiKA #education #interface
- Food Practice Shooter: A Serious Game with a Real-World Interface for Nutrition and Dietary Education (YB, TK, NA), pp. 139–147.
- LCT-TRE-2014-FonsecaGNTPMM #education #named #social
- BIZZY — A Social Game for Entrepreneurship Education (BF, RG, RRN, MST, HP, LM, PM), pp. 33–41.
- LCT-TRE-2014-Hayes14a #approach #development #learning #simulation
- An Approach to Holistic Development of Serious Games and Learning Simulations (ATH), pp. 42–49.
- LCT-TRE-2014-RouillardSDC #agile #mobile #prototype
- Rapid Prototyping for Mobile Serious Games (JR, AS, BD, RC), pp. 194–205.
- SCSM-2014-RayaRRP #adaptation #using
- Using Serious Games to Train Adaptive Emotional Regulation Strategies (MAR, ARO, BR, EP), pp. 541–549.
- SCSM-2014-SakamotoN #hybrid #process #social #social media
- Gamifying Social Media to Encourage Social Activities with Digital-Physical Hybrid Role-Playing (MS, TN), pp. 581–591.
- ICEIS-v2-2014-ZhengLLZX #e-commerce #framework #platform
- e-Commerce Game Model — Balancing Platform Service Charges with Vendor Profitability (JZ, DLL, WL, ZKZ, HX), pp. 613–619.
- ICEIS-v3-2014-BuchdidPB #design
- Playing Cards and Drawing with Patterns — Situated and Participatory Practices for Designing iDTV Applications (SBB, RP, MCCB), pp. 14–27.
- ICEIS-v3-2014-MatsumotoY
- Psychological Effect of Robot Interruption in Game (MM, HY), pp. 133–137.
- CIKM-2014-FangZTSFSDZL #behaviour #modelling #network #social
- Modeling Paying Behavior in Game Social Networks (ZF, XZ, JT, WS, ACMF, LS, YD, LZ, JL), pp. 411–420.
- CIKM-2014-RokickiCZS #crowdsourcing #design #effectiveness
- Competitive Game Designs for Improving the Cost Effectiveness of Crowdsourcing (MR, SC, SZ, SS), pp. 1469–1478.
- ICML-c2-2014-LinAKLC #combinator #feedback #linear #monitoring
- Combinatorial Partial Monitoring Game with Linear Feedback and Its Applications (TL, BDA, RDK, JL, WC), pp. 901–909.
- ICPR-2014-AlmogahedK #named #using
- NEATER: Filtering of Over-sampled Data Using Non-cooperative Game Theory (BAA, IAK), pp. 1371–1376.
- ICPR-2014-BanerjeeCM #automation #classification #generative #wiki
- Playscript Classification and Automatic Wikipedia Play Articles Generation (SB, CC, PM), pp. 3630–3635.
- ICPR-2014-ChakeriH #approach #clustering #framework #set
- Dominant Sets as a Framework for Cluster Ensembles: An Evolutionary Game Theory Approach (AC, LOH), pp. 3457–3462.
- ICPR-2014-TouaziMB #feature model
- Feature Selection Scheme Based on Zero-Sum Two-Player Game (AT, FM, DB), pp. 1342–1347.
- KR-2014-ClercqBSCN #programming #set #using
- Using Answer Set Programming for Solving Boolean Games (SDC, KB, SS, MDC, AN).
- KR-2014-GirleaAG
- Tracking Beliefs and Intentions in the Werewolf Game (CLG, EA, RG).
- KR-2014-IanovskiO
- EGuaranteeNash for Boolean Games Is NEXP-Hard (EI, LO).
- RecSys-2014-WaldnerV #exclamation #recommendation #timeline #twitter
- Emphasize, don’t filter!: displaying recommendations in Twitter timelines (WW, JV), pp. 313–316.
- SEKE-2014-SantosBSC #learning #programming #semantics #source code
- A Semantic Analyzer for Simple Games Source Codes to Programming Learning (ECOdS, GBB, VHVdS, EC), pp. 522–527.
- SIGIR-2014-LuoZY #probability
- Win-win search: dual-agent stochastic game in session search (JL, SZ, HY), pp. 587–596.
- POPL-2014-BeyeneCPR #approach #constraints #graph #infinity
- A constraint-based approach to solving games on infinite graphs (TAB, SC, CP, AR), pp. 221–234.
- POPL-2014-MurawskiT #interface #java #semantics
- Game semantics for interface middleweight Java (ASM, NT), pp. 517–528.
- PPDP-2014-NilssonP #declarative #programming #tutorial
- Declarative Game Programming: Distilled Tutorial (HN, IP), pp. 159–160.
- QAPL-2014-BraitlingFHWBH #abstraction #automaton #markov #named #refinement
- MeGARA: Menu-based Game Abstraction and Abstraction Refinement of Markov Automata (BB, LMFF, HH, RW, BB, HH), pp. 48–63.
- RE-2014-Daneva #approach #how #multi #online #requirements
- How practitioners approach gameplay requirements? An exploration into the context of massive multiplayer online role-playing games (MD), pp. 3–12.
- RE-2014-PutnamC #approach #multi #requirements
- Therapist-centered requirements: A multi-method approach of requirement gathering to support rehabilitation gaming (CP, JC), pp. 13–22.
- RE-2014-TohonenKM #case study
- Evaluating the business value of information technology: Case study on game management system (HT, MK, TM), pp. 283–292.
- REFSQ-2014-CooperNL #education #formal method #modelling #requirements #towards
- Towards Model-Driven Requirements Engineering for Serious Educational Games: Informal, Semi-formal, and Formal Models (KMLC, ESN, CSL), pp. 17–22.
- REFSQ-2014-KasurinenMS #development #question #requirements
- Is Requirements Engineering Useless in Game Development? (JK, AM, KS), pp. 1–16.
- FSE-2014-KhalidNSH #android #case study
- Prioritizing the devices to test your app on: a case study of Android game apps (HK, MN, ES, AEH), pp. 610–620.
- ICSE-2014-Murphy-HillZN #development #how #quality #question #video
- Cowboys, ankle sprains, and keepers of quality: how is video game development different from software development? (ERMH, TZ, NN), pp. 1–11.
- SAC-2014-ChaturvediP #component #ontology
- Ontology driven builder pattern: a plug and play component (AC, TVP), pp. 1055–1057.
- SAC-2014-GomesACHS #agile #development #framework #platform #using
- Rapid development of first person serious games using the APEX platform: the asthma game (TG, TA, JCC, MDH, JLS), pp. 169–174.
- SAC-2014-GraziadioDSSUME #identification #video
- Bespoke video games to provide early response markers to identify the optimal strategies for maximizing rehabilitation (SG, RD, KS, KMAS, GU, GM, JAE), pp. 20–24.
- SAC-2014-NunesNR #contest #people
- Motivating people to perform better in exergames: competition in virtual environments (MBN, LPN, VR), pp. 970–975.
- DAC-2014-PathaniaJPM #3d #cpu #gpu #mobile #power management
- Integrated CPU-GPU Power Management for 3D Mobile Games (AP, QJ, AP, TM), p. 6.
- PDP-2014-KotenkoDC #graph #metric #security
- Security Metrics Based on Attack Graphs for the Olympic Games Scenario (IVK, ED, AC), pp. 561–568.
- FoSSaCS-2014-AvniKT
- Network-Formation Games with Regular Objectives (GA, OK, TT), pp. 119–133.
- FoSSaCS-2014-BertrandFS #configuration management #network
- Playing with Probabilities in Reconfigurable Broadcast Networks (NB, PF, AS), pp. 134–148.
- FoSSaCS-2014-Chatterjee0GO #probability
- Perfect-Information Stochastic Mean-Payoff Parity Games (KC, LD, HG, YO), pp. 210–225.
- FoSSaCS-2014-Chatterjee0NV #complexity #probability
- The Complexity of Partial-Observation Stochastic Parity Games with Finite-Memory Strategies (KC, LD, SN, MYV), pp. 242–257.
- FoSSaCS-2014-Lang #automaton #graph #reachability
- Resource Reachability Games on Pushdown Graphs (ML0), pp. 195–209.
- FoSSaCS-2014-MurawskiT #exception #semantics
- Game Semantics for Nominal Exceptions (ASM, NT), pp. 164–179.
- STOC-2014-Mehta #constant #rank
- Constant rank bimatrix games are PPAD-hard (RM), pp. 545–554.
- CAV-2014-NarodytskaLBRW
- Solving Games without Controllable Predecessor (NN, AL, FB, LR, AW), pp. 533–540.
- ICST-2014-VarvaressosLMGH #automation #case study #debugging #monitoring #runtime #video
- Automated Bug Finding in Video Games: A Case Study for Runtime Monitoring (SV, KL, ABM, SG, SH), pp. 143–152.
- IJCAR-2014-AvniKT #reachability #specification
- From Reachability to Temporal Specifications in Cost-Sharing Games (GA, OK, TT), pp. 1–15.
- LICS-CSL-2014-AbdullaAHMKT #energy #infinity
- Infinite-state energy games (PAA, MFA, PH, RM, KNK, PT), p. 10.
- LICS-CSL-2014-BrenguierRS #complexity
- The complexity of admissibility in ω-regular games (RB, JFR, MS), p. 10.
- LICS-CSL-2014-BruyereMR
- Secure equilibria in weighted games (VB, NM, JFR), p. 26.
- LICS-CSL-2014-CastellanCW #concurrent #symmetry
- Symmetry in concurrent games (SC, PC, GW), p. 10.
- LICS-CSL-2014-GutierrezW #concurrent
- Equilibria of concurrent games on event structures (JG, MW), p. 10.
- LICS-CSL-2014-LevyS
- Transition systems over games (PBL, SS), p. 10.
- LICS-CSL-2014-RouxP #infinity
- Infinite sequential games with real-valued payoffs (SLR, AP), p. 10.
- LICS-CSL-2014-TsukadaO #composition #higher-order #model checking
- Compositional higher-order model checking via ω-regular games over Böhm trees (TT, CHLO), p. 10.
- VMCAI-2014-Chatterjee0FR
- Doomsday Equilibria for Omega-Regular Games (KC, LD, EF, JFR), pp. 78–97.
- JCDL-2013-LeeCFP #approach #interactive #metadata #video
- User-centered approach in creating a metadata schema for video games and interactive media (JHL, HC, VF, AP), pp. 229–238.
- SIGMOD-2013-SametSA #database
- Indexing methods for moving object databases: games and other applications (HS, JS, MA), pp. 169–180.
- CSEET-2013-RongZS #education #process
- Applying competitive bidding games in software process education (GR, HZ, DS), pp. 129–138.
- ITiCSE-2013-BergesH #concept #specification
- Concept specification maps: displaying content structures (MB, PH), pp. 291–296.
- ITiCSE-2013-GouwsBW #education #evaluation #process
- Computational thinking in educational activities: an evaluation of the educational game light-bot (LAG, KLB, PW), pp. 10–15.
- ITiCSE-2013-JohnsonCH #contest #development #learning
- Learning elsewhere: tales from an extracurricular game development competition (CJ, AC, SH), pp. 70–75.
- ITiCSE-2013-Law13a #feedback #programming #student #using
- Using screencasts to enhance coursework feedback for game programming students (RL), p. 329.
- ITiCSE-2013-Scharlau #development #education
- Games for teaching software development (BAS), pp. 303–308.
- SIGITE-2013-Gibbons #design #framework #named
- COR: a new course framework based on elements of game design (TEG), pp. 77–82.
- SIGITE-2013-KawashD #assembly #development #programming #student #using #video
- Using video game development to engage undergraduate students of assembly language programming (JK, RDC), pp. 71–76.
- SIGITE-2013-McGillSD #source code #student
- Demographics of undergraduate students in game degree programs in the US and UK (MM, AS, AD), pp. 43–50.
- SIGITE-2013-SettleMD #industrial #question
- Diversity in the game industry: is outreach the solution? (AS, MM, AD), pp. 171–176.
- ICALP-v1-2013-BorosEGM #algorithm #probability #pseudo #random
- A Pseudo-Polynomial Algorithm for Mean Payoff Stochastic Games with Perfect Information and a Few Random Positions (EB, KME, VG, KM), pp. 220–231.
- ICALP-v1-2013-FotakisT #on the #power of
- On the Power of Deterministic Mechanisms for Facility Location Games (DF, CT), pp. 449–460.
- ICALP-v1-2013-Grier #finite
- Deciding the Winner of an Arbitrary Finite Poset Game Is PSPACE-Complete (DG), pp. 497–503.
- ICALP-v1-2013-Velner #complexity #infinity
- The Complexity of Infinitely Repeated Alternating Move Games (YV), pp. 816–827.
- ICALP-v2-2013-ChristodoulouG #polynomial
- Price of Stability in Polynomial Congestion Games (GC, MG), pp. 496–507.
- ICALP-v2-2013-Gelderie #composition
- Strategy Composition in Compositional Games (MG), pp. 263–274.
- ICALP-v2-2013-GenestGMW #architecture
- Asynchronous Games over Tree Architectures (BG, HG, AM, IW), pp. 275–286.
- LATA-2013-HutagalungLL #automaton #simulation
- Revealing vs. Concealing: More Simulation Games for Büchi Inclusion (MH, ML, ÉL), pp. 347–358.
- IFM-2013-MorgensternGS #incremental #induction #using
- Solving Games Using Incremental Induction (AM, MG, KS), pp. 177–191.
- TLCA-2013-BerardiT #backtracking #logic #semantics #subclass
- Games with Sequential Backtracking and Complete Game Semantics for Subclassical Logics (SB, MT), pp. 61–76.
- TLCA-2013-Blot
- Realizability for Peano Arithmetic with Winning Conditions in HON Games (VB), pp. 77–92.
- AIIDE-2013-DragertKV #composition #reuse #using
- Scythe AI: A Tool for Modular Reuse of Game AI (CD, JK, CV).
- AIIDE-2013-Isla
- Third Eye Crime: Building a Stealth Game Around Occupancy Maps (DI).
- AIIDE-2013-JaideeM #modelling #realtime
- Modeling Unit Classes as Agents in Real-Time Strategy Games (UJ, HMA).
- AIIDE-2013-LeeceJ #learning #reasoning
- Reinforcement Learning for Spatial Reasoning in Strategy Games (MAL, AJ).
- AIIDE-2013-LiapisYT #towards
- Towards a Generic Method of Evaluating Game Levels (AL, GNY, JT).
- AIIDE-2013-LlansoGGG #architecture #automation #component #empirical #evaluation #generative
- Empirical Evaluation of the Automatic Generation of a Component-Based Software Architecture for Games (DL, PPGM, MAGM, PAGC).
- AIIDE-2013-NogueiraRON #case study #comprehension #experience
- Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games (PAN, RAR, ECO, LEN).
- AIIDE-2013-Ontanon #combinator #multi #problem #realtime
- The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games (SO).
- AIIDE-2013-OsbornGM #composition
- Modular Computational Critics for Games (JCO, AG, MM).
- AIIDE-2013-TomaiSF #recursion
- Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines (ET, RS, RF).
- AIIDE-2013-WhitehouseCPR #knowledge-based #mobile #monte carlo
- Integrating Monte Carlo Tree Search with Knowledge-Based Methods to Create Engaging Play in a Commercial Mobile Game (DW, PIC, EJP, JR).
- CIG-2013-AshlockG
- Creativity and competitiveness in polyomino-developing game playing agents (DA, JG), pp. 1–8.
- CIG-2013-DrachenS #visualisation
- Spatial game analytics and visualization (AD, MS), pp. 1–8.
- CIG-2013-FurtakB #monte carlo #recursion
- Recursive Monte Carlo search for imperfect information games (TF, MB), pp. 1–8.
- CIG-2013-Greenwood
- A tag-mediated game designed to study cooperation in human populations (GWG), pp. 1–7.
- CIG-2013-HarrisonR #adaptation
- Analytics-driven dynamic game adaption for player retention in Scrabble (BEH, DLR), pp. 1–8.
- CIG-2013-HingstonCK #mobile #question
- Mobile games with intelligence: A killer application? (PH, CBC, GK), pp. 1–7.
- CIG-2013-LiapisMTY #adaptation #evolution #interactive
- Adaptive game level creation through rank-based interactive evolution (AL, HPM, JT, GNY), pp. 1–8.
- CIG-2013-LiuLN #behaviour #effectiveness #using
- Using CIGAR for finding effective group behaviors in RTS game (SL0, SJL, MNN), pp. 1–8.
- CIG-2013-MaggioreSDPBS #adaptation #named #realtime
- LGOAP: Adaptive layered planning for real-time videogames (GM, CS, DD, FP, HB, PS), pp. 1–8.
- CIG-2013-PenaRMLPO #generative #video
- Soft computing for content generation: Trading market in a basketball management video game (JMPS, EMR, SM, AL, LP, SO), pp. 1–8.
- CIG-2013-ReganB #modelling
- Psychometric modeling of decision making via game play (KWR, TB), pp. 1–8.
- CIG-2013-RiedlZ
- AI for game production (MOR, AZ), pp. 1–8.
- CIG-2013-RobertsL #problem
- Measuring interestingness of continuous game problems (SAR, SML), pp. 1–8.
- CIG-2013-Schaul #interactive #learning #modelling #video
- A video game description language for model-based or interactive learning (TS), pp. 1–8.
- CIG-2013-ShakerSNST #analysis #automation #generative
- Automatic generation and analysis of physics-based puzzle games (MS, MHS, OAN, NS, JT), pp. 1–8.
- CIG-2013-SifaB #analysis #behaviour #learning
- Archetypical motion: Supervised game behavior learning with Archetypal Analysis (RS, CB), pp. 1–8.
- CIG-2013-TekofskySPHB
- Play style: Showing your age (ST, PS, AP, HJvdH, JMB), pp. 1–8.
- CIG-2013-Thibodeau-LauferFYDB #evaluation #policy #video
- Stacked calibration of off-policy policy evaluation for video game matchmaking (ETL, RCF, LY, OD, YB), pp. 1–8.
- CIG-2013-WiensDP #behaviour #learning #scalability
- Creating large numbers of game AIs by learning behavior for cooperating units (SW, JD, SP), pp. 1–8.
- CIG-2013-YangR #information management
- Knowledge discovery for characterizing team success or failure in (A)RTS games (PY, DLR), pp. 1–8.
- DiGRA-2013-ArsenaultL #representation #visual notation
- From Euclidean Space to Albertian Gaze : Traditions of Visual Representation in Games Beyond the Surface (DA, AL).
- DiGRA-2013-BackeA
- Ludic Zombies: An Examination of Zombieism in Games (HJB, EA).
- DiGRA-2013-BackW #design #pervasive #women
- “We are two strong women” - Designing Empowerment in a Pervasive Game (JB, AW).
- DiGRA-2013-BizzocchiNDF #design #experience
- The Role of Micronarrative in the Design and Experience of Digital Games (JB, MN, SD, NF).
- DiGRA-2013-Cardona-RiveraY
- A Cognitivist Theory of Affordances for Games (RECR, RMY).
- DiGRA-2013-Chiapello #case study #design #formal method
- Formalizing casual games: A study based on game designers' professional knowledge (LC).
- DiGRA-2013-Conde-Pumpido #case study #concept #persuasion
- A Conceptual Model for the Study of Persuasive Games (TdlHCP).
- DiGRA-2013-Cote
- (Re)Mark(s) of the Ninja: Replaying the Remnants (PMC).
- DiGRA-2013-DeLeon
- Rules in Computer Games Compared to Rules in Traditional Games (CD).
- DiGRA-2013-DormannB #design pattern
- Incongruous Avatars and Hilarious Sidekicks: Design Patterns for Comical Game Characters (CD, MB).
- DiGRA-2013-DurgaESSNA #behaviour
- Leveraging Play in Health-Based Games to Promote Sustained Behavior Change in Healthy Eating and Exercise (SD, MSEN, MS, CS, PN, LA).
- DiGRA-2013-EklundA #maintenance
- The strenuous task of maintaining and making friends: Tensions between play and friendship in MMOs (LE, KA).
- DiGRA-2013-Fernandez-Vara #design
- The Game's Afoot: Designing Sherlock Holmes (CFV).
- DiGRA-2013-Ferrari13a #generative
- From Generative to Conventional Play: MOBA and League of Legends (SF).
- DiGRA-2013-FlanaganPSKC #design #metadata
- Citizen Archivists at Play: Game Design for Gathering Metadata for Cultural Heritage Institutions (MF, SP, MS, GFK, PC).
- DiGRA-2013-Garda #design
- Nostalgia in Retro Game Design (MBG).
- DiGRA-2013-Garner #case study
- Ethnographic Fieldwork in the Study of Game Production (GG).
- DiGRA-2013-Grace #analysis #web
- Affection Games in Digital Play: A Content Analysis of Web Playable Games (LDG).
- DiGRA-2013-Grace13a #case study
- Big Huggin' A Case Study in Affection Gaming (LDG).
- DiGRA-2013-GreuterT #identification #student
- Engaging students in OH&S hazard identification through a game (SG, ST).
- DiGRA-2013-HuggardMGTCM #comprehension
- Understanding a Socially Awkward Digital Play Journey (AH, ADM, JG, CT, ADC, FM0).
- DiGRA-2013-Karhulahti #challenge #exclamation
- Puzzle Is Not a Game! Basic Structures of Challenge (VMK).
- DiGRA-2013-Lamerichs
- Cosplay - Material and Transmedial Culture in Play (NL).
- DiGRA-2013-Lockett #case study #memory management
- Memory of a Broken Dimension: a study in a politics of skill for experimental art games (WL).
- DiGRA-2013-ManeroFF #case study #design
- Stanislavky's System as a Game Design Method: A Case Study (BM, CFV, BFM).
- DiGRA-2013-MartinG #case study
- A Study of Team Cohesion and Player Satisfaction in two Face-to-Face Games (EM, JG).
- DiGRA-2013-MayraLQ
- Disciplinary Identity of Game Scholars: An Outline (FM, JVL, TQ).
- DiGRA-2013-Monnens #quote
- “I commenced an examination of a game called 'tit-tat-to'”: Charles Babbage and the “First” Computer Game (DM).
- DiGRA-2013-Nordvall #design #interface
- The Sightlence Game: Designing a Haptic Computer Game Interface (MN).
- DiGRA-2013-Parker
- Indie Game Studies Year Eleven (FP).
- DiGRA-2013-PearceKS
- Foreword - Proceedings of DiGRA 2013 : DeFragging Game Studies (CP, HWK, JS).
- DiGRA-2013-PereiraR #comprehension
- Understanding the Videogame Medium through Perspectives of Participation (LLP, LR).
- DiGRA-2013-Prax #analysis #design
- Game Design and Business Model: an Analysis of Diablo 3 (PP).
- DiGRA-2013-Raczkowski #gamification
- It's all fun and games... A history of ideas concerning gamification (FR).
- DiGRA-2013-RyanG #case study #social #social media #twitter
- Transforming Game Narrative through Social Media: Studying the Mass Effect Universe of Twitter (WR, ZG).
- DiGRA-2013-Schweizer #comprehension
- Understanding Videogame Cities (BS).
- DiGRA-2013-SotamaaS
- The Long Decade of Game Studies: Case of Finland (OS, JS).
- DiGRA-2013-StaplesWM #design
- DESIGN(er) META Game (CS, NW, VM).
- DiGRA-2013-StokesWFW #collaboration #network
- A Reality Game to Cross Disciplines: Fostering Networks and Collaboration (BS, JW, TF, SW).
- DiGRA-2013-StollMCW #migration #simulation
- Gaming the Gap: A Small World Simulation of Human Migration Response to Stressors (JS, IM, MC, DW).
- DiGRA-2013-Swalwell #experience
- Moving on from the Original Experience: Games history, preservation and presentation (MS).
- DiGRA-2013-Tanenbaum #how
- How I Learned to Stop Worrying and Love the Gamer: Reframing Subversive Play in Story-Based Games (JGT0).
- DiGRA-2013-Totten #design #education
- Teaching Serious Game App Design Through Client-based Projects (CT).
- DiGRA-2013-Tran #health
- Cops & Rubbers: A game promoting advocacy and empathy in support of public health and human rights of sex workers (LT).
- DiGRA-2013-WarpefeltJV #behaviour #matrix #using
- Analyzing the believability of game character behavior using the Game Agent Matrix (HW, MJ, HV).
- DiGRA-2013-Wechselberger #learning #question
- Learning and Enjoyment in Serious Gaming - Contradiction or Complement? (UW).
- DiGRA-2013-WehbeN #analysis #human-computer #interface #research
- An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers (RRW, LEN).
- DiGRA-2013-WestecottEL
- Feminist Art Game Praxis (EW, HE, AL).
- DiGRA-2013-WilliamsK #approach #behaviour #case study #collaboration #social
- Elements of Social Action: A Micro- Analytic Approach to the Study of Collaborative Behavior in Digital Games (JPW, DK).
- DiGRA-2013-Zagal #comprehension #education
- Understanding Japanese Games Education (JPZ).
- FDG-2013-BarendregtF #design #interactive #learning #student
- Course on interaction games and learning for interaction design students (WB, MvF), pp. 261–268.
- FDG-2013-Barik #behaviour #interactive #low level
- Inferring cognitive behaviors from low-level user interactions in games (TB), pp. 459–461.
- FDG-2013-Battaglino
- Moral dilemmas in role playing digital games (CB), pp. 462–464.
- FDG-2013-BegyS #named
- MovMote: A game for studying interpretation (JB, SS), pp. 388–389.
- FDG-2013-Bjork #on the
- On the foundations of digital games (SB), pp. 1–8.
- FDG-2013-BoyceSGB
- BeadLoom Game (AKB, AS, CG, TB), pp. 390–392.
- FDG-2013-Burelli #experience
- Virtual cinematography in games: Investigating the impact on player experience (PB), pp. 134–141.
- FDG-2013-Calleja
- Narrative involvement in games (GC), pp. 9–16.
- FDG-2013-Carter
- Ruthless play (MC), pp. 465–467.
- FDG-2013-CarterG #bound #contest #online
- eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition (MC, MRG), pp. 47–54.
- FDG-2013-ChristinakiTV #education #gesture #recognition
- A gesture-controlled serious game for teaching emotion recognition skills to preschoolers with autism (EC, GAT, NV), pp. 417–418.
- FDG-2013-ConsalvoP #bound
- Welcome to the discourse of the real: Constituting the boundaries of games and players (MC, CAP), pp. 55–62.
- FDG-2013-EklundB #internet
- Parental mediation of digital gaming and internet use (LE, KHB), pp. 63–70.
- FDG-2013-Ekman #artificial reality #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-FontMMT #automation #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-FuaGPF #design
- Designing serious games for elders (KCF, SG, DP, IF), pp. 291–297.
- FDG-2013-GaudlDB #behaviour #design #realtime
- Behaviour oriented design for real-time-strategy games (SEG, SD, JJB), pp. 198–205.
- FDG-2013-GreenspanW
- Whether to play or preserve the past?: Creating The Forgotten Worker Quest (BG, JRW), pp. 298–305.
- FDG-2013-Holmgard
- Decision making styles in computer games (CH), pp. 468–471.
- FDG-2013-HolmgardYK #health #prototype
- The games for health prototype (CH, GNY, RK), pp. 396–399.
- FDG-2013-JamesFW
- Three corners of reward in computer games (BJ, BF, NW), pp. 368–371.
- FDG-2013-JanssenCG #framework
- A framework for biometric playtesting of games (DPJ, LC, SG), pp. 423–424.
- FDG-2013-Karhulahti #concept #framework
- Adventure games in kinesthetic videogame theory - A demand-based framework for conceptualizing the narrative (VMK), pp. 472–473.
- FDG-2013-KhaledY #adaptation
- Village Voices: An adaptive game for conflict resolution (RK, GNY), pp. 425–426.
- FDG-2013-KnightMY
- Space Maze: Experience-driven game camera control (YK, HPM, GNY), pp. 427–428.
- FDG-2013-KortemeyerTS
- A Slower Speed of Light: Developing intuition about special relativity with games (GK, PT, SS), pp. 400–402.
- FDG-2013-KsuzSHPS #framework #named #platform
- Valory: Simultaneous control of avatar and environment in a platform game (RK, MS, GH, TP, FS), pp. 429–430.
- FDG-2013-LiapisYT #authoring #sketching
- Sentient Sketchbook: Computer-aided game level authoring (AL, GNY, JT), pp. 213–220.
- FDG-2013-LiLR #crowdsourcing #interactive
- Crowdsourcing interactive fiction games (BL, SLU, MR), pp. 431–432.
- FDG-2013-LinssenG #named
- AGENT: Awareness Game Environment for Natural Training (JL, TdG), pp. 433–434.
- FDG-2013-LlansoGGGE #architecture #component #learning
- Tool-supported iterative learning of component-based software architecture for games (DL, MAGM, PPGM, PAGC, MSEN), pp. 376–379.
- FDG-2013-LopesHJB #adaptation #authoring #mobile #semantics
- Gameplay semantics for authoring adaptivity in mobile games (RL, KH, LJ, RB), pp. 435–436.
- FDG-2013-Marklund #development #learning #on the
- On the development of learning games (BBM), pp. 474–476.
- FDG-2013-MarklundBJ #collaboration
- Children's collaboration in emergent game environments (BBM, PB, MJ), pp. 306–313.
- FDG-2013-MaungCGWLBM #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-McCoyTSRMW #design
- Prom Week: Designing past the game/story dilemma (JM, MT, BS, AAR, MM, NWF), pp. 94–101.
- FDG-2013-MilamEBA #design #visual notation
- Visual motion in a railed shooter game: A designer study (DM, MSEN, LB, BA), pp. 102–108.
- FDG-2013-MitgutschSVE
- Movers and Shakers: Conversation and conflict in a serious game for tablets (KM, SS, SV, RE), pp. 403–405.
- FDG-2013-MolnarK #education #evaluation #integration
- Seamless evaluation integration into IDS educational games (AM, PK), pp. 322–329.
- FDG-2013-Moring #question #representation
- Play, metaphor and representation - a love triangle or une liaison dangereuse? (SM), pp. 17–25.
- FDG-2013-Myers #on the
- On the absence of imaginative resistance in games (DM), pp. 26–30.
- FDG-2013-Nielsen #question
- Refining game addiction questionnaires: Evidence for a natural cut-off point? (RN), pp. 437–438.
- FDG-2013-Nordvall #named
- Sightlence: Haptics for games and accessibility (MN), pp. 406–409.
- FDG-2013-ORourkeBLBP #behaviour #education
- The effects of age on player behavior in educational games (EO, EB, YEL, CB, ZP), pp. 158–165.
- FDG-2013-PapahristouR #named #using
- AnyGammon: Playing backgammon variants using any board size (NP, IR), pp. 410–412.
- FDG-2013-Rapp #gamification
- Beyond gamification: Enhancing user engagement through meaningful game elements (AR), pp. 485–487.
- FDG-2013-Rentschler #design #embedded #video
- An examination of human values embedded in commercial video game design (KR), pp. 488–489.
- FDG-2013-Reuter #authoring #multi
- Authoring multiplayer serious games (CR0), pp. 490–492.
- FDG-2013-RijnbouttHKB #detection #library #mobile #robust
- A robust throw detection library for mobile games (ER, OH, RK, RB), pp. 443–444.
- FDG-2013-Ruggiero #social
- Youth offenders developing social and technical skills through game creation (DR), pp. 445–446.
- FDG-2013-Ryan #design #education
- That Ball Game: A game for teaching game design (MR), pp. 269–274.
- FDG-2013-RyanC
- Integrating serious content into serious games (WR, DC), pp. 330–337.
- FDG-2013-RyanSVC #education #network #security #using
- Network Nightmares: Using games to teach networks and security (WR, JS, DV, JC), pp. 413–416.
- FDG-2013-Schoenau-FogLLS #continuation #perspective
- Narrative engagement in games - A continuation desire perspective (HSF, SL, TL, MTSS), pp. 384–387.
- FDG-2013-ShannonBGB #effectiveness #tutorial
- Effective practices in game tutorial systems (AS, AKB, CG, TB), pp. 338–345.
- FDG-2013-ShepherdAZZT
- Exploring genomes with a game engine (JJS, BA, WJZ, YZ, JT), pp. 447–448.
- FDG-2013-SmithBP #design
- Quantifying over play: Constraining undesirable solutions in puzzle design (AMS, EB, ZP), pp. 221–228.
- FDG-2013-StieglerL
- AI and human player cooperation in RTS games (AS, DJL), pp. 449–450.
- FDG-2013-SturnWPF
- Landspotting - Games for improving global land cover (TS, MW, PP, SF), pp. 117–125.
- FDG-2013-TekofskySPHB #assessment #behaviour #named
- PsyOps: Personality assessment through gaming behavior (ST, PS, AP, HJvdH, JMB), pp. 166–173.
- FDG-2013-TogeliusF
- Bar chart ball, a data game (JT, MGF), pp. 451–452.
- FDG-2013-Toprak #comprehension
- Understanding digital play in moving spaces (CT), pp. 496–498.
- FDG-2013-ToprakPHM #design #named
- Cart-Load-O-Fun: Designing digital games for trams (CT, JP, HYH, FM0), pp. 126–133.
- FDG-2013-TremblayV #adaptation
- Adaptive companions in FPS games (JT, CV), pp. 229–236.
- FDG-2013-Vella
- It's a-me / Mario: Playing as a ludic character (DV), pp. 31–38.
- FDG-2013-Waern #analysis
- Game analysis as a signature pedagogy of game studies (AW), pp. 275–282.
- FDG-2013-WagnerW #design
- Iterative didactic design of serious games (MGW, TW), pp. 346–351.
- FDG-2013-ZagalB0 #design
- Dark patterns in the design of games (JPZ, SB, CL0), pp. 39–46.
- FDG-2013-ZagalT #case study #difference
- Cultural differences in game appreciation: A study of player game reviews (JPZ, NT), pp. 86–93.
- VS-Games-2013-AlavesaZ #pervasive
- Combining Storytelling Tradition and Pervasive Gaming (PA, DZ), pp. 1–4.
- VS-Games-2013-AndersonMWHJPS #benchmark #framework #metric
- Choosing the Infrastructure for Entertainment and Serious Computer Games - a Whiteroom Benchmark for Game Engine Selection (EFA, LM, JW, SH, PJ, HP, BS), pp. 1–8.
- VS-Games-2013-BacklundH #education #effectiveness #overview
- Educational Games - Are They Worth the Effort?a Literature Survey of the Effectiveness of Serious Games (PB, MH), pp. 1–8.
- VS-Games-2013-DettmarSHBB #3d #performance #persistent #simulation
- Efficient Mesoscopic Simulations for Persistent Agents in 3D-Applications and Games (TD, SS, RH, PB0, CB), pp. 1–8.
- VS-Games-2013-DunwellLSFHA #approach #named
- Metycoon: A Game-Based Approach to Career Guidance (ID, PL, KS, SdF, MH, SA), pp. 1–6.
- VS-Games-2013-FerrerPRFQ #artificial reality #education #how #motivation #question #usability
- How Does Usability Impact Motivation in Augmented Reality Serious Games for Education? (VF, AP, HRA, CF, JQ), pp. 1–8.
- VS-Games-2013-FranzwaTJ #design #learning #student
- Serious Game Design: Motivating Students through a Balance of Fun and Learning (CF, YT, AJ), pp. 1–7.
- VS-Games-2013-GuoQ #case study
- Converting Sedentary Games to Exergames: A Case Study with a Car Racing Game (RG, JQ), pp. 1–8.
- VS-Games-2013-HendrixBLL #case study #education #experience #rating
- Sharing Experiences with Serious Games - the Edugamelab Rating Tool for Parents and Teachers (MH, PB, ML, HL), pp. 1–4.
- VS-Games-2013-LabradorGCF #experience
- Playing Entrepreneurship as a Memorable Experience for All Sorts of Talented Warriors (EL, OG, AC, PBF), pp. 1–2.
- VS-Games-2013-LiarokapisVEP #human-computer #interface
- Assessing Brain-Computer Interfaces for Controlling Serious Games (FL, AV, AE, PP), pp. 1–4.
- VS-Games-2013-LoaizaOCPALN #prototype #speech #video
- A Video Game Prototype for Speech Rehabilitation (DL, CO, AC, AP, GIA, DL, AN), pp. 1–4.
- VS-Games-2013-MurrayM #case study
- From the outside Looking In: Creating a Serious 'art Game in India - a Case Study (PRM, SM), pp. 1–3.
- VS-Games-2013-ParaskevopoulosT #artificial reality #framework #using
- Use of Gaming Sensors and Customised Exergames for Parkinson's Disease Rehabilitation: A Proposed Virtual Reality Framework (IP, ET), pp. 1–5.
- VS-Games-2013-Pignot #design #logic #using
- Is Serious Games Design Political? The Competing Logics When Using a Game Engine (EP), pp. 1–2.
- VS-Games-2013-RibeiroAMP #case study #education
- Serious Games in Formal Medical Education: An Experimental Study (CR, TA, MM, JMP), pp. 1–8.
- VS-Games-2013-Seebauer #social #social media
- Measuring Climate Change Knowledge in a Social Media Game with a Purpose (SS), pp. 1–8.
- VS-Games-2013-SeebauerBKM #automation #feedback #integration #social
- Green Gang Vs. Captain Carbon. Integration of Automated Data Collection and Ecological Footprint Feedback in a Smartphone-Based Social Game for Carbon Saving (SS, MB, KHK, MM), pp. 1–2.
- VS-Games-2013-Wilkinson #education #learning
- Affective Educational Games: Utilizing Emotions in Game-Based Learning (PW), pp. 1–8.
- VS-Games-2013-XuTBW #comprehension #motivation
- Marketing Tourism via Electronic Games: Understanding the Motivation of Tourist Players (FX, FT, DB, JW), pp. 1–8.
- CHI-2013-AnkolekarSY
- Play it by ear: a case for serendipitous discovery of places with musicons (AA, TS, LY), pp. 2959–2968.
- CHI-2013-BirkM #motivation
- Control your game-self: effects of controller type on enjoyment, motivation, and personality in game (MB, RLM), pp. 685–694.
- CHI-2013-BowserHRRGHRP #approach #prototype #scalability
- Prototyping in PLACE: a scalable approach to developing location-based apps and games (AB, DLH, JR, MR, RJG, YH, DR, JP), pp. 1519–1528.
- CHI-2013-CassidyAR #mobile #using
- Using an open card sort with children to categorize games in a mobile phone application store (BC, DSA, JCR), pp. 2287–2290.
- CHI-2013-FosterEG #contest #design #education
- From competition to metacognition: designing diverse, sustainable educational games (SRF, SE, WGG), pp. 99–108.
- CHI-2013-GrahamSPBD #architecture #distributed #what
- Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration (TCNG, IS, MP, QB, RD), pp. 705–714.
- CHI-2013-HansenBRVK #design #reuse
- Designing reusable alternate reality games (DLH, EMB, MR, AV, KK), pp. 1529–1538.
- CHI-2013-HarpsteadMA #data analysis #education #learning
- In search of learning: facilitating data analysis in educational games (EH, BAM, VA), pp. 79–88.
- CHI-2013-HernandezYGFS #design
- Designing action-based exergames for children with cerebral palsy (HAH, ZY, TCNG, DF, LS), pp. 1261–1270.
- CHI-2013-KhaledNB #design #generative
- Design metaphors for procedural content generation in games (RK, MJN, PB), pp. 1509–1518.
- CHI-2013-LomasKPCLKF #design #power of
- The power of play: design lessons for increasing the lifespan of outdated computers (DL, AK, KP, DC, ML, MK, JF), pp. 2735–2744.
- CHI-2013-LomasPFK #challenge #design #education #optimisation #scalability #using
- Optimizing challenge in an educational game using large-scale design experiments (DL, KP, JF, KRK), pp. 89–98.
- CHI-2013-MacveanR #behaviour #comprehension #motivation #physics #process
- Understanding exergame users’ physical activity, motivation and behavior over time (APM, JR), pp. 1251–1260.
- CHI-2013-Mirza-BabaeiNGCF #how #research #testing
- How does it play better?: exploring user testing and biometric storyboards in games user research (PMB, LEN, JG, NC, GF), pp. 1499–1508.
- CHI-2013-OrjiMVG #health #persuasion
- Tailoring persuasive health games to gamer type (RO, RLM, JV, KMG), pp. 2467–2476.
- CHI-2013-PeytonYL
- Playing with leadership and expertise: military tropes and teamwork in an arg (TP, ALY, WGL), pp. 715–724.
- CHI-2013-RiceTOYWN #behaviour #interactive
- The dynamics of younger and older adult’s paired behavior when playing an interactive silhouette game (MDR, WPT, JO, LJY, MW, JN), pp. 1081–1090.
- CHI-2013-SchildBLM #3d #user interface #visual notation
- Creating and analyzing stereoscopic 3D graphical user interfaces in digital games (JS, LB, JJLJ, MM), pp. 169–178.
- CHI-2013-SeguraWMJ #design #physics #social
- The design space of body games: technological, physical, and social design (EMS, AW, JM, CJ), pp. 3365–3374.
- CHI-2013-TanenbaumAR #behaviour
- Three perspectives on behavior change for serious games (JT, ANA, JR), pp. 3389–3392.
- CSCW-2013-GenestGTKI #distributed #named #tool support
- KinectArms: a toolkit for capturing and displaying arm embodiments in distributed tabletop groupware (AG, CG, AT, MK, ZI), pp. 157–166.
- CSCW-2013-HuangYBC #functional #online #social
- Functional or social?: exploring teams in online games (YH, WY, NB, NSC), pp. 399–408.
- CSCW-2013-LarsonRSS #exclamation #student
- I want to be Sachin Tendulkar!: a spoken english cricket game for rural students (ML, NR, AS, SS), pp. 1353–1364.
- CSCW-2013-ParkLLLSSS #named #social
- ExerSync: facilitating interpersonal synchrony in social exergames (TP, UL, BL, HL, SS, SS, JS), pp. 409–422.
- DHM-HB-2013-WiezerRO
- Serious Gaming Used as Management Intervention to Prevent Work-Related Stress and Raise Work-Engagement among Workers (NW, MBR, EO), pp. 149–158.
- DHM-SET-2013-BrooksB #using #video
- Facilitators’ Intervention Variance and Outcome Influence When Using Video Games with Fibromyalgia Patients (ALB, EPB), pp. 163–172.
- DHM-SET-2013-GiabbanelliDASF #health #self
- Supporting a Participant-Centric Management of Obesity via a Self-improving Health Game (PJG, PD, LA, TS, DTF), pp. 189–196.
- DUXU-CXC-2013-BarrosNCSC #design #development
- The Design in the Development of Exergames: A New Game for the Contribute to Control Childhood Obesity (MB, AN, WC, MMS, FC), pp. 491–500.
- DUXU-CXC-2013-BaylissVNLB #lazy evaluation #visual notation
- Lazy Eye Shooter: Making a Game Therapy for Visual Recovery in Adult Amblyopia Usable (JDB, IV, MN, DL, DB), pp. 352–360.
- DUXU-CXC-2013-CarvalhoSNM #analysis #comparative #interactive #usability
- Interactive Doodles: A Comparative Analysis of the Usability and Playability of Google Trademark Games between 2010 and 2012 (BJAdC, MMS, AMMdN, RPM), pp. 508–517.
- DUXU-CXC-2013-EugeneBW #design
- Math Fluency through Game Design (WE, TB, JW), pp. 189–198.
- DUXU-CXC-2013-MarchettiB #learning
- Setting Conditions for Learning: Mediated Play and Socio-material Dialogue (EM, EPB), pp. 238–246.
- DUXU-CXC-2013-MirandaHPB #interactive
- Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results (LCdM, HHH, RP, MCCB), pp. 518–527.
- DUXU-CXC-2013-MouraVCBSTLK #exclamation #how #learning #mobile
- Luz, Câmera, Libras!: How a Mobile Game Can Improve the Learning of Sign Languages (GdSM, LAV, AC, FB, DdS, JMXNT, CWML, JK), pp. 266–275.
- DUXU-CXC-2013-SakamotoN13a #exclamation #persuasion
- Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling (MS, TN), pp. 587–596.
- DUXU-CXC-2013-ThinG #behaviour #case study #experience #integration #interactive
- Game-Based Interactive Media in Behavioral Medicine: Creating Serious Affective-Cognitive-Environmental-Social Integration Experiences (AGT, MG), pp. 470–479.
- DUXU-CXC-2013-ValenteM #education
- Teachers and Children Playing with Factorization: Putting Prime Slaughter to the Test (AV, EM), pp. 311–320.
- HCI-AS-2013-GarciaN #design #guidelines
- Design Guidelines for Audio Games (FEG, VPdAN), pp. 229–238.
- HCI-AS-2013-KimAK #experience #interactive #mobile
- Extreme Motion Based Interaction for Enhancing Mobile Game Experience (YK, JgA, GJK), pp. 249–257.
- HCI-AS-2013-LeeC
- Influence of Gaming Display and Controller on Perceived Characteristics, Perceived Interactivity, Presence, and Discomfort (HL, DC), pp. 258–265.
- HCI-AS-2013-NouriT #online
- A Cross-Cultural Study of Playing Simple Economic Games Online with Humans and Virtual Humans (EN, DRT), pp. 266–275.
- HCI-AS-2013-SanchezE #concept #design
- Designing Serious Videogames through Concept Maps (JS, ME), pp. 299–308.
- HCI-AS-2013-WorpenbergG #case study #experience #navigation #smarttech
- Navigation Experiences — A Case Study of Riders Accessing an Orientation Game via Smartphones (AW, BG), pp. 323–332.
- HCI-III-2013-HilbornCEL
- A Biofeedback Game for Training Arousal Regulation during a Stressful Task: The Space Investor (OH, HC, JE, CL), pp. 403–410.
- HIMI-D-2013-SakataYO #modelling
- Factor Models for Promoting Flow by Game Players’ Skill Level (MS, TY, MO), pp. 534–544.
- HIMI-LCCB-2013-Frederick-RecascinoLDKL #case study #learning
- Articulating an Experimental Model for the Study of Game-Based Learning (CFR, DL, SD, JPK, DL), pp. 25–32.
- HIMI-LCCB-2013-KanegaeYYW #communication
- Effects of a Communication with Make-Believe Play in a Real-Space Sharing Edutainment System (HK, MY, MY, TW), pp. 326–335.
- HIMI-LCCB-2013-NahTRV #education #gamification #using
- Gamification of Education Using Computer Games (FFHN, VRT, SR, PRV), pp. 99–107.
- HIMI-LCCB-2013-SutoO #case study #student
- A Study of the Crossroad Game for Improving the Teamwork of Students (HS, RO), pp. 126–136.
- OCSC-2013-Butler #ranking
- The Effect of Leaderboard Ranking on Players’ Perception of Gaming Fun (CB), pp. 129–136.
- OCSC-2013-JamiesonGHW #metaheuristic
- Metaheuristic Entry Points for Harnessing Human Computation in Mainstream Games (PJ, LG, JH, AW), pp. 156–163.
- OCSC-2013-OtakeUS #social
- A Consideration of the Functions That Support to Find New Friends in Social Games (KO, TU, AS), pp. 405–411.
- OCSC-2013-TokelC #communication #representation
- Communication and Avatar Representation during Role-Playing in Second Life Virtual World (STT, EC), pp. 210–215.
- ICEIS-v1-2013-CarrerasP #evaluation
- Cooperation Tendencies and Evaluation of Games (FC, MAP), pp. 415–422.
- CIKM-2013-Eklund #challenge #lessons learnt #mobile #on the #perspective
- On challenges with mobile e-health: lessons from a game-theoretic perspective (AME), pp. 1249–1252.
- ECIR-2013-0001S #query #refinement
- Comparing Crowd-Based, Game-Based, and Machine-Based Approaches in Initial Query and Query Refinement Tasks (CGH, PS), pp. 495–506.
- ICML-c3-2013-GrosshansSBS #problem
- Bayesian Games for Adversarial Regression Problems (MG, CS, MB, TS), pp. 55–63.
- ICML-c3-2013-SodomkaHLG #learning #named #probability
- Coco-Q: Learning in Stochastic Games with Side Payments (ES, EH, MLL, AG), pp. 1471–1479.
- KDIR-KMIS-2013-MawasC #design
- Designing Collaboratively Crisis Scenarios for Serious Games (NEM, JPC), pp. 381–388.
- SEKE-2013-SantosBC #analysis #education #modelling #programming #semantics
- A Knowledge Modeling System for Semantic Analysis of Games Applied to Programming Education (ECOdS, GBB, EWGC), pp. 668–673.
- SEKE-2013-SeveroFS #approach #collaboration #risk management
- A Dialogue Game Approach to Collaborative Risk Management (FS, LMF, LAdLS), pp. 548–551.
- SIGIR-2013-ShaniT
- Displaying relevance scores for search results (GS, NT), pp. 901–904.
- SKY-2013-ExmanA #design
- Knowledge-driven Game Design by Non-programmers (IE, AA), pp. 47–54.
- Onward-2013-MayerK #programming
- Game programming by demonstration (MM, VK), pp. 75–90.
- QAPL-2013-ArulR #complexity #integer
- The Complexity of Robot Games on the Integer Line (AA, JR), pp. 132–148.
- QAPL-2013-BertrandS #automaton #infinity #probability
- Solving Stochastic Büchi Games on Infinite Decisive Arenas (NB, PS), pp. 116–131.
- REFSQ-2013-PasqualeSPBR #experience #requirements
- Requirements Engineering Meets Physiotherapy: An Experience with Motion-Based Games (LP, PS, DP, FB, TR), pp. 315–330.
- ASE-2013-Garcia-GalanTC #approach #multi #variability
- Multi-user variability configuration: A game theoretic approach (JGG, PT, ARC), pp. 574–579.
- ASE-2013-KukrejaHT #testing #using
- Randomizing regression tests using game theory (NK, WGJH, MT), pp. 616–621.
- ASE-2013-TillmannHXB #automation #education #generative #named #testing
- Pex4Fun: A web-based environment for educational gaming via automated test generation (NT, JdH, TX, JB), pp. 730–733.
- ICSE-2013-TillmannHXGB #education #interactive #learning #programming #re-engineering
- Teaching and learning programming and software engineering via interactive gaming (NT, JdH, TX, SG, JB), pp. 1117–1126.
- SAC-2013-ZhongM #analysis #empirical
- Google play is not a long tail market: an empirical analysis of app adoption on the Google play app market (NZ, FM), pp. 499–504.
- SLE-2013-KlintR #domain-specific language #named
- Micro-Machinations — A DSL for Game Economies (PK, RvR), pp. 36–55.
- CASE-2013-HoC #contest #design
- Stackelberg game formulation of prize competition design for seeking shortest path solutions (TYH, SCC), pp. 374–379.
- DATE-2013-WildermannZT #analysis #distributed #manycore
- Game-theoretic analysis of decentralized core allocation schemes on many-core systems (SW, TZ, JT), pp. 1498–1503.
- HPDC-2013-YuZQYWG #gpu #named #scheduling
- VGRIS: virtualized GPU resource isolation and scheduling in cloud gaming (MY, CZ, ZQ, JY, YW, HG), pp. 203–214.
- SOSP-2013-WeissHAA #named #parallel #thread
- ROOT: replaying multithreaded traces with resource-oriented ordering (ZW, TH, ACAD, RHAD), pp. 373–387.
- FASE-2013-BradfieldS #calculus #qvt #μ-calculus
- Enforcing QVT-R with μ-Calculus and Games (JCB, PS), pp. 282–296.
- FoSSaCS-2013-HuthKP
- Fatal Attractors in Parity Games (MH, JHPK, NP), pp. 34–49.
- FoSSaCS-2013-MurawskiT #semantics
- Deconstructing General References via Game Semantics (ASM, NT), pp. 241–256.
- STOC-2013-BhawalkarGM
- Coevolutionary opinion formation games (KB, SG, KM), pp. 41–50.
- TACAS-2013-ChenFKPS #model checking #multi #named #probability
- PRISM-games: A Model Checker for Stochastic Multi-Player Games (TC, VF, MZK, DP, AS), pp. 185–191.
- TACAS-2013-HuangSW #model checking
- Model-Checking Iterated Games (CHH, SS, FW), pp. 154–168.
- CAV-2013-Brenguier #concurrent #named #nash
- PRALINE: A Tool for Computing Nash Equilibria in Concurrent Games (RB), pp. 890–895.
- CAV-2013-TsaiTH #automaton #logic
- GOAL for Games, ω-Automata, and Logics (MHT, YKT, YSH), pp. 883–889.
- CSL-2013-ChatterjeeF #infinity
- Infinite-state games with finitary conditions (KC, NF), pp. 181–196.
- CSL-2013-GianantonioL #semantics
- Innocent Game Semantics via Intersection Type Assignment Systems (PDG, ML), pp. 231–247.
- CSL-2013-Mellies #on the
- On dialogue games and coherent strategies (PAM), pp. 540–562.
- CSL-2013-Nishimura #parallel #semantics
- A Fully Abstract Game Semantics for Parallelism with Non-Blocking Synchronization on Shared Variables (SN), pp. 578–596.
- LICS-2013-FredrikssonG #automaton #revisited #semantics
- Abstract Machines for Game Semantics, Revisited (OF, DRG), pp. 560–569.
- LICS-2013-NainV #probability
- Solving Partial-Information Stochastic Parity Games (SN, MYV), pp. 341–348.
- DocEng-2012-MarinaiQ
- Displaying chemical structural formulae in ePub format (SM, SQ), pp. 125–128.
- TPDL-2012-LeeTC #analysis #challenge #metadata #video
- Domain Analysis for a Video Game Metadata Schema: Issues and Challenges (JHL, JTT, RIC), pp. 280–285.
- CSEET-2012-TillmannHXB #education #learning #named #social
- Pex4Fun: Teaching and Learning Computer Science via Social Gaming (NT, JdH, TX, JB), pp. 90–91.
- CSEET-2012-ZuppiroliCG #product line #re-engineering
- A Role-Playing Game for a Software Engineering Lab: Developing a Product Line (SZ, PC, MG), pp. 13–22.
- ITiCSE-2012-BoyceCPCB #behaviour #learning
- Maximizing learning and guiding behavior in free play user generated content environments (AKB, AC, SP, DC, TB), pp. 10–15.
- ITiCSE-2012-DoranBFB #design #development #education #performance #student
- Outreach for improved student performance: a game design and development curriculum (KD, AKB, SLF, TB), pp. 209–214.
- ITiCSE-2012-Kurkovsky #development #mobile
- Mobile game development projects in CS 1 (SK), p. 388.
- ITiCSE-2012-Palomo-DuarteDTGB #development #evaluation #video
- Competitive evaluation in a video game development course (MPD, JMD, JTT, AGD, AB), pp. 321–326.
- SIGITE-2012-PanMYSS #forensics #student
- Game-based forensics course for first year students (YP, SM, BY, BS, DS), pp. 13–18.
- CSMR-2012-TollO #question #why
- Why is Unit-testing in Computer Games Difficult? (DT, TO), pp. 373–378.
- MSR-2012-LotufoPC #debugging #towards
- Towards improving bug tracking systems with game mechanisms (RL, LTP, KC), pp. 2–11.
- DLT-J-2011-ChaturvediOT12 #infinity
- Languages versus ω-Languages in Regular Infinite Games (NC, JO, WT), pp. 985–1000.
- ICALP-v1-2012-AmbainisBBKOSV #quantum
- Quantum Strategies Are Better Than Classical in Almost Any XOR Game (AA, AB, KB, DK, RO, JS, MV), pp. 25–37.
- ICALP-v2-2012-BouyerMS #approach #automaton #reachability #robust
- Robust Reachability in Timed Automata: A Game-Based Approach (PB, NM, OS), pp. 128–140.
- ICALP-v2-2012-DawarH #algebra
- Pebble Games with Algebraic Rules (AD, BH), pp. 251–262.
- ICALP-v2-2012-FearnleyS #bound
- Time and Parallelizability Results for Parity Games with Bounded Treewidth (JF, SS), pp. 189–200.
- ICALP-v2-2012-FominGNP #multi
- Minimizing Rosenthal Potential in Multicast Games (FVF, PAG, JN, MP), pp. 525–536.
- ICALP-v2-2012-Fu #markov #metric #process
- Computing Game Metrics on Markov Decision Processes (HF), pp. 227–238.
- ICALP-v2-2012-KoutsoupiasP
- Contention Issues in Congestion Games (EK, KP), pp. 623–635.
- ICALP-v2-2012-MurawskiT #algorithm
- Algorithmic Games for Full Ground References (ASM, NT), pp. 312–324.
- ICALP-v2-2012-OngT #recursion #semantics
- Two-Level Game Semantics, Intersection Types, and Recursion Schemes (CHLO, TT), pp. 325–336.
- LATA-2012-KlimosLST #concurrent #nash
- Nash Equilibria in Concurrent Priced Games (MK, KGL, FS, JT), pp. 363–376.
- IFM-2012-TianBB #behaviour #detection #multi
- Behaviour-Based Cheat Detection in Multiplayer Games with Event-B (HT, PJB, AGB), pp. 206–220.
- AIIDE-2012-AntsfeldHKW #video
- TRANSIT Routing on Video Game Maps (LA, DDH, PK, TW).
- AIIDE-2012-BarikHRJ #detection #social
- Spatial Game Signatures for Bot Detection in Social Games (TB, BEH, DLR, XJ).
- AIIDE-2012-BauerP #analysis #refinement #visual notation #visualisation
- RRT-Based Game Level Analysis, Visualization, and Visual Refinement (AWB, ZP).
- AIIDE-2012-ChurchillSB #heuristic #performance
- Fast Heuristic Search for RTS Game Combat Scenarios (DC, AS, MB).
- AIIDE-2012-FrazierNMCF
- TEAM-IT : Location-Based Gaming in Real and Virtual Environments (SF, AN, RTM, YHC, FF).
- AIIDE-2012-HarrisonR
- When Players Quit (Playing Scrabble) (BEH, DLR).
- AIIDE-2012-JaffeMALKP #strict
- Evaluating Competitive Game Balance with Restricted Play (AJ, AM, EA, YEL, AK, ZP).
- AIIDE-2012-KadlecTCBB #design
- Planning Is the Game: Action Planning as a Design Tool and Game Mechanism (RK, CT, MC0, RB, CB).
- AIIDE-2012-MacindoeKL #named
- POMCoP: Belief Space Planning for Sidekicks in Cooperative Games (OM, LPK, TLP).
- AIIDE-2012-MullerHBS #using
- Glengarry Glen Ross: Using BDI for Sales Game Dialogues (TJM, AH, KvdB, IS).
- AIIDE-2012-NormoyleDLS #metric
- Game-Based Data Capture for Player Metrics (AN, JD, ML, AS).
- AIIDE-2012-RisiLDHS #generative #search-based #social #video
- Combining Search-Based Procedural Content Generation and Social Gaming in the Petalz Video Game (SR, JL, DBD, RH, KOS).
- AIIDE-2012-WetzelAKG
- If Not Now, Where? Time and Space Equivalency in Strategy Games (BW, KA, WK, MLG).
- AIIDE-2012-Williams-KingDAS #automation #generative #standard
- The Gold Standard: Automatically Generating Puzzle Game Levels (DWK, JD, JA, BS).
- AIIDE-2012-YoungH #learning #realtime
- Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game (JY, NH).
- CIG-2012-BauckhageKSTDC #empirical #how
- How players lose interest in playing a game: An empirical study based on distributions of total playing times (CB, KK, RS, CT, AD, AC), pp. 139–146.
- CIG-2012-BottaGLL #evolution
- Evolving the optimal racing line in a high-end racing game (MB, VG, DL, PLL), pp. 108–115.
- CIG-2012-BrowneC
- Computational creativity in a closed game system (CB, SC), pp. 296–303.
- CIG-2012-DavisonD #coordination
- The huddle: Combining AI techniques to coordinate a player's game characters (TD, JD), pp. 203–210.
- CIG-2012-DrachenSBT #behaviour #clustering
- Guns, swords and data: Clustering of player behavior in computer games in the wild (AD, RS, CB, CT), pp. 163–170.
- CIG-2012-Fernandez-AresGMG #adaptation #realtime
- Adaptive bots for real-time strategy games via map characterization (AFA, PGS, AMM, JJMG), pp. 417–721.
- CIG-2012-FoderaroSF #approach #composition #modelling #online #video
- A model-based cell decomposition approach to on-line pursuit-evasion path planning and the video game Ms. Pac-Man (GF, AS, SF), pp. 281–287.
- CIG-2012-GemineSFE #learning #realtime
- Imitative learning for real-time strategy games (QG, FS, RF, DE), pp. 424–429.
- CIG-2012-GongLAZLC #realtime #segmentation
- In-game action list segmentation and labeling in real-time strategy games (WG, EPL, PA, FZ0, DL0, FCTC), pp. 147–154.
- CIG-2012-GreenwoodA
- Update rules, reciprocity and weak selection in evolutionary spatial games (GWG, PMA), pp. 9–16.
- CIG-2012-IkedaTVT #algorithm #heuristic
- Playing PuyoPuyo: Two search algorithms for constructing chain and tactical heuristics (KI, DT, SV, YT), pp. 71–78.
- CIG-2012-JordanSLHKWVDGVP #generative #mobile
- BeatTheBeat music-based procedural content generation in a mobile game (AJ, DS, JL, JH, MK, MWH, NV, TD, ÜG, IV, MP), pp. 320–327.
- CIG-2012-JustinussenRCT #approach
- Resource systems in games: An analytical approach (TJ, PHR, AC, JT), pp. 171–178.
- CIG-2012-PapadopoulosTCM #optimisation
- Exploring optimization strategies in board game Abalone for Alpha-Beta search (AP, KT, ACC, PAM), pp. 63–70.
- CIG-2012-PenaOPL #evolution #learning
- Learning and evolving combat game controllers (LP, SO, JMPS, SML), pp. 195–202.
- CIG-2012-PerickSME #comparison #monte carlo
- Comparison of different selection strategies in Monte-Carlo Tree Search for the game of Tron (PP, DLSP, FM, DE), pp. 242–249.
- CIG-2012-PirovanoMBLB #adaptation #self
- Self-adaptive games for rehabilitation at home (MP, RM, GBB, PLL, NAB), pp. 179–186.
- CIG-2012-RunarssonL #difference #learning
- Imitating play from game trajectories: Temporal difference learning versus preference learning (TPR, SML), pp. 79–82.
- CIG-2012-TastanCS #learning
- Learning to intercept opponents in first person shooter games (BT, YC, GS), pp. 100–107.
- CIG-2012-Villacorta0P #automation #dependence #design #sequence
- Automatic design of deterministic sequences of decisions for a repeated imitation game with action-state dependency (PJV, LQ0, DAP), pp. 1–8.
- CIG-2012-WenderW #learning #realtime
- Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft: Broodwar (SW, IDW), pp. 402–408.
- FDG-2012-Aarseth
- A narrative theory of games (EA), pp. 129–133.
- FDG-2012-Andersen #adaptation #education #optimisation
- Optimizing adaptivity in educational games (EA), pp. 279–281.
- FDG-2012-BachhuberS #student
- Wordplay games: three game modules to improve student vocabulary knowledge (JB, TS), pp. 258–260.
- FDG-2012-Behnke #effectiveness #women
- Ladies of Warcraft: changing perceptions of women and technology through productive play (KAB), pp. 288–289.
- FDG-2012-Brown #comprehension
- Let's play: understanding the role and meaning of digital games in the lives of older adults (JAB), pp. 273–275.
- FDG-2012-Cardona-RiveraY #comprehension
- Characterizing gameplay in a player model of game story comprehension (RCR, RMY), pp. 204–211.
- FDG-2012-Flynn #video
- Acute effects of physically active versus inactive video game play on executive functioning skills in children (RMF), pp. 264–266.
- FDG-2012-FreitasRSCCBR #2d #component #named
- Gear2D: an extensible component-based game engine (LGdF, LMR, IRdS, ACC, CDC, RB, GNR), pp. 81–88.
- FDG-2012-FribergerT #generative #open data
- Generating game content from open data (MGF, JT), pp. 290–291.
- FDG-2012-Gestwicki #architecture #development
- The entity system architecture and its application in an undergraduate game development studio (PG), pp. 73–80.
- FDG-2012-GualeniJC #design #how #process
- How psychophysiology can aid the design process of casual games: a tale of stress, facial muscles, and paper beasts (SG, DPJ, LC), pp. 149–155.
- FDG-2012-HarteliusFB #tool support
- Tisch digital tools supporting board games (UH, JF, SB), pp. 196–203.
- FDG-2012-Hicks #community #evaluation
- Creation, evaluation, and presentation of user-generated content in community game-based tutors (AH), pp. 276–278.
- FDG-2012-KulshreshthSL #3d #performance #video
- Evaluating user performance in 3D stereo and motion enabled video games (AK, JS, JJLJ), pp. 33–40.
- FDG-2012-LewisWW #design pattern
- Motivational game design patterns of 'ville games (CL0, NWF, JW), pp. 172–179.
- FDG-2012-Linderoth #approach #challenge
- Monkey see, monkey do: an ecological approach to challenges in games (JL), p. 1.
- FDG-2012-LundgrenB
- Neither playing nor gaming: pottering in games (SL, SB), pp. 113–120.
- FDG-2012-MendenhallHXTCSM #artificial reality #design #named #physics
- NerdHerder: designing for physical actions in an augmented reality puzzle game (SM, VH, YX0, PT, JC, JS, BM), pp. 250–253.
- FDG-2012-MitgutschA #assessment #design #framework
- Purposeful by design?: a serious game design assessment framework (KM, NA), pp. 121–128.
- FDG-2012-Nardi #video
- A paradox of play: autonomy and discipline in video gaming (BAN), p. 2.
- FDG-2012-Perez #social
- A new game mechanic: game entity social mapping (AMP), pp. 261–263.
- FDG-2012-PhamT #case study #experience
- Game controllers for older adults: experimental study on gameplay experiences and preferences (TPP, YLT), pp. 284–285.
- FDG-2012-ScerboB #design #using
- Design issues when using commodity gaming devices for virtual object manipulation (SS, DAB), pp. 294–295.
- FDG-2012-ShaffnerS #framework #platform #social
- Building social games: from platform to product (RS, ZS), p. 4.
- FDG-2012-Sharp
- A curiously short history of game art (JS), pp. 26–32.
- FDG-2012-SimmonsDG #development #programming #using
- Using game development to reveal programming competency (SS, BJD, MG), pp. 89–96.
- FDG-2012-SmithAMP #automation #case study #design #tool support
- A case study of expressively constrainable level design automation tools for a puzzle game (AMS, EA, MM, ZP), pp. 156–163.
- FDG-2012-SmithOWW #design #web
- PCG-based game design: creating Endless Web (GS, AOG, JW, NWF), pp. 188–195.
- FDG-2012-SullivanGMW #design
- The design of Mismanor: creating a playable quest-based story game (AS, AG, MM, NWF), pp. 180–187.
- FDG-2012-TuitePFRJLAT #learning #named #online #social
- Picard: a creative and social online flashcard learning game (KT, TP, SBF, TR, AJ, YEL, EA, SLT), pp. 231–234.
- FDG-2012-WetzelBO #authoring #tool support
- Tidy city: a location-based game supported by in-situ and web-based authoring tools to enable user-created content (RW, LB, LO), pp. 238–241.
- FDG-2012-XuPMECM #adaptation #design #health #pervasive
- Designing pervasive health games for sustainability, adaptability and sociability (YX0, ESP, ADM0, EE, RC, EDM), pp. 49–56.
- FDG-2012-ZohoorianSGT #coordination #design #framework #multi #named #realtime
- PLATO: a coordination framework for designers of multi-player real-time digital games (AZ, KGS, CG, AT), pp. 141–148.
- VS-Games-2012-BachvarovaBPPR #effectiveness #learning
- Measuring the Effectiveness of Learning with Serious Games in Corporate Training (YB, SB, BvdP, MP, IR), pp. 221–232.
- VS-Games-2012-BahreiniNW #framework #online
- FILTWAM - A Framework for Online Affective Computing in Serious Games (KB, RN, WW), pp. 45–52.
- VS-Games-2012-BellottiBGLDORUM #design #education
- Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games (FB, RB, ADG, EL, FMD, MO, MR, MU, ISM), pp. 174–186.
- VS-Games-2012-BozantaKNS #multi
- Multi User Virtual Environments and Serious Games for Team Building (AB, BK, NN, SS), pp. 301–302.
- VS-Games-2012-CarrozzinoEBLB #education #network #novel #social #tool support
- Social Networks and Web-based Serious Games as Novel Educational Tools (MC, CE, RB, CL, MB), pp. 303–306.
- VS-Games-2012-ClarkeADB #approach #named
- PR: EPARe: A Game-Based Approach to Relationship Guidance for Adolescents (SC, SA, ID, KB), pp. 38–44.
- VS-Games-2012-FernandesDRFPS #approach #collaboration #elicitation #named #towards
- iThink: A Game-Based Approach Towards Improving Collaboration and Participation in Requirement Elicitation (JF, DD, CR, CF, JMP, MMdS), pp. 66–77.
- VS-Games-2012-FreitasEOKNPRUS #learning
- Hot Issues in Game Enhanced Learning: The GEL Viewpoint (SdF, JE, MO, KK, MN, MP, MR, MU, IAS), pp. 25–31.
- VS-Games-2012-FreitasKNOPRS #learning #named
- GEL: Exploring Game Enhanced Learning (SdF, KK, MN, MO, MP, MR, IAS), pp. 289–292.
- VS-Games-2012-GloriaBB #community
- Building a Comprehensive R&D Community on Serious Games (ADG, FB, RB), pp. 1–3.
- VS-Games-2012-HaugePR #education #using
- Workshop on the Use of Serious Games in the Education of Engineers (JBH, BP, JckhR), pp. 341–342.
- VS-Games-2012-HaugeR #education #evaluation #simulation
- Evaluation of Simulation Games for Teaching Engineering and Manufacturing (JBH, JckhR), pp. 210–220.
- VS-Games-2012-JacobSCR #artificial reality #towards
- Towards Location-based Augmented Reality games (JTPNJ, HdS, ALC, RAR), pp. 318–319.
- VS-Games-2012-KesselT #modelling #physics #requirements
- Accuracy Requirements for Physical Models in Serious Games (RTK, AT), pp. 322–325.
- VS-Games-2012-KiiliFAL #design #education #experience
- The Design Principles for Flow Experience in Educational Games (KK, SdF, SA, TL), pp. 78–91.
- VS-Games-2012-KosmadoudiLRSLSS #effectiveness
- Game Interactivity in CAD as Productive Systems (ZK, TL, JMR, RCWS, YL0, IAS, AS), pp. 285–288.
- VS-Games-2012-LavenderG
- Audition, The Game (TJL, DG), pp. 187–192.
- VS-Games-2012-Lombardi #learning
- Not-so-Serious Games for Language Learning. Now with 99, 9% More Humour on Top (IL), pp. 148–158.
- VS-Games-2012-Mayer #evaluation #research #towards
- Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games (IM), pp. 233–247.
- VS-Games-2012-NeyEE #education #learning #matrix
- Paving the Way to Game Based Learning: A Question Matrix for Teacher Reflection (MN, VE, JE), pp. 17–24.
- VS-Games-2012-ObikweluR #framework #learning
- The Serious Game Constructivist Framework for Children's Learning (CO, JCR), pp. 32–37.
- VS-Games-2012-OliveiraCGR #security
- Serious Game in Security: A Solution for Security Trainees (VO, AC, RG, CR), pp. 274–282.
- VS-Games-2012-PadrosRU #collaboration #convergence #process
- Measuring the Knowledge Convergence Process in the Collaborative Game MetaVals (AP, MR, MU), pp. 193–202.
- VS-Games-2012-Pannese #named #tutorial
- Workshop: Tutorial on Serious Games for Entrepreneurship (LP), pp. 326–327.
- VS-Games-2012-PereiraBPPBKK #learning #roadmap #social
- Serious Games for Personal and Social Learning & Ethics: Status and Trends (GDGP, AB, RP, AP, FB, MK, RK), pp. 53–65.
- VS-Games-2012-PerezA12a #learning #social
- Learning with your Friend's Data: Game Entity Social Mapping in Serious Games (AMP, OA), pp. 299–300.
- VS-Games-2012-PourabdollahianTK #education #evaluation
- Serious Games in Manufacturing Education: Evaluation of Learners' Engagement (BP, MT, EK), pp. 256–265.
- VS-Games-2012-RivaP
- The Unimportance of Flawless Game Mechanics (PRR, MP), pp. 295–298.
- VS-Games-2012-Sedano #design #named
- Workshop: Designing games for Specific Contexts (CIS), pp. 328–339.
- VS-Games-2012-Serrano-LagunaTMF #assessment #learning #student
- Tracing a Little for Big Improvements: Application of Learning Analytics and Videogames for Student Assessment (ÁSL, JT, PMG, BFM), pp. 203–209.
- VS-Games-2012-SuttieLLMWBD #aspect-oriented #framework
- Introducing the “Serious Games Mechanics”: A Theoretical Framework to Analyse Relationships Between “Game” and “Pedagogical Aspects” of Serious Games (NS, SL, TL, AM, WW, DB, DD), pp. 314–315.
- VS-Games-2012-SuttieLLR #adaptation #approach #realtime #towards
- Towards a Biocybernetic Approach for Serious Games Real-time Psychophysiological Inferences for Adaptive Agents in Serious Games (NS, SL, TL, JR), pp. 316–317.
- VS-Games-2012-TeseiBK #overview #safety #security
- Survey on Serious Games Applied to Security, Safety and Crisis Management (AT, AB, RTK), pp. 320–321.
- VS-Games-2012-VardaxoglouB #framework #platform
- Developing a Platform for Serious Gaming: Open Innovation through Closed Innovation (GV, EB), pp. 111–121.
- VS-Games-2012-YuLRSLSRF #assembly #automation
- Exploring the Application of Computer Game Theory to Automated Assembly (HY, TL, JMR, RCWS, SL, IAS, IR, SdF), pp. 266–273.
- GRAPHITE-2012-KantP #equation #performance
- Efficient Instantiation of Parameterised Boolean Equation Systems to Parity Games (GK, JvdP), pp. 50–65.
- CHI-2012-AlankusK #video
- Reducing compensatory motions in video games for stroke rehabilitation (GA, CK), pp. 2049–2058.
- CHI-2012-AndersenOLSLTCP #complexity
- The impact of tutorials on games of varying complexity (EA, EO, YEL, RS, JL, DT, SC, ZP), pp. 59–68.
- CHI-2012-BonsignoreKVHFD #design
- Game design for promoting counterfactual thinking (EMB, KK, AV, DLH, AF, AD), pp. 2079–2082.
- CHI-2012-CoxCSC #challenge #experience
- Not doing but thinking: the role of challenge in the gaming experience (ALC, PAC, PS, MC), pp. 79–88.
- CHI-2012-DabbishKP #communication #online
- Communication and commitment in an online game team (LD, RK, JP), pp. 879–888.
- CHI-2012-DongDJKNA #learning
- Discovery-based games for learning software (TD, MD, DJ, KK, MWN, MSA), pp. 2083–2086.
- CHI-2012-GaoM
- The acute cognitive benefits of casual exergame play (YG, RLM), pp. 1863–1872.
- CHI-2012-GerlingLNM #interactive
- Full-body motion-based game interaction for older adults (KMG, IJL, LN, RLM), pp. 1873–1882.
- CHI-2012-HernandezGFSYBHSS #design
- Design of an exergaming station for children with cerebral palsy (HAH, TCNG, DF, LS, ZY, QB, MAH, CS, TS), pp. 2619–2628.
- CHI-2012-HornLBDEPS #interactive
- Of BATs and APEs: an interactive tabletop game for natural history museums (MSH, ZAL, FB, JD, EME, BCP, CS), pp. 2059–2068.
- CHI-2012-KhaledI #scalability
- Tales from the front lines of a large-scale serious game project (RK, GI), pp. 69–78.
- CHI-2012-KleekSSs #named #twitter
- Twiage: a game for finding good advice on twitter (MVK, DAS, RS, MMCS), pp. 889–898.
- CHI-2012-KreitmayerRLP #simulation
- From participatory to contributory simulations: changing the game in the classroom (SK, YR, RCL, SP), pp. 49–58.
- CHI-2012-KumarRTAK #mobile #speech #using
- Improving literacy in developing countries using speech recognition-supported games on mobile devices (AK, PR, AT, RA, MK), pp. 1149–1158.
- CHI-2012-LinderJ
- Playable character: extending digital games into the real world (JL, WJ), pp. 2069–2078.
- CHI-2012-PiperWH #authoring #interactive #process #tool support
- TAP & PLAY: an end-user toolkit for authoring interactive pen and paper language activities (AMP, NW, JDH), pp. 149–158.
- CHI-2012-SchildLM #3d #comprehension #experience #user interface
- Understanding user experience in stereoscopic 3D games (JS, JJLJ, MM), pp. 89–98.
- CHI-2012-TeradaYI #adaptation
- Experimental investigation of human adaptation to change in agent’s strategy through a competitive two-player game (KT, SY, AI), pp. 2807–2810.
- CHI-2012-WaernBN #community #design
- Athletes and street acrobats: designing for play as a community value in parkour (AW, EB, KJLN), pp. 869–878.
- CHI-2012-YeeDN #development #online #validation
- Online gaming motivations scale: development and validation (NY, ND, LN), pp. 2803–2806.
- CSCW-2012-CheungCS #collaboration #communication
- Communication channels and awareness cues in collocated collaborative time-critical gaming (VC, YLBC, SDS), pp. 569–578.
- CSCW-2012-CheungH #lessons learnt
- Remix and play: lessons from rule variants in texas hold’em and halo 2 (GC, JH), pp. 559–568.
- CSCW-2012-EiriksdottirKCMMXP #comprehension #health #multi #pervasive
- This is not a one-horse race: understanding player types in multiplayer pervasive health games for youth (EE, DK, RC, EDM, ADM, YX, ESP), pp. 843–852.
- CSCW-2012-GoBS
- Brothers and sisters at play: exploring game play with siblings (JG, RB, MS), pp. 739–748.
- CSCW-2012-JuAL #low cost #using
- Using low cost game controllers to capture data for 6th grade science labs (WJ, UA, SL), pp. 1115–1124.
- CSCW-2012-KowWC #design #online
- Designing online games for real-life relationships: examining QQ farm in intergenerational play (YMK, JW, YC), pp. 613–616.
- CSCW-2012-MillerPXEKCM #behaviour #health #pervasive #student
- The work of play: supporting a pervasive health behavior change intervention for us middle school students (ADM, ESP, YX, EE, DK, RC, EDM), pp. 897–900.
- CSCW-2012-NackeMGM #online #quote #social
- “I’m just here to play games”: social dynamics and sociality in an online game site (LN, GM, CG, RLM), pp. 549–558.
- CSCW-2012-ParkYCPS #social
- Transforming solitary exercises into social exergames (TP, CY, SPC, BP, JS), pp. 863–866.
- CSCW-2012-TangMWRE #coordination
- Verbal coordination in first person shooter games (AT, JM, NW, DFR, WKE), pp. 579–582.
- CSCW-2012-WangDLXG #case study #empirical #experience #framework #online #platform
- Infrastructural experiences: an empirical study of an online arcade game platform in China (QW, XD, TL, HX, NG), pp. 583–592.
- CIKM-2012-YeoPH #social
- Finding influential products on social domination game (JY, JWP, SwH), pp. 2359–2362.
- ICML-2012-LanctotGBB #learning
- No-Regret Learning in Extensive-Form Games with Imperfect Recall (ML, RGG, NB, MB), p. 135.
- ICPR-2012-NarayanamN #algorithm #community #detection #distributed #graph #information management #social
- A game theory inspired, decentralized, local information based algorithm for community detection in social graphs (RN, YN), pp. 1072–1075.
- ICPR-2012-ReinbacherRB #named #using
- RoμNect: Hand mounted depth sensing using a commodity gaming sensor (CR, MR, HB), pp. 461–464.
- ICPR-2012-YanKMW #automation #learning
- Automatic annotation of court games with structured output learning (FY, JK, KM, DW), pp. 3577–3580.
- KDD-2012-ChenCL #multi #network #social
- Information propagation game: a tool to acquire humanplaying data for multiplayer influence maximization on social networks (HHC, YBC, SDL), pp. 1524–1527.
- KDIR-2012-SorkhiAHH #framework #identification #network #social
- A Game-Theoretic Framework to Identify Top-K Teams in Social Networks (MS, HA, SH, AH), pp. 252–257.
- KR-2012-HaufeT #automation #verification
- Automated Verification of Epistemic Properties for General Game Playing (SH, MT).
- SEKE-2012-PassosMAN #agile
- Working and Playing with SCRUM (EBP, DM, WA, PSN), pp. 545–550.
- SIGIR-2012-AzzopardiPG #named #retrieval
- PageFetch: a retrieval game for children (and adults) (LA, JP, RG), p. 1010.
- ECOOP-2012-BiermanRMMT #c# #formal method
- Pause’n’Play: Formalizing Asynchronous C# (GMB, CVR, GM, EM, MT), pp. 233–257.
- POPL-2012-HoderKV #proving
- Playing in the grey area of proofs (KH, LK, AV), pp. 259–272.
- ASE-2012-MaruyamaKOH #slicing
- Slicing and replaying code change history (KM, EK, TO, SH), pp. 246–249.
- SAC-2012-AhmadiJR #evaluation #performance
- Performance evaluation of user-created open-web games (NA, MJ, AR), pp. 730–732.
- DAC-2012-ShachamGSWBVHDQR #design
- Avoiding game over: bringing design to the next level (OS, SG, SS, MW, JB, AV, MH, AD, WQ, SR), pp. 623–629.
- DATE-2012-YangGBSC #graph #policy #resource management
- Playing games with scenario- and resource-aware SDF graphs through policy iteration (YY, MG, TB, SS, HC), pp. 194–199.
- DATE-2012-ZhangWHY #algorithm #energy #resource management
- Fair energy resource allocation by minority game algorithm for smart buildings (CZ, WW, HH, HY), pp. 63–68.
- FoSSaCS-2012-BouyerBMU #concurrent #order
- Concurrent Games with Ordered Objectives (PB, RB, NM, MU), pp. 301–315.
- FoSSaCS-2012-BrihayeBPG #reachability
- Subgame Perfection for Equilibria in Quantitative Reachability Games (TB, VB, JDP, HG), pp. 286–300.
- FoSSaCS-2012-Chatterjee #concurrent #robust
- Robustness of Structurally Equivalent Concurrent Parity Games (KC), pp. 270–285.
- FoSSaCS-2012-Winskel #concurrent
- Bicategories of Concurrent Games — (GW), pp. 26–41.
- STOC-2012-ODonnellW #np-hard
- A new point of NP-hardness for unique games (RO, JW), pp. 289–306.
- CAV-2012-BrazdilCKN #multi #performance #synthesis
- Efficient Controller Synthesis for Consumption Games with Multiple Resource Types (TB, KC, AK, PN), pp. 23–38.
- CAV-2012-HarrisJR #automaton #programming #safety
- Secure Programming via Visibly Pushdown Safety Games (WRH, SJ, TWR), pp. 581–598.
- CSL-2012-GradelL
- Banach-Mazur Games with Simple Winning Strategies (EG, SL), pp. 305–319.
- CSL-2012-GroheO #equation #linear
- Pebble Games and Linear Equations (MG, MO), pp. 289–304.
- IJCAR-2012-QueselP #hybrid
- Playing Hybrid Games with KeYmaera (JDQ, AP), pp. 439–453.
- LICS-2012-Aumann #induction
- Backward induction in games of perfect information (RJA), p. 1.
- LICS-2012-Berkholz #bound #testing
- Lower Bounds for Existential Pebble Games and k-Consistency Tests (CB), pp. 25–34.
- LICS-2012-ChatterjeeD #how #probability
- Partial-Observation Stochastic Games: How to Win When Belief Fails (KC, LD), pp. 175–184.
- LICS-2012-ChatterjeeV #automaton
- Mean-Payoff Pushdown Games (KC, YV), pp. 195–204.
- LICS-2012-ClairambaultGW #concurrent
- The Winning Ways of Concurrent Games (PC, JG, GW), pp. 235–244.
- LICS-2012-Mellies #diagrams #semantics #string
- Game Semantics in String Diagrams (PAM), pp. 481–490.
- SAT-2012-BloomGHSSS #framework #named #parallel #satisfiability #scalability
- SatX10: A Scalable Plug&Play Parallel SAT Framework — (BB, DG, BH, AS, HS, VAS), pp. 463–468.
- HT-2011-SimkoTB #network
- Little search game: term network acquisition via a human computation game (JS, MT, MB), pp. 57–62.
- JCDL-2011-WingetS #development #documentation #policy
- Game development documentation and institutional collection development policy (MAW, WWS), pp. 29–38.
- CSEET-2011-BrownNOKL
- Hard choice: A game for balancing strategy for agility (NB, RLN, IO, PK, EL), p. 553.
- CSEET-2011-HattoriBLL #learning
- Erase and rewind — Learning by replaying examples (LH, AB, ML, ML), p. 558.
- CSEET-2011-KruchtenK #agile #release planning
- Mission to Mars: An agile release planning game (PK, JK), p. 552.
- CSEET-2011-LongstreetC #education #re-engineering #student #using
- Using games in software engineering education to increase student success and retention (CSL, KMLC), p. 554.
- CSEET-2011-PeixotoPRP #design #education #overview #re-engineering #simulation
- An overview of the main design characteristics of simulation games in Software Engineering education (DCCP, RMP, RFR, CIPSP), pp. 101–110.
- CSEET-2011-TillmannHX #education #learning #named #social
- Pex4Fun: Teaching and learning computer science via social gaming (NT, JdH, TX), pp. 546–548.
- ITiCSE-2011-BlevinsKMMS
- Muddy hill games (JB, AK, EM, EMS, ES), p. 395.
- ITiCSE-2011-BoyceCPCB #education #evaluation #how #learning #motivation
- Experimental evaluation of BeadLoom game: how adding game elements to an educational tool improves motivation and learning (AKB, AC, SP, DC, TB), pp. 243–247.
- ITiCSE-2011-GottelS #design #student
- Creativity room 5555: evoking creativity in game design amongst CS students (TG, JS), pp. 98–102.
- ITiCSE-2011-GuimaraesSA #education #security #using #video
- Using video games to teach security (MAMG, HES, RA), p. 346.
- SIGITE-2011-McGill #framework #source code
- Motivations and informing frameworks of game degree programs in the United Kingdom and the United States (MM), pp. 67–72.
- SIGITE-2011-Settle #design
- Computational thinking in a game design course (AS), pp. 61–66.
- SIGITE-2011-SettleWS #design #evaluation #student #using
- Engaging game design students using peer evaluation (AS, CW, CS), pp. 73–78.
- MSR-2011-Whitehead #data mining #mining #what
- Fantasy, farms, and freemium: what game data mining teaches us about retention, conversion, and virality (JW), p. 1.
- DLT-2011-ChaturvediOT #infinity
- Languages vs. ω-Languages in Regular Infinite Games (NC, JO, WT), pp. 180–191.
- ICALP-v1-2011-BorosEFGMM #analysis #approximate #probability
- Stochastic Mean Payoff Games: Smoothed Analysis and Approximation Schemes (EB, KME, MF, VG, KM, BM), pp. 147–158.
- ICALP-v1-2011-DyerM
- Pairwise-Interaction Games (MED, VM), pp. 159–170.
- ICALP-v1-2011-HarkinsH #algorithm #bound #learning
- Exact Learning Algorithms, Betting Games, and Circuit Lower Bounds (RCH, JMH), pp. 416–423.
- ICALP-v1-2011-HuangP #probability
- Automatizability and Simple Stochastic Games (LH, TP), pp. 605–617.
- ICALP-v2-2011-BrazdilBEK #approximate #probability #termination
- Approximating the Termination Value of One-Counter MDPs and Stochastic Games (TB, VB, KE, AK), pp. 332–343.
- ICALP-v2-2011-Huang
- Collusion in Atomic Splittable Routing Games (CCH), pp. 564–575.
- ICALP-v2-2011-KolliasR
- Restoring Pure Equilibria to Weighted Congestion Games (KK, TR), pp. 539–551.
- ICALP-v2-2011-LairdMM #category theory #difference
- Constructing Differential Categories and Deconstructing Categories of Games (JL, GM, GM), pp. 186–197.
- LATA-2011-ChatterjeeHH #complexity
- The Complexity of Request-Response Games (KC, TAH, FH), pp. 227–237.
- TLCA-2011-BourreauS #semantics #λ-calculus
- Game Semantics and Uniqueness of Type Inhabitance in the Simply-Typed λ-Calculus (PB, SS), pp. 61–75.
- AIIDE-2011-BarataSP #multi #online
- AI for Massive Multiplayer Online Strategy Games (AMB, PAS, RP).
- AIIDE-2011-ChangMLR #behaviour #learning
- Learning and Evaluating Human-Like NPC Behaviors in Dynamic Games (YHC, RTM, TL, VR).
- AIIDE-2011-DereszynskiHFDHU #behaviour #learning #modelling #probability #realtime
- Learning Probabilistic Behavior Models in Real-Time Strategy Games (EWD, JH, AF, TGD, TTH, MU).
- AIIDE-2011-DominguezYR #3d #automation #design #evaluation
- Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games (MD, RMY, SR).
- AIIDE-2011-HaRML #adaptation #logic #markov #network #recognition
- Goal Recognition with Markov Logic Networks for Player-Adaptive Games (EH, JPR, BWM, JCL).
- AIIDE-2011-LiapisYT #optimisation #visual notation
- Optimizing Visual Properties of Game Content Through Neuroevolution (AL, GNY, JT).
- AIIDE-2011-MohanL #approach #learning #object-oriented
- An Object-Oriented Approach to Reinforcement Learning in an Action Game (SM, JEL).
- AIIDE-2011-ReedSSGGLMKWW #future of #mobile #towards
- A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project (AAR, BS, AS, RG, AG, JL, JM, SK, MAW, NWF).
- AIIDE-2011-SantosM #realtime #scheduling
- Wasp-Like Scheduling for Unit Training in Real-Time Strategy Games (MS, CM).
- AIIDE-2011-SynnaeveB #recognition
- A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft (GS, PB).
- AIIDE-2011-TastanS #learning #policy #using
- Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning (BT, GRS).
- AIIDE-2011-ThueBSR #video
- A Computational Model of Perceived Agency in Video Games (DT, VB, MS, TR).
- AIIDE-2011-WeberMJ #estimation #realtime
- A Particle Model for State Estimation in Real-Time Strategy Games (BGW, MM, AJ).
- AIIDE-2011-YapBHS
- Any-Angle Path Planning for Computer Games (PKYY, NB, RCH, JS).
- CIG-2011-AlviA #analysis #complexity
- Complexity analysis and playing strategies for Ludo and its variant race games (FA, MAA), pp. 134–141.
- CIG-2011-AntonioFCP #algorithm #evaluation #optimisation #search-based #using
- Optimization of an evaluation function of the 4-sided dominoes game using a genetic algorithm (NSA, CFFCF, MGFC, RP), pp. 24–30.
- CIG-2011-AvigadEW #multi #optimisation
- Optimal strategies for multi objective games and their search by evolutionary multi objective optimization (GA, EE, MWC), pp. 166–173.
- CIG-2011-CardamoneCLL #behaviour
- Transfer of driving behaviors across different racing games (LC, AC, DL, PLL), pp. 227–234.
- CIG-2011-CookC #evolution #multi
- Multi-faceted evolution of simple arcade games (MC0, SC), pp. 289–296.
- CIG-2011-FountasGF
- A neuronal global workspace for human-like control of a computer game character (ZF, DG, AF), pp. 350–357.
- CIG-2011-Greenwood
- Enhanced cooperation in the N-person iterated snowdrift game through tag mediation (GWG), pp. 1–8.
- CIG-2011-HartsookZDR #towards
- Toward supporting stories with procedurally generated game worlds (KH, AZ, SD, MOR), pp. 297–304.
- CIG-2011-IshibuchiTHMN #behaviour #evolution
- Effects of configuration of agents with different strategy representations on the evolution of cooperative behavior in a spatial IPD game (HI, KT, KH, JM, YN), pp. 313–320.
- CIG-2011-LankveldSHA #profiling #tool support
- Games as personality profiling tools (GvL, PS, HJvdH, AA), pp. 197–202.
- CIG-2011-MahlmannTY #evaluation #modelling
- Modelling and evaluation of complex scenarios with the Strategy Game Description Language (TM, JT, GNY), pp. 174–181.
- CIG-2011-MunozYMHGS #framework #platform #towards
- Towards gaze-controlled platform games (JM, GNY, FM, DWH, GG, AS), pp. 47–54.
- CIG-2011-NijssenW #monte carlo
- Monte-Carlo Tree Search for the game of Scotland Yard (J(AMN, MHMW), pp. 158–165.
- CIG-2011-NygrenDSA #automation #framework #generative #platform
- User-preference-based automated level generation for platform games (NN, JD, BS, JA), pp. 55–62.
- CIG-2011-PenaOPS #lightweight #video
- EEP - A lightweight emotional model: Application to RPG video game characters (LP, SO, JMPS, JÁS), pp. 142–149.
- CIG-2011-PerezNOB #navigation
- Reactiveness and navigation in computer games: Different needs, different approaches (DPL, MN, MO0, AB), pp. 273–280.
- CIG-2011-RoblesRL #learning #monte carlo
- Learning non-random moves for playing Othello: Improving Monte Carlo Tree Search (DR, PR, SML), pp. 305–312.
- CIG-2011-SarjantPDS #online #policy #relational #using
- Using the online cross-entropy method to learn relational policies for playing different games (SS, BP, KD, TS), pp. 182–189.
- CIG-2011-SchrumM #evolution #multimodal #network
- Evolving multimodal networks for multitask games (JS, RM), pp. 102–109.
- CIG-2011-ShakerYT #analysis #modelling #quality
- Feature analysis for modeling game content quality (NS, GNY, JT), pp. 126–133.
- CIG-2011-SynnaeveB11a #predict
- A Bayesian model for opening prediction in RTS games with application to StarCraft (GS, PB), pp. 281–288.
- CIG-2011-TeytaudT
- Lemmas on partial observation, with application to phantom games (FT, OT), pp. 243–249.
- CIG-2011-ThawonmasT #automation #evolution #generative #using
- Frame selection using iterative grammatical evolution for automatic comic generation from game logs (RT, YT), pp. 31–38.
- CIG-2011-UribeLSA #execution #markov #process #trade-off
- Discount and speed/execution tradeoffs in Markov Decision Process games (RU, FL, KS, CA), pp. 79–86.
- CIG-2011-WhitehousePC #monte carlo #set
- Determinization and information set Monte Carlo Tree Search for the card game Dou Di Zhu (DW, EJP, PIC), pp. 87–94.
- DiGRA-2011-Asad #analysis #constraints #design
- Meaning Making Through Constraint: Modernist Poetics and Game Design Analysis (MA).
- DiGRA-2011-Begy
- Experiential Metaphors in Abstract Games (JB).
- DiGRA-2011-BelmanNF #analysis #design #named
- Grow-A-Game: A Tool for Values Conscious Design and Analysis of Digital Games (JB, HN, MF).
- DiGRA-2011-Bohme #database
- Playing with Data Bases (SB).
- DiGRA-2011-BoschRL #exclamation
- Doing It Themselves! A Mixed-Method Study into the Motivations of Players to 'Create' in the Context of Gaming (FVDB, WR, JVL).
- DiGRA-2011-Boyer
- Jane Fonda's Wii Fit: Continuity, Contingency, and Concordance in Fitness Gaming (SB).
- DiGRA-2011-Bree
- The End of the Rainbow: In search of crossing points between organizations and play (JVB).
- DiGRA-2011-Brown #concept
- Players and the Love Game: Conceptualizing Cheating with Erotic Role Players in World of Warcraft (AB).
- DiGRA-2011-CameronCW #convergence
- Epistemic games & applied drama: Converging conventions for serious play (DC, JC, RW).
- DiGRA-2011-CederholmHLSE #using
- The Aiming Game: Using a Game with Biofeedback for Training in Emotion Regulation (HC, OH, CL, CCS, JE).
- DiGRA-2011-Eladhari #multi #prototype #social
- Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World (MPE).
- DiGRA-2011-Fernandez-Vara
- Game Spaces Speak Volumes: Indexical Storytelling (CFV).
- DiGRA-2011-FlanaganSBPDAD #case study #design #health #people
- Preventing a POX Among the People? A Design Case Study of a Public Health Game (MF, MS, JB, SP, ZD, MA, AD).
- DiGRA-2011-Folkerts #video
- Video Games, Walking the Fine Line between Art and Entertainment (JF).
- DiGRA-2011-Frank #design #education #learning #question
- Unexpected game calculations in educational wargaming: Design flaw or beneficial to learning? (AF).
- DiGRA-2011-Grace #design #independence
- The Poetics of Game Design, Rhetoric and the Independent Game (LDG).
- DiGRA-2011-Guevara-Villalobos #community #independence
- Cultures of independent game production: Examining the relationship between community and labour (OGV).
- DiGRA-2011-HajinejadSGWLOV #design #mobile #research
- Casual mobile gameplay - On integrated practices of research, design and play (NH, IS, BG, AW, AL, DO, HRV).
- DiGRA-2011-HamariE #design #framework
- Framework for Designing and Evaluating Game Achievements (JH, VE).
- DiGRA-2011-HerrewijnP #case study #effectiveness #experience #how
- Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising (LH, KP).
- DiGRA-2011-Howell #design
- Schematically Disruptive Game Design (PH).
- DiGRA-2011-Huiberts #design #exclamation
- Listen! - Improving the Cooperation between Game Designers and Audio Designers (SH).
- DiGRA-2011-JacobsS #design #facebook
- In Perpetual Beta? On the Participatory Design of Facebook Games (MJ, TS).
- DiGRA-2011-Jonne #realtime
- Do We Need Real-Time Hermeneutics? Structures of Meaning in Games (JA).
- DiGRA-2011-KayaliS #design
- Retro Evolved: Level Design Practice exemplified by the Contemporary Retro Game (FK, JS).
- DiGRA-2011-KayaliSGPFP #design #online #research
- Serious Beats: Transdisciplinary research methodologies for designing and evaluating a socially integrative serious music-based online game (FK, VS, GG, JP, BF, PP).
- DiGRA-2011-KirmanCDFFLLR #architecture #online #social
- Social Architecture and the Emergence of Power Laws in Online Social Games (BK, FC, FD, EF, JF, SWL, CL, NR).
- DiGRA-2011-KrogerDQ #analysis #industrial #network
- The game boy's network. A network analysis of the German digital games industry (SK, ED, TQ).
- DiGRA-2011-KultimaA #using
- Using the VNA Ideation Game at Global Game Jam (AK, KA).
- DiGRA-2011-LacasaBC #online #using
- Adolescent thinking and online writing after the use of commercial games in the classroom (PL, RMB, HdC).
- DiGRA-2011-LacasaBM
- Games and machinima in adolescents' classrooms (PL, RMB, LM).
- DiGRA-2011-Lammes
- The map as playground: Locationbased games as cartographical practices (SL).
- DiGRA-2011-Lange-Nielsen #case study #experience
- The Power-up Experience: A study of Power-ups in Games and their Effect on Player Experience (FLN).
- DiGRA-2011-Linderoth
- Exploring anonymity in cooperative board games (JL).
- DiGRA-2011-LochrieCW #community #design
- Participatory Game Design to Engage a Digitally Excluded Community (ML, PC, AW).
- DiGRA-2011-Marriott #behaviour #design #social
- Designing Social Behaviour through Play (TM).
- DiGRA-2011-Meurs #network #social
- And Then You Wait: The Issue of Dead Time in Social Network Games (RvM).
- DiGRA-2011-Mirza-BabaeiLF #comprehension #research
- Understanding the Contribution of Biometrics to Games User Research (PMB, SL, EF).
- DiGRA-2011-MitgutschW #design #learning #recursion
- Subversive Game Design for Recursive Learning (KM, MW).
- DiGRA-2011-Mosca #ontology
- Just a Cyberplace The rules in videogames: between Ontology and Epistemology (IM).
- DiGRA-2011-Nieborg #standard
- The winner takes all: Standardization and console games (DBN).
- DiGRA-2011-Nohr
- Business Games, Rationality and Control Logistics (RFN).
- DiGRA-2011-Rao #formal method #how #video
- How to Say Things with Actions I: a Theory of Discourse for Video Games for Change (VR).
- DiGRA-2011-RengS #design #problem #student
- Problem Based Game Design - Engaging Students by Innovation (LR, HSF).
- DiGRA-2011-RoesselM #collaboration #composition #process
- Collaboration and Team Composition in Applied Game Creation Processes (LvR, JvMI).
- DiGRA-2011-Schoenau-Fog #continuation #process
- The Player Engagement Process - An Exploration of Continuation Desire in Digital Games (HSF).
- DiGRA-2011-SchottV #experience
- Replacing preconceived accounts of digital games with experience of play: When parents went native in GTA IV (GS, JvV).
- DiGRA-2011-Schultheiss #framework #research
- MUsE - A Framework for Reception-based Gaming Research (DS).
- DiGRA-2011-Shaw #exclamation #identification #quote #representation #video
- “He could be a bunny rabbit for all I care!”: Identification with video game characters and arguments for diversity in representation (AS).
- DiGRA-2011-StenrosHWMO #design
- Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good (JS, JH, AW, MM, EMIO).
- DiGRA-2011-StenrosM
- The Making of Nordic Larp: Documenting a Tradition of Ephemeral Co-Creative Play (JS, MM).
- DiGRA-2011-Suominen #tool support
- Game reviews as tools in the construction of game historical awareness in Finland, 1984-2010: Case MikroBitti Magazine (JS).
- DiGRA-2011-Swalwell
- More Than A Craze: Photographs of New Zealand's early digital games scene (MS).
- DiGRA-2011-SzymanezykDD #scalability #social
- From Individual Characters to Large Crowds: Augmenting the Believability of Open-World Games through Exploring Social Emotion in Pedestrian Groups (OS, PD, TD).
- DiGRA-2011-Therrien #design #paradigm #video
- “To Get Help, Please Press X” The Rise of the Assistance Paradigm in Video Game Design (CT).
- DiGRA-2011-TiemstraBBG #design #guidelines #interactive
- Guidelines to Design Interactive Open-ended Play Installations for Children Placed in a Free Play Environment (GT, RvdB, TB, MdG).
- DiGRA-2011-ToivonenS
- Of discs, boxes and cartridges: the material life of digital games (ST, OS).
- DiGRA-2011-VasconcellosA #communication #health #online #video
- Online Video Games in Brazilian Public Health Communication (MSdV, ISdA).
- DiGRA-2011-VermeulenLGC #design #gender #interactive #what
- You Are What You Play? A Quantitative Study into Game Design Preferences across Gender and Their Interaction with Gaming Habits (LV, JVL, FDG, CC).
- DiGRA-2011-WangS #case study #experience #social
- Game reward systems: Gaming experiences and social meanings (HW, CTS).
- DiGRA-2011-WarmelinkS #community #empirical #multi #online #overview #research
- Player Communities in Multiplayer Online Games: A Systematic Review of Empirical Research (HW, MS).
- DiGRA-2011-XuBRGM #comprehension #design #social
- Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design (YX0, EB, IR, MG, BM).
- DiGRA-2011-Zabban #design #how #online #what
- What Keeps Designers and Players Apart? Thinking How an Online Game World is Shared (VZ).
- DiGRA-2011-ZagalS #education #overview #source code
- A Survey of Final Project Courses in Game Programs: Considerations for Teaching Capstone (JPZ, JS).
- FDG-2011-AmarasingheP #performance #realtime #towards #video
- Towards fast, believable real-time rendering of burning objects in video games (DA, IP), pp. 256–258.
- FDG-2011-AndersenLSSCP #on the
- On the harmfulness of secondary game objectives (EA, YEL, RS, RS, SC, ZP), pp. 30–37.
- FDG-2011-BoyceDCPCB #motivation #social
- BeadLoom Game: adding competitive, user generated, and social features to increase motivation (AKB, KD, AC, SP, DC, TB), pp. 139–146.
- FDG-2011-Breuer #problem
- (In)formative play: the effects of digital games on creativity and problem-solving skills (JB), pp. 241–243.
- FDG-2011-CheemaL #3d #comprehension #experience #gesture #towards
- Wizard of Wii: toward understanding player experience in first person games with 3D gestures (SC, JJLJ), pp. 265–267.
- FDG-2011-CheongKGCMIPY #approach #towards
- A computational approach towards conflict resolution for serious games (YGC, RK, CG, JC0, CM, GI, AP, GNY), pp. 15–22.
- FDG-2011-ChingWRSA #named #visual notation
- Beachcomber: a game for the visually impaired (NC, MW, MR, RS, CA), pp. 289–292.
- FDG-2011-Consalvo #social #using
- Using your friends: social mechanics in social games (MC), pp. 188–195.
- FDG-2011-CrenshawOWH #multi #on the #realtime #user interface
- On creating a native real-time-strategy game user interface for multi-touch devices (NC, SO, WSW, AH), pp. 283–285.
- FDG-2011-DesaiS #named #video
- Descriptions: a viable choice for video game authors (ND, DS), pp. 268–270.
- FDG-2011-DominguezYR #3d #automation #generative #identification
- Automatic identification and generation of highlight cinematics for 3D games (MD, RMY, SR), pp. 259–261.
- FDG-2011-DrachenBV #process
- Only the good... get pirated: game piracy activity vs. metacritic score (AD, KB, RWDV), pp. 292–294.
- FDG-2011-Fernandez-Vara #abstraction
- From “open mailbox” to context mechanics: shifting levels of abstraction in adventure games (CFV), pp. 131–138.
- FDG-2011-FowlerC #concept #learning #motivation #programming
- Kodu game lab: improving the motivation for learning programming concepts (AF, BC), pp. 238–240.
- FDG-2011-GamesK #design #learning
- Exploring adolescent's STEM learning through scaffolded game design (AIG, LK), pp. 1–8.
- FDG-2011-GurtoRB
- Crafty dynamic vendor pricing in computer role-playing games (DG, MR, AB), pp. 286–288.
- FDG-2011-Hall #design #multi #smarttech
- A point-and-shoot weapon design for outdoor multi-player smartphone games (RJH0), pp. 53–60.
- FDG-2011-IsbisterRSHL #comparison
- Is more movement better?: a controlled comparison of movement-based games (KI, RR, US, EOH, JL), pp. 331–333.
- FDG-2011-LavioleHS #physics #simulation #using
- Tabletop games using real environment and physical simulation (JL, MH, CS), pp. 322–324.
- FDG-2011-LlansoGGG #domain model #modelling #video
- Explicit domain modelling in video games (DL, MAGM, PPGM, PAGC), pp. 99–106.
- FDG-2011-Lotte #3d #human-computer #interface #question
- Brain-computer interfaces for 3D games: hype or hope? (FL), pp. 325–327.
- FDG-2011-LundP #distributed #education #physics
- An educational tool for creating distributed physical games (HHL, LP), pp. 219–226.
- FDG-2011-LundT #adaptation #physics
- Adaptive playware in physical games (HHL, ATT), pp. 271–273.
- FDG-2011-MacveanR #evaluation #metric
- An enjoyment metric for the evaluation of alternate reality games (APM, MOR), pp. 277–279.
- FDG-2011-MorelliF #gesture #realtime #using #video
- Real-time sensory substitution to enable players who are blind to play video games using whole body gestures (TM, EF), pp. 147–153.
- FDG-2011-NealenSB #design #towards
- Towards minimalist game design (AN, AS, EB), pp. 38–45.
- FDG-2011-Paul #online
- Don't play me: EVE Online, new players and rhetoric (CAP), pp. 262–264.
- FDG-2011-PereiraPP #generative #towards
- Towards the next generation of board game opponents (AP, RP, AP), pp. 274–276.
- FDG-2011-RamosF
- Supplemental sonification of a bingo game (DR, EF), pp. 168–173.
- FDG-2011-ShepherdDAZT #approach #education
- A different approach to teaching Chinese through serious games (JJS, RJD, MA, YZ, JT), pp. 304–306.
- FDG-2011-SloanKN #using
- Feeling the ambiance: using smart ambiance to increase contextual awareness in game agents (CS, JDK, BMN), pp. 298–300.
- FDG-2011-SullivanS #design #education
- Lessons in teaching game design (AS, GS), pp. 307–309.
- FDG-2011-TreanorSBM #how #logic #visual notation
- Proceduralist readings: how to find meaning in games with graphical logics (MT, BS, IB, MM), pp. 115–122.
- FDG-2011-Vanhatupa #experience #guidelines #personalisation
- Guidelines for personalizing the player experience in computer role-playing games (JMV), pp. 46–52.
- FDG-2011-WengSM #design #social
- The chain model for social tagging game design (LW, RS, FM), pp. 295–297.
- FDG-2011-ZhuOL #representation
- Representing game characters' inner worlds through narrative perspectives (JZ, SO, BL), pp. 204–210.
- VS-Games-2011-Anderson #classification
- A Classification of Scripting Systems for Entertainment and Serious Computer Games (EFA), pp. 47–54.
- VS-Games-2011-BirchallG #development #education #evaluation #named #using
- Elemental: An Insight into the Development and Evaluation of a Secondary Education Chemistry Game Using XNA (JB, CG), pp. 32–39.
- VS-Games-2011-Broin #using
- Using a Criteria-Based User Model for Facilitating Flow in Serious Games (DO), pp. 63–69.
- VS-Games-2011-FroschauerAGM #experience #learning #multi #online #towards
- Towards an Online Multiplayer Serious Game Providing a Joyful Experience in Learning Art History (JF, MA, DG, DM), pp. 160–163.
- VS-Games-2011-GrappioloCTKY #adaptation #towards
- Towards Player Adaptivity in a Serious Game for Conflict Resolution (CG, YGC, JT, RK, GNY), pp. 192–198.
- VS-Games-2011-KaradimitriouR #collaboration #experience #interactive
- Studying Player Experience in a Collaborative Embodied Interaction Game (KK, MR), pp. 199–206.
- VS-Games-2011-KravtsovFAPC #animation #approach #hybrid #interactive
- A New Hybrid Approach to the Animation of Complex Character Interactions in Games (DK, OF, VA, AAP, PC), pp. 8–15.
- VS-Games-2011-NetoSNPF #interactive #using
- Solis'Curse - A Cultural Heritage Game Using Voice Interaction with a Virtual Agent (JNN, RS, JPN, JMP, JF), pp. 164–167.
- VS-Games-2011-PaliokasAM #3d #education #interactive #programming #video
- PlayLOGO 3D: A 3D Interactive Video Game for Early Programming Education: Let LOGO Be a Game (IP, CA, MM), pp. 24–31.
- VS-Games-2011-PauwelsMAS #architecture #design
- The Role of Game Rules in Architectural Design Environments (PP, RDM, MA, KS), pp. 184–185.
- VS-Games-2011-PetridisDASQFPS #social
- Building Social Commmunities around Alternate Reality Games (PP, ID, SA, SS, AQ, SdF, AP, KS), pp. 76–83.
- VS-Games-2011-RosendoBGSF #3d #development #maintenance #network #towards
- Towards the Development of a 3D Serious Game for Training in Power Network Maintenance (MR, TB, KdG, SS, CF), pp. 16–23.
- VS-Games-2011-SantosBARM #assessment #empirical #student
- Assessment of ADHD through a Computer Game: An Experiment with a Sample of Students (FEGS, APZB, LCVdA, KR, PM), pp. 104–111.
- VS-Games-2011-SaridakiM #student
- Incorporating Serious Games in the Classroom of Students with Intellectual Disabilities and the Role of the Educator (MS, CM), pp. 180–181.
- VS-Games-2011-ScarleDBSDCPR
- Complete Motion Control of a Serious Game against Obesity in Children (SS, ID, TBR, ES, KD, AC, JAP, WR), pp. 178–179.
- VS-Games-2011-TolentinoBPOP #health #usability
- Usability of Serious Games for Health (GPT, CB, ACVP, RJdO, MGMdP), pp. 172–175.
- VS-Games-2011-VoulgariK #collaboration #interactive #learning #multi #on the #online
- On Studying Collaborative Learning Interactions in Massively Multiplayer Online Games (IV, VK), pp. 182–183.
- VS-Games-2011-Yi #design #student
- Designing Serious Games to Enhance Political Efficacy and Critical Thinking Disposition for College Students: The Case of Taiwan (HLY), pp. 148–151.
- AGTIVE-2011-GreenyerR #automaton #concept #diagrams #graph grammar #sequence chart #specification
- Applying Advanced TGG Concepts for a Complex Transformation of Sequence Diagram Specifications to Timed Game Automata (JG, JR), pp. 222–237.
- CHI-2011-AndersenLSSP #online
- Placing a value on aesthetics in online casual games (EA, YEL, RS, RS, ZP), pp. 1275–1278.
- CHI-2011-BatemanMSG
- Target assistance for subtly balancing competitive play (SB, RLM, TS, CG), pp. 2355–2364.
- CHI-2011-CheungH #comprehension
- Starcraft from the stands: understanding the game spectator (GC, JH), pp. 763–772.
- CHI-2011-CoyleMDO #behaviour
- Exploratory evaluations of a computer game supporting cognitive behavioural therapy for adolescents (DC, NM, GD, GO), pp. 2937–2946.
- CHI-2011-GuyPDGT #crowdsourcing #graph #social
- Guess who?: enriching the social graph through a crowdsourcing game (IG, AP, TD, OG, IT), pp. 1373–1382.
- CHI-2011-JianqiangMZKBJ #facebook #volunteer
- Farmer’s tale: a facebook game to promote volunteerism (DSJ, XM, SZ, JTK, SLB, ZJ), pp. 581–584.
- CHI-2011-LaViolaL #3d #video
- Evaluating the benefits of 3d stereo in modern video games (JJLJ, TL), pp. 2345–2354.
- CHI-2011-LindenJBRS #feedback #lessons learnt #realtime
- Buzzing to play: lessons learned from an in the wild study of real-time vibrotactile feedback (JvdL, RMGJ, JB, YR, ES), pp. 533–542.
- CHI-2011-LinehanKLC #design #education #guidelines
- Practical, appropriate, empirically-validated guidelines for designing educational games (CL, BK, SWL, GC), pp. 1979–1988.
- CHI-2011-MedlerJL #online #visual notation
- Data cracker: developing a visual game analytic tool for analyzing online gameplay (BM, MJ, JL), pp. 2365–2374.
- CHI-2011-MuellerEVGABS #design #framework
- Designing sports: a framework for exertion games (FM, DE, FV, MRG, SA, BB, JGS), pp. 2651–2660.
- CHI-2011-NackeKLM #design #interactive #using
- Biofeedback game design: using direct and indirect physiological control to enhance game interaction (LEN, MK, CL, RLM), pp. 103–112.
- CHI-2011-NozA #experience
- Cat cat revolution: an interspecies gaming experience (FN, JA), pp. 2661–2664.
- CHI-2011-TuiteSHTP #image #named #scalability
- PhotoCity: training experts at large-scale image acquisition through a competitive game (KT, NS, DYH, NT, ZP), pp. 1383–1392.
- CSCW-2011-FanLZTSW #gesture #social #using
- Surprise Grabber: a co-located tangible social game using phone hand gesture (MF, XL, YZ, LT, YS, HW), pp. 625–628.
- CSCW-2011-LobunetsP #prototype
- Evaluating a smart working environment with a digital card game prototype (OL, WP), pp. 673–676.
- CSCW-2011-McGillCJCBL #elicitation #online
- Eliciting risk perceptions with an online game: preliminary results (WLM, YC, MJ, JJC, SB, GL), pp. 681–684.
- CSCW-2011-MerrittTOTCM
- Are artificial team-mates scapegoats in computer games (TRM, KBT, CO, ATA, TLC, KM), pp. 685–688.
- CSCW-2011-SilfverbergLL #ll #network #quote #social
- “I’ll press play, but I won’t listen”: profile work in a music-focused social network service (SS, LAL, AL), pp. 207–216.
- CSCW-2011-XuCSHG #comprehension #online #social
- Sociable killers: understanding social relationships in an online first-person shooter game (YX, XC, AS, RH, TG), pp. 197–206.
- CSCW-2011-ZhaoLLG #approach #hybrid #internet #realtime #video
- Back to the future: a hybrid approach to transparent sharing of video games over the internet in real time (SZ, DL, TL, NG), pp. 187–196.
- DHM-2011-DAquaroMMR #question
- Videogames and Elders: A New Path in LCT? (ND, DM, GM, LAR), pp. 245–254.
- DUXU-v1-2011-VilarRNT #design
- Environmental Affordances as a Way to Help in the Design of Videogame Worlds (EV, FR, PN, LT), pp. 323–331.
- DUXU-v2-2011-ArditoLRSYAC #design #learning #pervasive
- Designing Pervasive Games for Learning (CA, RL, DR, CS, NY, NMA, MFC), pp. 99–108.
- DUXU-v2-2011-OlsenPB #effectiveness #how #testing #usability
- Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness (TO, KP, CAB), pp. 625–634.
- HCD-2011-Yamane #authentication #case study #design #multi #online
- Secure Online Game Play with Token: A Case Study in the Design of Multi-factor Authentication Device (SRY), pp. 597–605.
- HCI-UA-2011-BonariniCGMRT #problem
- Affective Videogames: The Problem of Wearability and Comfort (AB, FC, MG, MM, MR, ST), pp. 649–658.
- HCI-UA-2011-FangZ #question #what
- Extraversion and Computer Game Play: Who Plays What Games? (XF, MZ), pp. 659–667.
- HCI-UA-2011-GeorgeS #collaboration #learning
- Introducing Mobility in Serious Games: Enhancing Situated and Collaborative Learning (SG, AS), pp. 12–20.
- HCI-UA-2011-HarleyRGHB #design #interactive
- The Design of an Interactive Stroke Rehabilitation Gaming System (LH, SR, MG, SH, DFB), pp. 167–173.
- HCI-UA-2011-OctaviaBCQL #3d #adaptation #collaboration #interactive #modelling #towards
- User Modeling Approaches towards Adaptation of Users’ Roles to Improve Group Interaction in Collaborative 3D Games (JRO, AB, KC, PQ, KL), pp. 668–677.
- HCI-UA-2011-OlivierWP #music #named #recommendation
- MusicTagger: Exploiting User Generated Game Data for Music Recommendation (HO, MW, NP), pp. 678–687.
- HCI-UA-2011-QinRG #experience #online #social
- The Influence of Social Experience in Online Games (HQ, PLPR, SfG), pp. 688–693.
- HCI-UA-2011-ZhaoSW #recognition
- Head-Pose Recognition for a Game System Based on Nose’s Relative Position (QZ, XS, YW), pp. 694–701.
- HIMI-v2-2011-IkegamiIIO #development #visual notation
- Development of a Tracking Sound Game for Exercise Support of Visually Impaired (YI, KI, HI, MO), pp. 31–35.
- CAiSE-2011-Beis #information management #integration
- Total Integration: The Case of Information Systems for Olympic Games (DAB), p. 2.
- CAiSE-2011-TranM #evolution #requirements #towards
- Dealing with Known Unknowns: Towards a Game-Theoretic Foundation for Software Requirement Evolution (LMST, FM), pp. 62–76.
- ICEIS-v1-2011-WeiY #analysis #behaviour #metric #security
- Security Investment Analysis on Gaming Theory with Measurements of Cost and Decision Behavior (WW, RY), pp. 519–523.
- ICEIS-v2-2011-Jin-shiH #traceability
- Establishing Food Traceability System based on Game Theory — From the Perspective of Retailers (WJs, LHj), pp. 368–372.
- ICEIS-v4-2011-Jung #comprehension #video
- Understanding Media Violence from a Role-play Perspective — Effects of Various Types of Violent Video Games on Players’ Cognitive Aggression (YJ), pp. 261–266.
- ICEIS-v4-2011-WangG #integration #research
- Research on the Operational Integration Processing of Telecom Operators based on Game Theory (XW, ZG), pp. 444–448.
- ICEIS-v4-2011-XuF #approach #case study #education #re-engineering #social
- A Case Study: Integrating a Game Application-driven Approach and Social Collaborations into Software Engineering Education (WX, STF), pp. 23–32.
- ICEIS-v4-2011-ZhangZ11a #algorithm #contest #performance
- Model and Algorithm of Competition Between High-speed Railway and Air Transport — Game Theory Based (JZ, PZ), pp. 563–568.
- ICEIS-v4-2011-ZhaoH #comprehension #empirical #human-computer
- Understanding HCI Issues of Browser Game Playing in China — An Empirical Study (FZ, QH), pp. 254–260.
- CIKM-2011-ONeilPA #behaviour #named #query
- Fu-Finder: a game for studying querying behaviours (CO, JP, LA), pp. 2561–2564.
- CIKM-2011-WeichselbraunGS #sentiment #using
- Using games with a purpose and bootstrapping to create domain-specific sentiment lexicons (AW, SG, AS), pp. 1053–1060.
- KDD-2011-AlqadahB #clustering #framework #network
- A game theoretic framework for heterogenous information network clustering (FA, RB), pp. 795–804.
- KDD-2011-BrucknerS #predict #problem
- Stackelberg games for adversarial prediction problems (MB, TS), pp. 547–555.
- SEKE-2011-MorelliN #architecture #development
- A Panorama of Software Architectures in Game Development (LBM, EYN), pp. 752–757.
- SEKE-2011-ThiryZS #education #empirical #learning #testing
- Empirical study upon software testing learning with support from educational game (MT, AZ, ACdS), pp. 481–484.
- SIGIR-2011-AgeevGLA #interactive #modelling #using #web
- Find it if you can: a game for modeling different types of web search success using interaction data (MA, QG, DL, EA), pp. 345–354.
- Onward-2011-DemmelKKS
- The serious game: wemakewords (RBD, BK, SK, LS), pp. 109–110.
- QAPL-2011-FahrenbergTL
- Distances for Weighted Transition Systems: Games and Properties (UF, CRT, KGL), pp. 134–147.
- QAPL-2011-Rutkowski #automaton
- Two-Player Reachability-Price Games on Single-Clock Timed Automata (MR), pp. 31–46.
- ICSE-2011-Chen #named #testing
- GATE: game-based testing environment (NC), pp. 1078–1081.
- ICSE-2011-HullettNSH #data analysis #development
- Data analytics for game development (KH, NN, ES, JH), pp. 940–943.
- SAC-2011-GohLC #image #performance
- Performance and perceptions of human computation games for image tagging (DHLG, CSL, AYKC), pp. 1124–1129.
- SAC-2011-LiuLTL #framework #interactive #learning #platform
- A cognition-based interactive game platform for learning Chinese characters (CLL, CYL, JLT, CLL), pp. 1181–1186.
- SAC-2011-MajchrzakH
- Game vendors’ influence on the monetary value of virtual goods (TAM, KFH), pp. 757–764.
- SAC-2011-SharminRARF #education #interactive #speech
- Teaching intelligible speech to the autistic children by interactive computer games (MAS, MMR, SIA, MMR, SMF), pp. 1208–1209.
- SAC-2011-SimoesO #behaviour #learning #modelling
- Leveraging the dynamics of learning by modeling and managing psychosocial relations and behavior by means of game theory and memetics (JCS, NO), pp. 1194–1201.
- SLE-2011-NishimoriK #framework #programming
- Join Token-Based Event Handling: A Comprehensive Framework for Game Programming (TN, YK), pp. 119–138.
- CASE-2011-YangXZCT #multi
- A vision system with multiple cameras designed for humanoid robots to play table tennis (PY, DX, ZZ, GC, MT), pp. 737–742.
- ESOP-2011-MurawskiT #algorithm #semantics
- Algorithmic Nominal Game Semantics (ASM, NT), pp. 419–438.
- FoSSaCS-2011-BertrandSJK #approach #automaton
- A Game Approach to Determinize Timed Automata (NB, AS, TJ, MK), pp. 245–259.
- FoSSaCS-2011-Clairambault #estimation #interactive #semantics
- Estimation of the Length of Interactions in Arena Game Semantics (PC), pp. 335–349.
- FoSSaCS-2011-GhicaM #abstraction #semantics
- Synchronous Game Semantics via Round Abstraction (DRG, MNM), pp. 350–364.
- STOC-2011-AdsulGMS #algorithm #morphism #polynomial
- Rank-1 bimatrix games: a homeomorphism and a polynomial time algorithm (BA, JG, RM, MAS), pp. 195–204.
- STOC-2011-HansenKLMT #algorithm #probability
- Exact algorithms for solving stochastic games: extended abstract (KAH, MK, NL, PBM, EPT), pp. 205–214.
- STOC-2011-KempeV #parallel
- Parallel repetition of entangled games (JK, TV), pp. 353–362.
- TACAS-2011-ChengKLB #algorithm #framework #platform #research
- GAVS+: An Open Platform for the Research of Algorithmic Game Solving (CHC, AK, ML, CB), pp. 258–261.
- CSL-2011-FridmanLZ #infinity #lookahead
- Degrees of Lookahead in Context-free Infinite Games (WF, CL, MZ), pp. 264–276.
- LICS-2011-ChurchillLM #imperative #proving #semantics #source code
- Imperative Programs as Proofs via Game Semantics (MC, JL, GM), pp. 65–74.
- LICS-2011-MurawskiT #semantics
- Game Semantics for Good General References (ASM, NT), pp. 75–84.
- VMCAI-2011-ChengRKB #embedded #fault tolerance #synthesis #theory and practice #using
- Synthesis of Fault-Tolerant Embedded Systems Using Games: From Theory to Practice (CHC, HR, AK, CB), pp. 118–133.
- EDM-2010-RuppSC #analysis #learning #modelling #network #novel
- Modeling Learning Trajectories with Epistemic Network Analysis: A Simulation-based Investigation of a Novel Analytic Method for Epistemic Games (AAR, SJS, YC), pp. 319–320.
- ITiCSE-2010-BasawapatnaKR #design #education #scalability #using
- Using scalable game design to teach computer science from middle school to graduate school (ARB, KHK, AR), pp. 224–228.
- ITiCSE-2010-FinkelsteinPHDCB #named #network #social #student #using
- SNAG: using social networking games to increase student retention in computer science (SLF, EP, AH, KD, SRC, TB), pp. 142–146.
- ITiCSE-2010-Larraza-MendiluzeG #learning #process #topic #using
- Changing the learning process of the input/output topic using a game in a portable console (ELM, NGV), p. 316.
- ITiCSE-2010-McGill #collaboration #design #education #framework
- Collaborative design of cross-disciplinary game minors based on the IGDA curriculum framework (MM), pp. 259–263.
- ICSM-2010-BavotaOLAG #identification #refactoring
- Playing with refactoring: Identifying extract class opportunities through game theory (GB, RO, ADL, GA, YGG), pp. 1–5.
- MSR-2010-RobbesPL #ide #interactive #predict
- Replaying IDE interactions to evaluate and improve change prediction approaches (RR, DP, ML), pp. 161–170.
- CIAA-2010-Neider #automation #graph #reachability
- Reachability Games on Automatic Graphs (DN), pp. 222–230.
- ICALP-v1-2010-AtseriasM #proving
- Mean-Payoff Games and Propositional Proofs (AA, ENM), pp. 102–113.
- ICALP-v1-2010-BateniHIM #network
- The Cooperative Game Theory Foundations of Network Bargaining Games (MB, MH, NI, HM), pp. 67–78.
- ICALP-v1-2010-HarksK #nash #on the
- On the Existence of Pure Nash Equilibria in Weighted Congestion Games (TH, MK), pp. 79–89.
- ICALP-v2-2010-BrazdilJK #reachability
- Reachability Games on Extended Vector Addition Systems with States (TB, PJ, AK), pp. 478–489.
- ICALP-v2-2010-ChatterjeeD #energy
- Energy Parity Games (KC, LD), pp. 599–610.
- ICALP-v2-2010-Laird #call-by #morphism #polymorphism #semantics
- Game Semantics for Call-by-Value Polymorphism (JL), pp. 187–198.
- ICFP-2010-FischerHW #functional #regular expression
- A play on regular expressions: functional pearl (SF, FH, TW), pp. 357–368.
- AIIDE-2010-BarveHKR #authoring #framework #mobile #named #platform
- WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool (CB, SH, DK, MOR).
- AIIDE-2010-FurtakB #complexity #graph #on the
- On the Complexity of Two-Player Attrition Games Played on Graphs (TF, MB).
- AIIDE-2010-GibsonDZ #automation
- An Automated Technique for Drafting Territories in the Board Game Risk (RGG, ND, RZ).
- AIIDE-2010-Gold #low level #online #recognition
- Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game (KG).
- AIIDE-2010-GoldO #using
- Using Machine Translation to Convert Between Difficulties in Rhythm Games (KG, AO).
- AIIDE-2010-KringCS #performance
- DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds (AWK, AJC, NS).
- AIIDE-2010-LaviersS #approach #generative #monte carlo
- A Monte Carlo Approach for Football Play Generation (KRL, GS).
- AIIDE-2010-LiR #adaptation #approach
- An Offline Planning Approach to Game Plotline Adaptation (BL, MOR).
- AIIDE-2010-OrkinSR #behaviour #compilation
- Behavior Compilation for AI in Games (JO, TS, DKR).
- AIIDE-2010-Perkins #analysis #approach #composition #detection #realtime
- Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition (LP).
- AIIDE-2010-ShakerYT #automation #framework #generative #personalisation #platform #towards
- Towards Automatic Personalized Content Generation for Platform Games (NS, GNY, JT).
- AIIDE-2010-SharifiZS #behaviour #learning #using
- Learning Companion Behaviors Using Reinforcement Learning in Games (AS, RZ, DS).
- AIIDE-2010-TanC #adaptation #architecture #automation #modelling
- An Automated Model-Based Adaptive Architecture in Modern Games (CTT, HLC).
- AIIDE-2010-TrentonSFO
- Quest Patterns for Story-Based Computer Games (MT, DS, JF, CO).
- AIIDE-2010-YoungbloodHHC #agile #behaviour #development #using
- Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control (GMY, FWPH, DHH, AC).
- AIIDE-2010-ZydaSRAL #community #design #multi #online #research
- Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities (MZ, MS, BR, BA, PML).
- CIG-2010-AbrahamM #adaptation
- AI for dynamic team-mate adaptation in games (ATA, KM), pp. 419–426.
- CIG-2010-Ashlock #automation #evolution #generative
- Automatic generation of game elements via evolution (DAA), pp. 289–296.
- CIG-2010-BeaudryBCK #challenge #markov #using
- Using Markov decision theory to provide a fair challenge in a roll-and-move board game (EB, FB, SC, FK), pp. 1–8.
- CIG-2010-BidarraSG #video
- Growing on the inside: Soulful characters for video games (RB, RS, KG), pp. 337–344.
- CIG-2010-BojarskiC #named #rule-based
- REALM: A rule-based evolutionary computation agent that learns to play Mario (SB, CBC), pp. 83–90.
- CIG-2010-ButlerD #predict
- Partial observability during predictions of the opponent's movements in an RTS game (SB0, YD), pp. 46–53.
- CIG-2010-ChapelBM #detection #online #probability
- Probabilistic approaches to cheating detection in online games (LC, DB, DM), pp. 195–201.
- CIG-2010-Damer
- The day the game came alive: Virtual worlds and an origin of Artificial Life (BD), pp. 1–6.
- CIG-2010-GuervosMRC #performance
- Assessing efficiency of different evolutionary strategies playing MasterMind (JJMG, AMM, TPR, CC), pp. 38–45.
- CIG-2010-HagelbackJ #case study #realtime
- A study on human like characteristics in real time strategy games (JH, SJJ), pp. 139–145.
- CIG-2010-HagelbackJP #realtime
- AI and computational intelligence for real-time strategy games (JH, SJJ, MP), pp. 1–4.
- CIG-2010-HannaHCB #architecture #composition #learning
- Modular Reinforcement Learning architectures for artificially intelligent agents in complex game environments (CJH, RJH, DC, MMB), pp. 380–387.
- CIG-2010-SalgeM #approach #information management
- Relevant Information as a formalised approach to evaluate game mechanics (CS, TM), pp. 281–288.
- CIG-2010-SmithNM #logic #modelling #named
- LUDOCORE: A logical game engine for modeling videogames (AMS, MJN, MM), pp. 91–98.
- CIG-2010-St-PierreWW #generative
- A selective move generator for the game axis and allies (DLSP, MHMW, DAW), pp. 162–169.
- CIG-2010-SyberfeldtS #comprehension #optimisation
- A serious game for understanding artificial intelligence in production optimization (AS, SS), pp. 443–449.
- CIG-2010-TognettiGBM #modelling
- Modeling enjoyment preference from physiological responses in a car racing game (ST, MG, AB, MM), pp. 321–328.
- CIG-2010-WeberMMJ #multi
- Reactive planning idioms for multi-scale game AI (BGW, PAM, MM, AJ), pp. 115–122.
- CIG-2010-YoonJC #artificial reality #experience #interface
- Enhanced user immersive experience with a virtual reality based FPS game interface (JY, SHJ, SBC), pp. 69–74.
- FDG-2010-ArenaS #exclamation #learning #statistics #video
- Stats invaders!: learning about statistics by playing a classic video game (DA, DLS), pp. 248–249.
- FDG-2010-BoyceB #learning #motivation #using
- BeadLoom Game: using game elements to increase motivation and learning (AKB, TB), pp. 25–31.
- FDG-2010-ChaffinB #lessons learnt #prototype #research
- Lessons from a course on serious games research and prototyping (AC, TB), pp. 32–39.
- FDG-2010-CooperTBLTKSBSBP #challenge #design
- The challenge of designing scientific discovery games (SC, AT, JB, ALF, KT, FK, ACS, MB, DS, DB, ZP), pp. 40–47.
- FDG-2010-DiSalvoB #gender
- Race and gender in play practices: young African American males (BJD, AB), pp. 56–63.
- FDG-2010-DoranBF #design
- Reaching out with game design (KD, AKB, SLF), pp. 250–251.
- FDG-2010-EsteyLGG #design #learning
- Investigating studio-based learning in a course on game design (AE, JL, BG, AAG), pp. 64–71.
- FDG-2010-Groenewegen #behaviour
- Improving crowd behaviour for games and virtual worlds (SG), pp. 256–258.
- FDG-2010-Hertz #design #named
- OutRun: perversive games and designing the de-simulation of eight-bit driving (GH), pp. 72–78.
- FDG-2010-Hicks #education #social #towards
- Towards social gaming methods for improving game-based computer science education (AH), pp. 259–261.
- FDG-2010-Johnson #collaboration #multi #realtime
- Supporting collaborative real-time strategic planning in multi-player games (MWJ), pp. 265–267.
- FDG-2010-Juul
- In search of lost time: on game goals and failure costs (JJ), pp. 86–91.
- FDG-2010-LewisW #case study #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 #taxonomy #video #what
- What went wrong: a taxonomy of video game bugs (CL0, JW, NWF), pp. 108–115.
- FDG-2010-Lopes #adaptation
- Scenario adaptivity in serious games (RL), pp. 268–270.
- FDG-2010-McGeeA #overview #realtime
- Real-time team-mate AI in games: a definition, survey, & critique (KM, ATA), pp. 124–131.
- FDG-2010-McLaughlinSB #development #framework #visual notation
- A framework for evidence based visual style development for serious games (TM, DS, IAB), pp. 132–138.
- FDG-2010-Mehm #authoring
- Authoring serious games (FM), pp. 271–273.
- FDG-2010-MilamE #analysis #design
- Analysis of level design 'push & pull' within 21 games (DM, MSEN), pp. 139–146.
- FDG-2010-MorelliFCLF #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-NickelB #collaboration #education #learning #multi
- Games for CS education: computer-supported collaborative learning and multiplayer games (AN, TB), pp. 274–276.
- FDG-2010-NortonWL #guidelines #interface #video
- Exploring strategies and guidelines for developing full body video game interfaces (JN, CAW, JJLJ), pp. 155–162.
- FDG-2010-RossoffTG #adaptation #music
- Adapting personal music for synesthetic game play (SR, GT, BG), pp. 163–170.
- FDG-2010-SaliWDMKRL #evaluation #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 #named
- ABC-Sprints: adapting Scrum to academic game development courses (JS, RW, MM), pp. 187–194.
- FDG-2010-SheldonPKOCTR #approach #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-TaylorW #education #how #what
- This is how we play it: what a mega-LAN can teach us about games (TLT, EW), pp. 195–202.
- FDG-2010-ThomasD #effectiveness #evaluation #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-TolentinoSB #design #education #learning #social #student
- Applying game design principles to social skills learning for students in special education (LMT, PS, DB), pp. 252–253.
- FDG-2010-TreanorMW #design #exclamation #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
- Reconstructing the world in 3D: bringing games with a purpose outdoors (KT, NS, DYH, AMS, ZP), pp. 232–239.
- FDG-2010-WongEZZKPSSS #implementation
- Implementing games on pinball machines (DW0, DE, FZ, RZ, SK, AP, SS, JS, NRS), pp. 240–247.
- VS-Games-2010-AshfieldJK
- Serious Games for Geographical Field Skills: An Exploration (SA, CJ, JK), pp. 71–74.
- VS-Games-2010-BurkeMCMCM #artificial reality
- Augmented Reality Games for Upper-Limb Stroke Rehabilitation (JWB, MDJM, DC, PJM, JC, SM), pp. 75–78.
- VS-Games-2010-CantoniK #development
- The Waiter Game: Structure and Development of an Hospitality Training Game (LC, NK), pp. 83–86.
- VS-Games-2010-FernandesS #agile
- PlayScrum - A Card Game to Learn the Scrum Agile Method (JMF, SMS), pp. 52–59.
- VS-Games-2010-JeppFP #composition #framework
- An Agent Framework for a Modular Serious Game (PJ, MF, JMP), pp. 19–26.
- VS-Games-2010-NoghaniLA #3d
- Randomly Generated 3D Environments for Serious Games (JN, FL, EFA), pp. 3–10.
- VS-Games-2010-PetridisDFP
- An Engine Selection Methodology for High Fidelity Serious Games (PP, ID, SdF, DP), pp. 27–34.
- VS-Games-2010-RodriguesSV #development #education
- A Digital Game Development Education Project (NFR, RS, JLV), pp. 79–82.
- VS-Games-2010-SpekOWA
- Attentional Cueing in Serious Games (EDVdS, HvO, PW, LA), pp. 119–125.
- VS-Games-2010-VidaniCC
- Assessing Nurses' Acceptance of a Serious Game for Emergency Medical Services (ACV, LC, EC), pp. 101–108.
- VS-Games-2010-YusoffCG #using #validation
- Validation of Serious Games Attributes Using the Technology Acceptance Model (AY, RC, LG), pp. 45–51.
- CHI-2010-AlankusLMK #towards
- Towards customizable games for stroke rehabilitation (GA, AL, MM, CK), pp. 2113–2122.
- CHI-2010-BerkovskyCFBB #physics #process
- Physical activity motivating games: virtual rewards for real activity (SB, MC, JF, DB, NB), pp. 243–252.
- CHI-2010-DownsHSC
- Are your participants gaming the system?: screening mechanical turk workers (JSD, MBH, SS, LFC), pp. 2399–2402.
- CHI-2010-El-NasrAMELMM #comprehension
- Understanding and evaluating cooperative games (MSEN, BA, DM, ME, BL, HM, SM), pp. 253–262.
- CHI-2010-IsbisterFH #design #learning
- Designing games for learning: insights from conversations with designers (KI, MF, CH), pp. 2041–2044.
- CHI-2010-KirmanLLMGG #facebook #information management #social
- Improving social game engagement on facebook through enhanced socio-contextual information (BK, SWL, CL, FM, LG, AG), pp. 1753–1756.
- CHI-2010-KuikkaniemiLTSKR
- The influence of implicit and explicit biofeedback in first-person shooter games (KK, TL, MT, TS, IK, NR), pp. 859–868.
- CHI-2010-LindleyHS #case study #design
- Designing a technological playground: a field study of the emergence of play in household messaging (SEL, RHRH, AS), pp. 2351–2360.
- CHI-2010-MedlerM #design
- The implications of improvisational acting and role-playing on design methodologies (BM, BM), pp. 483–492.
- CHI-2010-RaffleBRHFGRMKS #distance #product line
- Family story play: reading with young children (and elmo) over a distance (HR, RB, GR, HH, SF, JG, ER, KM, JK, MS), pp. 1583–1592.
- CHI-2010-TianLWWLKSDC #learning #mobile
- Let’s play chinese characters: mobile learning approaches via culturally inspired group games (FT, FL, JW, HW, WL, MK, VS, GD, JC), pp. 1603–1612.
- CHI-2010-WalshG #named #recommendation
- Curator: a game with a purpose for collection recommendation (GW, JG), pp. 2079–2082.
- CHI-2010-YaroshIB #distance #towards #video
- Video playdate: toward free play across distance (SY, KMI, AJBB), pp. 1251–1260.
- CHI-2010-YeeDQ #mobile
- Investigating narrative in mobile games for seniors (SLCYY, HBLD, FKHQ), pp. 669–672.
- CSCW-2010-VoidaCG
- The individual and the group in console gaming (AV, MSTC, SG), pp. 371–380.
- ICEIS-AIDSS-2010-PortelaAROG #automation #detection #framework #performance
- An Intelligent Framework for Automatic Event Detection in Robotic Soccer Games — An Auxiliar Tool to Help Coaches Improve their Teams’ Performance (JP, PA, LPR, ECO, JG), pp. 244–249.
- ICML-2010-BouzyM #learning #matrix #multi
- Multi-agent Learning Experiments on Repeated Matrix Games (BB, MM), pp. 119–126.
- ICML-2010-GaudelS #feature model
- Feature Selection as a One-Player Game (RG, MS), pp. 359–366.
- ICPR-2010-AlbarelliRCT #approach #robust
- Robust Figure Extraction on Textured Background: A Game-Theoretic Approach (AA, ER, AC, AT), pp. 360–363.
- ICPR-2010-LaunilaS #estimation
- Contextual Features for Head Pose Estimation in Football Games (AL, JS), pp. 340–343.
- ICPR-2010-ParkY #analysis #approach #network #social
- Social Network Approach to Analysis of Soccer Game (KJP, AY), pp. 3935–3938.
- ICPR-2010-RodolaAT #approach #multi #robust
- A Game-Theoretic Approach to Robust Selection of Multi-view Point Correspondence (ER, AA, AT), pp. 57–60.
- ICPR-2010-RoySB #image #segmentation #using
- Segmentation of Unideal Iris Images Using Game Theory (KR, CYS, PB), pp. 2844–2847.
- ICPR-2010-ZafrullaBYPSH #education #verification
- American Sign Language Phrase Verification in an Educational Game for Deaf Children (ZZ, HB, PY, PP, TS, HH), pp. 3846–3849.
- KEOD-2010-KermanidisA #representation #semantics
- LSA-based Semantic Representation of Action Games (KLK, KA), pp. 218–223.
- KMIS-2010-SrivastavaS #composition #using #validation
- The Validation of a Dynamic Service Composition Model using a Simple Game (AS, PGS), pp. 260–266.
- KR-2010-GiacomoLP #calculus #reasoning #representation #source code
- Situation Calculus Based Programs for Representing and Reasoning about Game Structures (GDG, YL, ARP).
- RecSys-2010-BerkovskyFCB #algorithm #process #recommendation
- Recommender algorithms in activity motivating games (SB, JF, MC, DB), pp. 175–182.
- SPLC-2010-FurtadoSR #analysis #product line
- Streamlining Domain Analysis for Digital Games Product Lines (AWBF, ALMS, GLR), pp. 316–330.
- QAPL-2010-BiancoFMM
- Quantitative Fairness Games (AB, MF, FM, AM), pp. 48–63.
- QAPL-2010-RabeS #markov
- Optimal Time-Abstract Schedulers for CTMDPs and Markov Games (MNR, SS), pp. 144–158.
- ICSE-2010-MusilSWB #education #prototype #what
- Synthesized essence: what game jams teach about prototyping of new software products (JM, AS, DW, SB), pp. 183–186.
- SAC-2010-ChuaLGTA #mobile #resource management #usability
- Evaluating the usability of a mobile content sharing game (AYKC, CSL, DHLG, KTT, NA), pp. 597–598.
- SAC-2010-PeixotoPR #education #simulation
- Semiotic inspection method in the context of educational simulation games (DCCP, ROP, RFR), pp. 1207–1212.
- PPoPP-2010-LupeiSPMBKA #memory management #parallel #scalability #towards #transaction #using
- Towards scalable and transparent parallelization of multiplayer games using transactional memory support (DL, BS, DP, MM, MB, WK, CA), pp. 325–326.
- FoSSaCS-2010-AsarinCV
- Fair Adversaries and Randomization in Two-Player Games (EA, RCYF, DV), pp. 64–78.
- FoSSaCS-2010-HoltmannKT #infinity #lookahead
- Degrees of Lookahead in Regular Infinite Games (MH, LK, WT), pp. 252–266.
- STOC-2010-RaghavendraS #graph
- Graph expansion and the unique games conjecture (PR, DS), pp. 755–764.
- CAV-2010-ChatterjeeHJR #named #probability
- Gist: A Solver for Probabilistic Games (KC, TAH, BJ, AR), pp. 665–669.
- CSL-2010-DegorreDGRT #energy
- Energy and Mean-Payoff Games with Imperfect Information (AD, LD, RG, JFR, ST), pp. 260–274.
- CSL-2010-Gradel
- Definability in Games (EG), pp. 19–21.
- LICS-2010-Laird #polymorphism #programming language #semantics
- Game Semantics for a Polymorphic Programming Language (JL), pp. 41–49.
- HT-2009-RafelsbergerS #network #platform #social
- Games with a purpose for social networking platforms (WR, AS), pp. 193–198.
- SIGMOD-2009-DemersGKSW #database #research
- Database research in computer games (AJD, JG, CK, BS, WMW), pp. 1011–1014.
- VLDB-2009-KoloniariP #clustering #peer-to-peer
- A Recall-Based Cluster Formation Game in Peer-to-Peer Systems (GK, EP), pp. 455–466.
- VLDB-2009-SallesCSDGKW #evaluation #multi #online
- An Evaluation of Checkpoint Recovery for Massively Multiplayer Online Games (MAVS, TC, BS, AJD, JG, CK, WMW), pp. 1258–1269.
- CSEET-2009-WuWSK #development #education #evaluation #framework #using
- An Evaluation of Using a Game Development Framework in Higher Education (BW, AIW, JES, TBK), pp. 41–44.
- ITiCSE-2009-Al-BowAEFFLLM #education #programming #student #using
- Using game creation for teaching computer programming to high school students and teachers (MAB, DA, JE, RF, JF, CL, STL, SM), pp. 104–108.
- ITiCSE-2009-Gomez-MartinJA #design pattern #education #product line #using
- Teaching design patterns using a family of games (MAGM, GJD, JA), pp. 268–272.
- ITiCSE-2009-Kurkovsky #development #mobile
- Making the case for mobile game development (SK), p. 401.
- ITiCSE-2009-Popyack
- Blackjack-playing agents in an advanced AI course (JLP), pp. 208–212.
- ITiCSE-2009-Seidman #3d #interactive #programming
- Alice first: 3D interactive game programming (RHS), p. 345.
- ICSM-2009-KhomhGA #design pattern #empirical
- Playing roles in design patterns: An empirical descriptive and analytic study (FK, YGG, GA), pp. 83–92.
- CIAA-2009-Zimmermann
- Time-Optimal Winning Strategies for Poset Games (MZ0), pp. 217–226.
- DLT-2009-KountouriotisNR #boolean grammar
- A Game-Theoretic Characterization of Boolean Grammars (VK, CN, PR), pp. 334–347.
- ICALP-v1-2009-ChienS
- Strong and Pareto Price of Anarchy in Congestion Games (SC, AS), pp. 279–291.
- ICALP-v1-2009-Papadimitriou #algorithm
- Algorithmic Game Theory: A Snapshot (CHP), pp. 3–11.
- ICALP-v2-2009-BouyerF #probability #reachability
- Reachability in Stochastic Timed Games (PB, VF), pp. 103–114.
- ICALP-v2-2009-ChatterjeeDH #overview #probability
- A Survey of Stochastic Games with Limsup and Liminf Objectives (KC, LD, TAH), pp. 1–15.
- ICALP-v2-2009-GriponS #concurrent #probability
- Qualitative Concurrent Stochastic Games with Imperfect Information (VG, OS), pp. 200–211.
- ICALP-v2-2009-UmmelsW #complexity #multi #nash #probability
- The Complexity of Nash Equilibria in Simple Stochastic Multiplayer Games (MU, DW), pp. 297–308.
- TLCA-2009-Boudes
- Thick Subtrees, Games and Experiments (PB), pp. 65–79.
- AIIDE-2009-BartheyeJ #component #realtime #video
- A Real-Time PDDL-based Planning Component for Video Games (OB, EJ).
- AIIDE-2009-CutumisuS #architecture #behaviour #multi
- An Architecture for Game Behavior AI: Behavior Multi-Queues (MC, DS).
- AIIDE-2009-HagelbackJ #multi
- A Multi-Agent Potential Field-based Bot for a Full RTS Game Scenario (JH, SJJ).
- AIIDE-2009-HastingsGS #automation #generative #video
- Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game (EJH, RKG, KOS).
- AIIDE-2009-JhalaSMY #challenge
- Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge (AJ, MS, HPM, GNY).
- AIIDE-2009-JonesPSRG #adaptation #requirements
- Adapting Game-Playing Agents to Game Requirements (JJ, CP, AS, SR, AKG0).
- AIIDE-2009-KerrS #generative
- Supporting Dialogue Generation for Story-Based Games (CMK, DS).
- AIIDE-2009-LiSCKSMAA #behaviour #video
- Constructing Game Agents from Video of Human Behavior (NL, DJS, GC, TK, DGS, MM, DWA, KA).
- AIIDE-2009-LudwigF #framework
- Examining Extended Dynamic Scripting in a Tactical Game Framework (JL, AF).
- AIIDE-2009-PedersenTY #experience #framework #optimisation #platform
- Optimization of Platform Game Levels for Player Experience (CP, JT, GNY).
- AIIDE-2009-SmithNM #sketching #testing
- Computational Support for Play Testing Game Sketches (AMS, MJN, MM).
- AIIDE-2009-SmithNM09a #prototype
- Prototyping Games with BIPED (AMS, MJN, MM).
- AIIDE-2009-TanC #adaptation #learning #named
- IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games (CTT, HLC).
- AIIDE-2009-TutenelSBK #design #semantics #using
- Using Semantics to Improve the Design of Game Worlds (TT, RMS, RB, KJdK).
- AIIDE-2009-WeberM #order #realtime #reasoning
- Case-Based Reasoning for Build Order in Real-Time Strategy Games (BGW, MM).
- AIIDE-2009-ZhaoS #behaviour #learning #modelling #using
- Learning Character Behaviors Using Agent Modeling in Games (RZ, DS).
- CIG-2009-BasilicoGR
- Capturing augmented sensing capabilities and intrusion delay in patrolling-intrusion games (NB, NG0, TR), pp. 186–193.
- CIG-2009-BellottiBGP
- A task annotation model for Sandbox Serious Games (FB, RB, ADG, LP), pp. 233–240.
- CIG-2009-Bjornsson
- General game-playing systems (YB).
- CIG-2009-BurrowL #difference #evolution #learning
- Evolution versus Temporal Difference Learning for learning to play Ms. Pac-Man (PB, SML), pp. 53–60.
- CIG-2009-GalwayCB #difference #learning #using
- Improving Temporal Difference game agent control using a dynamic exploration during control learning (LG, DC, MMB), pp. 38–45.
- CIG-2009-Greenwood
- Deceptive strategies for the evolutionary minority game (GWG), pp. 25–31.
- CIG-2009-HagelbackJ #experience #runtime #scalability
- Measuring player experience on runtime dynamic difficulty scaling in an RTS game (JH, SJJ), pp. 46–52.
- CIG-2009-HastingsGS #evolution #video
- Evolving content in the Galactic Arms Race video game (EJH, RKG, KOS), pp. 241–248.
- CIG-2009-JangYC #algorithm #realtime #using
- Optimal strategy selection of non-player character on real time strategy game using a speciated evolutionary algorithm (SHJ, JY, SBC), pp. 75–79.
- CIG-2009-Jantke #design
- Dramaturgical Design of the Narrative in Digital Games: AI planning of conflicts in non-linear spaces of time (KPJ), pp. 88–95.
- CIG-2009-JaskowskiK #algorithm #analysis #coordination #formal method
- Formal analysis and algorithms for extracting coordinate systems of games (WJ, KK), pp. 201–208.
- CIG-2009-KeaveneyO #evolution #realtime #robust
- Evolving robust strategies for an abstract real-time strategy game (DK, CO), pp. 371–378.
- CIG-2009-KemmerlingABPUW #question
- Is human-like and well playing contradictory for Diplomacy bots? (MK, NA, NB, MP, SU, WW), pp. 209–216.
- CIG-2009-Lecchi
- Artificial intelligence in racing games (SL).
- CIG-2009-MorenoLS #behaviour #towards
- Towards conscious-like behavior in computer game characters (RAM, AL, AS), pp. 217–224.
- CIG-2009-Pace #algorithm #how #search-based
- How a genetic algorithm learns to play Traveler's Dilemma by choosing dominated strategies to achieve greater payoffs (MP), pp. 194–200.
- CIG-2009-RoblesL
- A simple tree search method for playing Ms. Pac-Man (DR, SML), pp. 249–255.
- CIG-2009-Stanley #evolution #network #video
- Practical issues in evolving neural network controllers for video game agents (KOS).
- CIG-2009-Vaccaro #framework #modelling #simulation
- Modeling and simulation framework of real urban and board games to train players (JMV).
- CIG-2009-VegaK #geometry #modelling
- Modeling the game of Arimaa with Linguistic Geometry (JRMV, ZRK), pp. 379–386.
- DiGRA-2009-AndersonBCDLM #problem #using #video
- Using microgenetic methods to investigate problem solving in video games (AA, CB, KMC, JD, AL, WM).
- DiGRA-2009-Araujo #modelling #petri net
- Modeling Games with Petri Nets (MA).
- DiGRA-2009-Aslinger #music
- Genre in Genre: The Role of Music in Music Games (BA).
- DiGRA-2009-BangSG #design #energy #feedback #mobile #persuasion #social
- Persuasive design of a mobile energy conservation game with direct feedback and social cues (MB, MS, AG).
- DiGRA-2009-BarwickMD
- Where have all the games gone? Explorations on the cultural significance of digital games and preservation (JB, AM, JD).
- DiGRA-2009-Bonanno #collaboration #learning
- A Process-oriented pedagogy for collaborative game-based learning [Abstract] (PB).
- DiGRA-2009-BruskB #design pattern
- Gameplay Design Patterns for Game Dialogues (JB, SB).
- DiGRA-2009-Calleja
- Experiential Narrative in Game Environments (GC).
- DiGRA-2009-CanossaD #development
- Patterns of Play: Play-Personas in User-Centred Game Development (AC, AD).
- DiGRA-2009-CanossaKNP
- Making Sense of Game Aesthetics [Panel Abstracts] (AC, GK, SN, CP).
- DiGRA-2009-Carr #analysis
- Textual Analysis, Digital Games, Zombies (DC).
- DiGRA-2009-Colvert
- Peer Puppeteers: Alternate Reality Gaming in Primary School Settings (AC).
- DiGRA-2009-Conway #analysis
- “It's in the game” and above the game: An analysis of the players of sports videogames [Abstract] (SC).
- DiGRA-2009-CoppockCMCF #comprehension #state of the art
- Understanding Play Practices: Contributions to the State of the Art [Panel Papers] (PJC, DC, AM, AC, GF0).
- DiGRA-2009-DahlskogKA #classification #functional #using
- Mapping the game landscape: Locating genres using functional classification (SD, AK, EA).
- DiGRA-2009-DanseySE #case study #pervasive
- Contextually-Ambiguous Pervasive Games: An Exploratory Study (ND, BS, RE).
- DiGRA-2009-Deterding #approach #video
- The Game Frame: Systemizing a Goffmanian Approach to Video Game Theory [Extended Abstract] (SD).
- DiGRA-2009-DeversW #design #online
- Let Me Entertain You: Designing for Surveillance and Online Gaming (DD, SW).
- DiGRA-2009-DiSalvoGMMPSB
- Glitch Game Testers: African American Men Breaking Open the Console (BJD, MG, TM, CM, KP, CS, AB).
- DiGRA-2009-DivotkeyKD #challenge #development #education
- Game Development: a Teaching Challenge [Abstract] (RD, MK, JD).
- DiGRA-2009-DixonB #performance #social #women
- Girls' Play: Context, performance & social videogame play [Abstract] (SD, KB).
- DiGRA-2009-DrachenCMEHS
- Role-Playing Games: The State of Knowledge [Panel Abstracts] (AD, MC, MM, MPE, MH, JS).
- DiGRA-2009-Duncan #design #learning
- Bridging Gaming and Designing: Two Sites of Informal Design Learning [Abstract] (SCD).
- DiGRA-2009-EasterlyCH #evolution
- Evolution and Digital Game Studies (DE, DAC, DH).
- DiGRA-2009-Eladhari
- Emotional Attachments for Story Construction in Virtual Game Worlds (MPE).
- DiGRA-2009-EylesE #using
- Using an RFID game to phenomenologically test a theoretical systemic model for describing ambient games (ME, RE).
- DiGRA-2009-Farman #mobile #proximity
- Locative Life: Geocaching, Mobile Gaming, and the Reassertion of Proximity [Abstract] (JF).
- DiGRA-2009-Fernandez-Vara #framework #performance
- Play's the Thing: A Framework to Study Videogames as Performance (CFV).
- DiGRA-2009-FerreiraF #process #video
- Through the Looking Glass: Weavings between the Magic Circle and Immersive Processes in Video Games (EF, TF).
- DiGRA-2009-FlanaganL #case study
- Anxiety, Openness, and Activist Games: A Case Study for Critical Play (MF, AL).
- DiGRA-2009-FlanaganP #assembly #quote
- “Some Assembly Required”: Starting and Growing a Game Lab [Abstracts] (MF, CP).
- DiGRA-2009-Gazzard #comprehension
- Teleporters, Tunnels & Time: Understanding Warp Devices In Videogames (AG).
- DiGRA-2009-Hagen #design
- Where Do Game Design Ideas Come From? Invention and Recycling in Games Developed in Sweden (UH).
- DiGRA-2009-Hammer #design
- Creativity in the Game Design Classroom (JH).
- DiGRA-2009-Harvey #gender
- Balance Boards and Dance Pads: The Impact of Innovation on Gendered Access to Gaming [Abstract] (AH).
- DiGRA-2009-Heinemann #multi #online
- Gold farming in the MMORPG (Massive Multiplayer Online Role Playing Game), World of Warcraft. An ethical perspective on a controversial growth market. [Abstract] (SH).
- DiGRA-2009-HullettKW #education
- Better Game Studies Education the Carcassonne Way (KH, SK, NWF).
- DiGRA-2009-Hung #education #learning #order #video
- The Order of Play: Seeing, Teaching, and Learning Meaning in Video Games (ACYH).
- DiGRA-2009-IhamakiT #bound #comprehension #mobile
- Understanding 21st Century's Mobile Device-Based Games within Boundaries (PI, PT).
- DiGRA-2009-Jacobs
- Take One - or Three - for the Team: Consumerism as Play (MJ).
- DiGRA-2009-JensonC #simulation
- From Simulation to Imitation: New Controllers, New Forms of Play (JJ, SdC).
- DiGRA-2009-JensonCTDF
- The Gigue Is Up: High Culture Gets Game (JJ, SdC, NT, MD, SF).
- DiGRA-2009-Johansson #online #question #what
- What Makes Online Collectible Card Games Fun to Play? (SJJ).
- DiGRA-2009-Jordan #design #evolution
- Morphology of the tetromino-stacking game: The design evolution of Tetris [Abstract] (WJ).
- DiGRA-2009-JuulWB
- Bad Games Panel [Abstracts] (JJ, MW, JB).
- DiGRA-2009-KafaiBF #education #what
- What Videogame Making Can Teach Us About Access and Ethics in Participatory Culture (YBK, WQB, DAF).
- DiGRA-2009-KafaiFG #gender #women
- Transgressive Gender Play: Profiles and Portraits of Girl Players in a Tween Virtual World (YBK, DAF, MTG).
- DiGRA-2009-KaukoA
- Utilizing Displayless Space in Collocated Games (JK, JA).
- DiGRA-2009-Kerr #complexity
- Levels of Complexity: Cultural Diversity, Politics and Digital Games [Abstract] (AK).
- DiGRA-2009-Kirkland
- Horror Videogames and the Uncanny (EK).
- DiGRA-2009-Krzywinska
- Sex and Videogames: A Case of Misappearance? [Abstract] (TK).
- DiGRA-2009-Kucklich #industrial
- Collusion. Mapping the Interplay between Paid and Unpaid Labourers in the Digital Games Industry [Abstract] (JK).
- DiGRA-2009-KuittinenH #design
- Some Notes on the Nature of Game Design (JK, JH).
- DiGRA-2009-LinS #design
- Handheld games, game design, displayless space, amodal completion [Abstract] (HL, CTS).
- DiGRA-2009-Long #abstraction
- Abstractions of a meaningless act: (spending) time in the gaming world [Abstract] (VL).
- DiGRA-2009-LowoodAMVRMDP #industrial
- Before It's Too Late: Preserving Games across the Industry / Academia divide (HL, AA, DM, ZV, JR, KSM, RD, DP).
- DiGRA-2009-MacCallum-Stewart #how #online #what
- 'What sort of Fish was it?' How Players Understand their Narrative in Online Games (EMS).
- DiGRA-2009-MacklinWEL #named #visualisation
- DATAPLAY: Mapping Game Mechanics to Traditional Data Visualization (CM, JW, ME, KYL).
- DiGRA-2009-Madill #quote
- “I'm not afraid to die, Mom”: Parental perceptions & stories of their adolescents gaming [Extended Abstract] (LM).
- DiGRA-2009-MerkelSH #adaptation #learning
- Complexities of Gaming Cultures: Adolescent gamers adapting and transforming learning [Abstracts] (LM, KS, TH).
- DiGRA-2009-Molesworth #how #quote
- “How many headshots you've done”: Achievement as discursive practice in videogame play (MM).
- DiGRA-2009-Mukherjee #how #memory management
- 'Remembering How You Died': Memory, Death and Temporality in Videogames [Extended Abstract] (SM).
- DiGRA-2009-Myers
- In search of a minimalist game (DM).
- DiGRA-2009-NapIK #difference
- Age Differences in Associations with Digital Gaming (HHN, WAI, YAWdK).
- DiGRA-2009-Newman
- The Troubled Transition to Game Study Projects (KN).
- DiGRA-2009-NewmanS
- Make Videogames History: Game preservation and The National Videogame Archive (JN, IS).
- DiGRA-2009-Niedenthal #what
- What We Talk About When We Talk About Game Aesthetics (SN).
- DiGRA-2009-OlivaC
- Fake Rules, Real Fiction: Professional Wrestling and Videogames (CO, GC).
- DiGRA-2009-PaavilainenKSH #information management #mobile #pervasive
- Player Perception of Context Information Utilization in Pervasive Mobile Games (JP, HK, HS, JH).
- DiGRA-2009-Pearce #case study #collaboration #community #learning
- Collaboration, Creativity and Learning in a Play Community: A Study of The University of There (CP).
- DiGRA-2009-PereiraR #design #guidelines #learning
- Design Guidelines for Learning Games: the Living Forest Game Design Case (LLP, LGR).
- DiGRA-2009-PinchbeckADCOL
- Emulation as a strategy for the preservation of games: the KEEP project (DP, DA0, JD, AC, GO, AL).
- DiGRA-2009-Poels #case study #experience #how
- World of Warcraft, the Aftermath How game elements transfer into real life perceptions and experiences [Abstract] (KP).
- DiGRA-2009-ReynoC #independence #platform #specification
- A Platform-Independent Model for Videogame Gameplay Specification (EMR, JÁCC).
- DiGRA-2009-RobertsRI
- Beyond Adversarial: The Case for Game AI as Storytelling (DLR, MOR, CLIJ).
- DiGRA-2009-Rossi #network #social
- Playing your network: gaming in social network sites (LR).
- DiGRA-2009-Rusch
- Mechanisms of the Soul - Tackling the Human Condition in Videogames (DCR).
- DiGRA-2009-RyanS #comprehension #interactive #learning #using #video
- Evaluating Interactive Entertainment using Breakdown: Understanding Embodied Learning in Video Games (WR, MAS).
- DiGRA-2009-SearleK
- Boys' Play in the Fourth Space: Freedom of Movements in a Tween Virtual World (KAS, YBK).
- DiGRA-2009-SeyaSKOYKHYIW #performance #video #visual notation
- Effects of Peripheral Visual Information on Performance of Video Game with Hemi-Spherical Immersive Projection Screen (YS, KS, YK, AO, HY, KK, FH, YY, HI, KW).
- DiGRA-2009-Sihvonen
- The new gatekeepers: The occupational ideology of game journalism (TS).
- DiGRA-2009-Sjoblom #performance
- Placing the blame: Negotiation of gaming performance [Abstract] (BS).
- DiGRA-2009-Soderman #gender #representation
- Killing Time in Diner Dash: Representation, Gender, and Casual Games [Abstract] (BS).
- DiGRA-2009-Sommerseth
- Exploring Game Aesthetics (HS).
- DiGRA-2009-StenrosS #paradigm
- Commoditization of Helping Players Play: Rise of the Service Paradigm (JS, OS).
- DiGRA-2009-Sunden #approach
- Play as Transgression: An Ethnographic Approach to Queer Game Cultures (JS).
- DiGRA-2009-Svahn #persuasion
- Processing Play; Perceptions of Persuasion (MS).
- DiGRA-2009-Sveinsdottir
- 'No Light Sabres Allowed': Role-playing in Star Wars Galaxies [Abstract] (TS).
- DiGRA-2009-Taylor #gender #women
- Where the Women Are(n't): Gender and a North American 'Pro-gaming' Scene [Abstract] (NT).
- DiGRA-2009-Taylor09a #process
- Negotiating Play: The Process of Rule Construction inProfessional Computer Gaming (TLT).
- DiGRA-2009-Therrien #video
- Making Sense in Ludic Worlds. The Idealization of Immersive Postures in Movies and Video Games (CT).
- DiGRA-2009-Thomas
- Intellectual Disability and Game Accessibility [Abstract] (ST).
- DiGRA-2009-ThomasZRBH
- You Played That? Game Studies Meets Game Criticism (DT, JPZ, MR, IB, WH).
- DiGRA-2009-UdayasankarW
- Streets = Play = Fun [Workshop Abstract] (SU, LW).
- DiGRA-2009-VerhagenJ
- Demystifying guilds: MMORPG-playing and norms (HV, MJ).
- DiGRA-2009-WarmelinkHM #multi
- Press Enter or Escape to Play - Deconstructing Escapism in Multiplayer Gaming (HW, CH, IM).
- DiGRA-2009-XuBM #artificial reality
- Tabletop Augmented Reality Games: Play Outside the Display [Abstract] (YX0, EB, BM).
- DiGRA-2009-Zagal
- Ethically Notable Videogames: Moral Dilemmas and Gameplay (JPZ).
- DiGRA-2009-ZagalSS #named
- Workshop: Ethics in Videogames [Extended Abstracts] (JPZ, KS, MS).
- FDG-2009-BarbaXMT #artificial reality #design #lessons learnt
- Lessons from a class on handheld augmented reality game design (EB, YX0, BM, TT), pp. 2–9.
- FDG-2009-BaylissS #design
- Instructional design as game design (JDB, DIS), pp. 10–17.
- FDG-2009-BottCLL #3d #gesture #interface #music #video
- Exploring 3D gestural interfaces for music creation in video games (JNB, JGC, JJLJ), pp. 18–25.
- FDG-2009-BricenoSMHLTWPKWZ #multi #online #resource management #robust
- Robust resource allocation in a massive multiplayer online gaming environment (LDB, HJS, AAM, YH, BL, MNT, FW, CP, CK, KW, CZ), pp. 232–239.
- FDG-2009-BrownLA #design #development #education
- Emphasizing soft skills and team development in an educational digital game design course (QB, FJL, SA), pp. 240–247.
- FDG-2009-BrunnbergJG
- Games for passengers: accounting for motion in location-based applications (LB, OJ, AG), pp. 26–33.
- FDG-2009-ChertoffBLL #3d #using
- An exploration of menu techniques using a 3D game input device (DBC, RWB, JJLJ), pp. 256–262.
- FDG-2009-CiancariniF #detection
- Plagiarism detection in game-playing software (PC, GPF), pp. 264–271.
- FDG-2009-Claypool #complexity #streaming #video
- Motion and scene complexity for streaming video games (MC), pp. 34–41.
- FDG-2009-ClaypoolC
- Perspectives, frame rates and resolutions: it's all in the game (MC, KTC), pp. 42–49.
- FDG-2009-Consalvo
- Hardcore casual: game culture Return(s) to Ravenhearst (MC), pp. 50–54.
- FDG-2009-DiSalvoB #video
- Questioning video games' influence on CS interest (BJD, AB), pp. 272–278.
- FDG-2009-Duvall
- Creating a games class: a walkthrough (SD), pp. 279–284.
- FDG-2009-Eagle #design #education #evaluation
- Level up: a frame work for the design and evaluation of educational games (ME), pp. 339–341.
- FDG-2009-EagleB #evaluation
- Evaluation of a game-based lab assignment (ME, TB), pp. 64–70.
- FDG-2009-EsteyGG #design #industrial #multi
- Addressing industry issues in a multi-disciplinary course on game design (AE, AG, BG), pp. 71–78.
- FDG-2009-GibsonG #learning #online #student
- Online recruitment and engagement of students in game and simulation-based STEM learning (DCG, SG), pp. 285–290.
- FDG-2009-HowellV #design
- Designing serious games with linguistic resources (SH, TV), pp. 291–298.
- FDG-2009-Hudlicka #motivation #requirements
- Affective game engines: motivation and requirements (EH), pp. 299–306.
- FDG-2009-HullettM #generative
- Scenario generation for emergency rescue training games (KH, MM), pp. 99–106.
- FDG-2009-Kafai #women
- Beyond Barbie and Mortal Kombat: new perspectives on girls and games (YBK).
- FDG-2009-KienzleVKDH #framework #multi #named #research
- Mammoth: a massively multiplayer game research framework (JK, CV, BK, AD, MH), pp. 308–315.
- FDG-2009-LinhoffS #development
- Motivating and evaluating game development capstone projects (JL, AS), pp. 121–128.
- FDG-2009-MacLaurin #design #named #programming
- Kodu: end-user programming and design for games (MM).
- FDG-2009-McGill #comparison #development #education #industrial
- Defining the expectation gap: a comparison of industry needs and existing game development curriculum (MM), pp. 129–136.
- FDG-2009-McGill09a #education #effectiveness #learning
- Evaluating the effectiveness of hypothesis-based digital learning games in high school science curriculum (MM), pp. 344–345.
- FDG-2009-Mueller
- Exertion in networked games (FM0), pp. 346–348.
- FDG-2009-NelsonM #analysis #design #requirements #tool support
- A requirements analysis for videogame design support tools (MJN, MM), pp. 137–144.
- FDG-2009-PiselliCD #modelling
- Relating cognitive models of computer games to user evaluations of entertainment (PP, MC, JD), pp. 153–160.
- FDG-2009-Satchell #evolution #future of
- Evolution of the medium: positioning for the future of gaming (CS).
- FDG-2009-SatheeshNS #evolution
- Evolving player-specific content for level based arcade games (SS, HN, PS), pp. 329–330.
- FDG-2009-Shipman
- Blending the real and virtual in games: the model of fantasy sports (FMSI), pp. 169–174.
- FDG-2009-Sloan #past present future
- Lighting in games: past, present and future (PPJS).
- FDG-2009-Steinkuehler #online
- The intellectual life of online play (CS).
- FDG-2009-StrongMG #generative
- Generative conversation tool for game writers (CRS, MM, DG), pp. 183–190.
- FDG-2009-Sullivan #design #multi #online
- Gender-inclusive quest design in massively multiplayer online role-playing games (AS), pp. 354–356.
- FDG-2009-Swain #collaboration #education #research
- Improving academic-industry collaboration for game research and education (CS), pp. 191–198.
- FDG-2009-ThomasY #framework #independence #learning #towards
- Toward a domain-independent framework to automate scaffolding of task-based learning in digital games (JMT, RMY), pp. 331–332.
- FDG-2009-WernerDBR #case study
- Can middle-schoolers use Storytelling Alice to make games?: results of a pilot study (LLW, JD, MB, PR), pp. 207–214.
- FDG-2009-ZagalLJ #comprehension
- Characterizing and understanding game reviews (JPZ, AL, TJ), pp. 215–222.
- VS-Games-2009-AmanatiadouW #approach
- Extending the Reference Method for Game Production: A Situational Approach (AA, IvdW), pp. 20–27.
- VS-Games-2009-BeggsOVA #education
- The Perception of Gaming in Higher Education: Gaming Habits of University of Ulster Staff (RB, PO, KV, SA), pp. 174–177.
- VS-Games-2009-BoyleHSA #assessment #implementation
- The Implementation of Team Based Assessment In Serious Games (LB, FH, MS, LA), pp. 28–35.
- VS-Games-2009-BurkeMCMCM
- Serious Games for Upper Limb Rehabilitation Following Stroke (JWB, MM, DC, PJM, JC, SM), pp. 103–110.
- VS-Games-2009-ChalmersD
- Level of Realism for Serious Games (AC, KD), pp. 225–232.
- VS-Games-2009-ChangZZ #modelling #performance
- Fast Vehicle Crash Modelling for Games (JC, JJZ0, RZ), pp. 141–147.
- VS-Games-2009-CharlesCM #representation #student #using
- Using Player and World Representation Techniques from Computer Games to Improve Student Engagement (DC, TC, MM), pp. 36–42.
- VS-Games-2009-ChittaroR #safety
- Serious Games for Training Occupants of a Building in Personal Fire Safety Skills (LC, RR), pp. 76–83.
- VS-Games-2009-Dowd #communication #design
- Creative Agents and Triggers (CAT) Game Design Method: For Crisis Communication (CD), pp. 215–216.
- VS-Games-2009-GatzidisPKWG #3d #development #interactive #towards
- Towards the Development of an Interactive 3D Coach Training Serious Game (CG, KP, EK, AW, DG), pp. 186–189.
- VS-Games-2009-Halloran #communication #using
- It's Talk, But Not as We Know It: Using VoIP to Communicate in War Games (JH0), pp. 133–140.
- VS-Games-2009-JangR #community #online
- Exploring Game Leadership and Online Game Community (YJ, SR), pp. 178–181.
- VS-Games-2009-KimKYK #design #people #user interface
- A Sensory Gate-Ball Game for the Aged People and its User Interface Design (JAK, KKK, HRY, DK), pp. 111–116.
- VS-Games-2009-LiarokapisMMRF #artificial reality #pervasive
- A Pervasive Augmented Reality Serious Game (FL, LM, GM, GRM, SdF), pp. 148–155.
- VS-Games-2009-LinehanLD #prototype
- Tabletop Prototyping of Serious Games for 'Soft Skills' Training (CL, SWL, MD), pp. 182–185.
- VS-Games-2009-RooneyOBMI #education
- Cross-Disciplinary Approaches for Developing Serious Games in Higher Education (PR, KCO, GB, BM, CI), pp. 161–165.
- VS-Games-2009-SchmitzM #multi #pervasive
- Burgomaster and Pedro - A Pervasive Multi-Player Game for Rural Tourism (MS0, MMM), pp. 205–208.
- VS-Games-2009-SpekWO #design
- Code Red: Triage. Or, COgnition-Based DEsign Rules Enhancing Decisionmaking TRaining in a Game Environment (EDVdS, PW, HvO), pp. 166–169.
- VS-Games-2009-VidaniC #design #modelling #using
- Using a Task Modeling Formalism in the Design of Serious Games for Emergency Medical Procedures (ACV, LC), pp. 95–102.
- CHI-2009-BellRBSMFC #named #navigation
- EyeSpy: supporting navigation through play (MB, SR, BB, SS, DM, JF, MC), pp. 123–132.
- CHI-2009-HackerA #elicitation #named #online
- Matchin: eliciting user preferences with an online game (SH, LvA), pp. 1207–1216.
- CHI-2009-KamMKC #case study #design
- Designing digital games for rural children: a study of traditional village games in India (MK, AM, AK, JFC), pp. 31–40.
- CHI-2009-LawA #named #using
- Input-agreement: a new mechanism for collecting data using human computation games (EL, LvA), pp. 1197–1206.
- CHI-2009-MagielseM #named #pervasive
- HeartBeat: an outdoor pervasive game for children (RM, PM), pp. 2181–2184.
- CHI-2009-MuellerGV #design #distributed #social
- Design influence on social play in distributed exertion games (FM, MRG, FV), pp. 1539–1548.
- CHI-2009-VoidaG
- Wii all play: the console game as a computational meeting place (AV, SG), pp. 1559–1568.
- CHI-2009-WaernMS #design #pervasive
- The three-sixty illusion: designing for immersion in pervasive games (AW, MM, JS), pp. 1549–1558.
- CHI-2009-YunSPD #experience
- O’ game, can you feel my frustration?: improving user’s gaming experience via stresscam (CY, DS, IP, ZD), pp. 2195–2204.
- HCD-2009-Blasko-DrabikBB #physics #testing #usability
- Combining Fast-Paced Usability and Scientific Testing to Improve the Lunar Quest Physics Game (HBD, JB, CAB), pp. 23–26.
- HCD-2009-LeeI #case study #evaluation #framework
- A Study on User Centered Game Evaluation Guideline Based on the MIPA Framework (JL, CYI), pp. 84–93.
- HCD-2009-SanchezZG #development #process #usability #video
- From Usability to Playability: Introduction to Player-Centred Video Game Development Process (JLGS, NPZ, FLG), pp. 65–74.
- HCD-2009-Seland #design #mobile #using
- Empowering End Users in Design of Mobile Technology Using Role Play as a Method: Reflections on the Role-Play Conduction (GS), pp. 912–921.
- HCI-NIMT-2009-OginoMSU #evaluation
- Impression Evaluation of a Conversational Robot Playing RAKUGO (AO, NM, PSJ, HU), pp. 351–360.
- HCI-VAD-2009-DoL #3d #artificial reality #multi
- A Multiple-Level 3D-LEGO Game in Augmented Reality for Improving Spatial Ability (TVD, JWL), pp. 296–303.
- HCI-VAD-2009-FangCN #online #overview
- An Online Survey System on Computer Game Enjoyment and Personality (XF, SSC, CN), pp. 304–314.
- HCI-VAD-2009-FerreAIM #testing
- Playability Testing of Web-Based Sport Games with Older Children and Teenagers (XF, AdA, RI, NM), pp. 315–324.
- HCI-VAD-2009-HsuC09a #design #interface #multi #online
- Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces (CCH, ECHC), pp. 325–334.
- HCI-VAD-2009-KharraziFD #behaviour #design #modelling
- Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases (HK, AF, JD), pp. 335–344.
- HCI-VAD-2009-LeeC #information management #online
- The Effects of Quest Types and Gaming Motivations on Players’ Knowledge Acquisitions in an Online Role-Playing Game Environment (JL, CYC), pp. 353–358.
- HCI-VAD-2009-Loreto #design #social #web
- Games Design Principles for Improving Social Web Applications (IDL), pp. 287–295.
- HCI-VAD-2009-ParkH #comprehension #online
- Understanding Online Game Addiction: Connection between Presence and Flow (SP, HSH), pp. 378–386.
- HCI-VAD-2009-SaariTKKR #adaptation
- Emotionally Adapted Games — An Example of a First Person Shooter (TS, MT, KK, IK, NR), pp. 406–415.
- HIMI-II-2009-FangZ
- Sensation Seeking, Self Forgetfulness, and Computer Game Enjoyment (XF, FZ), pp. 632–641.
- HIMI-II-2009-WallhoffBGRDR #exclamation #interface #statistics
- Statistics-Based Cognitive Human-Robot Interfaces for Board Games — Let’s Play! (FW, AB, JG, TR, MD, GR), pp. 708–715.
- IDGD-2009-ChakrabortyN
- Cross Cultural Computer Gaming (JC, AFN), pp. 13–18.
- IDGD-2009-ZhaoF #online
- Factors Affecting Online Game Players’ Loyalty (FZ, XF), pp. 197–206.
- OCSC-2009-AndersenFLN #development #using
- The Coming Revolution in Competence Development: Using Serious Games to Improve Cross-Cultural Skills (BA, MF, PL, VPN), pp. 413–422.
- OCSC-2009-DesurvireW #design #heuristic #usability
- Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration (HD, CW), pp. 557–566.
- OCSC-2009-DuhC #behaviour #online
- Cheating Behaviors in Online Gaming (HBLD, VHhC), pp. 567–573.
- OCSC-2009-OganAKJ #education #learning #question #social
- Antecedents of Attributions in an Educational Game for Social Learning: Who’s to Blame? (AO, VA, JK, CJ), pp. 593–602.
- OCSC-2009-Raybourn
- Intercultural Competence Game That Fosters Metacognitive Agility and Reflection (EMR), pp. 603–612.
- OCSC-2009-TaylorT #analysis #multi #online
- A Content Analysis of Interviews with Players of Massively Multiplayer Online Role-Play Games (MMORPGs): Motivating Factors and the Impact on Relationships (JT, JT), pp. 613–621.
- OCSC-2009-VoiskounskyMA
- Gamers’ Implicit Knowledge on the Psychological Influence of Game-Playing (AEV, OVM, AAA), pp. 632–640.
- OCSC-2009-WongCKP #mobile
- Intercultural Socializing via Mobile Games for Backpackers (CYW, KC, CWK, SAP), pp. 641–650.
- ICEIS-J-2009-SilvaS #collaboration
- Promoting Collaboration through a Culturally Contextualized Narrative Game (MARS, JCAS), pp. 870–881.
- ICEIS-J-2009-Yahyaoui
- A Reputation-Based Game for Tasks Allocation (HY), pp. 728–736.
- CIKM-2009-MaCQG #using
- Improving search engines using human computation games (HM, RC, CQ, AG), pp. 275–284.
- ICML-2009-Freund #learning #online
- Invited talk: Drifting games, boosting and online learning (YF), p. 2.
- SIGIR-2009-MaCQG #using
- Page hunt: improving search engines using human computation games (HM, RC, CQ, AG), pp. 746–747.
- ICMT-2009-Stevens #approach #qvt
- A Simple Game-Theoretic Approach to Checkonly QVT Relations (PS), pp. 165–180.
- SAC-2009-CazzolaCH #aspect-oriented #design
- Aspect-oriented procedural content engineering for game design (WC, DC, DH), pp. 1957–1962.
- SAC-2009-Mogensen #specification
- Troll, a language for specifying dice-rolls (TÆM), pp. 1910–1915.
- SAC-2009-XuMX
- A method to construct knowledge table-base in k-in-a-row games (CX, ZMM, XX), pp. 929–933.
- PPoPP-2009-ZyulkyarovGUCAHV #interactive #memory management #multi #transaction #using
- Atomic quake: using transactional memory in an interactive multiplayer game server (FZ, VG, OSÜ, AC, EA, TH, MV), pp. 25–34.
- FoSSaCS-2009-Clairambault #fixpoint #semantics
- Least and Greatest Fixpoints in Game Semantics (PC), pp. 16–31.
- FoSSaCS-2009-Gutierrez #bisimulation #concurrent #logic
- Logics and Bisimulation Games for Concurrency, Causality and Conflict (JG), pp. 48–62.
- STOC-2009-Even-DarMN #convergence #on the
- On the convergence of regret minimization dynamics in concave games (EED, YM, UN), pp. 523–532.
- STOC-2009-KarpinskiS #approximate #linear #problem
- Linear time approximation schemes for the Gale-Berlekamp game and related minimization problems (MK, WS), pp. 313–322.
- STOC-2009-KleinbergPT #learning #multi
- Multiplicative updates outperform generic no-regret learning in congestion games: extended abstract (RK, GP, ÉT), pp. 533–542.
- TACAS-2009-BakewellG #abstraction #composition #semantics
- Compositional Predicate Abstraction from Game Semantics (AB, DRG), pp. 62–76.
- TACAS-2009-BerwangerCWDH #named
- Alpaga: A Tool for Solving Parity Games with Imperfect Information (DB, KC, MDW, LD, TAH), pp. 58–61.
- TACAS-2009-KuijperP #safety
- Computing Weakest Strategies for Safety Games of Imperfect Information (WK, JvdP), pp. 92–106.
- CAV-2009-GawlitzaS #fixpoint
- Games through Nested Fixpoints (TG, HS), pp. 291–305.
- CSL-2009-DuparcFM #automaton #decidability #linear #problem
- Linear Game Automata: Decidable Hierarchy Problems for Stripped-Down Alternating Tree Automata (JD, AF, FM), pp. 225–239.
- CSL-2009-UmmelsW #nash #probability #problem
- Decision Problems for Nash Equilibria in Stochastic Games (MU, DW), pp. 515–529.
- ICLP-2009-Thielscher #programming #set
- Answer Set Programming for Single-Player Games in General Game Playing (MT), pp. 327–341.
- LICS-2009-BertrandGG #decidability #probability
- Qualitative Determinacy and Decidability of Stochastic Games with Signals (NB, BG, HG), pp. 319–328.
- LICS-2009-Friedmann #algorithm #bound #exponential
- An Exponential Lower Bound for the Parity Game Strategy Improvement Algorithm as We Know it (OF), pp. 145–156.
- LICS-2009-Ghica #hardware #program analysis #semantics #synthesis
- Applications of Game Semantics: From Program Analysis to Hardware Synthesis (DRG), pp. 17–26.
- LICS-2009-HansenKM #concurrent #reachability
- Winning Concurrent Reachability Games Requires Doubly-Exponential Patience (KAH, MK, PBM), pp. 332–341.
- LICS-2009-Rossman
- Combining Ehrenfeucht-Fraïssé Games (BR), p. 331.
- VMCAI-2009-JurdzinskiLR #automaton #hybrid
- Average-Price-per-Reward Games on Hybrid Automata with Strong Resets (MJ, RL, MR), pp. 167–181.
- WICSA-2008-Brownsword #architecture #development
- Software Architecture in Game Development (AB), p. 3.
- SIGMOD-2008-AlbrightDGGLKSSW #data-driven #named #scalability
- SGL: a scalable language for data-driven games (RA, AJD, JG, NG, HL, RK, GS, BS, WMW), pp. 1217–1222.
- SIGMOD-2008-GuptaDG #multi #named #online #scalability
- SEMMO: a scalable engine for massively multiplayer online games (NG, AJD, JG), pp. 1235–1238.
- CSEET-2008-RyooFJ #design #education #learning #object-oriented #problem #re-engineering
- Teaching Object-Oriented Software Engineering through Problem-Based Learning in the Context of Game Design (JR, FF, DSJ), pp. 137–144.
- CSEET-2008-WangOM #concept #evaluation #mobile
- An Evaluation of a Mobile Game Concept for Lectures (AIW, TØ, OKMS), pp. 197–204.
- ITiCSE-2008-Albin-ClarkK #simulation #using
- The use of role play to simulate a tethered swarm of robots for urban search and rescue (USAR) (AAC, TRVAK), p. 335.
- ITiCSE-2008-EagleB #array #education
- Wu’s castle: teaching arrays and loops in a game (ME, TB), pp. 245–249.
- ITiCSE-2008-LinhoffS #education #programming #using
- Teaching game programming using XNA (JL, AS), pp. 250–254.
- ITiCSE-2008-NorteL #people
- A sudoku game for people with motor impairments (SN, FGL), p. 319.
- ITiCSE-2008-ReppMY #development #motivation #student
- Motivation of the students in game development projects (SR, CM, SY), p. 368.
- ITiCSE-2008-ReyesM #combinator #education #java
- Games developed in Java for teaching “Combinatorial Game Theory” (MR, ÁM), p. 359.
- SIGITE-2008-Edirisinghe #education #fault #identification #programming #student #using
- Teaching students to identify common programming errors using a game (EMNSE), pp. 95–98.
- CIAA-2008-EsikI #logic
- Games for Temporal Logics on Trees (ZÉ, SI), pp. 191–200.
- ICALP-A-2008-EtessamiWY #probability #recursion
- Recursive Stochastic Games with Positive Rewards (KE, DW, MY), pp. 711–723.
- ICALP-A-2008-FanelliFM #convergence
- The Speed of Convergence in Congestion Games under Best-Response Dynamics (AF, MF, LM), pp. 796–807.
- ICALP-A-2008-GrecoS
- Tree Projections: Hypergraph Games and Minimality (GG, FS), pp. 736–747.
- FM-2008-GawlitzaS #analysis #precise
- Precise Interval Analysis vs. Parity Games (TG, HS), pp. 342–357.
- SEFM-2008-RuksenasCB #behaviour #modelling
- Modelling Rational User Behaviour as Games between an Angel and a Demon (RR, PC, AB), pp. 355–364.
- ICFP-2008-Jones #case study #domain-specific language #experience
- Experience report: playing the DSL card (MPJ), pp. 87–90.
- AIIDE-2008-BergsmaS #adaptation #reasoning
- Adaptive Spatial Reasoning for Turn-based Strategy Games (MHJB, PS).
- AIIDE-2008-ChaslotBSS #framework #monte carlo
- Monte-Carlo Tree Search: A New Framework for Game AI (GC, SB, IS, PS).
- AIIDE-2008-CheongJBY #automation #generative #summary #visualisation
- Automatically Generating Summary Visualizations from Game Logs (YGC, AJ, BCB, RMY).
- AIIDE-2008-CutumisuS #learning
- A Demonstration of Agent Learning with Action-Dependent Learning Rates in Computer Role-Playing Games (MC, DS).
- AIIDE-2008-CutumisuSBS #learning #using
- Agent Learning using Action-Dependent Learning Rates in Computer Role-Playing Games (MC, DS, MHB, RSS).
- AIIDE-2008-HefnyHSA #learning #named
- Cerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games (ASH, AAH, MMS, AFA).
- AIIDE-2008-KarpovSM #education #framework #named #platform #research
- OpenNERO: A Game Platform for AI Research and Education (IK, JS, RM).
- AIIDE-2008-KellyBK #network #video
- Offline Planning with Hierarchical Task Networks in Video Games (JPK, AB, SK).
- AIIDE-2008-KerrCC #learning
- Learning and Playing in Wubble World (WK, PRC, YHC).
- AIIDE-2008-KrzywinskiCH #architecture #implementation #social
- Agent Architecture in Social Games - The Implementation of Subsumption Architecture in Diplomacy (AK, WC, AH).
- AIIDE-2008-McPartlandG #learning
- Learning to be a Bot: Reinforcement Learning in Shooter Games (MM, MG).
- AIIDE-2008-NantesBM #automation #framework #testing #video
- A Framework for the Semi-Automatic Testing of Video Games (AN, RB, FM).
- AIIDE-2008-NelsonM #automation #design
- Recombinable Game Mechanics for Automated Design Support (MJN, MM).
- AIIDE-2008-OchsSC #modelling #social #video
- Modeling the Dynamics of Non-Player Characters' Social Relations in Video Games (MO, NS, VC).
- AIIDE-2008-PizziCWL #automation #generative
- Automatic Generation of Game Level Solutions as Storyboards (DP, MC, AW, JLL).
- AIIDE-2008-ReederSGA #multi
- Intelligent Trading Agents for Massively Multi-player Game Economies (JR, GS, MG, GCA).
- AIIDE-2008-Schwab #implementation #state machine
- Implementation Walkthrough of a Homegrown 'Abstract State Machine' Style System in a Commercial Sports Game (BS).
- AIIDE-2008-SullivanCM
- Integrating Drama Management into an Adventure Game (AS, SC, MM).
- AIIDE-2008-TanC #adaptation #effectiveness #named #representation
- TAP: An Effective Personality Representation for Inter-Agent Adaptation in Games (CTT, HLC).
- AIIDE-2008-TrustyOR #optimisation #probability #realtime
- Stochastic Plan Optimization in Real-Time Strategy Games (AT, SO, AR).
- AIIDE-2008-UlamJG #adaptation #learning #modelling
- Combining Model-Based Meta-Reasoning and Reinforcement Learning for Adapting Game-Playing Agents (PU, JJ, AKG0).
- AIIDE-2008-VirmaniKMOR #authoring #behaviour #ide #realtime
- An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games (SV, YK, MM0, SO, AR).
- AIIDE-2008-WitzelZK #programming
- Explicit Knowledge Programming for Computer Games (AW, JAZ, EK).
- CIG-2008-AveryM #adaptation
- Adapting to human game play (PMA, ZM), pp. 8–15.
- CIG-2008-BahceciM #heuristic
- Transfer of evolved pattern-based heuristics in games (EB, RM), pp. 220–227.
- CIG-2008-BakkesSH #adaptation #agile #video
- Rapid adaptation of video game AI (SB, PS, HJvdH), pp. 79–86.
- CIG-2008-BeumeHNPPW #anti #realtime
- Intelligent anti-grouping in real-time strategy games (NB, TH, BN, NP, MP, SW), pp. 63–70.
- CIG-2008-Chetcuti-SperandioDLS #evaluation #performance
- Determination and evaluation of efficient strategies for a stop or roll dice game: Heckmeck am Bratwurmeck (Pickomino) (NCS, FD, SL, DS), pp. 175–182.
- CIG-2008-DanielsiekSTBNP #realtime
- Intelligent moving of groups in real-time strategy games (HD, RS, AT0, NB, BN, MP), pp. 71–78.
- CIG-2008-DjordjevichXBWGV #using
- Preparing for the aftermath: Using emotional agents in game-based training for disaster response (DD, PGX, MLB, JW, MRG, SJV), pp. 266–275.
- CIG-2008-HagelbackJ #realtime
- Dealing with fog of war in a Real Time Strategy game environment (JH, SJJ), pp. 55–62.
- CIG-2008-HeijdenBS #realtime
- Dynamic formations in real-time strategy games (MvdH, SB, PS), pp. 47–54.
- CIG-2008-HladkyB #evaluation #modelling #predict #video
- An evaluation of models for predicting opponent positions in first-person shooter video games (SH, VB), pp. 39–46.
- CIG-2008-InoueS #classification #hybrid #learning #video
- Applying GA for reward allotment in an event-driven hybrid learning classifier system for soccer video games (YI, YS), pp. 296–303.
- CIG-2008-JangC #evolution #realtime #simulation
- Evolving neural NPCs with layered influence map in the real-time simulation game 'Conqueror' (SHJ, SBC), pp. 385–388.
- CIG-2008-KimC #case study
- Ensemble approaches in evolutionary game strategies: A case study in Othello (KJK, SBC), pp. 212–219.
- CIG-2008-MarivateM #learning #social
- Social Learning methods in board game agents (VNM, TM), pp. 323–328.
- CIG-2008-OlesenYH #challenge #realtime #using
- Real-time challenge balance in an RTS game using rtNEAT (JKO, GNY, JH), pp. 87–94.
- CIG-2008-OsoneO
- Friendly partner system of poker game with facial expressions (KO, TO), pp. 95–102.
- CIG-2008-PourGAGC #development #distributed #framework #generative #human-computer #interface #platform #video
- Brain-computer interface: Next generation thought controlled distributed video game development platform (PAP, TG, OA, GDG, RAC), pp. 251–257.
- CIG-2008-ReederMSGA #composition #network
- Interactively evolved modular neural networks for game agent control (JR, RM, JS, MG, GCA), pp. 167–174.
- CIG-2008-Sahraei-ArdakaniRA #learning
- Hierarchical Nash-Q learning in continuous games (MSA, ARK, MNA), pp. 290–295.
- CIG-2008-SchaulS #architecture #network #scalability
- A scalable neural network architecture for board games (TS, JS), pp. 357–364.
- CIG-2008-SharmaKG #generative #learning
- Learning and knowledge generation in General Games (SS, ZK, SDG), pp. 329–335.
- CIG-2008-TogeliusS #automation #design #empirical
- An experiment in automatic game design (JT, JS), pp. 111–118.
- CIG-2008-WenderW #learning #using
- Using reinforcement learning for city site selection in the turn-based strategy game Civilization IV (SW, IDW), pp. 372–377.
- CIG-2008-WestraHDD #adaptation #online #using
- On-line adapting games using agent organizations (JW, HvH, VD, FD), pp. 243–250.
- CIG-2008-WirthG
- An influence map model for playing Ms. Pac-Man (NW, MG), pp. 228–233.
- CIG-2008-YannakakisH #adaptation #optimisation #realtime
- Real-time adaptation of augmented-reality games for optimizing player satisfaction (GNY, JH), pp. 103–110.
- GDCSE-2008-BarnesPCL #motivation #named #student
- Game2Learn: improving the motivation of CS1 students (TB, EP, AC, HRL), pp. 1–5.
- GDCSE-2008-BaylissB #design #development #question #student
- Game design and development students: who are they? (JDB, KB), pp. 6–10.
- GDCSE-2008-BidarraBDH
- Bringing a pioneer games project to the next level (RB, JB, JD, RH), pp. 11–15.
- GDCSE-2008-BoudreauxER #education #programming
- Adding handheld game programming to a computer science curriculum (HB, JE, TR), pp. 16–20.
- GDCSE-2008-Hardnett #student
- Gaming for middle school students: building virtual worlds (CH), pp. 21–25.
- GDCSE-2008-Pang #interactive
- Group interactions in a game engine class (AP), pp. 26–30.
- GDCSE-2008-RankinGG #design #student
- The impact of game design on students' interest in CS (YR, AG, BG), pp. 31–35.
- GDCSE-2008-SettleLB #approach #hybrid
- A hybrid approach to projects in gaming courses (AS, JL, AB), pp. 36–40.
- GDCSE-2008-ShurnHK #framework #pipes and filters
- A game framework to enhance the STEM pipeline (TS, CH, IBCK), pp. 41–45.
- GDCSE-2008-SumnerTG #programming #visual notation
- The ETH game programming laboratory: a capstone for computer science and visual computing (RWS, NT, MHG), pp. 46–50.
- GDCSE-2008-WallaceRM #machine learning
- Integrating games and machine learning in the undergraduate computer science classroom (SAW, IR, ZM), pp. 56–60.
- GDCSE-2008-Whitehead #design #in the large
- Introduction to game design in the large classroom (JW), pp. 61–65.
- GDCSE-2008-XuBK #education
- Games, robots, and robot games: complementary contexts for introductory computing education (DX, DSB, DK0), pp. 66–70.
- GDCSE-2008-ZydaLS
- Operating a computer science game degree program (MZ, VL, CS), pp. 71–75.
- CHI-2008-Grammenos #learning
- Game over: learning by dying (DG), pp. 1443–1452.
- CHI-2008-LindleyCB #behaviour #experience #social
- Stirring up experience through movement in game play: effects on engagement and social behaviour (SEL, JLC, NB), pp. 511–514.
- CHI-2008-PinelleW #design #evaluation #heuristic #usability #video
- Heuristic evaluation for games: usability principles for video game design (DP, NW), pp. 1453–1462.
- CHI-2008-SzentgyorgyiTL #social #using
- Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system (CS, MAT, EL), pp. 1463–1472.
- CSCW-2008-CampbellNF #design
- Game design principles in everyday fitness applications (TC, BN, JF), pp. 249–252.
- CSCW-2008-CaoMB #ad hoc #case study #multi
- Flashlight jigsaw: an exploratory study of an ad-hoc multi-player game on public displays (XC, MM, RB), pp. 77–86.
- CSCW-2008-Dabbish #online
- Jumpstarting relationships with online games: evidence from a laboratory investigation (LAD), pp. 353–356.
- CSCW-2008-OHaraGR #comprehension
- Understanding collective play in an urban screen game (KO, MG, SR), pp. 67–76.
- ICEIS-HCI-2008-AnacletoPFCF #education
- Culture Sensitive Educational Games Considering Common Sense Knowledge (JCAS, ENP, AMF, AFPdC, JF), pp. 136–141.
- ICEIS-ISAS2-2008-InoueS #development
- Applying MDA to Game Software Development (TI, YS), pp. 454–459.
- ICML-2008-BowlingJBS #evaluation
- Strategy evaluation in extensive games with importance sampling (MHB, MJ, NB, DS), pp. 72–79.
- ICML-2008-GordonGM #learning
- No-regret learning in convex games (GJG, AG, CM), pp. 360–367.
- ICML-2008-VovkZ #predict
- Prediction with expert advice for the Brier game (VV, FZ), pp. 1104–1111.
- ICPR-2008-ScherCD
- Making real games virtual: Tracking board game pieces (SS, RC, JD), pp. 1–4.
- KR-2008-RamanujamS #logic
- Dynamic Logic on Games with Structured Strategies (RR, SES), pp. 49–58.
- SPLC-2008-AlvesCA #case study #development #experience #mobile #product line
- Experiences with Mobile Games Product Line Development at Meantime (VA, TC, CFA), pp. 287–296.
- SPLC-2008-CarbonKMM #feedback #product line
- Providing Feedback from Application to Family Engineering — The Product Line Planning Game at the Testo AG (RC, JK, DM, GM), pp. 180–189.
- QAPL-2008-KattenbeltKNP #abstraction #probability
- Game-Based Probabilistic Predicate Abstraction in PRISM (MK, MZK, GN, DP), pp. 5–21.
- RE-2008-CalleleNS #requirements #security #video
- Balancing Security Requirements and Emotional Requirements in Video Games (DC, EN, KS), pp. 319–320.
- ICSE-2008-StoreyRBMS #debugging #developer #how
- TODO or to bug: exploring how task annotations play a role in the work practices of software developers (MADS, JR, RIB, DM, JS), pp. 251–260.
- SAC-2008-BazzanSDB #contest
- Emerging cooperation in a public goods game with competition (ALCB, RdS, SRD, ATB), pp. 8–12.
- SAC-2008-PetrilloPTD #development #overview #problem
- Houston, we have a problem...: a survey of actual problems in computer games development (FP, MSP, FMT, CD), pp. 707–711.
- SAC-2008-SahayAF #named
- PPEPR: plug and play electronic patient records (RS, WA, RF), pp. 2298–2304.
- DAC-2008-GuC #3d #interactive
- Control theory-based DVS for interactive 3D games (YG, SC), pp. 740–745.
- DATE-2008-DavidLLN #approach #realtime #testing
- A Game-Theoretic Approach to Real-Time System Testing (AD, KGL, SL, BN), pp. 486–491.
- ESOP-2008-MartinFS #constraints
- Playing with TOY: Constraints and Domain Cooperation (SEM, AJF, FSP), pp. 112–115.
- FoSSaCS-2008-AbdullaHAMS #probability
- Stochastic Games with Lossy Channels (PAA, NBH, LdA, RM, SS), pp. 35–49.
- FoSSaCS-2008-GimbertH #probability #random
- Simple Stochastic Games with Few Random Vertices Are Easy to Solve (HG, FH), pp. 5–19.
- FoSSaCS-2008-Goubault-Larrecq #infinity #probability #simulation
- Simulation Hemi-metrics between Infinite-State Stochastic Games (JGL), pp. 50–65.
- FoSSaCS-2008-Ummels #complexity #infinity #multi #nash
- The Complexity of Nash Equilibria in Infinite Multiplayer Games (MU), pp. 20–34.
- STOC-2008-AroraKKSTV #constraints #graph
- Unique games on expanding constraint graphs are easy: extended abstract (SA, SK, AK, DS, MT, NKV), pp. 21–28.
- STOC-2008-KolN
- Games for exchanging information (GK, MN), pp. 423–432.
- STOC-2008-LevinSZ
- Interdomain routing and games (HL, MS, AZ), pp. 57–66.
- STOC-2008-Rao #bound #parallel
- Parallel repetition in projection games and a concentration bound (AR), pp. 1–10.
- TACAS-2008-BakewellG #model checking #on the fly
- On-the-Fly Techniques for Game-Based Software Model Checking (AB, DRG), pp. 78–92.
- CAV-2008-AlurKW #automaton #ranking #requirements
- Ranking Automata and Games for Prioritized Requirements (RA, AK, GW), pp. 240–253.
- CSL-2008-DawarG #complexity
- The Descriptive Complexity of Parity Games (AD, EG), pp. 354–368.
- CSL-2008-LagoL #linear #logic #semantics
- Quantitative Game Semantics for Linear Logic (UDL, OL), pp. 230–245.
- CSL-2008-Schewe #algorithm
- An Optimal Strategy Improvement Algorithm for Solving Parity and Payoff Games (SS), pp. 369–384.
- ICLP-2008-Gosti #csp
- Resolving CSP with Naming Games (GG), pp. 807–808.
- LICS-2008-CarayolHMOS #automaton #higher-order
- Winning Regions of Higher-Order Pushdown Games (AC, MH, AM, CHLO, OS), pp. 193–204.
- LICS-2008-Murawski #nondeterminism #reachability #semantics #source code
- Reachability Games and Game Semantics: Comparing Nondeterministic Programs (ASM), pp. 353–363.
- VMCAI-2008-KupfermanL #automaton #logic #multi #simulation
- Multi-valued Logics, Automata, Simulations, and Games (OK, YL), p. 5.
- VMCAI-2008-SohailSR #algorithm #hybrid #ltl
- A Hybrid Algorithm for LTL Games (SS, FS, KR), pp. 309–323.
- CBSE-2007-Folmer #component #development #question
- Component Based Game Development — A Solution to Escalating Costs and Expanding Deadlines? (EF), pp. 66–73.
- SIGMOD-2007-WhiteDKGR #scalability
- Scaling games to epic proportion (WMW, AJD, CK, JG, RR), pp. 31–42.
- CSEET-2007-Taran #education #re-engineering #risk management #using
- Using Games in Software Engineering Education to Teach Risk Management (GT), pp. 211–220.
- ITiCSE-2007-BarnesRPCG #learning #named
- Game2Learn: building CS1 learning games for retention (TB, HR, EP, AC, AG), pp. 121–125.
- ITiCSE-2007-DistasioW #education #framework #using
- Inclusive computer science education using a ready-made computer game framework (JD, TPW), pp. 116–120.
- CIAA-2007-HoltmannL #infinity #memory management #reduction
- Memory Reduction for Strategies in Infinite Games (MH, CL), pp. 253–264.
- ICALP-2007-BrihayeHPR #reachability
- Minimum-Time Reachability in Timed Games (TB, TAH, VSP, JFR), pp. 825–837.
- ICALP-2007-GimbertZ #probability
- Perfect Information Stochastic Priority Games (HG, WZ), pp. 850–861.
- ICALP-2007-JurdzinskiT #automaton
- Reachability-Time Games on Timed Automata (MJ, AT), pp. 838–849.
- ICALP-2007-KontogiannisS #algorithm #approximate #constant #performance
- Efficient Algorithms for Constant Well Supported Approximate Equilibria in Bimatrix Games (SCK, PGS), pp. 595–606.
- TLCA-2007-Berardi #semantics
- Semantics for Intuitionistic Arithmetic Based on Tarski Games with Retractable Moves (SB), pp. 23–38.
- AIIDE-2007-ChoiKNPL
- A Believable Agent for First-Person Shooter Games (DC, TK, NN, CP, PL), pp. 71–73.
- AIIDE-2007-MarksH #automation #design
- Automatic Design of Balanced Board Games (JM, VH), pp. 25–30.
- AIIDE-2007-StrongMMJR #generative #interactive #natural language
- Emotionally Driven Natural Language Generation for Personality Rich Characters in Interactive Games (CRS, MM0, KM, AJ, AR), pp. 98–100.
- AIIDE-2007-TanC #adaptation
- Personality-based Adaptation for Teamwork in Game Agents (CTT, HLC), pp. 37–42.
- CIG-2007-AkatsukaS #classification #learning #video
- Reward Allotment Considered Roles for Learning Classifier System For Soccer Video Games (YA, YS), pp. 288–295.
- CIG-2007-BannachAKHTL #gesture #smarttech
- Waving Real Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed-Reality Parking Game (DB, OA, KSK, EAH, GT, PL), pp. 32–39.
- CIG-2007-ButterRGHA #algorithm #search-based #student
- Genetic Algorithms for Finding Optimal Strategies for a Student's Game (TB, FR, JG, TH, JA), pp. 346–351.
- CIG-2007-ChenP #design
- Micro Robot Hockey Simulator - Game Engine Design (WYC, SP), pp. 9–16.
- CIG-2007-CincottiI
- The Game of Synchronized Cutcake (AC, HI), pp. 374–379.
- CIG-2007-DarkenAM #3d
- Game AI in Delta3D (CJD, BGA, PM), pp. 312–319.
- CIG-2007-FinkDA #behaviour #machine learning #using
- Extracting NPC behavior from computer games using computer vision and machine learning techniques (AF, JD, JA), pp. 24–31.
- CIG-2007-GarzaF
- Inferring the Past: A Computational Exploration of the Strategies that May Have Been Used in the Aztec Board Game of Patolli (AGdSG, CEGF), pp. 296–303.
- CIG-2007-GhoneimAB #information management
- Information Sharing in the Iterated Prisoner's Dilemma Game (AG, HAA, MB), pp. 56–62.
- CIG-2007-GreenspanLLGZADJ #question #towards
- Toward a Competitive Pool Playing Robot: Is Computational Intelligence Needed to Play Robotic Pool? (MAG, JL, WL, MG, IZ, KA, DCD, SJ), pp. 380–388.
- CIG-2007-HandaB #design
- Evolutionary Computations for Designing Game Rules of the COMMONS GAME (HH, NB), pp. 334–339.
- CIG-2007-Hingston #evolution
- Evolving Players for an Ancient Game: Hnefatafl (PH), pp. 168–174.
- CIG-2007-KobtiS #architecture #multi
- A Multi-Agent Architecture for Game Playing (ZK, SS), pp. 276–281.
- CIG-2007-MilesQLL #co-evolution
- Co-Evolving Influence Map Tree Based Strategy Game Players (CM, JCQ, REL, SJL), pp. 88–95.
- CIG-2007-MiwaYC #automation #evaluation #generative
- Automatic Generation of Evaluation Features for Computer Game Players (MM, DY, TC), pp. 268–275.
- CIG-2007-NaveedCH #hybrid #learning
- Hybrid Evolutionary Learning Approaches for The Virus Game (MHN, PIC, MAH), pp. 196–202.
- CIG-2007-OommenGP #bound #finite #probability #using
- Using Stochastic AI Techniques to Achieve Unbounded Resolution in Finite Player Goore Games and its Applications (BJO, OCG, AP), pp. 161–167.
- CIG-2007-PitaMN #named
- Vidya: A God Game Based on Intelligent Agents Whose Actions are Devised Through Evolutionary Computation (MRdSP, SSM, FBdLN), pp. 352–359.
- CIG-2007-ReisingerBKM
- Coevolving Strategies for General Game Playing (JR, EB, IK, RM), pp. 320–327.
- CIG-2007-RiedmillerG #case study #experience #learning #on the
- On Experiences in a Complex and Competitive Gaming Domain: Reinforcement Learning Meets RoboCup (MAR, TG), pp. 17–23.
- CIG-2007-SeredynskiBK #ad hoc #behaviour #evolution #modelling #network #using
- Modelling the Evolution of Cooperative Behavior in Ad Hoc Networks using a Game Based Model (MS, PB, MAK), pp. 96–103.
- CIG-2007-ThompsonLH #development #named
- EvoTanks: Co-Evolutionary Development of Game-Playing Agents (TT, JL, GH), pp. 328–333.
- CIG-2007-TogeliusNL #automation #personalisation #towards
- Towards automatic personalised content creation for racing games (JT, RDN, SML), pp. 252–259.
- CIG-2007-VenessB #effectiveness #probability #using
- Effective Use of Transposition Tables in Stochastic Game Tree Search (JV, AB), pp. 112–116.
- CIG-2007-WittkampBW #comparison #learning #programming #search-based
- A Comparison of Genetic Programming and Look-up Table Learning for the Game of Spoof (MW, LB, RLW), pp. 63–71.
- CIG-2007-YannakakisH #feature model
- Game and Player Feature Selection for Entertainment Capture (GNY, JH), pp. 244–251.
- DiGRA-2007-Aarseth
- I Fought the Law: Transgressive Play and The Implied Player (EA).
- DiGRA-2007-Appelman
- Experiential Modes of Game Play (RA).
- DiGRA-2007-Apperley
- Piracy in the Caribbean: The Political Stakes of Videogame Piracy in Chávez's Venezuela (TA).
- DiGRA-2007-BardzellJBPOH #multi #online
- Virtual Worlds and Fraud: Approaching Cybersecurity in Massively Multiplayer Online Games (JB, MJ, SB, TP, WO, ARH).
- DiGRA-2007-BjorkP #comprehension #design pattern #pervasive
- Understanding Pervasive Games through Gameplay Design Patterns (SB, JP).
- DiGRA-2007-BomanJ #modelling #multi #online
- Modeling Epidemic Spread in Synthetic Populations - Virtual Plagues in Massively Multiplayer Online Games (MB, SJJ).
- DiGRA-2007-BraggeS #mining #profiling #research #tool support #using
- Profiling Academic Research on Digital Games Using Text Mining Tools (JB, JS).
- DiGRA-2007-Brown
- Gaming DNA: On Narrative and Gameplay Gestalts (DB).
- DiGRA-2007-Bruckman #challenge #education
- From Gamers to Scholars: Challenges of Teaching Game Studies (ASB).
- DiGRA-2007-Calleja #analysis #concept
- Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement (GC).
- DiGRA-2007-CastellJT #education
- Digital Games for Education: When Meanings Play (SdC, JJ, NT).
- DiGRA-2007-Cheng #video
- Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene (PC).
- DiGRA-2007-Consalvo #float
- Visiting the Floating World: Tracing a Cultural History of Games Through Japan and America (MC).
- DiGRA-2007-DekkerC #using
- Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback (AD, EC).
- DiGRA-2007-DrennanKRD #behaviour #design
- Designing a Game to Model Consumer Misbehavior (PD, DAK, RRB, JD).
- DiGRA-2007-Dymek #how #industrial #video
- Exporting Wars: Literature Theory and How It Explains the Video Game Industry (MD).
- DiGRA-2007-Ferri #interactive #matrix
- Narrating machines and interactive matrices: a semiotic common ground for game studies (GF0).
- DiGRA-2007-FlanaganBND
- A Method For Discovering Values in Digital Games (MF, JB, HN, JD).
- DiGRA-2007-Frank #design
- Balancing Three Different Foci in the Design of Serious Games: Engagement, Training Objective and Context (AF).
- DiGRA-2007-Frome
- Eight Ways Videogames Generate Emotion (JF).
- DiGRA-2007-FronFMP
- The Hegemony of Play (JF, TF, JFM, CP).
- DiGRA-2007-Glas
- Playing another Game: Twinking in World of Warcraft (RG).
- DiGRA-2007-GrimshawS #experience
- Situating Gaming as a Sonic Experience: The acoustic ecology of First-Person Shooters (MG, GS).
- DiGRA-2007-GruterO #mobile
- Situated Play and Mobile Gaming (BG, MO).
- DiGRA-2007-Hjorth #mobile
- The place of mobile gaming: one history in locating mobility in the Asia-Pacific region (LH).
- DiGRA-2007-HoegerH #multi
- Ghastly multiplication: Fatal Frame II and the Videogame Uncanny (LH, WH).
- DiGRA-2007-Hung #video
- Video games in context: An ethnographic study of situated meaning-making practices of Asian immigrant adolescents in New York City (ACYH).
- DiGRA-2007-IhoriSSY #behaviour #student #video
- Effect of Video Games on Children's Aggressive Behavior and Pro-social Behavior: A Panel Study with Elementary School Students (NI, AS, AS, SY).
- DiGRA-2007-InoueU
- Around Sigeru Miyamoto: Enactment of “Creator” on Computer Games (AI, SU).
- DiGRA-2007-Jakobsson #aspect-oriented #social
- Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club (MJ).
- DiGRA-2007-Jarvinen
- Introducing Applied Ludology: Hands-on Methods for Game Studies (AJ).
- DiGRA-2007-JensonC #gender #research #women
- Girls and Gaming: Gender Research, “Progress” and the Death of Interpretation (JJ, SdC).
- DiGRA-2007-Jockel #experience #online #overview #performance #video
- The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market (SJ).
- DiGRA-2007-KafaiFC #constraints #design
- Your Second Selves: Resources, Agency, and Constraints in Avatar Designs and Identity Play in a Tween Virtual World (YBK, DAF, MSC).
- DiGRA-2007-KamRTC #design pattern #mobile #using
- Mobile Gaming with Children in Rural India: Contextual Factors in the Use of Game Design Patterns (MK, VR, AT, JFC).
- DiGRA-2007-KatoKINSYTY #evaluation
- Ergonomic evaluation of portable videogame software (RK, TK, HI, KN, TS, HY, HT, TY).
- DiGRA-2007-KatoSIA #process
- A Typology of Speeches within Board Game Players for Analyzing the Process of Games (TK, JS, MI, CA).
- DiGRA-2007-King
- Dimensions of Play: Gameplay, context, franchise and genre in player responses to Command and Conquer: Generals (GK).
- DiGRA-2007-KirjavainenNK #development #learning
- Team Structure in the Development of Game-based Learning Environments (AK, TN, MK).
- DiGRA-2007-KortIG #experience #framework #people #research
- People, Places, and Play: A research framework for digital game experience in a socio-spatial context (YAWdK, WAI, BJG).
- DiGRA-2007-Koyama #industrial #overview #video
- Survey of the adjourned sale rate of the Japanese home video game industry (YK).
- DiGRA-2007-Lammes #reflexive #towards
- Approaching game-studies: towards a reflexive methodology of games as situated cultures (SL).
- DiGRA-2007-LeeYL #online
- Leaving a Never-Ending Game: Quitting MMORPGs and Online Gaming Addiction (IL, CYY, HL).
- DiGRA-2007-Leino #classification #sketching
- Emotions about the Deniable/Undeniable: Sketch for a Classification of Game Content as Experienced (OTL).
- DiGRA-2007-Lemay #case study #experience #pattern matching #video
- Developing a pattern language for flow experiences in video games (PL).
- DiGRA-2007-LinderothB #approach
- This is not a Door: an Ecological approach to Computer Games (JL, UB).
- DiGRA-2007-LinS #challenge #multi #online
- Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses (HL, CTS).
- DiGRA-2007-MacBride #question
- The Primordial Economics of Cheating: Trading Skill for Glory or Vital Steps to Evolved Play? (RM).
- DiGRA-2007-MacCallum-Stewart #named
- Controversies: Historicising the Computer Game (EMS, JP).
- DiGRA-2007-Magnussen #education #learning
- Teacher roles in learning games - When games become situated in schools (RM).
- DiGRA-2007-MatsuoTNS #overview #video
- Video Games and the Training of Sociality: A Survey of Video Game Players (YM, ST, SN, AS).
- DiGRA-2007-Mayra #experience
- The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play (FM).
- DiGRA-2007-McGregor
- Situations of Play: Patterns of Spatial Use in Videogames (GLM).
- DiGRA-2007-MitchellC #music #question
- Videogame Music: chiptunes byte back? (GM, AC).
- DiGRA-2007-Molesworth
- Monsters and the Mall: Videogames and the Scopic Regimes of Shopping (MM).
- DiGRA-2007-Montola #pervasive
- Tangible Pleasures of Pervasive Role-Playing (MM).
- DiGRA-2007-MoshirniaW #community #video
- Reciprocal Innovation in Modding Communities as a means of Increasing Cultural Diversity and Historical Accuracy in Video Games (AVM, ACW).
- DiGRA-2007-Myers #online #social
- Self and selfishness in online social play (DM).
- DiGRA-2007-NatkinYJM #adaptation #modelling #multi #ubiquitous #using
- Creating Multiplayer Ubiquitous Games using an adaptive narration model based on a user's model (SN, CY, SJ, BM).
- DiGRA-2007-Niedenthal #multi #realtime
- Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests (SN).
- DiGRA-2007-Nitsche #video
- Mapping Time in Video Games (MN).
- DiGRA-2007-Nojima #modelling
- Pricing models and Motivations for MMO play (MN).
- DiGRA-2007-OhR #design #online
- Game Design on Item-selling Based Payment Model in Korean Online Games (GO, TR).
- DiGRA-2007-PepplerK #education #learning #what
- What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture (KAP, YBK).
- DiGRA-2007-PichlmairK #music #video
- Levels of Sound: On the Principles of Interactivity in Music Video Games (MP, FK).
- DiGRA-2007-Poremba07a
- Play with me: Exploring the autobiographical through digital games (CP).
- DiGRA-2007-SanfordM #education #student #video
- Recognizing New Literacies: Teachers and Students Negotiating the Creation of Video Games in School (KS, LM).
- DiGRA-2007-SchneiderWY #video
- Exploring the Uncanny Valley with Japanese Video Game Characters (ES, YW, SY).
- DiGRA-2007-Schultheiss #behaviour #experience
- Long-term motivations to play MMOGs: A longitudinal study on motivations, experience and behavior (DS).
- DiGRA-2007-Sharp #video
- Peep-boxes to Pixels: An Alternative History of Video Game Space (PS).
- DiGRA-2007-Shyba #interactive #lessons learnt
- The Spontaneous Playfulness of Creativity: Lessons from Interactive Theatre for Digital Games (LS).
- DiGRA-2007-Sommerseth #quote #video
- “Gamic Realism”: Player, Perception and Action in Video Game Play (HS).
- DiGRA-2007-SorensenM #education #learning #perspective
- Serious Games in language learning and teaching - a theoretical perspective (BHS, BM).
- DiGRA-2007-Sotamaa #design
- Perceptions of Player in Game Design Literature (OS).
- DiGRA-2007-StenrosMWJ
- Play it for Real: Sustained Seamless Life/Game Merger in Momentum (JS, MM, AW, SJ).
- DiGRA-2007-SusiR #question
- Situated Play - Just a Temporary Blip? (TS, JR).
- DiGRA-2007-Swain #design #social
- Designing Games to Effect Social Change (CS).
- DiGRA-2007-TaylorJC #gender #women
- Gender in Play: Mapping a Girls' Gaming Club (NT, JJ, SdC).
- DiGRA-2007-TychsenMBH #multi
- Player-Character Dynamics in Multi-Player Role Playing Games (AT, DM, TB, MH).
- DiGRA-2007-TychsenNBH #analysis #experience #multi
- Cross-format analysis of the gaming experience in multi-player role-playing games (AT, KN, TB, MH).
- DiGRA-2007-Tyler #named
- Play: A Procrustean Probe (TT).
- DiGRA-2007-ValliusMK #interactive #multi
- Interaction Manifestations at the Roots of Experiencing Multiplayer Computer Games (LV, TM, TK).
- DiGRA-2007-Wade #state of the art
- The State of the Art: Western Modes of Videogame Production (AW).
- DiGRA-2007-WalzB #approach #design #persuasion #pervasive
- Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists (SPW, RB).
- DiGRA-2007-Wirman #question
- “I am not a fan, I just play a lot” - If Power Gamers Aren't Fans, Who Are? (HW).
- DiGRA-2007-WyeldLCGLH #using
- The Ethics of Indigenous Storytelling: using the Torque Game Engine to Support Australian Aboriginal Cultural Heritage (TGW, BL, JC, CG, BL, JH).
- DiGRA-2007-Young
- The Disappearance and Reappearance and Disappearance of the Player in Videogame Advertising (BMY).
- DiGRA-2007-ZagalM #analysis #framework
- Temporal Frames: A Unifying Framework for the Analysis of Game Temporality (JPZ, MM).
- GDCSE-J-2007-AbeeleHVD #approach #design
- A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens (VVA, JH, LV, SD).
- GDCSE-J-2007-Bayliss
- The Effects of Games in CS1-CS3 (JDB).
- GDCSE-J-2007-WolzAN #design #education #student
- Teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables (UW, CA, TMN).
- GDCSE-J-2007-Youngblood #education #student #using
- Engaging Students in Advanced Computer Science Education Using Game Segments (GMY).
- CHI-2007-BatchellerHNRRZ #testing #video
- Testing the technology: playing games with video conferencing (ALB, BH, KN, EJR, MRB, XZ), pp. 849–852.
- CHI-2007-DucheneautYNM #community #online
- The life and death of online gaming communities: a look at guilds in world of warcraft (ND, NY, EN, RJM), pp. 839–848.
- CHI-2007-FlanaganN #design #social
- A game design methodology to incorporate social activist themes (MF, HN), pp. 181–190.
- CHI-2007-NenonenLHLJH #interactive #using
- Using heart rate to control an interactive game (VN, AL, VH, TL, MJ, PH), pp. 853–856.
- CHI-2007-SeayK #online #problem #self #using
- Project massive: self-regulation and problematic use of online gaming (AFS, REK), pp. 829–838.
- HCI-AS-2007-Chang #design #interactive
- Interacting Play — Design as a Metaphor for Developing Interactive Games (TWC), pp. 190–197.
- HCI-AS-2007-CorradiniBH #2d #interface #natural language
- A Natural Language Interface for a 2D Networked Game (AC, AB, TH), pp. 225–234.
- HCI-AS-2007-Ficarra #case study
- A Study of Acteme on Users Unexpert of Videogames (FVCF), pp. 215–224.
- HCI-AS-2007-LiuLS #behaviour #comprehension #design #online #what
- What Makes Game Players Want to Play More? A Mathematical and Behavioral Understanding of Online Game Design (DL, XL, RS), pp. 284–293.
- HCI-AS-2007-SanchezSS #learning #mobile
- Mobile Game-Based Methodology for Science Learning (JS, AS, MS), pp. 322–331.
- HCI-AS-2007-SongLH #case study #evaluation #framework #multi #online #usability
- A New Framework of Usability Evaluation for Massively Multi-player Online Game: Case Study of “World of Warcraft” Game (SS, JL, IH), pp. 341–350.
- HCI-AS-2007-ZhanLSO #multi #online #realtime
- Face to Face Communications in Multiplayer Online Games: A Real-Time System (CZ, WL, FS, PO), pp. 401–410.
- HCI-IDU-2007-DomingoHM #comprehension #process
- A Game to Promote Understanding About UCD Methods and Process (MGD, MAH, EM), pp. 446–452.
- HCI-IPT-2007-SongWT #interface #using
- A Tangible Game Interface Using Projector-Camera Systems (PS, SW, JT), pp. 956–965.
- HCI-IPT-2007-Watanabe #interactive #named
- VortexBath: Study of Tangible Interaction with Water in Bathroom for Accessing and Playing Media Files (JiW), pp. 1240–1248.
- HCI-MIE-2007-DuL #design #interactive #music #named #physics
- G-Tunes — Physical Interaction Design of Playing Music (JD, YL), pp. 846–851.
- HCI-MIE-2007-JuSK #people #quote #using
- “Shooting a Bird”: Game System Using Facial Feature for the Handicapped People (JJ, YS, EYK), pp. 642–648.
- HCI-MIE-2007-Lee07b #3d #self
- Emotion and Sense of Telepresence: The Effects of Screen Viewpoint, Self-transcendence Style, and NPC in a 3D Game Environment (JJL), pp. 393–400.
- HIMI-IIE-2007-HsuCSWY #analysis #assessment #interface #online #using
- Function Interfaces Assessment of Online Game Websites in Great China Area Using Content Analysis (CIH, CC, CHS, PJW, YJY), pp. 337–346.
- HIMI-IIE-2007-YoonKPLY #modelling #using
- Game Player Modeling Using D-FSMs (TBY, DMK, KHP, JHL, KHY), pp. 490–499.
- OCSC-2007-GamberiniMSSS #communication #feedback #multi #online #process #social
- Unveiling the Structure: Effects of Social Feedback on Communication Activity in Online Multiplayer Videogames (LG, FM, FS, AS, AS), pp. 334–341.
- OCSC-2007-Jang #community #online #self
- Managing Fairness: Reward Distribution in a Self-organized Online Game Player Community (CYJ), pp. 375–384.
- OCSC-2007-PanKL #community #design #guidelines #online
- Sociability Design Guidelines for the Online Gaming Community: Role Play and Reciprocity (YCP, LK, JJL), pp. 426–434.
- OCSC-2007-YuanZW #community #contest #online
- Cooperation and Competition Dynamics in an Online Game Community (RY, LZ, WW), pp. 475–484.
- ICEIS-EIS-2007-HeberlingHBH #collaboration #multi #online #peer-to-peer
- Future Collaborative Systems Between Peer-to-Peer and Massive Multiplayer Online Games (MH, RH, TB, TH), pp. 340–346.
- ICEIS-HCI-2007-AraujoB #architecture #education #using
- Using Games in the Teaching of Digital Systems and of Computers Architecture (PJGdA, JVB), pp. 5–10.
- ICML-2007-SternHG #learning
- Learning to solve game trees (DHS, RH, TG), pp. 839–846.
- RecSys-2007-NguyenR #evaluation #interactive #mobile #recommendation
- Replaying live-user interactions in the off-line evaluation of critique-based mobile recommendations (QNN, FR), pp. 81–88.
- SEKE-2007-AlencarWSF #deployment #information management #question
- Do Neural-Network Question-Answering Systems Have a Role to Play in the Deployment of Real World Information Systems? (AJA, RCW, EAS, ALF), pp. 386–391.
- MoDELS-2007-KienzleDV #behaviour #design #modelling
- Model-Based Design of Computer-Controlled Game Character Behavior (JK, AD, HV), pp. 650–665.
- MoDELS-2007-KienzleDV #behaviour #design #modelling
- Model-Based Design of Computer-Controlled Game Character Behavior (JK, AD, HV), pp. 650–665.
- SIGAda-2007-HallmarkR #ada #evaluation #evolution #parallel
- Parallel evolution of game evaluation functions in ada (TBH, EKR), pp. 59–62.
- RE-2007-AlvesRD #case study #challenge #development #mobile #requirements
- Challenges in Requirements Engineering for Mobile Games Development: The Meantime Case Study (CFA, GR, ALGD), pp. 275–280.
- RE-2007-SmithG #lightweight #requirements #using
- Using a Game to Introduce Lightweight Requirements Engineering (RS, OG), pp. 379–380.
- SAC-2007-LiuT #random
- Eigen-distribution on assignments for game trees with random properties (CL, KT), pp. 78–79.
- HPDC-2007-MullerGSF #case study #multi #online #replication #scalability #using
- Scaling multiplayer online games using proxy-server replication: a case study of Quake 2 (JM, SG, TS, SF), pp. 219–220.
- FoSSaCS-2007-Chatterjee #probability #synthesis
- Optimal Strategy Synthesis in Stochastic Müller Games (KC), pp. 138–152.
- FoSSaCS-2007-ChatterjeeHP
- Generalized Parity Games (KC, TAH, NP), pp. 153–167.
- STOC-2007-GutoskiW #quantum #towards
- Toward a general theory of quantum games (GG, JW), pp. 565–574.
- STOC-2007-KakadeKL #algorithm #approximate
- Playing games with approximation algorithms (SMK, ATK, KL), pp. 546–555.
- STOC-2007-PassV #parallel #performance #theorem
- An efficient parallel repetition theorem for Arthur-Merlin games (RP, MV), pp. 420–429.
- TACAS-2007-BolligKKL #design #learning #modelling #synthesis
- Replaying Play In and Play Out: Synthesis of Design Models from Scenarios by Learning (BB, JPK, CK, ML), pp. 435–450.
- TACAS-2007-Horn #algorithm #performance
- Faster Algorithms for Finitary Games (FH), pp. 472–484.
- CADE-2007-Stirling #automaton
- Games, Automata and Matching (CS), pp. 1–2.
- CAV-2007-AlfaroF #algorithm
- An Accelerated Algorithm for 3-Color Parity Games with an Application to Timed Games (LdA, MF), pp. 108–120.
- CAV-2007-BehrmannCDFLL #exclamation #named
- UPPAAL-Tiga: Time for Playing Games! (GB, AC, AD, EF, KGL, DL), pp. 121–125.
- CSL-2007-Alfaro #approach
- The Symbolic Approach to Repeated Games (LdA), p. 3.
- CSL-2007-HertelU
- Game Characterizations and the PSPACE-Completeness of Tree Resolution Space (AH, AU), pp. 527–541.
- CSL-2007-McCuskerP
- A Games Model of Bunched Implications (GM, DJP), pp. 573–588.
- CSL-2007-Obdrzalek #clique
- Clique-Width and Parity Games (JO), pp. 54–68.
- ICLP-2007-NeedhamV #semantics
- A Games Semantics of ASP (JN, MDV), pp. 460–461.
- LICS-2007-AlfaroMRS #metric
- Game Relations and Metrics (LdA, RM, VR, MS), pp. 99–108.
- LICS-2007-MelliesT #semantics
- Resource modalities in game semantics (PAM, NT), pp. 389–398.
- LICS-2007-Stirling #automaton #higher-order
- Higher-Order Matching, Games and Automata (CS), pp. 326–335.
- CSEET-2006-JainB #named #re-engineering
- SimVBSE: Developing a Game for Value-Based Software Engineering (AJ, BWB), pp. 103–114.
- ITiCSE-2006-BiancoL #named
- PlayToLearn: a game adventure in the realm of Si Piuh (GMB, IL), p. 331.
- DLT-2006-FritzW #automaton #simulation
- Simulation Relations for Alternating Parity Automata and Parity Games (CF, TW), pp. 59–70.
- ICALP-v1-2006-CominettiCM #network
- Network Games with Atomic Players (RC, JRC, NESM), pp. 525–536.
- ICALP-v1-2006-DaskalakisFP #complexity #nash
- The Game World Is Flat: The Complexity of Nash Equilibria in Succinct Games (CD, AF, CHP), pp. 513–524.
- ICALP-v1-2006-FotakisKS
- Atomic Congestion Games Among Coalitions (DF, SCK, PGS), pp. 572–583.
- ICALP-v1-2006-GairingMT #latency #linear
- Routing (Un-) Splittable Flow in Games with Player-Specific Linear Latency Functions (MG, BM, KT), pp. 501–512.
- ICALP-v1-2006-GroheV #graph #morphism #parallel #testing
- Testing Graph Isomorphism in Parallel by Playing a Game (MG, OV), pp. 3–14.
- ICALP-v2-2006-CorinH #encryption #hoare #logic #probability #proving
- A Probabilistic Hoare-style Logic for Game-Based Cryptographic Proofs (RC, JdH), pp. 252–263.
- ICALP-v2-2006-EtessamiY #concurrent #probability #recursion
- Recursive Concurrent Stochastic Games (KE, MY), pp. 324–335.
- ICALP-v2-2006-GimbertZ
- Deterministic Priority Mean-Payoff Games as Limits of Discounted Games (HG, WZ), pp. 312–323.
- ICALP-v2-2006-Kopczynski #infinity
- Half-Positional Determinacy of Infinite Games (EK), pp. 336–347.
- ICALP-v2-2006-Stirling #approach #higher-order
- A Game-Theoretic Approach to Deciding Higher-Order Matching (CS), pp. 348–359.
- AIIDE-2006-AhaMM #research
- A Testbed for Evaluating AI Research Systems in Commercial Games (DWA, MM, PM0), pp. 137–138.
- AIIDE-2006-AndradeRGC #evaluation #user satisfaction
- Dynamic Game Balancing: An Evaluation of User Satisfaction (GA, GLR, ASG, VC), pp. 3–8.
- AIIDE-2006-BjornssonH #heuristic
- Improved Heuristics for Optimal Path-finding on Game Maps (YB, KH), pp. 9–14.
- AIIDE-2006-CheongY #case study #experience #framework
- A Framework for Summarizing Game Experiences as Narratives (YGC, RMY), pp. 106–108.
- AIIDE-2006-ComptonM #design #framework #platform
- Procedural Level Design for Platform Games (KC, MM), pp. 109–111.
- AIIDE-2006-CutumisuSSWOSS #behaviour #generative
- A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games (MC, DS, JS, KW, CO, JS, AS), pp. 141–142.
- AIIDE-2006-DahlbomN
- Goal-Directed Hierarchical Dynamic Scripting for RTS Games (AD, LN), pp. 21–28.
- AIIDE-2006-Kruszewski #generative
- Believable and Reactive Crowds in Next Generation Games (PK), pp. 143–144.
- AIIDE-2006-LikhachevK #heuristic #incremental
- Incremental Heuristic Search in Games: The Quest for Speed (ML, SK), pp. 118–120.
- AIIDE-2006-MadeiraCR #adaptation #design #scalability
- Designing a Reinforcement Learning-based Adaptive AI for Large-Scale Strategy Games (CAGM, VC, GLR), pp. 121–123.
- AIIDE-2006-Murray #simulation
- Intelligent Tutoring Systems for Commercial Games: The Virtual Combat Training Center Tutor and Simulation (WRM), pp. 66–71.
- AIIDE-2006-OnuczkoSSCSWS #automation #generative
- Automatic Story Generation for Computer Role-Playing Games (CO, DS, JS, MC, JS, KW, AS), pp. 147–148.
- AIIDE-2006-StanleyKMG #video
- The NERO Video Game (KOS, IK, RM, AG), pp. 151–152.
- AIIDE-2006-ThueB #modelling
- Modeling Goal-Directed Players in Digital Games (DT, VB), pp. 86–91.
- AIIDE-2006-WhiteB #learning #multi
- The Self Organization of Context for Learning in MultiAgent Games (CDW, DB), pp. 92–97.
- CIG-2006-Ashlock06a
- Training Function Stacks to play the Iterated Prisoner's Dilemma (DAA), pp. 111–118.
- CIG-2006-ChaperotF
- Improving Artificial Intelligence In a Motocross Game (BC, CF), pp. 181–186.
- CIG-2006-ConradieE #optimisation #using
- Training Bao Game-Playing Agents using Coevolutionary Particle Swarm Optimization (JC, APE), pp. 67–74.
- CIG-2006-CowlingNH
- A Coevolutionary Model for The Virus Game (PIC, MHN, MAH), pp. 45–51.
- CIG-2006-Garza #collaboration
- Evaluating Individual Player Strategies in a Collaborative Incomplete-Information Agent-Based Game Playing Environment (AGdSG), pp. 211–216.
- CIG-2006-GordonR #identification #set #using
- Trappy Minimax - using Iterative Deepening to Identify and Set Traps in Two-Player Games (VSG, AR), pp. 205–210.
- CIG-2006-HeinzKGBL #empirical #realtime #recognition #smarttech #using
- Using Wearable Sensors for Real-Time Recognition Tasks in Games of Martial Arts - An Initial Experiment (EAH, KSK, MG, DB, PL), pp. 98–102.
- CIG-2006-JenkinsF
- Highly Volatile Game Tree Search in Chain Reaction (DJ, CF), pp. 217–223.
- CIG-2006-KarpovDVSM #evaluation #integration #learning
- Integration and Evaluation of Exploration-Based Learning in Games (IK, TD, CV, KOS, RM), pp. 39–44.
- CIG-2006-Looney #network
- Intelligent Battle Gaming Pragmatics with Belief Network Trees (CGL), pp. 243–248.
- CIG-2006-MenezesBC #generative #towards
- Towards Generation of Complex Game Worlds (TLTM, TRB, EC), pp. 224–229.
- CIG-2006-MilesL #co-evolution #towards
- Towards the Co-Evolution of Influence Map Tree Based Strategy Game Players (CM, SJL), pp. 75–82.
- CIG-2006-PietroBW #adaptation #comparison #learning #modelling
- A Comparison of Different Adaptive Learning Techniques for Opponent Modelling in the Game of Guess It (ADP, LB, RLW), pp. 173–180.
- CIG-2006-ReynoldsAA #algorithm #optimisation #problem #using
- Optimization Problem Solving using Predator/Prey Games and Cultural Algorithms (RGR, MZA, RSA), pp. 119–125.
- CIG-2006-RiceMSS #using
- A Player for Tactical Air Strike Games Using Evolutionary Computation (AJR, JRM, AS, SS), pp. 83–89.
- CIG-2006-Soedarmadji #distributed
- Decentralized Decision Making in the Game of Tic-tac-toe (ES), pp. 34–38.
- CIG-2006-TeramotoDU #complexity #graph
- Voronoi game on graphs and its complexity (ST, EDD, RU), pp. 265–271.
- CIG-2006-WittkampB #adaptation #evolution #programming #search-based #using
- Evolving Adaptive Play for the Game of Spoof Using Genetic Programming (MW, LB), pp. 164–172.
- CHI-2006-AhnGKLB #web
- Improving accessibility of the web with a computer game (LvA, SG, MK, RL, MB), pp. 79–82.
- CHI-2006-AhnKB #named
- Verbosity: a game for collecting common-sense facts (LvA, MK, MB), pp. 75–78.
- CHI-2006-AhnLB #image #named
- Peekaboom: a game for locating objects in images (LvA, RL, MB), pp. 55–64.
- CHI-2006-BellCBHSTBRB #mobile
- Interweaving mobile games with everyday life (MB, MC, LB, MH, SS, PT, BB, DR, SB), pp. 417–426.
- CHI-2006-DucheneautYNM #multi #online #quote #social
- “Alone together?”: exploring the social dynamics of massively multiplayer online games (ND, NY, EN, RJM), pp. 407–416.
- CHI-2006-Hazlett #case study #experience #interactive #video
- Measuring emotional valence during interactive experiences: boys at video game play (RLH), pp. 1023–1026.
- CHI-2006-MandrykAI #evaluation #experience #interactive
- A continuous and objective evaluation of emotional experience with interactive play environments (RLM, MSA, KMI), pp. 1027–1036.
- CHI-2006-RafflePIL #behaviour
- Beyond record and play: backpacks: tangible modulators for kinetic behavior (HR, AJP, HI, JL), pp. 681–690.
- CHI-2006-RashidLTRKR
- Motivating participation by displaying the value of contribution (AMR, KSL, RDT, PR, REK, JR), pp. 955–958.
- CHI-2006-WangXXWZDZ #video
- Face-tracking as an augmented input in video games: enhancing presence, role-playing and control (SW, XX, YX, CW, WZ, XD, DZ), pp. 1097–1106.
- CHI-2006-WilsonA #using
- Text entry using a dual joystick game controller (ADW, MA), pp. 475–478.
- CHI-2006-Wyeth #case study #experience
- Ethnography in the kindergarten: examining children’s play experiences (PW), pp. 1225–1228.
- CSCW-2006-FonoC #collaboration #composition #mobile #multi #named #social
- Sandboxes: supporting social play through collaborative multimedia composition on mobile phones (DF, SC), pp. 163–166.
- CSCW-2006-NardiH #collaboration
- Strangers and friends: collaborative play in world of warcraft (BAN, JH), pp. 149–158.
- CSCW-2006-PiperOMW #development #named #social
- SIDES: a cooperative tabletop computer game for social skills development (AMP, EO, MRM, TW), pp. 1–10.
- CSCW-2006-RiegelsbergerCFP
- Sounds good to me: effects of photo and voice profiles on gaming partner choice (JR, SC, SF, BCP), pp. 159–162.
- ICML-2006-SternHG #predict #ranking
- Bayesian pattern ranking for move prediction in the game of Go (DHS, RH, TG), pp. 873–880.
- ICPR-v1-2006-GormanTBH #behaviour #interactive
- Bayesian Imitation of Human Behavior in Interactive Computer Games (BG, CT, CB, MH), pp. 1244–1247.
- ICPR-v1-2006-ThurauHB #behaviour #classification #video
- Classification of Team Behaviors in Sports Video Games (CT, TH, CB), pp. 1188–1191.
- ICPR-v3-2006-ZhangDC #analysis #detection
- Ball Hit Detection in Table Tennis Games Based on Audio Analysis (BZ, WD, LC), pp. 220–223.
- SEKE-2006-ZhangYLC #formal method #novel #protocol
- A Novel Fairness Property of Electronic Commerce Protocols and Its Game-based Formalization (LZ, JY, ML, JC), pp. 410–415.
- SPLC-2006-Dalgarno
- The Scoping Game (MD), p. 224.
- QAPL-2005-McIverM06 #calculus #novel #probability #μ-calculus
- A Novel Stochastic Game Via the Quantitative μ-calculus (AM, CM), pp. 195–212.
- POPL-2006-Sweeney #developer #perspective #programming language
- The next mainstream programming language: a game developer’s perspective (TS), p. 269.
- RE-2006-CalleleNS #requirements #video
- Emotional Requirements in Video Games (DC, EN, KS), pp. 292–295.
- ICSE-2006-CutumisuOSSMRSC #experience
- Evaluating pattern catalogs: the computer games experience (MC, CO, DS, JS, MM, TR, JS, MC), pp. 132–141.
- CASE-2006-ZhouD #learning
- An evolutionary game model on supply chains learning through imitation (MZ, FD), pp. 645–648.
- DAC-2006-BanerjeePDKD #generative #specification #testing
- Test generation games from formal specifications (AB, BP, SD, AK, PD), pp. 827–832.
- DAC-2006-CohnKMTT #challenge #design #multi #platform
- Design challenges for next-generation multimedia, game and entertainment platforms (JMC, JTK, CM, RT, BT), p. 459.
- DAC-2006-GuCO
- Games are up for DVFS (YG, SC, WTO), pp. 598–603.
- HPDC-2006-WeinbergS
- When Jobs Play Nice: The Case For Symbiotic Space-Sharing (JW, AS), pp. 361–362.
- FoSSaCS-2006-Serre #graph #process
- Parity Games Played on Transition Graphs of One-Counter Processes (OS), pp. 337–351.
- STOC-2006-CharikarMM #algorithm
- Near-optimal algorithms for unique games (MC, KM, YM), pp. 205–214.
- STOC-2006-HayrapetyanTW
- The effect of collusion in congestion games (AH, ÉT, TW), pp. 89–98.
- TACAS-2006-ChatterjeeH
- Finitary Winning in ω-Regular Games (KC, TAH), pp. 257–271.
- CAV-2006-Harel #aspect-oriented #source code #verification
- Playing with Verification, Planning and Aspects: Unusual Methods for Running Scenario-Based Programs (DH), pp. 3–4.
- CSL-2006-Chatterjee #concurrent
- Concurrent Games with Tail Objectives (KC), pp. 256–270.
- CSL-2006-ChatterjeeDHR #algorithm
- Algorithms for ω-Regular Games with Imperfect Information (KC, LD, TAH, JFR), pp. 287–302.
- CSL-2006-HenzingerP
- Solving Games Without Determinization (TAH, NP), pp. 395–410.
- CSL-2006-Kaiser #automation #model checking #quantifier
- Game Quantification on Automatic Structures and Hierarchical Model Checking Games (LK), pp. 411–425.
- LICS-2006-BrazdilBFK #probability
- Stochastic Games with Branching-Time Winning Objectives (TB, VB, VF, AK), pp. 349–358.
- LICS-2006-PitermanP #performance
- Faster Solutions of Rabin and Streett Games (NP, AP), pp. 275–284.
- CSEET-2005-Sindre #case study #communication #education #experience #student
- Teaching Oral Communication Techniques in RE by Student-Student Role Play: Initial Experiences (GS), pp. 85–92.
- ITiCSE-2005-BoavidaSASLV #online
- The MulE game engine extending online role-playing games (MB, JPS, PAAA, LS, JL, RV), p. 404.
- ITiCSE-2005-ClaypoolC #design #education #re-engineering
- Teaching software engineering through game design (KTC, MC), pp. 123–127.
- ITiCSE-2005-KollingH #programming
- Game programming in introductory courses with direct state manipulation (MK, PH), pp. 59–63.
- ITiCSE-2005-Prakash
- Computer game arena: a showcase for computer game projects (ECP), p. 358.
- ITiCSE-2005-SweedykK #re-engineering
- Fun and games: a new software engineering course (ES, RMK), pp. 138–142.
- SIGITE-2005-Prayaga05a #learning #student
- Game technology as a tool to actively engage K-12 students in the act of learning (LP), pp. 307–310.
- SIGITE-2005-WernerCD #programming #women
- Middle school girls + games programming = information technology fluency (LLW, SC, JD), pp. 301–305.
- ICSM-2005-AlvesCVSDBR #analysis #comparative #migration
- Comparative Analysis of Porting Strategies in J2ME Games (VA, IC, HV, PHMS, ALGD, PB, GR), pp. 123–132.
- ICALP-2005-ChatterjeeAH #complexity #probability
- The Complexity of Stochastic Rabin and Streett Games (KC, LdA, TAH), pp. 878–890.
- ICALP-2005-EtessamiY #markov #probability #process #recursion
- Recursive Markov Decision Processes and Recursive Stochastic Games (KE, MY), pp. 891–903.
- ICALP-2005-Zhang #performance #resource management
- The Efficiency and Fairness of a Fixed Budget Resource Allocation Game (LZ0), pp. 485–496.
- TLCA-2005-Hayashi #proving #question
- Can Proofs Be Animated By Games? (SH), pp. 11–22.
- AIIDE-2005-BrownFBHC #framework #named #platform
- Quagents: A Game Platform for Intelligent Agents (CB, GF, PB, BH, DC), pp. 9–14.
- AIIDE-2005-DunhamFU #named #prototype #sketching
- nuWar: A Prototype Sketch-based Strategy Game (GD, KDF, JMU), pp. 45–50.
- AIIDE-2005-GorniakR #comprehension #speech
- Speaking with your Sidekick: Understanding Situated Speech in Computer Role Playing Games (PG, DR), pp. 57–62.
- AIIDE-2005-HoangLM #encoding
- Hierarchical Plan Representations for Encoding Strategic Game AI (HH, SLU, HMA), pp. 63–68.
- AIIDE-2005-KlaasSC #communication
- Particle-Based Communication Among Game Agents (MK, TS, WC), pp. 75–80.
- AIIDE-2005-Orkin #architecture #realtime
- Agent Architecture Considerations for Real-Time Planning in Games (JO), pp. 105–110.
- AIIDE-2005-OverholtzerL #design #video
- Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary Design (CAO, SDL), pp. 155–156.
- AIIDE-2005-StanleyCM #learning #realtime #video
- Real-time Learning in the NERO Video Game (KOS, RC, RM), pp. 159–160.
- CIG-2005-BjornssonEHS
- Fringe Search: Beating A* at Pathfinding on Game Maps (YB, ME, RCH, JS).
- CIG-2005-BlackburnO
- Building Reactive Characters for Dynamic Gaming Environments (PB, BO).
- CIG-2005-BradleyH #adaptation #learning #using
- Adapting Reinforcement Learning for Computer Games: Using Group Utility Functions (JB, GH).
- CIG-2005-CazenaveH #monte carlo
- Combining Tactical Search and Monte-Carlo in the Game of Go (TC, BH).
- CIG-2005-CerrutiGM #framework #symmetry
- A New Framework to Analyze Evolutionary 2 x 2 Symmetric Games (UC, MG, UM).
- CIG-2005-ChisholmF #case study #machine learning #using
- A Study of Machine Learning using the Game of Fox and Geese (KC, DF).
- CIG-2005-ChungBS #monte carlo
- Monte Carlo Planning in RTS Games (MC, MB, JS).
- CIG-2005-Cowling #evaluation
- Board Evaluation For The Virus Game (PIC).
- CIG-2005-DenzingerLGB #behaviour #testing
- Dealing with Parameterized Actions in Behavior Testing of Commercial Computer Games (JD, KL, DG, JWB).
- CIG-2005-FasliM #design #implementation
- Designing and Implementing E-market Games (MF, MM).
- CIG-2005-Frayn #approach
- An Evolutionary Approach to Strategies for the Game of Monopoly (CF).
- CIG-2005-Fyfe #incremental
- Incrementally Learned Subjectivist Probabilities in Games (CF).
- CIG-2005-Gold #case study #prototype #research
- Academic AI and Videogames: A Case Study of Incorporating Innovative Academic Research Into a Videogame Prototype (AG).
- CIG-2005-HongC #evolution #realtime #simulation
- Evolving Reactive NPCs for the Real-Time Simulation Game (JHH, SBC).
- CIG-2005-LeenF #using
- Training an AI Player to play Pong Using the GTM (GL, CF).
- CIG-2005-Livingstone
- Coevolution in Hierarchical AI for Strategy Games (DL).
- CIG-2005-Lucas #evolution #network
- Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man (SML).
- CIG-2005-MilesL #injection #realtime
- Case-Injection Improves Response Time for a Real-Time Strategy Game (CM, SJL).
- CIG-2005-PapacostantisEF #algorithm #optimisation #probability #using
- Coevolving Probabilistic Game Playing Agents using Particle Swarm Optimization Algorithm (EP, APE, NF).
- CIG-2005-ShibaharaIK #adaptation
- Adaptive Strategies of MTD-f for Actual Games (KS, NI, YK).
- CIG-2005-StanleyBM #evolution #realtime #video
- Real-Time Evolution in the NERO Video Game (Winner of CIG 2005 Best Paper Award) (KOS, BDB, RM).
- CIG-2005-TogeliusL #composition #symmetry
- Forcing Neurocontrollers to Exploit Sensory Symmetry Through Hard-wired Modularity in the Game of Cellz (JT, SML).
- CIG-2005-YoshimotoSI #how #online #peer-to-peer
- How to Protect Peer-to-Peer Online Games from Cheats (HY, RS, HI).
- DiGRA-2005-Arbiser #concept #towards #unification
- Towards the unification of intuitive and formal game concepts with applications to computer chess (AA).
- DiGRA-2005-Arsenault #design
- Abstract of Dynamic Range: When Game Design and Narratives Unite (DA).
- DiGRA-2005-Asgari #design #motivation
- A Three-factor Model of Motivation and Game Design (MA).
- DiGRA-2005-Atkins
- Tomorrow, and Tomorrow, and Tomorrow: The Future-Orientation of Videogame Play (BA).
- DiGRA-2005-Baerg
- Consumption, Identity and the Work of Play in ESPN NFL 2K5 (AB).
- DiGRA-2005-Beavis #gender #women
- Pretty good for a girl: gender, identity and computer games (CB).
- DiGRA-2005-Becker #education #how #learning
- How Are Games Educational? Learning Theories Embodied in Games (KB).
- DiGRA-2005-BeckerJ #learning #question #what
- Games for Learning: Are Schools Ready for What's to Come? (KB, MJ).
- DiGRA-2005-BekebredeMHCV #how #lessons learnt
- How Serious are serious games? Some lessons from Infra-games (GB, IM, SPAvH, RTHC, AV).
- DiGRA-2005-Bergman #education #empirical
- A computer game used for moral education - some empirical results (PB).
- DiGRA-2005-BigdeliA
- Computer Games and Emotional Engagement (SB, MA).
- DiGRA-2005-Bittanti #quote #why
- “Making Sense of Manhunt” or “Why We Play: The Seductions of Violent Entertainment” (MB).
- DiGRA-2005-Bogost
- Frame and Metaphor in Political Games (IB).
- DiGRA-2005-Bojin #experience #what
- What Do We Learn When We Change the Way We Play? Augmenting the Computer Gameplay Experience (NB).
- DiGRA-2005-BoltonF #difference #research #video
- Styles of Playing Violent Video Games: An Individual Differences Research Methodology (AB, GF).
- DiGRA-2005-BoltonF05a #difference #video
- Individual Differences in Violent Video Game Play (AB, GF).
- DiGRA-2005-Bonenfant #video #visual notation
- Visual sign in video games (MB).
- DiGRA-2005-Border
- Dialog as a Game (PB).
- DiGRA-2005-BrandK
- The Narrative and Ludic Nexus in Computer Games: Diverse Worlds II (JEB, SK).
- DiGRA-2005-Buter
- The Gaming Body (ZB).
- DiGRA-2005-Carr #women
- Contexts, pleasures and preferences: girls playing computer games (DC).
- DiGRA-2005-CassidyMS #evaluation #music #performance
- The Effects of Aggressive and Relaxing Popular Music on Driving Game Performance and Evaluation (GC, RM, JS).
- DiGRA-2005-Chambers
- The Sponsored Avatar: Examining the Present Reality and Future Possibilites of Advertising in Digital Games (JC).
- DiGRA-2005-Champion
- Place Space and Monkey Brains: Cognitive Mapping in Games and Other Media (EC).
- DiGRA-2005-ChangW #behaviour #case study #online
- The Study on the Gamers' Lifestyles in On-line Game World: The Emergence of Cyber-Behavior Patterns in two Different Cultural Context of Korea and Japan (GYC, LSMW).
- DiGRA-2005-CharlesKMMKBMS #adaptation #design
- Player-Centred Game Design: Adaptive Digital Games (DC, AK, MM, MM, JK, MMB, AM0, KS).
- DiGRA-2005-Chee #case study #comprehension #experience #online
- Understanding Korean experiences of online game hype, identity, and the menace of the “Wang-tta” (FC).
- DiGRA-2005-Chen #social
- Addressing social dilemmas and fostering cooperation through computer games (MC).
- DiGRA-2005-ChenKCM #modelling
- Modeling and Measuring Engagement in Computer Games (MC, BEK, EC, EM).
- DiGRA-2005-CiavarroBBWPG #behaviour #implementation
- Implementation of a 'karma' factor affects behaviour in a sports-action game (CDC, JB, NB, IW, BSP, DG).
- DiGRA-2005-Consalvo #how
- Gaining Advantage: How Videogame Players Define and Negotiate Cheating (MC).
- DiGRA-2005-Copier
- Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle (MC).
- DiGRA-2005-Costikyan #perspective
- Game Styles, Innovation, and New Audiences: An Historical View (GC).
- DiGRA-2005-Crogan #future of
- Playing Through: the Future of Alternative and Critical Game Projects (PC).
- DiGRA-2005-Deal #case study #online
- The Ability of Online Branded Games to Build Brand Equity: An Exploratory Study (DD).
- DiGRA-2005-DennerBW #women
- Girls Creating Games: Challenging Existing Assumptions about Game Content (JD, SB, LLW).
- DiGRA-2005-DixonS #navigation #social #video
- Boyhood Spaces: Play and Social Navigation through Video Games (SD, BS).
- DiGRA-2005-DobsonHCM #experience #learning
- From the real-world data to game world experience: A method for developing plausible & engaging learning games (MWD, DH, CC, DEM).
- DiGRA-2005-Eaton #comprehension #learning
- Narrative comprehension in computer games: Implications for literacy and learning (IE).
- DiGRA-2005-EkmanLNLM #design #mobile #pervasive
- Designing Immersive Sound for a Pervasive Mobile Game (IE, JL, JN, PL, FM).
- DiGRA-2005-ElverdamA #analysis #classification #design
- Game Classification as Game Design: Construction Through Critical Analysis (CE, EA).
- DiGRA-2005-Engeli #design #editing #learning
- Playful Play with Games: Linking Level Editing to Learning in Art and Design (ME).
- DiGRA-2005-ErikssonBP #adaptation
- Socially Adaptable Games (DE, SB, JP).
- DiGRA-2005-Esposito #video
- Immersion in Game Atmospheres for the Video Game Heritage Preservation (NE).
- DiGRA-2005-Esposito05a #what
- A Short and Simple Definition of What a Videogame Is (NE).
- DiGRA-2005-FicocelliG #development #question #why
- B.Sc. Computer Game Development ... Why not? (LF, DG).
- DiGRA-2005-Flanagan #design #exclamation
- “Cinderella Was A Hacker!” and Other Notes from the Edge of Game Design (MF).
- DiGRA-2005-FlanaganNH #design
- New Design Methods for Activist Gaming (MF, HN, DCH).
- DiGRA-2005-Folmann #learning #music
- Game Music - learning from the Movies (TBF).
- DiGRA-2005-Folmann05a
- Auditory Perception in Games (TBF).
- DiGRA-2005-FullerIR #internet #mobile #self
- The GameCreator: Self-Created Mobile Games on the Internet (JF, CI, MR).
- DiGRA-2005-Fullerton #community #design
- The Play's the Thing: Practicing Play as Community Foundation and Design Technique (TF).
- DiGRA-2005-Galarneau #authentication #case study #experience #learning #simulation
- Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge (LG).
- DiGRA-2005-Galarneau05a #analysis #community #ecosystem #learning #multi #online #social
- Spontaneous Communities of Learning: A Social Analysis of Learning Ecosystems in Massively Multiplayer Online Gaming (MMOG) Environments (LG).
- DiGRA-2005-Giddings
- Playing with non-humans: digital games as technocultural form (SG).
- DiGRA-2005-GilleadeDA #challenge
- Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE) (KMG, AJD, JA).
- DiGRA-2005-GilTR #architecture #case study #experience #multi #online #scalability
- Architecting Scalability for Massively Multiplayer Online Gaming Experiences (RG, JT, LR).
- DiGRA-2005-Glean
- Growing Complex Games (NG).
- DiGRA-2005-GrahamMS
- Realistic Agent Movement in Dynamic Game Environments (RG, HM, SS).
- DiGRA-2005-Griffin
- Push. Play: An Examination of the Gameplay Button (SG).
- DiGRA-2005-Grimes #exclamation #online #quote
- “No Fair!”: Intellectual Property and Cultural Participation in Children's Online Gaming (SMG).
- DiGRA-2005-Haines #question #why #women
- Why are there so few women working in games? (LH).
- DiGRA-2005-Henderson #video
- Video games: A significant cognitive artifact of contemporary youth culture (LH).
- DiGRA-2005-HoshinoSB #question #what
- The Dawn of Game Studies in Japan: What Held Japanese Game Studies Back? (RH, KS, AB).
- DiGRA-2005-Huber
- Fictive affinities in Final Fantasy XI: complicit and critical play in fantastic nations. (WHH).
- DiGRA-2005-Huntemann #analysis #industrial
- When Games and Media Collide: A Political Economic Analysis of the Digital Games Industry (NH).
- DiGRA-2005-Isbister #approach #research #social
- A Social Psychological Approach to Games Research (KI).
- DiGRA-2005-Ito #design
- Possibilities of Non-Commercial Games: The Case of Amateur Role Playing Game Designers in Japan (KI).
- DiGRA-2005-Iversen #challenge
- Challenge Balance and Diversity: Playing TheSims and TheSims2 (SMI).
- DiGRA-2005-Jarvinen #design
- Theory as Game: Designing the Game Game (AJ).
- DiGRA-2005-Jarvinen05a #design #research
- Introduction to Game Design Research (AJ).
- DiGRA-2005-JensonC #gender
- Her Own Boss: Gender and the Pursuit of Incompetent Play (JJ, SdC).
- DiGRA-2005-JornmarkAE #evolution #hardware #industrial #ll
- Wherever Hardware, There'll be Games. The evolution of hardware and shifting industrial leadership in the gaming industry 1968-2004 (JJ, ASA, ME).
- DiGRA-2005-Juul #named
- Half-Real: The Interplay between Game Rules and Game Fiction (JJ).
- DiGRA-2005-KaoGK #learning #multi #quote
- “A Totally Different World”: Playing and Learning in Multi-User Virtual Environments (LK, CG, YBK).
- DiGRA-2005-KatchabawDG #video
- A Realistic Reaction System for Modern Video Games (MK, SD, LG).
- DiGRA-2005-KatchabawED #development #named
- Neomancer: An Exercise in Interdisciplinary Academic Game Development (MK, DE, SD).
- DiGRA-2005-KatchabawH #execution #quality #using
- Bringing New HOPE to Networked Games: Using Optimistic Execution to Improve Quality of Service (MK, RH).
- DiGRA-2005-KaufmanCG #design #effectiveness #industrial #overview
- Key Factors in the Design of Effective Games: Results of a Survey of Industry Experts and Advanced Gamers (DK, DC, AG).
- DiGRA-2005-Kearney #question
- Cognitive Callisthenics: Do FPS computer games enhance the player's cognitive abilities? (PK).
- DiGRA-2005-Kearney05a
- Playing in the Sandbox: Developing games for children with disabilities. (PK).
- DiGRA-2005-KellarWD #comparison
- A Comparison of Motivational Factors between Game Players (MK, CRW, JD).
- DiGRA-2005-Kennedy #gender
- Gender, Race and Space in the Construction of Hegemonic Games Culture (HWK).
- DiGRA-2005-KerrBFK
- Intermedial Pleasures: The Enjoyment of Digital Games in the Context of Home Media Use (AK, PB, RF, JK).
- DiGRA-2005-KhanS #collaboration
- Emotions evoked during collaborative and competitive play when players are co-located and spatially separated (RK, JS).
- DiGRA-2005-KneafseyM #named
- CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators (JK, HM).
- DiGRA-2005-KonzackL #how #multi
- From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics (LK, TL).
- DiGRA-2005-Kretchmer
- Changing Views of Commercialization in Digital Games: In-Game Advertising and Advergames as Worlds in Play (SBK).
- DiGRA-2005-Krzywinska
- 'Who's World is it?': Creative Play and Player Presence in World of Warcraft (TK).
- DiGRA-2005-KujanpaaM #3d #design #functional #modelling #visual notation
- Visual vs. Functional Design of 3D Models for Games (TK, TM).
- DiGRA-2005-LaarniRS #experience #mobile
- Presence experience in mobile gaming (JL, NR, TS).
- DiGRA-2005-Lin #experience #gender #social
- (Gendered) Gaming Experience in Different Social Environments: From Home to Cyber Cafés (HL).
- DiGRA-2005-LindleyE
- Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games (CAL, ME).
- DiGRA-2005-LinS
- The “White-Eyed” Player Culture: Grief Play and Construction of Deviance in MMORPGs (HL, CTS).
- DiGRA-2005-Lovlie
- End of story? Quest, narrative and enactment in computer games (ASL).
- DiGRA-2005-MagerkurthM #component #design #evaluation #hybrid #physics
- Design and Evaluation of a Hybrid Games System Combining Physical and Virtual Components (CM, MM).
- DiGRA-2005-Magnussen #framework #learning #platform
- Learning Games as a Platform for Simulated Science Practice (RM).
- DiGRA-2005-ManninenK #automation #collaboration #design #experience
- Designing Puzzles for Collaborative Gaming Experience - CASE: eScape (TM, TK).
- DiGRA-2005-MateasS #design
- Build It to Understand It: Ludology Meets Narratology in Game Design Space (MM, AS).
- DiGRA-2005-McGonigal #collaboration #design #distributed #exclamation #why
- SuperGaming! Distributed Design for Massively Collaborative Play, or, Why I Love Bees (JM).
- DiGRA-2005-McGonigalLI
- Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play (JM, HL, KI).
- DiGRA-2005-McGrawBC #multi
- The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD (TM, KB, KC).
- DiGRA-2005-Medina #perspective
- Digital Games: A Motivational Perspective (EM).
- DiGRA-2005-MorieP #gender
- The Y Factor: Gender and Games (Panel/Workshop) (JFM, CP).
- DiGRA-2005-Mul
- 1. The Game of Life: Narrative and Ludic Identity Formation in Computer Games (JdM).
- DiGRA-2005-MulliganDM #using #video
- The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in Sports (DEM, MWD, JM).
- DiGRA-2005-Myers #named
- /hide: The aesthetics of group and solo play (DM).
- DiGRA-2005-Niedenthal05a #named
- Shadowplay: Simulated Illumination in Game Worlds (SN).
- DiGRA-2005-Nitsche #perspective
- Games, Montage and the First Person Point of View (MN).
- DiGRA-2005-OwstonKHP #evaluation #simulation #usability #using
- Evaluation of Web-based Games and Simulations Using the Virtual Usability Laboratory (RDO, AK, FH, KP).
- DiGRA-2005-ParasB #design #education #effectiveness #learning #motivation
- Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design (BSP, JB).
- DiGRA-2005-PargmanE #multi #online #order
- Law, order and conflicts of interest in massively multiplayer online games (DP, AE).
- DiGRA-2005-ParkerC #named
- OceanQuest: A University-Based Serious Game Project (JP, SC).
- DiGRA-2005-Paul #video
- Canadian Content in Video Games (LP).
- DiGRA-2005-Payne #online
- Online Gaming as a Virtual Forum (MP).
- DiGRA-2005-PearceFF
- Game Innovation Workshop (A Weeklong Atelier) (CP, TF, JF).
- DiGRA-2005-PeinadoGG #architecture #persistent
- A Game Architecture for Emergent Story-Puzzles in a Persistent World (FP, PPGM, MAGM).
- DiGRA-2005-PeitzEB #using
- Augmented Board Games - Using Electronics to Enhance Gameplay in Board Games (JP, DE, SB).
- DiGRA-2005-Pelletier #design #people
- The things we learned on Liberty Island: designing games to help people become competent game players (CP).
- DiGRA-2005-Pelletier05a #design #education #learning
- Studying Games in School: learning and teaching about game design, play and culture (CP).
- DiGRA-2005-PolsonAC #design #experience
- Lessor-known Worlds: Bridging the Telematic Flows with Located Human Experience Through Game Design (DP, BA, MC).
- DiGRA-2005-RaessensMR
- 2. Computer Games as Participatory Media Culture (JR, JdM, DR).
- DiGRA-2005-RavajaSLKSHJ #video
- The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events (NR, TS, JL, KK, MS, JH, AJ).
- DiGRA-2005-RhalibiCE #architecture #multi
- Game Engineering for a Multiprocessor Architecture (AER, SC, DE).
- DiGRA-2005-RhalibiHTE #challenge #design #modelling
- Extending Soft Models to Game Design: Flow, Challenges and Conflicts (AER, MH, ST0, DE).
- DiGRA-2005-Rhody #interface
- Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron's Call (JR).
- DiGRA-2005-RoberM
- Playing Audio-only Games: A compendium of interacting with virtual, auditory Worlds (NR, MM).
- DiGRA-2005-Roque #case study #development #experience #multi #online
- A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences (LR).
- DiGRA-2005-SaariRLT #adaptation #towards
- Towards Emotionally Adapted Games based on User Controlled Emotion Knobs (TS, NR, JL, MT).
- DiGRA-2005-SaariRLT05a #health #persuasion #simulation
- Persuasive Games and Simulations for Personal Health Management (TS, NR, JL, MT).
- DiGRA-2005-Salen #named
- 24-1: The Flashback Game Jam (KS).
- DiGRA-2005-SalenZ #design #interactive #multi #social
- Multiplayer Play: Designing Social Interaction in Games (KS, EZ).
- DiGRA-2005-SauveKR #simulation
- Games, Simulations and Simulation Games : theoretical underpinnings (LS, DK, LR).
- DiGRA-2005-SauveLPBAK #learning #online #realtime
- Playing And Learning Without Borders: A Real-time Online Play Environment (LS, VL, WP, GMB, VGSA, DK).
- DiGRA-2005-SchaefferCSCMORGK #interactive #using
- Interactive Story Writing in the Classroom: Using Computer Games (JS, MC, DS, MC, MM, CO, TR, SG, SK).
- DiGRA-2005-Schott #representation
- Sex in Games: Representing and Desiring the Virtual (GS).
- DiGRA-2005-SchraderJC #interface #pervasive
- Tangible Interfaces for Pervasive Gaming (AS, BJ0, DC).
- DiGRA-2005-Schut #how #people
- Mechanized Humanity: how Digital Games Tend to Present People (KS).
- DiGRA-2005-Sharp
- Game Over (PS).
- DiGRA-2005-Shinkle #case study
- 'Feel It, Don't Think: the Significance of Affect in the Study of Digital Games (ES).
- DiGRA-2005-Sicart #on the
- On the Foundations of Evil in Computer Game Cheating (MS).
- DiGRA-2005-Sicart05a #design
- The Ethics of Computer Game Design (MS).
- DiGRA-2005-Siitonen #community #multi
- Defining Multiplayer Computer Gaming Communities (MS).
- DiGRA-2005-Simon
- The Gamer and the Case Mod: Socio-Material Play and Expression in the LAN Party (BS).
- DiGRA-2005-Sotamaa #contest #exclamation #quote
- “Have Fun Working with Our Product!”: Critical Perspectives On Computer Game Mod Competitions (OS).
- DiGRA-2005-SquireG #education
- The Higher Education of Gaming (KS, LG).
- DiGRA-2005-Stald
- Hit the Man: Fascination of Death and Violence in Computer Games (GS).
- DiGRA-2005-Steinkuehler
- Styles of Play: Gamer-Identified Trajectories of Participation in MMOGs (CS).
- DiGRA-2005-SteinkuehlerW #online
- Where Everybody Knows Your (Screen) Name: Online Games as “Third Places” (CS, DW).
- DiGRA-2005-Stevenson #using
- Affective Gaming: Using pupil dilation to determine player arousal (CS).
- DiGRA-2005-Swalwell
- Early Games Production in New Zealand (MS).
- DiGRA-2005-SweedykL #learning
- Games, Metaphor, and Learning (ES, MdL).
- DiGRA-2005-TavaresGR #framework #online
- Players as Authors: Conjecturing Online Game Creation Modalities and Infrastructure (JT, RG, LR).
- DiGRA-2005-Taylor #named
- Megamen: Masculinities at Play in a Campus Arcade (NTT).
- DiGRA-2005-ThomasH #analysis
- Cinematic Camera as Videogame Cliché: Analysis and Software Demonstration (DT, GH).
- DiGRA-2005-TolmieDC #design pattern #interactive #towards #visualisation
- Towards an interactive visualization of game design patterns (JT, SD, AC).
- DiGRA-2005-TrappeyCHCC #design
- Consumer Driven Computer Game Design (CVT, CC, TTH, MHC, WJC).
- DiGRA-2005-UlicsakSFWF #design #learning
- Time out? Exploring the role of reflection in the design of games for learning (MHU, SS, KF, BW).
- DiGRA-2005-ValliusM #animation #design
- Between a rock and a hard place - the role of animation design in game production (LV, TM).
- DiGRA-2005-VaraZM #evolution
- Evolution Of Space Configuration In Videogames (CFV, JPZ, MM).
- DiGRA-2005-Walz #architecture #design #research
- Research Issues in ArchITectural Game Design (SPW).
- DiGRA-2005-Warnes
- Baldur's Gate and History: Race and Alignment in Digital Role-Playing Games (CW).
- DiGRA-2005-Watters #education #evolution
- Game Genre Evolution for Educational Games (CRW).
- DiGRA-2005-WattersLKOKS #education #health
- Building Classes of Entertaining Games for Health Education (CRW, FL, HK, SO, MK, MAS).
- DiGRA-2005-Weiler #music #using #visualisation
- Computer Games to Visualize Music: Using a 270-year-old Tradition to Imagine Digital Possibilities (MW).
- DiGRA-2005-WhangK #behaviour #online
- The online game world as a product and the behavioral characteristics of online game consumers as role player (LSMW, JYK).
- DiGRA-2005-Wiklund #communication #multi
- Game mediated communication: Multiplayer games as the medium for computer based communication (MW).
- DiGRA-2005-Williams #social
- A Brief Social History of Game Play (DW).
- DiGRA-2005-WilliamsonSS #learning #peer-to-peer #social
- Racing Academy: peer-to-peer learning in a social racing game (BW, SS, RS).
- DiGRA-2005-Wong #analysis #online
- Playing with Heritage: Semiotics and cultural analysis of the online Mahjong game in the global environment (WW).
- DiGRA-2005-Yee
- Motivations of Play in MMORPGs (NY).
- DiGRA-2005-YilmazC
- History of Digital Games in Turkey (EY, KC).
- DiGRA-2005-Young
- Gaming Mind, Gaming Bodies: Mind-Body Split For the New Millenium (BMY).
- DiGRA-2005-ZagalMFHL #analysis #ontology #towards
- Towards an Ontological Language for Game Analysis (JPZ, MM, CFV, BH, NL).
- DiGRA-2005-ZhouK #case study #locality
- The Localization of Digital Games: A Case Study in China (QZ, BEK).
- DiGRA-2005-Zimmerman #design
- Theory is Play is Design is Theory (EZ).
- CHI-2005-FlanaganHN #design #trade-off
- Values at play: design tradeoffs in socially-oriented game design (MF, DCH, HN), pp. 751–760.
- ICEIS-v1-2005-Srinivas #enterprise #java
- The Java Revolution : From Enterprise to Gaming (RNS), p. 17.
- ICEIS-v2-2005-AhmanH #approach #reduction #simulation #using
- Using a Game Theoretical Approach for Experimental Simulation of Brood Reduction — Conflict and Co-Operation, Effect on Brood Size with Limited Resources (FÅ, LH), pp. 220–225.
- ICML-2005-CrandallG #learning
- Learning to compete, compromise, and cooperate in repeated general-sum games (JWC, MAG), pp. 161–168.
- SPLC-2005-AlvesMCBR #evolution #mobile #product line
- Extracting and Evolving Mobile Games Product Lines (VA, PMJ, LC, PB, GR), pp. 70–81.
- POPL-2005-Ghica
- Slot games: a quantitative model of computation (DRG), pp. 85–97.
- SAS-2005-Abramsky #algorithm #semantics #static analysis
- Algorithmic Game Semantics and Static Analysis (SA), p. 1.
- SAS-2005-DimovskiGL #approach #refinement #semantics
- Data-Abstraction Refinement: A Game Semantic Approach (AD, DRG, RL), pp. 102–117.
- RE-2005-CalleleNS #industrial #process #requirements #video
- Requirements Engineering and the Creative Process in the Video Game Industry (DC, EN, KS), pp. 240–252.
- ICSE-2005-HenkelD #api #evolution #exclamation #refactoring
- CatchUp!: capturing and replaying refactorings to support API evolution (JH, AD), pp. 274–283.
- SAC-2005-VogiazouEDK #community #scalability
- From buddyspace to CitiTag: large-scale symbolic presence for community building and spontaneous play (YV, ME, MD, JK), pp. 1600–1606.
- CASE-2005-TangK #distributed #modelling #multi #problem
- Cooperation in a multi-stage game for modeling distributed task delegation in a supply chain procurement problem (KT, SRTK), pp. 93–98.
- PPoPP-2005-ChenWDKLA #locality #multi
- Locality aware dynamic load management for massively multiplayer games (JC, BW, MD, BK, HL, CA), pp. 289–300.
- STOC-2005-ChristodoulouK #finite
- The price of anarchy of finite congestion games (GC, EK), pp. 67–73.
- STOC-2005-Papadimitriou #correlation #multi
- Computing correlated equilibria in multi-player games (CHP), pp. 49–56.
- TACAS-2005-HardingRS #algorithm #ltl #synthesis
- A New Algorithm for Strategy Synthesis in LTL Games (AH, MR, PYS), pp. 477–492.
- CAV-2005-JobstmannGB #program repair
- Program Repair as a Game (BJ, AG, RB), pp. 226–238.
- CSL-2005-ChenD #algorithm #consistency #constraints #quantifier
- From Pebble Games to Tractability: An Ambidextrous Consistency Algorithm for Quantified Constraint Satisfaction (HC, VD), pp. 232–247.
- CSL-2005-Stirling #higher-order
- Higher-Order Matching and Games (CS), pp. 119–134.
- FATES-2005-BlassGNV
- Play to Test (AB, YG, LN, MV), pp. 32–46.
- LICS-2005-ChatterjeeHJ
- Mean-Payoff Parity Games (KC, TAH, MJ), pp. 178–187.
- LICS-2005-FaggianM #concurrent #interactive
- Ludics Nets, a game Model of Concurrent Interaction (CF, FM), pp. 376–385.
- LICS-2005-Mellies #linear #logic
- Asynchronous Games 4: A Fully Complete Model of Propositional Linear Logic (PAM), pp. 386–395.
- SAT-2005-GalesiT
- Resolution and Pebbling Games (NG, NT), pp. 76–90.
- ITiCSE-2004-BlumensteinGNM #analysis #automation
- An experimental analysis of GAME: a generic automated marking environment (MB, SG, AN, VM), pp. 67–71.
- ITiCSE-2004-LeskaR #concept #learning #using
- Learning O-O concepts in CS I using game projects (CL, JRR), p. 237.
- ITiCSE-2004-NatvigL #education
- Age of computers: game-based teaching of computer fundamentals (LN, SL), pp. 107–111.
- ITiCSE-2004-NavarroH #education #named #process #re-engineering #simulation
- SimSE: an educational simulation game for teaching the Software engineering process (EON, AvdH), p. 233.
- ICALP-2004-AlurBM #reachability
- Optimal Reachability for Weighted Timed Games (RA, MB, PM), pp. 122–133.
- ICALP-2004-Boudes
- Projecting Games on Hypercoherences (PB), pp. 257–268.
- ICALP-2004-DawarGK #backtracking #fixpoint
- Backtracking Games and Inflationary Fixed Points (AD, EG, SK), pp. 420–432.
- ICALP-2004-GairingLMMR #latency #nash
- Nash Equilibria in Discrete Routing Games with Convex Latency Functions (MG, TL, MM, BM, MR), pp. 645–657.
- ICALP-2004-Serre #complexity
- Games with Winning Conditions of High Borel Complexity (OS), pp. 1150–1162.
- ICALP-2004-Yannakakis #testing
- Testing, Optimizaton, and Games (MY), pp. 28–45.
- CHI-2004-AhnD #image
- Labeling images with a computer game (LvA, LD), pp. 319–326.
- CHI-2004-BakerCKW #behaviour #student
- Off-task behavior in the cognitive tutor classroom: when students “game the system” (RSB, ATC, KRK, AZW), pp. 383–390.
- CHI-2004-BaudischG #multi #named
- Multiblending: displaying overlapping windows simultaneously without the drawbacks of alpha blending (PB, CG), pp. 367–374.
- CHI-2004-Cornett #design #multi #online #usability
- The usability of massively multiplayer online roleplaying games: designing for new users (SC), pp. 703–710.
- CHI-2004-CrabtreeBRGFADARTS #artificial reality
- Orchestrating a mixed reality game “on the ground” (AC, SB, TR, CG, MF, RA, AD, MA, JRF, NT, AS), pp. 391–398.
- CHI-2004-PaulosG
- The familiar stranger: anxiety, comfort, and play in public places (EP, EG), pp. 223–230.
- CHI-2004-SvanaesS #design #mobile #prototype
- Putting the users center stage: role playing and low-fi prototyping enable end users to design mobile systems (DS, GS), pp. 479–486.
- CSCW-2004-BrownB #collaboration
- CSCW at play: “there” as a collaborative virtual environment (BB, MB), pp. 350–359.
- CSCW-2004-DucheneautM #case study #interactive #multi #online #social
- The social side of gaming: a study of interaction patterns in a massively multiplayer online game (ND, RJM), pp. 360–369.
- CSCW-2004-GolderD #online
- Hiding and revealing in online poker games (SAG, JSD), pp. 370–373.
- CSCW-2004-MandrykI #collaboration #evaluation
- Physiological indicators for the evaluation of co-located collaborative play (RLM, KMI), pp. 102–111.
- ICEIS-v4-2004-CaoSUV #case study
- A Study of User Attitude Dynamics in a Computer Game (YC, GS, YU, JV), pp. 222–229.
- ICML-2004-ConitzerS #bound #communication #complexity #learning
- Communication complexity as a lower bound for learning in games (VC, TS).
- SEKE-2004-DantasBW #learning #project management
- A Simulation-Based Game for Project Management Experiential Learning (ARD, MdOB, CMLW), pp. 19–24.
- ASE-2004-McNaughtonCSSRP #design pattern #generative #named
- ScriptEase: Generative Design Patterns for Computer Role-Playing Games (MM, MC, DS, JS, JR, DP), pp. 88–99.
- ASE-2004-McNaughtonCSSRP04a #generative #named
- ScriptEase: Generating Scripting Code for Computer Role-Playing Games (MM, MC, DS, JS, JR, DP), pp. 386–387.
- ICSE-2004-Tenzer #design #tool support #uml
- Improving UML Design Tools by Formal Games (JT), pp. 75–77.
- DATE-v1-2004-IranliCP #approach #energy #streaming #video
- A Game Theoretic Approach to Low Energy Wireless Video Streaming (AI, KC, MP), pp. 696–697.
- FoSSaCS-2004-Laird #semantics
- A Game Semantics of Local Names and Good Variables (JL), pp. 289–303.
- FoSSaCS-2004-Zielonka #probability
- Perfect-Information Stochastic Parity Games (WZ), pp. 499–513.
- STOC-2004-Tardos #network
- Network games (ÉT), pp. 341–342.
- TACAS-2004-AbramskyGMO #composition #modelling #semantics #verification
- Applying Game Semantics to Compositional Software Modeling and Verification (SA, DRG, ASM, CHLO), pp. 421–435.
- TACAS-2004-Muller-OlmY #animation #model checking #named
- MetaGame: An Animation Tool for Model-Checking Games (MMO, HY), pp. 163–167.
- CAV-2004-Tan #framework #named #platform
- PlayGame: A Platform for Diagnostic Games (LT), pp. 492–495.
- CSL-2004-ArenasBL #finite #locality #modelling
- Game-Based Notions of Locality Over Finite Models (MA, PB, LL), pp. 175–189.
- CSL-2004-ChatterjeeMJ #nash #on the #probability
- On Nash Equilibria in Stochastic Games (KC, RM, MJ), pp. 26–40.
- CSL-2004-Gimbert #graph #infinity
- Parity and Exploration Games on Infinite Graphs (HG), pp. 56–70.
- LICS-2004-AbramskyGMOS #abstraction #calculus
- Nominal Games and Full Abstraction for the Nu-Calculus (SA, DRG, ASM, CHLO, IDBS), pp. 150–159.
- LICS-2004-AlfaroGJ #abstraction #nondeterminism #precise
- Three-Valued Abstractions of Games: Uncertainty, but with Precision (LdA, PG, RJ), pp. 170–179.
- LICS-2004-ChatterjeeHJ
- Games with Secure Equilibria (KC, TAH, MJ), pp. 160–169.
- LICS-2004-Walukiewicz
- A Landscape with Games in the Backgroun (IW), pp. 356–366.
- LICS-2004-Yannakakis #testing
- Testing, Optimizaton, and Games (MY), pp. 78–88.
- VMCAI-2004-Etessami #analysis #data flow #equation #graph #recursion #using
- Analysis of Recursive Game Graphs Using Data Flow Equations (KE), pp. 282–296.
- HT-2003-BollKW #hypermedia
- Paper chase revisited: a real world game meets hypermedia (SB, JK, CW), pp. 126–127.
- HT-2003-WealMTR #experience
- The ambient wood journals: replaying the experience (MJW, DTM, MKT, DDR), pp. 20–27.
- CSEET-2003-BakerNH #education #re-engineering
- An Experimental Card Game for Teaching Software Engineering (AB, EON, AvdH), pp. 216–223.
- ITiCSE-2003-KolasF #motivation #using
- Increasing assignment motivation using a game Al tournament (ØK, IF), p. 269.
- ITiCSE-2003-Scott #education #interface #java #programming #visual notation
- Teaching graphical interface programming in Java with the game of wari (KS), p. 254.
- ICALP-2003-AlfaroF #concurrent #data flow
- Information Flow in Concurrent Games (LdA, MF), pp. 1038–1053.
- ICALP-2003-Cachat #automaton #graph #higher-order
- Higher Order Pushdown Automata, the Caucal Hierarchy of Graphs and Parity Games (TC), pp. 556–569.
- ICALP-2003-FeldmannGLMR #coordination
- Nashification and the Coordination Ratio for a Selfish Routing Game (RF, MG, TL, BM, MR), pp. 514–526.
- ICFP-2003-Mairson #analysis #semantics
- From Hilbert space to Dilbert space: context semantics as a language for games and flow analysis (HGM), p. 125.
- DiGRA-2003-AarsethSS #multi
- A multidimensional typology of games (EA, SMS, LS).
- DiGRA-2003-BjorkH #framework
- Describing Games: An Interaction-Centric Structural Framework (SB, JH).
- DiGRA-2003-BjorkLH #design pattern
- Game Design Patterns (SB, SL, JH).
- DiGRA-2003-BrandKM #analysis
- The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives (JEB, SK, JM).
- DiGRA-2003-CarrBSB #video
- Textuality in video games (DC, AB, GS, DB).
- DiGRA-2003-Catanese #question
- Where have all the videogame console artists gone? (PC).
- DiGRA-2003-Charles #challenge
- Enhancing gameplay: challenges for articifical intelligence in digital games (DC).
- DiGRA-2003-Consalvo
- It's no videogame: news commentary and the second gulf war (MC).
- DiGRA-2003-Copier #bound #research
- The other game researcher: participating in and watching the costruction of boundaries in game studies (MC).
- DiGRA-2003-Crogan
- Wargaming and Computer Games: Fun with the Future (PC).
- DiGRA-2003-Egenfeldt-Nielsen03a
- Exploration in computer games - a new starting point (SEN).
- DiGRA-2003-EggenFGP #interactive #physics
- Breaking the flow: Intervention in computer game play through physical and Intervention in computer game play through physical and on-screen interaction (BE, LMGF, MdG, PP0).
- DiGRA-2003-EndestadT #question
- Computer games and violence: Is there really a connection? (TE, LT).
- DiGRA-2003-ErmiM
- Power and control of games: children as the actors of game cultures (LE, FM).
- DiGRA-2003-FlinthamABDMROSTAR
- Uncle Roy all around you: mixing games and theatre on the city streets (MF, RA, SB, AD, JM, DR, AO, JS, NT, MA, JRF).
- DiGRA-2003-Garite #video
- The Ideology of Interactivity (or Video Games and Taylorization of Leisure) (MG).
- DiGRA-2003-Grimes #exclamation #quote #video #women
- “You Shoot Like A Girl!”: The Female Protagonist in Action-Adventure Video Games (SMG).
- DiGRA-2003-Gunder #novel
- As if by Magic: On Harry Potter as a Novel and Computer Game (AG).
- DiGRA-2003-HalloranRF #multi
- From text to talk: multiplayer games and voiceover IP (JH0, YR, GF).
- DiGRA-2003-Huber #problem
- Ka as shomin-geki: Problematizing videogame studies (WHH).
- DiGRA-2003-JanzM #gender #interactive #representation
- The representation of gender and ethnicity in digital interactive games (JJ, RGM).
- DiGRA-2003-Jarvinen
- Making and breaking games: a typology of rules (AJ).
- DiGRA-2003-Jorgensen #problem
- Problem Solving: The Essence of Player Action in Computer Games (KJ).
- DiGRA-2003-Juul
- The game, the player, the world: looking for a heart of gameness (JJ).
- DiGRA-2003-Karlsson #development #middleware
- Issues and Approaches in Artificial Intelligence Middleware Development for Digital Games and Entertainment Products (BFFK).
- DiGRA-2003-KattenbeltR #experience
- Computer games and the complexicity of experience (CK, JR).
- DiGRA-2003-Kerr #case study #women
- Women just want to have fun - a study of adult female players of digital games (AK).
- DiGRA-2003-Kingsepp
- Apocalypse the Spielberg Way: Representations of Death and Ethics in Saving Private Ryan, Band of Brothers and the Videogame Medal of Honor: Frontline (EK).
- DiGRA-2003-KirriemuirM #using #video
- Use of Computer and Video Games in the Classroom (JK, AM).
- DiGRA-2003-Klabbers #simulation #taxonomy
- The gaming landscape: a taxonomy for classifying games and simulations (JHGK).
- DiGRA-2003-Koivisto #community #design #multi #online
- Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design (EMIK).
- DiGRA-2003-KolkoT #case study
- Games as Technological Entry Point: A Case Study of Uzbekistan (BEK, AT).
- DiGRA-2003-Kucklich #readability #towards
- The playability of texts vs. the readability of games: towards a holistic theory of fictionality (JK).
- DiGRA-2003-KujanpaaM #communication #visual notation
- Supporting visual elements of non-verbal communication in computer game avatars (TK, TM).
- DiGRA-2003-Lammes #on the
- On the border: pleasure of exploration and colonial mastery in Civilization III play the world (SL).
- DiGRA-2003-LankoskiHE #comprehension #design #towards
- Characters in Computer Games: Toward Understanding Interpretation and Design (PL, SH, IE).
- DiGRA-2003-LinST #online #social
- Exploring clan culture: social enclaves and cooperation in online games (HL, CTS, HHT).
- DiGRA-2003-MagnussenMB #design #development #education
- Participatory design and opposing interests in development of educational computer games (RM, MM, TB).
- DiGRA-2003-Mateas
- Expressive AI: Games and Artificial Intelligence (MM).
- DiGRA-2003-McGonigal #pervasive
- A Real Little Game: The Pinocchio Effect in Pervasive Play (JM).
- DiGRA-2003-MitchellC
- Videogame art: remixing, reworking and other interventions (GM, AC).
- DiGRA-2003-Molesworth #communication #development
- Encounters with consumption during computer-mediated play: the development of digital games as marketing communication media (MM).
- DiGRA-2003-Morris #multi
- WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media (SM).
- DiGRA-2003-Nikken #video
- Parental mediation of children's video game playing: A similar construct as television mediation (PN).
- DiGRA-2003-NobleRDM #gender #simulation
- Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age (RN, KR, MD, JM).
- DiGRA-2003-Poremba
- Patches of Peace: Tiny Signs of Agency in Digital Games (CP).
- DiGRA-2003-SalenZ
- This is not a game: play in cultural environments (KS, EZ).
- DiGRA-2003-Schut
- Technology tells a tale: digital games and narrative (KS).
- DiGRA-2003-SeayJLK #multi #online
- Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games (AFS, WJJ, KSL, REK).
- DiGRA-2003-Sicart #product line
- Family Values: Ideology, Computer Games & Sims (MS).
- DiGRA-2003-SimonsN #online
- All Your Base Are Belong To Us: Videogame culture and textual production online (IS, JN).
- DiGRA-2003-SunLH #interactive #social
- Game Tips as Gifts: Social Interactions and Rational Calculations in Computer Gaming (CTS, HL, CHH).
- DiGRA-2003-Swalwell #exclamation #quote
- “This isn't a computer game you know!”: revisiting the computer games/televised war analogy (MS).
- DiGRA-2003-Taylor
- Power games just want to have fun?: instrumental play in a MMOG (TLT).
- DiGRA-2003-Walz #identification #persuasion #towards
- Delightful identification & persuasion: towards an analytical and applied rhetoric of digital games (SPW).
- DiGRA-2003-Weise #how
- How Videogames Express Ideas (MW).
- CHI-2003-FlinthamBAHCGTAR #artificial reality #case study #experience #mobile #online
- Where on-line meets on the streets: experiences with mobile mixed reality games (MF, SB, RA, TH, AC, CG, NT, MA, JRF), pp. 569–576.
- ICEIS-v2-2003-ChenW
- Computer Games and Economics Experiments (KYC, RW), pp. 43–51.
- ICML-2003-ConitzerS03a #bound #framework #named
- BL-WoLF: A Framework For Loss-Bounded Learnability In Zero-Sum Games (VC, TS), pp. 91–98.
- KDD-2003-Jermaine #correlation
- Playing hide-and-seek with correlations (CJ), pp. 559–564.
- RE-2003-LoucopoulosZP #design #elicitation #requirements
- Requirements Elicitation for the Design of Venue Operations for the Athens Olympic Games (PL, KZ, NP), pp. 223–232.
- RE-2003-ZowghiP #education #lessons learnt #requirements
- Teaching Requirements Engineering through Role Playing: Lessons Learnt (DZ, SP), p. 233–?.
- ICSE-2003-BakerNH #education #problem #re-engineering
- Problems and Programmers: An Educational Software Engineering Card Game (AB, EON, AvdH), pp. 614–621.
- SAC-2003-BandiniMV #multi #profiling #testing
- A Multi-Agent System for Remote Psychological Profiling with Role Playing Games Based Tests (SB, SM, GV), pp. 33–37.
- SAC-2003-LomonosovSP #trade-off
- Stability vs. Optimality Tradeoff in Game Theoretic Mechanisms for QoS Provision (AL, MS, KP), pp. 28–32.
- FoSSaCS-2003-AbramskyJ #morphism #polymorphism #semantics
- A Game Semantics for Generic Polymorphism (SA, RJ), pp. 1–22.
- FoSSaCS-2003-ArnoldS #ambiguity #calculus #μ-calculus
- Ambiguous Classes in the Games μ-Calculus Hierarchy (AA, LS), pp. 70–86.
- FoSSaCS-2003-Laird #continuation #semantics
- A Game Semantics of Linearly Used Continuations (JL), pp. 313–327.
- TACAS-2003-AlurTM #composition #graph #recursion
- Modular Strategies for Recursive Game Graphs (RA, SLT, PM), pp. 363–378.
- CAV-2003-AlurTM #composition #graph #infinity #recursion
- Modular Strategies for Infinite Games on Recursive Graphs (RA, SLT, PM), pp. 67–79.
- CAV-2003-ShohamG #abstraction #framework
- A Game-Based Framework for CTL Counterexamples and 3-Valued Abstraction-Refinement (SS, OG), pp. 275–287.
- CSL-2003-AbdullaBd
- Deciding Monotonic Games (PAA, AB, Jd), pp. 1–14.
- CSL-2003-ChatterjeeJH #probability
- Simple Stochastic Parity Games (KC, MJ, TAH), pp. 100–113.
- CSL-2003-Duparc #persistent
- Positive Games and Persistent Strategies (JD), pp. 183–196.
- CSL-2003-KolaitisP #complexity #on the
- On the Complexity of Existential Pebble Games (PGK, JP), pp. 314–329.
- CSL-2003-Krzeszczakowski
- Pebble Games on Trees (LK), pp. 359–371.
- DocEng-2002-HardyB #xml
- Mapping and displaying structural transformations between XML and PDF (MRBH, DFB), pp. 95–102.
- ICALP-2002-Cachat #automaton #graph #synthesis
- Symbolic Strategy Synthesis for Games on Pushdown Graphs (TC), pp. 704–715.
- ICALP-2002-Doerr
- Antirandomizing the Wrong Game (BD), pp. 876–887.
- ICALP-2002-FotakisKKMS #complexity #nash
- The Structure and Complexity of Nash Equilibria for a Selfish Routing Game (DF, SCK, EK, MM, PGS), pp. 123–134.
- ICALP-2002-OngG
- Games Characterizing Levy-Longo Trees (CHLO, PDG), pp. 476–487.
- RTA-2002-Waldmann
- Rewrite Games (JW), pp. 144–158.
- CGDC-2002-BryceR #gender #women
- Killing Like a Girl: Gendered Gaming and Girl Gamers' Visibility (JB, JR).
- CGDC-2002-Costikyan #design #towards #word
- I Have No Words & I Must Design: Toward a Critical Vocabulary for Games (GC).
- CGDC-2002-Finn #convergence
- Console Games in the Age of Convergence (MF).
- CGDC-2002-Jarvinen #video
- Gran Stylissimo: The Audiovisual Elements and Styles in Computer and Video Games (AJ).
- CGDC-2002-Juul
- The Open and the Closed: Games of Emergence and Games of Progression (JJ).
- CGDC-2002-Kerr #design #representation
- Representing Users in the Design of Digital Games (AK).
- CGDC-2002-KingK #interface
- Computer Games / Cinema / Interfaces (GK, TK).
- CGDC-2002-Konzack #analysis
- Computer Game Criticism: A Method for Computer Game Analysis (LK).
- CGDC-2002-Kucklich #case study #higher-order
- The Study of Computer Games as a Second-Order Cybernetic System (JK).
- CGDC-2002-LankoskiH #design
- Approaches to Computer Game Design (PL, SH).
- CGDC-2002-Lauteren #towards
- The Pleasure of the Playable Text: Towards an Aesthetic Theory of Computer Games (GL).
- CGDC-2002-MadsenJ #case study
- Gameplay Rhetoric: A Study of the Construction of Satirical and Associational Meaning in Short Computer Games for the WWW (HM, TDJ).
- CGDC-2002-Manninen #collaboration #multi #towards
- Towards Communicative, Collaborative and Constructive Multi-Player Games (TM).
- CGDC-2002-Sotamaa #multi
- All The World's A Botfighter Stage: Notes on Location-based Multi-User Gaming (OS).
- CGDC-2002-Stern #multi
- A Touch of Medieval: Narrative, Magic and Computer Technology in Massively Multiplayer Computer Role-Playing Games (ES).
- CGDC-2002-Taylor #quote
- “Whose Game Is This Anyway?”: Negotiating Corporate Ownership in a Virtual World (TLT).
- ICPR-v1-2002-YamadaSM #3d #image #parametricity #sequence #video
- Tracking Players and a Ball in Video Image Sequence and Estimating Camera Parameters for 3D Interpretation of Soccer Games (AY, YS, JM), pp. 303–306.
- SAC-2002-CarlssonJ #difference
- Differences between the iterated prisoner’s dilemma and the chicken game under noisy conditions (BC, KIJ), pp. 42–48.
- SAC-2002-ChenCGRS #automation #co-evolution
- An automated negotiation mechanism based on co-evolution and game theory (JHC, KMC, NG, CRR, PS), pp. 63–67.
- SAC-2002-NevesBR #classification #learning
- Learning the risk board game with classifier systems (AN, OB, ACR), pp. 585–589.
- STOC-2002-Khot02a #on the #power of
- On the power of unique 2-prover 1-round games (SK), pp. 767–775.
- WRLA-2002-Honda #process
- Processes and Games (KH), pp. 40–69.
- CAV-2002-Thomas #infinity #verification
- Infinite Games and Verification (WT), pp. 58–64.
- CSL-2002-CachatDT #automaton
- Solving Pushdown Games with a Σ₃ Winning Condition (TC, JD, WT), pp. 322–336.
- CSL-2002-MarcinkowskiT #bound #complexity #ltl
- Optimal Complexity Bounds for Positive LTL Games (JM, TT), pp. 262–275.
- CSL-2002-Niwinski #calculus #μ-calculus
- μ-Calculus via Games (DN), pp. 27–43.
- LICS-2002-FaellaTM #realtime
- Dense Real-Time Games (MF, SLT, AM), pp. 167–176.
- LICS-2002-HylandS #graph
- Games on Graphs and Sequentially Realizable Functionals (MH, AS), pp. 257–264.
- LICS-2002-Laurent
- Polarized Games (OL), p. 265–?.
- VMCAI-2002-FaellaTM
- Automata-Theoretic Decision of Timed Games (MF, SLT, AM), pp. 94–108.
- VMCAI-2002-Tan
- An Abstract Schema for Equivalence-Checking Games (LT), pp. 65–78.
- ICDAR-2001-ViglinoG
- Cadastre Map Assembling: A Puzzle Game Resolution (JMV, LG), p. 1235–?.
- PODS-2001-GottlobLS #logic
- Robbers, Marshals, and Guards: Game Theoretic and Logical Characterizations of Hypertree Width (GG, NL, FS).
- WCRE-2001-Balmas #approach #dependence #graph
- Displaying Dependence Graphs: A Hierarchical Approach (FB), pp. 261–270.
- ICALP-2001-EtessamiWS #automaton #reduction #simulation
- Fair Simulation Relations, Parity Games, and State Space Reduction for Büchi Automata (KE, TW, RAS), pp. 694–707.
- ICALP-2001-KiayiasY #polynomial
- Secure Games with Polynomial Expressions (AK, MY), pp. 939–950.
- ICALP-2001-Papadimitriou #algorithm #internet
- Algorithms, Games, and the Internet (CHP), pp. 1–3.
- TLCA-2001-Chroboczek #recursion #type system
- Subtyping Recursive Games (JC), pp. 61–75.
- TLCA-2001-Gianantonio #lazy evaluation #semantics #λ-calculus
- Game Semantics for the Pure Lazy λ-calculus (PDG), pp. 106–120.
- TLCA-2001-MurawskiO #evolution #morphism #polymorphism
- Evolving Games and Essential Nets for Affine Polymorphism (ASM, CHLO), pp. 360–375.
- ICML-2001-JafariGGE #equilibrium #learning #nash #on the
- On No-Regret Learning, Fictitious Play, and Nash Equilibrium (AJ, AG, DG, GE), pp. 226–233.
- ICML-2001-Littman
- Friend-or-Foe Q-learning in General-Sum Games (MLL), pp. 322–328.
- KDD-2001-PennockLNG #probability #web
- Extracting collective probabilistic forecasts from web games (DMP, SL, FÅN, CLG), pp. 174–183.
- SEKE-2001-NavarroH #adaptation #learning
- Adapting Game Technology to Support Individual and Organizational Learning (EON, AvdH), pp. 347–354.
- SAC-2001-KallesK #design #learning #on the #using #verification
- On verifying game designs and playing strategies using reinforcement learning (DK, PK), pp. 6–11.
- DATE-2001-Narita #multi
- SH-4 RISC microprocessor for multimedia, game machine (SN), pp. 699–701.
- STOC-2001-AlfaroM
- Quantitative solution of ω-regular games (LdA, RM), pp. 675–683.
- STOC-2001-JainV #algorithm #approximate
- Applications of approximation algorithms to cooperative games (KJ, VVV), pp. 364–372.
- STOC-2001-Papadimitriou #algorithm #internet
- Algorithms, games, and the internet (CHP), pp. 749–753.
- LICS-2001-AlurT #generative #ltl
- Deterministic Generators and Games for LTL Fragments (RA, SLT), pp. 291–300.
- LICS-2001-Laird #exception #semantics
- A Fully Abstract Game Semantics of Local Exceptions (JL), pp. 105–114.
- LICS-2001-LangeS #logic #satisfiability
- Focus Games for Satisfiability and Completeness of Temporal Logic (ML, CS), pp. 357–365.
- ECDL-2000-Drori #database #documentation
- The Benefits of Displaying Additional Internal Document Information on Textual Database Search Result Lists (OD), pp. 69–82.
- CIAA-2000-SchmitzV #algorithm #finite #implementation
- Implementation of a Strategy Improvement Algorithm for Finite-State Parity Games (DS, JV), pp. 263–271.
- ICALP-2000-Abramsky #semantics
- Game Semantics: Achievements and Prospects (SA), p. 1.
- CHI-2000-MaglioC #trade-off
- Tradeoffs in displaying peripheral information (PPM, CSC), pp. 241–248.
- ICML-2000-HuW #probability
- Experimental Results on Q-Learning for General-Sum Stochastic Games (JH, MPW), pp. 407–414.
- ICPR-v1-2000-OhnoMS #3d #estimation
- Tracking Players and Estimation of the 3D Position of a Ball in Soccer Games (YO, JM, YS), pp. 1145–1148.
- TOOLS-EUROPE-2000-NobleW #learning
- GOF Pursuit — Learning Patterns by Playing (JN, CW), p. 462.
- TOOLS-USA-2000-Griss #component #e-commerce #java #uml #workflow #xml
- Agent-Mediated E-Commerce Agents, Components, Services, Workflow, UML, Java, XML and Games (MLG), p. 3–?.
- SAS-2000-HenzingerMMR #abstract interpretation
- Abstract Interpretation of Game Properties (TAH, RM, FYCM, JFR), pp. 220–239.
- SAC-2000-Mourlas #distributed #framework #information management #multi #requirements
- A Framework for Creating and Playing Distributed Multimedia Information Systems with QoS Requirements (CM), pp. 598–600.
- STOC-2000-Seiden #algorithm #online #random
- A guessing game and randomized online algorithms (SSS), pp. 592–601.
- CAV-2000-VogeJ #algorithm
- A Discrete Strategy Improvement Algorithm for Solving Parity Games (JV, MJ), pp. 202–215.
- CSL-2000-MurawskiO #logic
- Discreet Games, Light Affine Logic and PTIME Computation (ASM, CHLO), pp. 427–441.
- CSL-2000-Pauly #bisimulation #safety #source code
- From Programs to Games: Invariance and Safety for Bisimulation (MP), pp. 485–496.
- LICS-2000-AlfaroH #concurrent
- Concurrent ω-Regular Games (LdA, TAH), pp. 141–154.
- LICS-2000-Chroboczek #semantics #type system
- Game Semantics and Subtyping (JC), pp. 192–203.
- LICS-2000-DanosH #probability #semantics
- Probabilistic Game Semantics (VD, RH), pp. 204–213.
- LICS-2000-Fagin #complexity #logic
- Logic, Complexity, and Games (RF), p. 3.
- ITiCSE-1999-Bobkowska #empirical
- Laboratory experiment with the 3RolesPlaying method (AEB), pp. 123–126.
- ITiCSE-1999-Faltin #algorithm #design #learning
- Designing courseware on algorithms for active learning with virtual board games (NF), pp. 135–138.
- TLCA-1999-GianantonioFH #semantics #λ-calculus
- Game Semantics for Untyped λβη-Calculus (PDG, GF, FH), pp. 114–128.
- IFL-1999-WieringAP #framework #platform #using
- Using Clean for Platform Games (MW, PA, MJP), pp. 1–17.
- CHI-1999-IshiiWOCP #design #interface #named
- PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative Play (HI, CW, JO, BC, JAP), pp. 394–401.
- CSL-1999-Bradfield #fixpoint #quantifier
- Fixpoint Alternation and the Game Quantifier (JCB), pp. 350–361.
- CSL-1999-KerNO
- A Universal Innocent Game Model for the Böhm Tree λ Theory (ADK, HN, CHLO), pp. 405–419.
- CSL-1999-Marcinkowski #reachability
- Directed Reachability: From Ajtai-Fagin to Ehrenfeucht-Fraïssé Games (JM), pp. 338–349.
- CSL-1999-VosV #logic programming #nash #source code
- Choice Logic Programs and Nash Equilibria in Strategic Games (MDV, DV), pp. 266–276.
- LICS-1999-AbramskyM #concurrent
- Concurrent Games and Full Completeness (SA, PAM), pp. 431–442.
- LICS-1999-HarmerM #finite #nondeterminism #semantics
- A Fully Abstract Game Semantics for Finite Nondeterminism (RH, GM), pp. 422–430.
- LICS-1999-MalacariaH #nondeterminism #program analysis #security
- Non-Deterministic Games and Program Analysis: An Application to Security (PM, CH), pp. 443–452.
- HT-1998-Rosenberg #programmable
- Locus Looks at the Turing Play: Hypertextuality vs. Full Programmability (JR), pp. 152–160.
- SIGMOD-1998-Lassettre
- Olympic Records for Data at the 1998 Nagano Games (ERL), p. 537.
- ICSM-1998-Castelli #database #design #reuse
- Reuse in Replaying Database Design (DC), p. 304–?.
- ICALP-1998-Henzinger #model checking #multi
- Model Checking Game Properties of Multi-agent Systems (TAH), p. 543.
- ICALP-1998-MalacariaH
- Generalised Flowcharts and Games (PM, CH), pp. 363–374.
- CHI-1998-Johnson #interactive
- Simplifying the Controls of an Interactive Movie Game (JAJ), pp. 65–72.
- ICPR-1998-GuoYM #analysis #multi #robust #segmentation #statistics
- Unsupervised segmentation based on multi-resolution analysis, robust statistics and majority game theory (GG, SY, SM), pp. 799–801.
- ALP-PLILP-1998-CosmoLN #logic programming #semantics
- A Game Semantics Foundation for Logic Programming (RDC, JVL, SN), pp. 355–373.
- ICRE-1998-MillardLT #elicitation #requirements #using
- Child’s Play: Using Techniques Developed to Elicit Requirements from Children with Adults (NM, PL, KT), pp. 66–73.
- SAC-1998-NishimuraNYI #video
- Applying videogame technologies to video conferencing systems (TN, HN, CY, TI), pp. 471–476.
- TACAS-1998-StevensS #model checking #using
- Practical Model-Checking Using Games (PS, CS), pp. 85–101.
- CSL-1998-Pezzoli #complexity #finite
- Computational Complexity of Ehrenfeucht-Fraïssé Games on Finite Structures (EP), pp. 159–170.
- LICS-1998-AbramskyHM #semantics
- A Fully Abstract Game Semantics for General References (SA, KH, GM), pp. 334–344.
- LICS-1998-FioreH #axiom #process #recursion #representation
- Recursive Types in Games: Axiomatics and Process Representation (MPF, KH), pp. 345–356.
- ITiCSE-1997-Moser #learning #what #why
- A fantasy adventure game as a learning environment: why learning to program is so difficult and what can be done about it (RM), pp. 114–116.
- ICALP-1997-HondaY #analysis #call-by
- Game Theoretic Analysis of Call-by-Value Computation (KH, NY), pp. 225–236.
- TLCA-1997-Herbelin #reduction
- Games and Weak-Head Reduction for Classical PCF (HH), pp. 214–230.
- HCI-CC-1997-Granot
- Ergonomics Knowledge Pyramid: A Computer Based Training Game (RG), pp. 623–626.
- HCI-SEC-1997-Rauterberg #case study #interactive #user interface #video
- Natural User Interface (NUI): A Case Study of a Video Based Interaction Technique for a Computer Game (MR), pp. 253–256.
- HCI-SEC-1997-ShirabeB #3d #interface #question #realtime
- Do Three Dimensional Realtime Interfaces Really Play Important Roles? (MS, YB), pp. 849–852.
- HPDC-1997-NetzerX #distributed #source code
- Replaying Distributed Programs without Message Logging (RHBN, YX), pp. 137–147.
- STOC-1997-FeigeK
- Making Games Short (UF, JK), pp. 506–516.
- CSL-1997-AbramskyM #call-by
- Call-by-Value Games (SA, GM), pp. 1–17.
- CSL-1997-BaillotDER
- Timeless Games (PB, VD, TE, LR), pp. 56–77.
- CSL-1997-Moschovakis #concurrent #recursion #λ-calculus
- A Game-Theoretic, Concurrent and Fair Model of the Typed λ-calculus, with Full Recursion (YNM), pp. 341–359.
- LICS-1997-BaillotDE #linear #logic
- Believe it or not, AJM’s Games Model is a Model of Classical Linear Logic (PB, VD, TE, LR), pp. 68–75.
- LICS-1997-DziembowskiJW #how #infinity #memory management #question
- How Much Memory is Needed to Win Infinite Games? (SD, MJ, IW), pp. 99–110.
- LICS-1997-Hughes #system f
- Games and Definability for System F (DJDH), pp. 76–86.
- ITiCSE-1996-CarswellB #approach #distance #education #multi
- An adventure game approach to multimedia distance education (LC, DB), pp. 122–124.
- STOC-1996-NewmanS #communication
- Public vs. Private Coin Flips in One Round Communication Games (IN, MS), pp. 561–570.
- TACAS-1996-Stirling #calculus #μ-calculus
- Games and Modal μ-Calculus (CS), pp. 298–312.
- CAV-1996-ShuklaHR #model checking #verification
- HORNSAT, Model Checking, Verification and games (SKS, HBHI, DJR), pp. 99–110.
- CAV-1996-Walukiewicz #automaton #model checking #process
- Pushdown Processes: Games and Model Checking (IW), pp. 62–74.
- LICS-1996-DanosHR #automaton #semantics
- Game Semantics & Abstract Machines (VD, HH, LR), pp. 394–405.
- LICS-1996-McCusker #abstraction
- Games and Full Abstraction for FPC (GM), pp. 174–183.
- PODS-1995-Kolaitis #combinator #database
- Combinatorial Games In Database Theory (PGK), pp. 231–232.
- CSEE-1995-Holeman #process
- The Software Process Improvement Game (RH), p. 261.
- ICALP-1995-Le #on the
- On Determining Optimal Strategies in Pursiut Games in the Plane (NML), pp. 499–510.
- FPCA-1995-HylandO #π-calculus
- π-Calculus, Dialogue Games and PCF (JMEH, CHLO), pp. 96–107.
- CAV-1995-CousotC #composition #constraints #equation #fixpoint #induction #rule-based #semantics
- Compositional and Inductive Semantic Definitions in Fixpoint, Equational, Constraint, Closure-condition, Rule-based and Game-Theoretic Form (PC, RC), pp. 293–308.
- CAV-1995-KrishnanPBV #automaton
- The Rabin Index and Chain Automata, with Applications to Automatas and Games (SCK, AP, RKB, PV), pp. 253–266.
- CAV-1995-Lescow #finite #on the #source code
- On Polynomial-Size Programs Winning Finite-State Games (HL), pp. 239–252.
- LICS-1995-AbramskyM #abstraction #lazy evaluation #λ-calculus
- Games and Full Abstraction for the Lazy λ-Calculus (SA, GM), pp. 234–243.
- LICS-1995-Lamarche #linear #logic #semantics
- Games Semantics for Full Propositional Linear Logic (FL), pp. 464–473.
- ICALP-1994-Pudlak #bound #communication #complexity
- Unexpected Upper Bounds on the Complexity of Some Communication Games (PP), pp. 1–10.
- ICML-1994-Littman #framework #learning #markov #multi
- Markov Games as a Framework for Multi-Agent Reinforcement Learning (MLL), pp. 157–163.
- STOC-1994-FortnowW #bound
- Optimality and domination in repeated games with bounded players (LF, DW), pp. 741–749.
- STOC-1994-KollerMS #algorithm #performance #random
- Fast algorithms for finding randomized strategies in game trees (DK, NM, BvS), pp. 750–759.
- STOC-1994-LiptonY #complexity #scalability
- Simple strategies for large zero-sum games with applications to complexity theory (RJL, NEY), pp. 734–740.
- HCI-ACS-1993-QuinnBKKMR
- Observations on Game Playing (CNQ, MB, DK, DK, RM, SR), pp. 433–437.
- TAPSOFT-1993-Thomas #on the
- On the Ehrenfeucht-Fraïssé Game in Theoretical Computer Science (WT), pp. 559–568.
- CSL-1993-Blass #question #semantics
- Is Game Semantics Necessary? (AB), pp. 66–77.
- CSL-1992-Bosse #fixpoint #logic
- An “Ehrenfeucht-Fraïssé Game” for Fixpoint Logic and Stratified Fixpoint Logic (UB), pp. 100–114.
- LICS-1992-VaananenK #finite #quantifier
- Generalized Quantifiers and Pebble Games on Finite Structures (PGK, JAV), pp. 348–359.
- STOC-1991-DengM #infinity #online #problem
- Infinite Games, Randomization, Computability, and Applications to Online Problems (XD, SM), pp. 289–298.
- STOC-1991-Kilian #theorem
- A General Completeness Theorem for Two-Party Games (JK), pp. 553–560.
- LICS-1991-LafontS #linear #logic #semantics
- Games Semantics for Linear Logic (YL, TS), pp. 43–50.
- PODS-1989-LakshmananM #datalog #induction #power of
- Inductive Pebble Games and the Expressive Power of Datalog (VSL, AOM), pp. 301–310.
- LICS-1989-Moschovakis #concurrent #formal method #modelling
- A Game-Theoretic Modeling of Concurrency (YNM), pp. 154–163.
- ML-1988-JongS #learning #using
- Using Experience-Based Learning in Game Playing (KADJ, ACS), pp. 284–290.
- STOC-1988-GabowW #algorithm
- Forests, Frames and Games: Algorithms for Matroid Sums and Applications (HNG, HHW), pp. 407–421.
- ICALP-1987-LeeuwenSUZ #distributed #network
- Guessing Games and Distributed Computations in Synchronous Networks (JvL, NS, JU, SZ), pp. 347–356.
- DAC-1987-LueM #layout #named
- PLAY: Pattern-Based Symbolic Cell Layout: Part I: Transistor Placement (WJL, LPM), pp. 659–665.
- STOC-1987-GoldreichMW #how #protocol #theorem
- How to Play any Mental Game or A Completeness Theorem for Protocols with Honest Majority (OG, SM, AW), pp. 218–229.
- ICALP-1983-Fraenkel #fibonacci
- Wythoff Games, Continued Fractions, Cedar Trees and Fibonacci Searches (ASF), pp. 203–225.
- STOC-1982-GoldwasserM #encryption #how #probability
- Probabilistic Encryption and How to Play Mental Poker Keeping Secret All Partial Information (SG, SM), pp. 365–377.
- STOC-1982-GurevichH #automaton
- Trees, Automata, and Games (YG, LH), pp. 60–65.
- STOC-1981-AdachiIK #combinator #complexity #low level
- Low Level Complexity for Combinatorial Games (AA, SI, TK), pp. 228–237.
- STOC-1981-HongK #complexity
- I/O Complexity: The Red-Blue Pebble Game (JWH, HTK), pp. 326–333.
- ICALP-1979-Heide #comparison #graph
- A Comparison Between Two Variations of a Pebble Game on Graphs (FMadH), pp. 411–421.
- STOC-1979-Reif
- Universal Games of Incomplete Information (JHR), pp. 288–308.
- ICALP-1978-Lingas #problem
- A PSPACE Complete Problem Related to a Pebble Game (AL), pp. 300–321.
- ICALP-1977-PaulT #trade-off
- Time-Space Trade-Offs in a Pebble Game (WJP, RET), pp. 365–369.
- STOC-1976-PaulTC #bound #graph
- Space Bounds for a Game of Graphs (WJP, RET, JRC), pp. 149–160.
- STOC-1976-Schaefer #complexity #finite #problem
- Complexity of Decision Problems Based on Finite Two-Person Perfect-Information Games (TJS), pp. 41–49.