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game studies
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Tag #game studies

3639 papers:

POPLPOPL-2020-VilhenaPJ #verification
Spy game: verifying a local generic solver in Iris (PEdV, FP, JHJ), p. 28.
ASPLOSASPLOS-2020-VicarteSPF #thread
Game of Threads: Enabling Asynchronous Poisoning Attacks (JRSV, BS, RP, CWF), pp. 35–52.
CSLCSL-2020-BielousK #network
Coverage and Vacuity in Network Formation Games (GB, OK), p. 18.
CSLCSL-2020-Parys #algorithm
Parity Games: Another View on Lehtinen's Algorithm (PP), p. 15.
EDMEDM-2019-DangK
Exploring the Link Between Motivations and Gaming (SD, KK).
EDMEDM-2019-FlemmingSMCS #evaluation #performance
A generalizable performance evaluation model of driving games via risk-weighted trajectories (RF, ES, DM, PCL, PS).
EDMEDM-2019-KangAYL #collaboration #problem #process #similarity
Collaborative Problem-Solving Process in A Science Serious Game: Exploring Group Action Similarity Trajectory (JK, DA, LY, ML0).
EDMEDM-2019-NguyenWSM #component #comprehension #learning #modelling #using
Using Knowledge Component Modeling to Increase Domain Understanding in a Digital Learning Game (HN, YW, JCS, BMM).
EDMEDM-2019-OwenRTBJKB #detection #education #effectiveness #persistent
Detecting Wheel Spinning and Productive Persistence in Educational Games (VEO, MHR, KPT, VB, DJ, EK, RSB).
SANERSANER-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.
SANERSANER-2019-Li00LML #android #detection #image
Characterizing and Detecting Inefficient Image Displaying Issues in Android Apps (WL, YJ0, CX0, YL, XM, JL0), pp. 355–365.
FMFM-2019-KwiatkowskaN0S #concurrent #model checking #probability
Equilibria-Based Probabilistic Model Checking for Concurrent Stochastic Games (MK, GN, DP0, GS), pp. 298–315.
FSCDFSCD-2019-EberhartHL
Template Games, Simple Games, and Day Convolution (CE, TH, AL), p. 19.
AIIDEAIIDE-2019-BontragerKASST #learning #network
“Superstition” in the Network: Deep Reinforcement Learning Plays Deceptive Games (PB, AK, DA, MS, CS, JT), pp. 10–16.
AIIDEAIIDE-2019-Kreminski #case study #experience
Creativity Support for Story Construction Play Experiences (MK), pp. 210–212.
AIIDEAIIDE-2019-KreminskiSMW
Evaluating AI-Based Games through Retellings (MK, BS, EM, NWF), pp. 45–51.
AIIDEAIIDE-2019-MachadoGWNNT #design #evaluation #recommendation
Evaluation of a Recommender System for Assisting Novice Game Designers (TM, DG, AW, ON, AN, JT), pp. 167–173.
AIIDEAIIDE-2019-Makhmutov #adaptation #generative #music
Adaptive Game Soundtrack Generation Based on Music Transcription (MM), pp. 216–218.
AIIDEAIIDE-2019-Marino #learning #programming #realtime #search-based
Learning Strategies for Real-Time Strategy Games with Genetic Programming (JRHM), pp. 219–220.
AIIDEAIIDE-2019-OsbornDASDTWM #generative
Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator (JCO, MD, BRA, AS, JD, DT, NWF, MM), pp. 59–65.
AIIDEAIIDE-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.
AIIDEAIIDE-2019-YangO #monte carlo #realtime
Guiding Monte Carlo Tree Search by Scripts in Real-Time Strategy Games (ZY, SO), pp. 100–107.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2019-00490MSL #design #towards
Towards Age-friendly Exergame Design: The Role of Familiarity (HZ0, QW0, CM, ZS, CL), pp. 45–57.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2019-AlexandrovskyFB
Game Dynamics that Support Snacking, not Feasting (DA, MAF, MVB, RKY, RLM), pp. 573–588.
CHI-PLAYCHI-PLAY-2019-BoppMAOM
Exploring Emotional Attachment to Game Characters (JAB, LJM, LFA, KO, EDM), pp. 313–324.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2019-GowlerI #case study #experience
“Horror, guilt and shame” - Uncomfortable Experiences in Digital Games (CPRG, II), pp. 325–337.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2019-LakierNIV #multi
Cross-Car, Multiplayer Games for Semi-Autonomous Driving (ML, LEN, TI, DV0), pp. 467–480.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2019-LesselAB #framework #named #platform
Crowdjump: Investigating a Player-Driven Platform Game (PL, MA, NB), pp. 149–159.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2019-MadgeBCKP #incremental
Incremental Game Mechanics Applied to Text Annotation (CM, RB, JC, UK, MP), pp. 545–558.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2019-ParanthamanC #crowdsourcing #development #named #towards
ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment (PKP, SC), pp. 121–133.
CHI-PLAYCHI-PLAY-2019-PereiraCR #design
A Canvas for Participation-Centered Game Design (LLP, RC, LR), pp. 521–532.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2019-RoohiMTBH
Recognizing Emotional Expression in Game Streams (SR, EDM, MT, TB, PH), pp. 301–311.
CHI-PLAYCHI-PLAY-2019-SchertlerKW #analysis #semantics #using
User Guided Movement Analysis in Games using Semantic Trajectories (RS, SK, GW), pp. 613–623.
CHI-PLAYCHI-PLAY-2019-SeeringMHCCH #feedback #industrial #process
Peer Feedback Processes in the Game Industry (JS, RM, EH, TC, ASC, JH), pp. 427–438.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2019-SpielG
The Surrogate Body in Play (KS, KG), pp. 397–411.
CHI-PLAYCHI-PLAY-2019-TondelloN #video
Player Characteristics and Video Game Preferences (GFT, LEN), pp. 365–378.
CHI-PLAYCHI-PLAY-2019-UrbanekG #experience #lessons learnt
Unpacking the Audio Game Experience: Lessons Learned from Game Veterans (MU, FG), pp. 253–264.
CHI-PLAYCHI-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.
CoGCoG-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.
CoGCoG-2019-AndersonRLGL #video
Ensemble Decision Systems for General Video Game Playing (DA, PR, JL, CGR, DPL), pp. 1–8.
CoGCoG-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.
CoGCoG-2019-BraviLL0 #named #optimisation #statistics
Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor (IB, DPL, SML, JL0), pp. 1–8.
CoGCoG-2019-ChenL #learning #metaprogramming
Macro and Micro Reinforcement Learning for Playing Nine-ball Pool (YC, YL), pp. 1–4.
CoGCoG-2019-ChenYL #abstraction #learning #object-oriented #video
Object-Oriented State Abstraction in Reinforcement Learning for Video Games (YC, HY, YL), pp. 1–4.
CoGCoG-2019-ChoeK #monte carlo
Enhancing Monte Carlo Tree Search for Playing Hearthstone (JSBC, JKK), pp. 1–7.
CoGCoG-2019-ChristiansenGW #bias #using
Resolving Simultaneity Bias: Using Features to Estimate Causal Effects in Competitive Games (AHC, EG, BSW), pp. 1–8.
CoGCoG-2019-CookR #analysis #automation #graph
Hyperstate Space Graphs for Automated Game Analysis (MC0, AR), pp. 1–8.
CoGCoG-2019-DiazPF #interactive #machine learning
Interactive Machine Learning for More Expressive Game Interactions (CGD, PP, RF), pp. 1–2.
CoGCoG-2019-DockhornLVBGL #learning #modelling
Learning Local Forward Models on Unforgiving Games (AD, SML, VV, IB, RDG, DPL), pp. 1–4.
CoGCoG-2019-DragesetWGL #generative #optimisation #video
Optimising Level Generators for General Video Game AI (OD, MHMW, RDG, DPL), pp. 1–8.
CoGCoG-2019-Eidelberg0D #performance #using
Using Active Probing by a Game Management AI to Faster Classify Players (AE, CJ0, JD), pp. 1–8.
CoGCoG-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.
CoGCoG-2019-FowlerNC #case study #identification
Identifying Cognitive Load in a Computer Game: An exploratory study of young children (AF, KN, AC), pp. 1–6.
CoGCoG-2019-GainaS #learning #video
“Did You Hear That?” Learning to Play Video Games from Audio Cues (RDG, MS), pp. 1–4.
CoGCoG-2019-GomesDM #interactive #multi #named
GIMME: Group Interactions Manager for Multiplayer sErious games (SG, JD, CM), pp. 1–8.
CoGCoG-2019-GreenwoodA #monte carlo
Monte Carlo Strategies for Exploiting Fairness in N-player Ultimatum Games (GWG, DA), pp. 1–7.
CoGCoG-2019-IshiiITH #generative #using
A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay (RI, SI, RT, TH), pp. 1–6.
CoGCoG-2019-JohansenPR #machine learning #video
Video Game Description Language Environment for Unity Machine Learning Agents (MJ, MP, SR), pp. 1–8.
CoGCoG-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.
CoGCoG-2019-JoppenSF #approximate #using
Ordinal Bucketing for Game Trees using Dynamic Quantile Approximation (TJ, TS, JF), pp. 1–8.
CoGCoG-2019-JustesenDR #question
When Are We Done with Games? (NJ, MSD, SR), pp. 1–8.
CoGCoG-2019-JustesenUJMTR #challenge #contest
Blood Bowl: A New Board Game Challenge and Competition for AI (NJ, LMU, CJ, PDM, JT, SR), pp. 1–8.
CoGCoG-2019-KamaldinovM #learning
Deep Reinforcement Learning in Match-3 Game (IK, IM), pp. 1–4.
CoGCoG-2019-KhalifaST #2d #design pattern
Level Design Patterns in 2D Games (AK, FdMS, JT), pp. 1–8.
CoGCoG-2019-KhaustovBM #learning
Pass in Human Style: Learning Soccer Game Patterns from Spatiotemporal Data (VK, GMB, MM), pp. 1–2.
CoGCoG-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.
CoGCoG-2019-Konen #education #learning #research
General Board Game Playing for Education and Research in Generic AI Game Learning (WK), pp. 1–8.
CoGCoG-2019-KrekhovCK #artificial reality
The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games (AK, SC, JHK), pp. 1–8.
CoGCoG-2019-KristensenB #predict
Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games (JTK, PB), pp. 1–8.
CoGCoG-2019-KusanoLPTH #using
Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty Adjustment (TK, YL, PP, RT, TH), pp. 1–6.
CoGCoG-2019-Liapis
The Newborn World: Guiding Creativity in a Competitive Storytelling Game (AL), pp. 1–8.
CoGCoG-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.
CoGCoG-2019-MachadoGNT #design #recommendation
Pitako - Recommending Game Design Elements in Cicero (TM, DG, AN, JT), pp. 1–8.
CoGCoG-2019-MadgeBCKP #design
The Design Of A Clicker Game for Text Labelling (CM, RB, JC, UK, MP), pp. 1–4.
CoGCoG-2019-MartinC #development #liveness #towards
Towards Liveness in Game Development (ARM, SC), pp. 1–4.
CoGCoG-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.
CoGCoG-2019-McQuighanBP #contest #interface
B2CI 2019: The IEEE Brain to Computer Interface Competition's Gaming Event (JMM, GB, JMP), pp. 1–7.
CoGCoG-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.
CoGCoG-2019-MinWGC #overview
Blockchain Games: A Survey (TM, HW, YG, WC), pp. 1–8.
CoGCoG-2019-MugraiSHT #automation
Automated Playtesting of Matching Tile Games (LM, FdMS, CH, JT), pp. 1–7.
CoGCoG-2019-NaikJ #agile #development #gamification #learning
Relax, It's a Game: Utilising Gamification in Learning Agile Scrum Software Development (NN, PJ), pp. 1–4.
CoGCoG-2019-NamI #generative #learning #using
Generation of Diverse Stages in Turn-Based Role-Playing Game using Reinforcement Learning (SN, KI), pp. 1–8.
CoGCoG-2019-NeufeldML #approach #evaluation #evolution #hybrid
Evolving Game State Evaluation Functions for a Hybrid Planning Approach (XN, SM, DPL), pp. 1–8.
CoGCoG-2019-NumminenVP #analysis #predict
Predicting the monetization percentage with survival analysis in free-to-play games (RN, MV, TP), pp. 1–8.
CoGCoG-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.
CoGCoG-2019-ParakhCS #approach #design #network #problem #towards
An Approach Towards Designing Problem Networks in Serious Games (AP, PC, MS), pp. 1–8.
CoGCoG-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.
CoGCoG-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.
CoGCoG-2019-PerezTBF #behaviour #interactive #video
Exploring User Motor Behaviour in Bimanual Interactive Video Games (NPP, LT, EB, IF), pp. 1–7.
CoGCoG-2019-PiettePSSB #logic
Ludii and XCSP: Playing and Solving Logic Puzzles (CP, ÉP, MS, DJNJS, CB), pp. 1–4.
CoGCoG-2019-PietteSSB #empirical #evaluation
An Empirical Evaluation of Two General Game Systems: Ludii and RBG (ÉP, MS, DJNJS, CB), pp. 1–4.
CoGCoG-2019-PragerTBMYP #empirical
An Experiment on Game Facet Combination (RPP, LT, SB, DM, GNY, MP), pp. 1–8.
CoGCoG-2019-RajalingamS #adaptation #word
Neuroevolution Strategies for Word Embedding Adaptation in Text Adventure Games (VRR, SS), pp. 1–8.
CoGCoG-2019-Ramon #logic
Logic foundations of manipulation as game mechanics (JMTR), pp. 1–4.
CoGCoG-2019-RebstockSBS #policy
Policy Based Inference in Trick-Taking Card Games (DR, CS, MB, NRS), pp. 1–8.
CoGCoG-2019-RingerWN #multimodal #recognition
Multimodal Joint Emotion and Game Context Recognition in League of Legends Livestreams (CR, JAW, MAN), pp. 1–8.
CoGCoG-2019-SarkarC #using
Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match Data (AS, SC), pp. 1–4.
CoGCoG-2019-ShoopLAL #design
The Games Fusion Project: Competencies for Game Design (KS, CL, LA, SL), pp. 1–4.
CoGCoG-2019-SirotaBBH #towards #video
Towards Procedurally Generated Languages for Non-playable Characters in Video Games (JS, VB, MRGB, SPH), pp. 1–4.
CoGCoG-2019-StephensonPSB19a #overview
An Overview of the Ludii General Game System (MS, ÉP, DJNJS, CB), pp. 1–2.
CoGCoG-2019-TheodorouBB #comprehension
The Sustainability Game: AI Technology as an Intervention for Public Understanding of Cooperative Investment (AT, BBL, JJB), pp. 1–4.
CoGCoG-2019-TsujinoYY #video
Characteristics Study of Dance-charts on Rhythm-based Video Games (YT, RY, YY), pp. 1–4.
CoGCoG-2019-VegtWKN #component
Portability of Serious Game Software Components (WvdV, WW, HK, EN), pp. 1–8.
CoGCoG-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.
CoGCoG-2019-VolkovasFWL #2d #named #prototype
Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games (RV, MF, JRW, SML), pp. 1–8.
CoGCoG-2019-VolzN #analysis #on the #simulation
On the Effects of Simulating Human Decisions in Game Analysis (VV, BN), pp. 1–8.
CoGCoG-2019-WallnerKD #online #profiling #twitter
Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game (GW, SK, AD), pp. 1–8.
CoGCoG-2019-WangSCF #behaviour #online
Personality and Behavior in Role-based Online Games (ZW, AS, AC, EF), pp. 1–8.
CoGCoG-2019-WarriarUWT #design #framework #named #platform
PlayMapper: Illuminating Design Spaces of Platform Games (VRW, CU, JRW, LT), pp. 1–4.
CoGCoG-2019-WarriarWT #mobile #modelling
Modelling Player Preferences in AR Mobile Games (VRW, JRW, LNT), pp. 1–8.
CoGCoG-2019-WoodC #design #student
Not So Different Games: An exploration of five years of student game designers (ZJW, ELC), pp. 1–8.
CoGCoG-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.
CoGCoG-2019-YinM
Comprehensible Context-driven Text Game Playing (XY, JM), pp. 1–8.
CoGCoG-2019-YudaMD
Creating an Affective Fighting Game AI System with Gamygdala (KY, MM, ADB), pp. 1–4.
CoGCoG-2019-YuS #analysis
Application of Retrograde Analysis on Fighting Games (KY, NRS), pp. 1–8.
CoGCoG-2019-ZhangPFAJ #learning #lr
1GBDT, LR & Deep Learning for Turn-based Strategy Game AI (LZ, HP, QF, CA, YJ), pp. 1–8.
CoGCoG-2019-ZhuO #experience #multi
Experience Management in Multi-player Games (JZ, SO), pp. 1–6.
CoGCoG-2019-ZuinV #learning
Learning a Resource Scale for Collectible Card Games (GLZ, AV), pp. 1–8.
DiGRADiGRA-2019-AdinolfT #case study #difference #experience
Differences in Player Experiences of Need Satisfaction Across Four Games (SA, ST).
DiGRADiGRA-2019-Alha #overview #perspective #research
The imbalanced state of free-to-play game research: A literature review (KA).
DiGRADiGRA-2019-Altice #product line
Joy Family: Japanese Board Games in the Post-War Shōwa Period (NA).
DiGRADiGRA-2019-AthavaleD #design #education
Strategies for Endogenous Design of Educational Games (SA, GD).
DiGRADiGRA-2019-AytemizJA #how
Exploring How Changes in Game Systems Generate Meaning (BA, NJ, NA).
DiGRADiGRA-2019-Barnabe #video
Video Game Détournement: Playing Across Media (FB).
DiGRADiGRA-2019-BryanT #adaptation #performance
Adapting the Empty Orchestra: the Performance of Play in Karaoke (JSB, TJT).
DiGRADiGRA-2019-Engstrom #research
GDC vs. DiGRA: Gaps in Game Production Research (HE).
DiGRADiGRA-2019-Ford #bound
Beyond the Wall: The Boundaries of the Neomedieval Town in Singleplayer Roleplaying Games (DF).
DiGRADiGRA-2019-FromeM #analysis
Describing the Game Studies Canon: A Game Citation Analysis (JF, PM).
DiGRADiGRA-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).
DiGRADiGRA-2019-FuruichiA #challenge
A Challenge of Developing Serious Games to Raise the Awareness of Cybersecurity Issues (MF, MA).
DiGRADiGRA-2019-GlasV
The politics of game canonization: Tales from the frontlines of creating a national history of games (RG, JvV).
DiGRADiGRA-2019-GrabarczykA #framework #ontology
Port or conversion? An ontological framework for classifying game versions (PG, EA).
DiGRADiGRA-2019-GualeniFL #how
How to Reference a Digital Game (SG, RF, JL).
DiGRADiGRA-2019-HowellS #comprehension #design
Epistemological Issues in Understanding Games Design, Play-Experience, and Reportage (PH, BS).
DiGRADiGRA-2019-JacobsD
Discourse at play: construction and professionalism of video-based game reviews (RSJ, ZD).
DiGRADiGRA-2019-KankainenP #design #guidelines #hybrid
Hybrid Board Game Design Guidelines (VK, JP).
DiGRADiGRA-2019-KordyakaJ0N #comparative #comprehension #motivation #video
The Comparative Self: Understanding the Motivation to Play and the Subsequent Video Game Use (BK, KJ, MM0, BN).
DiGRADiGRA-2019-KultimaL #learning
Sami Game Jam - Learning, Exploring, Reflecting and Sharing Indigenous Culture through Game Jamming (AK, OL).
DiGRADiGRA-2019-KurtzA #case study
The “not so” Beautiful Game: a study on Brazilian players of the fantasy soccer game Cartola FC (GBK, JPCdA).
DiGRADiGRA-2019-Lim #behaviour #motivation
Different Frames of Players and the Motivation of Prosocial Behaviors in Digital Games (JSL).
DiGRADiGRA-2019-LinSL #streaming
Game Streaming Revisited: Some Observations on Marginal Practices and Contexts (HL, CTS, MCL).
DiGRADiGRA-2019-MuscatDW #design #research
Methods Beyond the Screen: Conducting remote player studies for game design research (AM, JD, DW).
DiGRADiGRA-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).
DiGRADiGRA-2019-RegnathE #identification #social
Me, myself and others: Connecting player identification to gaming social capital (FR, AE).
DiGRADiGRA-2019-Roe0 #quote
“Is This Really Happening?”: Game Mechanics as Unreliable Narrator (CR, AM0).
DiGRADiGRA-2019-ShibuyaOSA
Male and Female Game Players' Preferences for Game Characters and Real-world Personalities in Japan (AS, HO, AS, NA).
DiGRADiGRA-2019-Snowdon #gender
Dancing with the Hands: Frictions with Videogames, Dance and Gender (TS).
DiGRADiGRA-2019-Sohier #video
Game jockey as an intermediary between DJ practice and video games (RS).
DiGRADiGRA-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).
DiGRADiGRA-2019-ToftedahlE #industrial #taxonomy #tool support
A Taxonomy of Game Engines and the Tools that Drive the Industry (MT, HE).
DiGRADiGRA-2019-WangRHS #design #motivation
Effects of Game Design Features on Player-Avatar Relationships and Motivation for Buying Decorative Virtual Items (HW, YCR, SYH, CTS).
DiGRADiGRA-2019-WeiD
Exploring the Role of Narrative Puzzles in Game Storytelling (HW, BD).
DiGRADiGRA-2019-WestecottSHR #developer #research
In Situ: Researching corporate diversity initiatives with game developers (EW, SS, CH, KR).
DiGRADiGRA-2019-WestersideH
Sites of Play: Locating Gameplace in Red Dead Redemption 2 (AW, JH).
FDGFDG-2019-AcharyaW #collaboration #comprehension
Building worlds together: understanding collaborative co-creation of game worlds (DA, NWF), p. 5.
FDGFDG-2019-AndersonCS #challenge #persistent #video
Building persistence through failure: the role of challenge in video games (CGA, KC, CS), p. 6.
FDGFDG-2019-AndersonS #comprehension #retrieval
Understanding user needs in videogame moment retrieval (BRA, AMS), p. 10.
FDGFDG-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.
FDGFDG-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.
FDGFDG-2019-CanaanSTN #benchmark #metric
Leveling the playing field: fairness in AI versus human game benchmarks (RC, CS, JT, AN), p. 8.
FDGFDG-2019-CarstensdottirK #interactive
Player interaction in narrative games: structure and narrative progression mechanics (EC, EK, MSEN), p. 9.
FDGFDG-2019-EgerG
Wait a second: playing Hanabi without giving hints (ME, DG), p. 7.
FDGFDG-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.
FDGFDG-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.
FDGFDG-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.
FDGFDG-2019-HarmonMJ
Operationalizing conflict strategies in a board game (SH, RM, AJ), p. 6.
FDGFDG-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.
FDGFDG-2019-HoltkampABWYK #artificial reality #matter
Enhancing subject matter assessments utilizing augmented reality and serious game techniques (BH, MA, DB, MW, CY, KK), p. 8.
FDGFDG-2019-HoT
Affordances of brainstorming toolkits and their use in game jams (XH, MT), p. 10.
FDGFDG-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.
FDGFDG-2019-JiangHHF #design #education #framework
The computational puzzle design framework: a design guide for games teaching computational thinking (XJ, CH, XH, AYHF), p. 11.
FDGFDG-2019-JuniusMW #towards
Towards expressive input for character dialogue in digital games (NJ, MM, NWF), p. 11.
FDGFDG-2019-KaltmanOA #analysis #named #visualisation
S4LVE: shareable videogame analysis and visualization (EK, JCO, JA), p. 5.
FDGFDG-2019-KankainenKM #community
Motivations of game jam organizers: case of finnish game jam community (VK, AK, MM), p. 8.
FDGFDG-2019-Kao19a
The effects of anthropomorphic avatars vs. non-anthropomorphic avatars in a jumping game (DK), p. 5.
FDGFDG-2019-KaoS #how #performance
Exploring how preference and perceived performance vary in different game genres across time of day (DK, JJDS), p. 5.
FDGFDG-2019-KohlerMK #composition #heuristic
Composition of basic heuristics for the game 2048 (IK, TM, FK), p. 5.
FDGFDG-2019-KoonsH #generative #music
Intrinsically musical game worlds: abstract music generation as a result of gameplay (NK, MH), p. 4.
FDGFDG-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.
FDGFDG-2019-KreminskiW #generative
Generative games as storytelling partners (MK, NWF), p. 8.
FDGFDG-2019-LaiEKL #named
Introducing: the game jam license (GL, KE, FK, WHL), p. 6.
FDGFDG-2019-Lawley #challenge #evaluation #interactive
Publication and evaluation challenges in games & interactive media (ELL), p. 8.
FDGFDG-2019-LiGH #generative #multi #using #video
End-to-end let's play commentary generation using multi-modal video representations (CL0, SG, BH), p. 7.
FDGFDG-2019-LuPN #analysis #communication #developer
Game postmortems vs. developer Reddit AMAs: computational analysis of developer communication (CL, JP, TN), p. 7.
FDGFDG-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.
FDGFDG-2019-MadgeBCKP
Making text annotation fun with a clicker game (CM, RB, JC, UK, MP), p. 6.
FDGFDG-2019-MillerNHCE
Expertise and engagement: re-designing citizen science games with players' minds in mind (JAM, UN, MH, SC, MSEN), p. 11.
FDGFDG-2019-NummenmaaK #hybrid #social
Social features in hybrid board game marketing material (TN, VK), p. 8.
FDGFDG-2019-OSheaF #design #framework #question
Game design frameworks: where do we start? (ZO, JF), p. 10.
FDGFDG-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.
FDGFDG-2019-PirkerPK #interactive #recommendation #social
Social interactions in game jams: a jammer recommender tool (JP, AP, JK), p. 4.
FDGFDG-2019-Poor #community #online #product line #scalability
Building and sustaining large, long-term online communities: family business and gamifying the game (NP), p. 12.
FDGFDG-2019-Ruch #development #education #learning
Trans-pacific project-based learning: game production curriculum development (AWR), p. 9.
FDGFDG-2019-SalterSS #effectiveness
But does pikachu love you?: reproductive labor in casual and hardcore games (AS, MS, AS), p. 10.
FDGFDG-2019-SteinbockLKPK #communication #education #named
Cologon: a game to foster communication skills in inclusive education (MS, NL, FK, MP, GK), p. 5.
FDGFDG-2019-TreanorN #analysis
Order-fulfillment games: an analysis of games about serving customers (MT, MJN), p. 7.
FDGFDG-2019-VillarealeGFFZ #design #social
Enhancing social exergames through idle game design (JV, RCG, AF, TF, JZ), p. 5.
FDGFDG-2019-WangCYPTA #learning #synthesis
Goal-based progression synthesis in a korean learning game (SW, BC, SY, JYP, NT, EA), p. 9.
FDGFDG-2019-WangZWC #music
Rhythm dungeon: a blockchain-based music roguelike game (TW, SZ, XW, WC0), p. 3.
FDGFDG-2019-ZelekeOS #approach #hybrid
Analyzing action games: a hybrid systems approach (YZ, JCO, RGS), p. 11.
FDGFDG-2019-ZhangS #natural language #query
Retrieving videogame moments with natural language queries (XZ, AMS), p. 7.
FDGFDG-2019-ZhaoAEL #artificial reality #education
Developing a virtual reality game for manufacturing education (RZ, FA, LJE, HCL), p. 4.
FDGFDG-2019-ZhaoSHLLMR #assessment #physics
Knowledge assessment: game for assessment of symptoms of child physical abuse (RZ, CRS, MDHR, JL, GL, AM, HJR), p. 7.
FDGFDG-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.
ICGJICGJ-2019-AryaGFM #named
GGJ-Next: The Global Game Jam for Youth (AA, SG, MF, KM), p. 4.
ICGJICGJ-2019-FerrazG #case study #gender
A Case Study About Gender Issues in a Game Jam (CF, KG), p. 8.
ICGJICGJ-2019-Harrer #design #sketching
Radical Jamming: Sketching Radical Design Principles for Game Creation Workshops (SH), p. 5.
ICGJICGJ-2019-Kultima #case study #experience #named
Superjammers: Motivations and Experiences of Exceptional Game Jammers in Finland (AK), p. 7.
ICGJICGJ-2019-MillerDK #question
Can Game Jams Boost Confidence and Sense of Preparedness? (MM, JD, FK), p. 5.
ICGJICGJ-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.
ICGJICGJ-2019-WhitePYJS #communication
Communication Beyond Languages Realized by International Game Jams (JW, IP, RY, SJ, DS), p. 6.
CoGVS-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.
CoGVS-Games-2019-AlvesMP #health #towards
Towards Incorporating Personality in Serious Games for Health (TA, CM, RP), pp. 1–4.
CoGVS-Games-2019-BeeverPJ #design #modelling
Evaluating LevelEd AR: An Indoor Modelling Application for Serious Games Level Design (LB, SRP, NWJ), pp. 1–4.
CoGVS-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.
CoGVS-Games-2019-BurkholzM
Empathy & Information: Ingredients for a Children's Game on Diabetes (JB, SvM), pp. 1–2.
CoGVS-Games-2019-Gabriel #concept #design #using
We Make Games. Using Serious Game Design Concepts in Secondary School (SG), pp. 1–4.
CoGVS-Games-2019-HoffmannM #design #education
Exploring Game Design for the Financial Education of Millenials (GH, LM), pp. 1–2.
CoGVS-Games-2019-HoffmannMW #behaviour #education
Perfectionism in Games - Analyzing Playing Behaviors in an Educational Game (GH, RM, CW), pp. 1–4.
CoGVS-Games-2019-Hohl #architecture #interactive #learning #visualisation
Game-Based Learning - Developing a Business Game for Interactive Architectural Visualization (WH), pp. 1–4.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2019-KivelaAVO #case study #physics
Study on the Motivational and Physical Effects of Two VR Exergames (OK, PA, AV, TO), pp. 1–2.
CoGVS-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.
CoGVS-Games-2019-RodriguesFPPS #named #problem
Festarola: a Game for Improving Problem Solving Strategies (RR0, PCF, RP, PP, AMVS), pp. 1–8.
CoGVS-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.
CoGVS-Games-2019-SedlacekOZ #education
Moon Base: A Serious Game for Education (DS, OO, JZ), pp. 1–4.
CoGVS-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.
CoGVS-Games-2019-VayanouLKSAIKI #design #mobile
Cultural Mobile Games: Designing for 'Many' (MV, GL, AK, OS, KA, EEI, GK, YEI), pp. 1–4.
CoGVS-Games-2019-ZahedWQ #education #safety
Play It Safe: An Educational Cyber Safety Game for Children in Elementary School (BTZ, GW, JQ), pp. 1–4.
CIKMCIKM-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.
ICMLICML-2019-BalduzziGB0PJG #learning #symmetry
Open-ended learning in symmetric zero-sum games (DB, MG, YB, WC0, JP, MJ, TG), pp. 434–443.
ICMLICML-2019-CardosoAWX #nash
Competing Against Nash Equilibria in Adversarially Changing Zero-Sum Games (ARC, JDA, HW, HX), pp. 921–930.
ICMLICML-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.
ICMLICML-2019-LeeJAJ #approach #functional
Functional Transparency for Structured Data: a Game-Theoretic Approach (GHL, WJ, DAM, TSJ), pp. 3723–3733.
ICMLICML-2019-RaghunathanCJ #optimisation
Game Theoretic Optimization via Gradient-based Nikaido-Isoda Function (AUR, AC, DKJ), pp. 5291–5300.
KDDKDD-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.
KDDKDD-2019-WangLCJ #effectiveness #learning #performance #representation #retrieval
Effective and Efficient Sports Play Retrieval with Deep Representation Learning (ZW, CL, GC, CJ), pp. 499–509.
KDDKDD-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.
POPLPOPL-2019-BaldanKMP #fixpoint
Fixpoint games on continuous lattices (PB, BK0, CMM, TP), p. 29.
POPLPOPL-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.
POPLPOPL-2019-ClairambaultVW #programming #quantum #semantics
Game semantics for quantum programming (PC, MdV, GW), p. 29.
POPLPOPL-2019-Mellies #category theory #combinator #scheduling #semantics
Categorical combinatorics of scheduling and synchronization in game semantics (PAM), p. 30.
ASEASE-2019-Ramamoorthy #multi #using
User Preference Aware Multimedia Pricing Model using Game Theory and Prospect Theory for Wireless Communications (KMKR), pp. 1265–1267.
ASEASE-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-FSEESEC-FSE-2019-Khanve #empirical #smell #web
Are existing code smells relevant in web games? an empirical study (VK), pp. 1241–1243.
CASECASE-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.
CASECASE-2019-JiangL #bound #network
Bayesian Stackelberg Game Model for Water Supply Networks against Bounded Rational Interdictors (JJ, XL), pp. 842–847.
FASEFASE-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.
CAVCAV-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.
CAVCAV-2019-AvniBCHKP #optimisation #runtime
Run-Time Optimization for Learned Controllers Through Quantitative Games (GA, RB, KC, TAH, BK, SP), pp. 630–649.
CAVCAV-2019-ElfarWP #synthesis #using
Security-Aware Synthesis Using Delayed-Action Games (ME, YW0, MP), pp. 180–199.
ICSAICSA-2018-Apel #architecture #development #online
Reducing Development Overheads with a Generic and Model-Centric Architecture for Online Games (SA), pp. 21–28.
EDMEDM-2018-AkramMWMBL #assessment #learning
Improving Stealth Assessment in Game-based Learning with LSTM-based Analytics (BA, WM, ENW, BWM, KB, JCL).
EDMEDM-2018-KarumbaiahBS #learning #predict #student
Predicting Quitting in Students Playing a Learning Game (SK, RSB, VJS).
EDMEDM-2018-SawyerRAL #analysis #behaviour #learning #problem #student
Filtered Time Series Analyses of Student Problem-Solving Behaviors in Game-based Learning (RS, JPR, RA, JCL).
ICSMEICSME-2018-FraczD #assessment #automation #case study #developer
Developers' Game: A Preliminary Study Concerning a Tool for Automated Developers Assessment (WF, JD), pp. 695–699.
MSRMSR-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.
MSRMSR-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.
CIAACIAA-2018-StasioMV
Solving Parity Games: Explicit vs Symbolic (ADS, AM, MYV), pp. 159–172.
DLTDLT-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.
AIIDEAIIDE-2018-Canaan
Games as Co-Creative Cooperative Systems (RC), pp. 285–287.
AIIDEAIIDE-2018-EgerM #comparison #deduction #social
Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game (ME, CM), pp. 24–30.
AIIDEAIIDE-2018-GuzdialR #automation #concept #design
Automated Game Design via Conceptual Expansion (MG, MR), pp. 31–37.
AIIDEAIIDE-2018-Horswill18a #named
Postmortem: MKULTRA, An Experimental AI-Based Game (IDH), pp. 45–51.
AIIDEAIIDE-2018-KantharajuAZCSO #education #parallel #programming
Tracing Player Knowledge in a Parallel Programming Educational Game (PK, KBA, JZ, BC, BKS, SO), pp. 173–179.
AIIDEAIIDE-2018-MathewsonM #named #using
Improbotics: Exploring the Imitation Game Using Machine Intelligence in Improvised Theatre (KWM, PM), pp. 59–66.
AIIDEAIIDE-2018-MoraesML #realtime
Nested-Greedy Search for Adversarial Real-Time Games (ROM, JRHM, LHSL), pp. 67–73.
AIIDEAIIDE-2018-Ontanon #comprehension #named #natural language #prototype
SHRDLU: A Game Prototype Inspired by Winograd's Natural Language Understanding Work (SO), pp. 268–270.
AIIDEAIIDE-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.
AIIDEAIIDE-2018-SmejkalG
Engaging Turn-Based Combat in the Children of the Galaxy Videogame (PS, JG), pp. 229–235.
AIIDEAIIDE-2018-SummervilleMSOW #analysis #bidirectional #generative #named
Gemini: Bidirectional Generation and Analysis of Games via ASP (AS, CM, BS, JCO, NWF, MM), pp. 123–129.
AIIDEAIIDE-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-PLAYCHI-PLAY-2018-AllisonCGS #design pattern #interactive
Design Patterns for Voice Interaction in Games (FA, MC, MRG, WS), pp. 5–17.
CHI-PLAYCHI-PLAY-2018-ByrneMM #case study #experience #using
AR Fighter: Using HMDs to create Vertigo Play Experiences (RB, JM, F'M), pp. 45–57.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2018-DSouzaPKW #approach #social
Augmenting Co-Located Social Play with Biofeedback: An Interactional Approach (AD, BP, MK, PW), pp. 113–125.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2018-Ferguson #why
Sex, Lies and Videogames: Why Videogames Still Struggle to Overcome Moral Panic (CJF), p. 1.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2018-GlickmanMSMH #challenge #design
Design Challenges for Livestreamed Audience Participation Games (SG, NM, JS, RM, JH), pp. 187–199.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2018-LiPBWBGM #design #towards
The Guts Game: Towards Designing Ingestible Games (ZL, RP, FB, WW, KB, SG, F'M), pp. 271–283.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2018-MuscatD #ambiguity #design #named
WORLD4: Designing Ambiguity for First-Person Exploration Games (AM, JD), pp. 341–351.
CHI-PLAYCHI-PLAY-2018-PassmoreM #representation
An About Face: Diverse Representation in Games (CJP, RLM), pp. 365–380.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2018-ScheepmakerFS #social
The Things We Play with Roles of Technology in Social Play (LS, CF, KS), pp. 451–462.
CHI-PLAYCHI-PLAY-2018-SoroushHB #maintenance #self
Investigating Game Mechanics that Target Players' Self-Control While Maintaining Engagement (MS, MH, VKB), pp. 489–502.
CHI-PLAYCHI-PLAY-2018-StadlerH #design
Blind Adventure - A Game Engine for Blind Game Designers (VS, HH), pp. 503–509.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2018-WeiszAA #education #named #quantum
Entanglion: A Board Game for Teaching the Principles of Quantum Computing (JDW, MA, ZA), pp. 523–534.
CHI-PLAYCHI-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.
CoGCIG-2018-AndersenGG #learning #realtime
Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy Games (PAA, MG, OCG), pp. 1–8.
CoGCIG-2018-AshlockKP #towards
Toward General Mathematical Game Playing Agents (DA, EYK, DPL), pp. 1–7.
CoGCIG-2018-BabadiNH
Intelligent Middle-Level Game Control (AB, KN, PH), pp. 1–8.
CoGCIG-2018-BaierC #multi
Evolutionary MCTS for Multi-Action Adversarial Games (HB, PIC), pp. 1–8.
CoGCIG-2018-BertensGCP #recommendation #video
A Machine-Learning Item Recommendation System for Video Games (PB, AG, PPC, AP), pp. 1–4.
CoGCIG-2018-BraviLL0 #analysis #video
Shallow Decision-Making Analysis in General Video Game Playing (IB, DPL, SML, JL0), pp. 1–8.
CoGCIG-2018-Browne
Modern Techniques for Ancient Games (CB), pp. 1–8.
CoGCIG-2018-CanaanMTN #metric #towards
Towards Game-based Metrics for Computational Co-Creativity (RC, SM, JT, AN), pp. 1–8.
CoGCIG-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.
CoGCIG-2018-CookCR #analysis #constraints #design
Inferring Design Constraints From Game Ruleset Analysis (MC0, SC, AR), pp. 1–8.
CoGCIG-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.
CoGCIG-2018-DockhornA #approximate #learning #video
Forward Model Approximation for General Video Game Learning (AD, DA), pp. 1–8.
CoGCIG-2018-GanzfriedS
Bayesian Opponent Exploitation in Imperfect-Information Games (SG, QS), pp. 1–8.
CoGCIG-2018-GeddaLB #monte carlo
Monte Carlo Methods for the Game Kingdomino (MG, MZL, MB), pp. 1–8.
CoGCIG-2018-GreenwoodAP #analysis
A Critical Analysis of Punishment in Public Goods Games (GWG, HAA, EP), pp. 1–5.
CoGCIG-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.
CoGCIG-2018-HarmerGVHBOSN #3d #concurrent #learning
Imitation Learning with Concurrent Actions in 3D Games (JH, LG, JdV, HH, JB, TO, KS, MN), pp. 1–8.
CoGCIG-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.
CoGCIG-2018-IshiiIIHT #implementation #monte carlo
Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas (RI, SI, MI, TH, RT), pp. 1–8.
CoGCIG-2018-KantharajuOG
μCCG, a CCG-based Game-Playing Agent for μRTS (PK, SO, CWG), pp. 1–8.
CoGCIG-2018-KeehlS #framework
Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity Games (OK, AMS), pp. 1–8.
CoGCIG-2018-KosmidesDAKOL #named #using
InLife: Combining Real Life with Serious Games using IoT (PK, KPD, EFA, NK, YO, VDL), pp. 1–7.
CoGCIG-2018-KraaijerKMR #generative #geometry #graph
Geometry and Generation of a New Graph Planarity Game (RK, MJvK, WM, AvR), pp. 1–8.
CoGCIG-2018-Lucas #performance #research
Game AI Research with Fast Planet Wars Variants (SML), pp. 1–4.
CoGCIG-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.
CoGCIG-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.
CoGCIG-2018-PreussPVP #case study #refinement
Integrated Balancing of an RTS Game: Case Study and Toolbox Refinement (MP, TP, VV, NP), pp. 1–8.
CoGCIG-2018-RodgersLA #realtime
Ensemble Decision Making in Real-Time Games (PR, JL, DA), pp. 1–8.
CoGCIG-2018-RooijackersW
Wall Building in the Game of StarCraft with Terrain Considerations (MLMR, MHMW), pp. 1–5.
CoGCIG-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.
CoGCIG-2018-TakanoOIHT #architecture #hybrid
Applying Hybrid Reward Architecture to a Fighting Game AI (YT, WO, SI, TH, RT), pp. 1–4.
CoGCIG-2018-TavaresC #learning #realtime
Tabular Reinforcement Learning in Real-Time Strategy Games via Options (ART, LC), pp. 1–8.
CoGCIG-2018-TorradoBT0P #learning #video
Deep Reinforcement Learning for General Video Game AI (RRT, PB, JT, JL0, DPL), pp. 1–8.
CoGCIG-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.
CoGCIG-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.
CoGCIG-2018-VolzMP #approach #social
A Social Science-based Approach to Explanations for (Game) AI (VV, KM, MP), pp. 1–2.
CoGCIG-2018-WoofC #learning #network
Learning to Play General Video-Games via an Object Embedding Network (WW, KC), pp. 1–8.
CoGCIG-2018-YangO #evaluation #independence #learning #realtime
Learning Map-Independent Evaluation Functions for Real-Time Strategy Games (ZY, SO), pp. 1–7.
DiGRADiGRA-2018-AarsethG #metamodelling #ontology #research
An Ontological Meta-Model for Game Research (EA, PG).
DiGRADiGRA-2018-Blom
Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise (JB).
DiGRADiGRA-2018-Bonner #on the
On Striated Wilderness and Prospect Pacing: Rural Open World Games as Liminal Spaces of the Man-Nature Dichotomy (MB).
DiGRADiGRA-2018-BoonenCISN #concept
Contextualizing Pathological Gaming - A Proof-of-Concept Study (CSB, MVC, AWI, MMS, RKLN).
DiGRADiGRA-2018-BrucknerSKW #difference
Exploring Cultural Differences in Game Reception: JRPGs in Germany and Japan (SB, YS, SK, IW).
DiGRADiGRA-2018-Eladhari #design
Bleed-in, Bleed-out A Design Case in Board Game Therapy (MPE).
DiGRADiGRA-2018-Fantacci
Wrecking the Game: The Artist as Griefer (GF).
DiGRADiGRA-2018-FerriHHS #concept #design
Design Concepts for Empowerment through Urban Play (GF, NBH, AvH, BAMS).
DiGRADiGRA-2018-GaoS #analysis #design #framework #matter #platform
Does Platform Matter? A Game Design Analysis of Female Engagement in MOBA Games (GG, PCS).
DiGRADiGRA-2018-Genovesi #named #video
Fragmentation: between expansion packs and episodic video games (MG).
DiGRADiGRA-2018-Gianmarco #why
Quilting the meaning: gameplay as catalyst of signification and why to co-op in game studies (TGG).
DiGRADiGRA-2018-HicksDHG #design #empirical #framework
Good Game Feel: An Empirically Grounded Framework for Juicy Design (KH, PD, JH, KG).
DiGRADiGRA-2018-Jacevic #independence
Indie Game: The Movie: The Paper - Documentary Films and the Subfield of Independent Games (MJ).
DiGRADiGRA-2018-Karth #generative
Preliminary Poetics of Procedural Generation in Games (IK).
DiGRADiGRA-2018-KoenitzRKD #design #video
“Clementine will remember that” - Methods to Establish Design Conventions for Video Game Narrative (HK, CR, NK, TD).
DiGRADiGRA-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).
DiGRADiGRA-2018-Murray
Playing Whiteness in Crisis in The Last of Us and Tomb Raider (SM).
DiGRADiGRA-2018-NielsenG #random #video
Are Loot Boxes Gambling? Random reward mechanisms in video games (RKLN, PG).
DiGRADiGRA-2018-NitscheM
A Character in Your Hand: Puppetry to Inform Game Controls (MN, PM).
DiGRADiGRA-2018-Okkema
Harvester of Desires: Gaming Amazon Echo through John Cayley's The Listeners (LO).
DiGRADiGRA-2018-SchottR #authentication #towards
Presence at History: Toward an Expression of Authentic Historical Content as Game Rules and Play (GS, BR).
DiGRADiGRA-2018-Scully-Blaker
Stasis and Stillness: Moments of Inaction in Videogames (RSB).
DiGRADiGRA-2018-Seraphine
Ethics at Play in Undertale: Rhetoric, Identity and Deconstruction (FS).
DiGRADiGRA-2018-SeulaAF #case study #performance
Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer (RS, MA, SF).
DiGRADiGRA-2018-ToftedahlBE #how #locality #question #why
Localization from an Indie Game Production Perspective - Why, When and How? (MT, PB, HE).
DiGRADiGRA-2018-VellaR
The City in Singleplayer Fantasy Role Playing Games (DV, GKBR).
DiGRADiGRA-2018-Willumsen #automation
Is My Avatar MY Avatar? Character Autonomy and Automated Avatar Actions in Digital Games (ECW).
DiGRADiGRA-2018-Wu #education #learning #video
Video Games, Learning, and the Shifting Educational Landscape (HAW).
FDGFDG-2018-AzadvarC #evaluation #experience #named #self #video
UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games (AA, AC), p. 7.
FDGFDG-2018-Backe #image #simulation
Metareferentiality through in-game images in immersive simulation game (HJB), p. 10.
FDGFDG-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.
FDGFDG-2018-Cantallops #video
Transhistorical perspective of the puzzle video game genre (MMC), p. 9.
FDGFDG-2018-CooperSKSS #tool support
Repurposing citizen science games as software tools for professional scientists (SC, ALRS, RK, WMS, JBS), p. 6.
FDGFDG-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.
FDGFDG-2018-EckL
Mapping the field of organism-involved computer games (WvE, MHL), p. 8.
FDGFDG-2018-FarlowT #heuristic #multi #online
Periodic load balancing heuristics in massively multiplayer online games (SF, JLT), p. 10.
FDGFDG-2018-GreenKBMNT #automation #design #named
AtDELFI: automatically designing legible, full instructions for games (MCG, AK, GABB, TM, AN, JT), p. 10.
FDGFDG-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.
FDGFDG-2018-GundryD #approach #design #elicitation
Intrinsic elicitation: a model and design approach for games collecting human subject data (DG, SD), p. 10.
FDGFDG-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.
FDGFDG-2018-JemmaliBME #design #education #empirical
Educational game design: an empirical study of the effects of narrative (CJ, SB, AM, MSEN), p. 10.
FDGFDG-2018-Jorgensen #framework
Media and games: an intermedial framework (IKHJ), p. 10.
FDGFDG-2018-KaravolosLY
Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model (DK, AL, GNY), p. 10.
FDGFDG-2018-KayaliLPSF #design #health #towards
Design considerations towards long-term engagement in games for health (FK, NL, PP, KS, GF), p. 8.
FDGFDG-2018-KhaledLB #design #research
Documenting trajectories in design space: a methodology for applied game design research (RK, JL, PB), p. 10.
FDGFDG-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.
FDGFDG-2018-KleinmanCE
Going forward by going back: re-defining rewind mechanics in narrative games (EK, EC, MSEN), p. 6.
FDGFDG-2018-KosaS #analysis #what
What tabletop players think about augmented tabletop games: a content analysis (MK, PS), p. 8.
FDGFDG-2018-KumariDK #design #why
Why game designers should study magic (SK, SD, GK), p. 8.
FDGFDG-2018-LankesRDM #3d #collaboration #named #social
Socialeyes: social gaze in collaborative 3D games (ML, MR, OD, BM), p. 10.
FDGFDG-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.
FDGFDG-2018-Maureira #learning #named #tool support
CURIO: a game-based learning toolkit for fostering curiosity (MAGM), p. 6.
FDGFDG-2018-Murnane
Unraveling the mortal coil: death and stories of play (EM), p. 10.
FDGFDG-2018-PachecoTP #assessment
Studying believability assessment in racing games (CP, LNT, DPL), p. 10.
FDGFDG-2018-PlumbKS #clustering #hybrid #multi #network #online #using
Hybrid network clusters using common gameplay for massively multiplayer online games (JNP, SKK, RS), p. 10.
FDGFDG-2018-RingerN #detection #multi #video
Deep unsupervised multi-view detection of video game stream highlights (CR, MAN), p. 6.
FDGFDG-2018-SarkarC18a #volunteer
Comparing paid and volunteer recruitment in human computation games (AS, SC), p. 9.
FDGFDG-2018-SilvaSITN
Drawing without replacement as a game mechanic (FdMS, CS, AI, JT, AN), p. 6.
FDGFDG-2018-StegerenT #generative #towards
Towards generating textual game assets from real-world data (JvS, MT), p. 4.
FDGFDG-2018-StephensonR #towards
Deceptive angry birds: towards smarter game-playing agents (MS, JR), p. 10.
FDGFDG-2018-SullivanSS
Games crafters play (AS, AS, GS), p. 9.
FDGFDG-2018-ThompsonS #adaptation #framework
'Play your own way': adapting a procedural framework for accessibility (TT, MS), p. 7.
FDGFDG-2018-TrumanRRM #artificial reality #realtime
Rethinking real-time strategy games for virtual reality (ST, NR, DR0, SvM), p. 6.
FDGFDG-2018-WallnerKGLSL #education #geometry
Lost my way: an educational geometry game for young children (GW, SK, SG, CSL, YS, IHL), p. 4.
FDGFDG-2018-ZhangZHS #crawling
Crawling, indexing, and retrieving moments in videogames (XZ, ZZ, MH, AMS), p. 10.
FDGFDG-2018-ZhuWZ #analysis #generative #similarity
Exploring the similarity between game events for game level analysis and generation (TZ0, BW, MZ), p. 7.
ICGJICGJ-2018-DirksPM
Playing with refugees and other minorities during the Games [4Diversity] Jam (SD, MvPD, EM), pp. 34–38.
ICGJICGJ-2018-Grace #named
Newsjam: Making Games at the Pace of News (LDG), pp. 17–20.
ICGJICGJ-2018-Kultima #design
Design Values of Game Jam Organizers Case: Global Game Jam 2018 in Finland (AK), pp. 21–27.
ICGJICGJ-2018-McDonald
iThirve Games Empathy Jam at DigiPen (HM), pp. 28–33.
ICGJICGJ-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.
CoGVS-Games-2018-EcksteinKL #towards
Towards Serious Games and Applications in Smart Substitutional Reality (BE, EK, BL), pp. 1–8.
CoGVS-Games-2018-GeorgiadisLBW #assessment #towards
Accommodating Stealth Assessment in Serious Games: Towards Developing a Generic Tool (KG, GvL, KB, WW), pp. 1–4.
CoGVS-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.
CoGVS-Games-2018-KutunS #learning
Rallye Game: Learning by Playing with Racing Cars (BK, WS), pp. 1–2.
CoGVS-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.
CoGVS-Games-2018-LynchMC #assessment
Assessment in Serious Alternate Reality Games (RL, BM, CC), pp. 1–8.
CoGVS-Games-2018-MertNDMD #framework
A Medical Serious Games Framework Hierarchy for Validity (AM, TCWN, BD, HM, MD), pp. 1–2.
CoGVS-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.
CoGVS-Games-2018-OberdorferL #using
Effectivity of Affine Transformation Knowledge Training Using Game Mechanics (SO, MEL), pp. 1–8.
CoGVS-Games-2018-OberdorferL18a #encoding #using
Gamified Knowledge Encoding: Knowledge Training Using Game Mechanics (SO, MEL), pp. 1–2.
CoGVS-Games-2018-OberdorferL18b #effectiveness #using
Effective Orbital Mechanics Knowledge Training Using Game Mechanics (SO, MEL), pp. 1–8.
CoGVS-Games-2018-Perez-ColadoRFM #learning #multi
Multi-Level Game Learning Analytics for Serious Games (IJPC, DCR, MFM, IMO, BFM), pp. 1–4.
CoGVS-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.
CoGVS-Games-2018-Ramic-Brkic #education #using
Enhancing Progressive Education through the Use of Serious Games (BRB), pp. 1–4.
CoGVS-Games-2018-RappMBM #artificial reality #named #social
Pathomon: A Social Augmented Reality Serious Game (DR, JM, KB, SvM), pp. 1–4.
CoGVS-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.
CoGVS-Games-2018-SpyridonisDO #collaboration #communication #multi #online #performance
Efficient In-Game Communication in Collaborative Online Multiplayer Games (FS, DDZ, MPO), pp. 1–4.
CoGVS-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.
CoGVS-Games-2018-TregelMGS #optimisation
Where's Pikachu: Route Optimization in Location-Based Games (TT, PM0, SG0, RS), pp. 1–8.
CoGVS-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.
ICMLICML-2018-BalduzziRMFTG
The Mechanics of n-Player Differentiable Games (DB, SR, JM, JNF, KT, TG), pp. 363–372.
ICMLICML-2018-DubeyAPGE #video
Investigating Human Priors for Playing Video Games (RD, PA, DP, TG, AAE), pp. 1348–1356.
ICMLICML-2018-KangarshahiHSC #framework
Let's be Honest: An Optimal No-Regret Framework for Zero-Sum Games (EAK, YPH, MFS, VC), pp. 2493–2501.
ICMLICML-2018-Koriche #combinator #compilation #predict
Compiling Combinatorial Prediction Games (FK), pp. 2761–2770.
ICMLICML-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.
ICMLICML-2018-RaghuIAKLK #learning #question
Can Deep Reinforcement Learning Solve Erdos-Selfridge-Spencer Games? (MR, AI, JA, RK, QVL, JMK), pp. 4235–4243.
ICMLICML-2018-RiedmillerHLNDW #learning
Learning by Playing Solving Sparse Reward Tasks from Scratch (MAR, RH, TL, MN, JD, TVdW, VM, NH, JTS), pp. 4341–4350.
KDDKDD-2018-TaoXGLFZ #detection #framework #named
NGUARD: A Game Bot Detection Framework for NetEase MMORPGs (JT, JX, LG, YL, CF, ZZ), pp. 811–820.
POPLPOPL-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.
CASECASE-2018-ChengZB #case study #energy
Case Study of An Energy-Saving Game for Public Buildings (ZC, QZ, TB), pp. 684–689.
ESOPESOP-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.
CAVCAV-2018-KelmendiKKW #algorithm #learning #probability
Value Iteration for Simple Stochastic Games: Stopping Criterion and Learning Algorithm (EK, JK, JK, MW), pp. 623–642.
CAVCAV-2018-Dijk
Attracting Tangles to Solve Parity Games (TvD), pp. 198–215.
CSLCSL-2018-GowersL #nondeterminism #semantics
A Fully Abstract Game Semantics for Countable Nondeterminism (WJG, JDL), p. 18.
CSLCSL-2018-ScheweW0
Parity Games with Weights (SS, AW, MZ0), p. 17.
IJCARIJCAR-2018-Platzer #difference #logic
Uniform Substitution for Differential Game Logic (AP), pp. 211–227.
CSEETCSEET-2017-NyinkeuN #case study #experience #re-engineering
Work and Play in Software Engineering Training: Experiences from the Silicon Mountain (NDN, HN), pp. 112–116.
EDMEDM-2017-BauerFP #analysis #behaviour #challenge #problem
Analysis of problem-solving behavior in open-ended scientific-discovery game challenges (AB, JF, ZP).
EDMEDM-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).
CIAACIAA-2017-Larsen #energy
Timed and Untimed Energy Games (KGL), p. xiii-xvi.
DLTDLT-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.
AIIDEAIIDE-2017-0001Y0KK #video
Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environments (HM0, JY, LC0, TKSK, SK), pp. 270–272.
AIIDEAIIDE-2017-BarrigaSB #learning #realtime
Combining Strategic Learning with Tactical Search in Real-Time Strategy Games (NAB, MS, MB), pp. 9–15.
AIIDEAIIDE-2017-BunianCCE #behaviour #difference #modelling #using
Modeling Individual Differences in Game Behavior Using HMM (SB, AC, RCC, MSEN), pp. 158–164.
AIIDEAIIDE-2017-CorreiaA0MP #social
A Social Robot as a Card Game Player (FC, PAO, TR0, FSM, AP), pp. 23–29.
AIIDEAIIDE-2017-DongB #education #evaluation #generative #programming
Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game (YD, TB), pp. 172–178.
AIIDEAIIDE-2017-Eger
Intentional Agents for Epistemic Games (ME), pp. 280–282.
AIIDEAIIDE-2017-EgerM #specification
Practical Specification of Belief Manipulation in Games (ME, CM), pp. 30–36.
AIIDEAIIDE-2017-FerreiraW #composition #music #named
MTG: Context-Based Music Composition for Tabletop Role-Playing Games (LNF, JW), pp. 286–288.
AIIDEAIIDE-2017-HankeC #recommendation
A Recommender System for Hero Line-Ups in MOBA Games (LH, LC), pp. 43–49.
AIIDEAIIDE-2017-Horn #education #framework #generative
A Skill-Based Framework for the Generation and Presentation of Educational Videogame Content (BH), pp. 292–294.
AIIDEAIIDE-2017-LiuM
Balancing Zero-Sum Games with One Variable per Strategy (AJL, SM), pp. 57–65.
AIIDEAIIDE-2017-MazeikaW #3d #generative
Solving for Bespoke Game Assets: Applying Style to 3D Generative Artifacts (JM, JW), pp. 73–79.
AIIDEAIIDE-2017-MinMRTWBL #multimodal #recognition
Multimodal Goal Recognition in Open-World Digital Games (WM, BWM, JPR, RGT, ENW, KEB, JCL), pp. 80–86.
AIIDEAIIDE-2017-OsbornLM #hybrid #modelling #named
HyPED: Modeling and Analyzing Action Games as Hybrid Systems (JCO, BL, MM), pp. 87–93.
AIIDEAIIDE-2017-PadovaniFL #music #named #recommendation
Bardo: Emotion-Based Music Recommendation for Tabletop Role-Playing Games (RRP, LNF, LHSL), pp. 214–220.
AIIDEAIIDE-2017-PowleyNGCFSIC #design #named
Wevva: Democratising Game Design (EJP, MJN, SEG, SC, BPF, RS, PI, MC0), pp. 273–276.
AIIDEAIIDE-2017-RavariSSD #hybrid #online #predict
Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny (YNR, PS, RS, AD), pp. 207–213.
AIIDEAIIDE-2017-SarkarC #predict
Level Difficulty and Player Skill Prediction in Human Computation Games (AS, SC), pp. 228–233.
AIIDEAIIDE-2017-StephensonRG #complexity
The Computational Complexity of Angry Birds and Similar Physics-Simulation Games (MS, JR, XG), pp. 241–247.
AIIDEAIIDE-2017-Tavares #algorithm
Algorithm Selection in Zero-Sum Computer Games (ART), pp. 301–303.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2017-Ang0 #experience #video
Comparing Effects of Dynamic Difficulty Adjustment Systems on Video Game Experience (DA, AM0), pp. 317–327.
CHI-PLAYCHI-PLAY-2017-ArroyoMCOHR #learning #multi #smarttech
Wearable Learning: Multiplayer Embodied Games for Math (IA, MM, JC, EO, TH, MMTR), pp. 205–216.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2017-Bogost #how
How to Play (IB), p. 1.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2017-DeppingM #how #multi #social
Cooperation and Interdependence: How Multiplayer Games Increase Social Closeness (AED, RLM), pp. 449–461.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2017-FrommelFB0 #artificial reality
The Effects of Context-Sensitive Tutorials in Virtual Reality Games (JF, KF, JB, MW0), pp. 367–375.
CHI-PLAYCHI-PLAY-2017-HamalainenMTT #physics #predict #simulation
Predictive Physics Simulation in Game Mechanics (PH, XM, JT, JT), pp. 497–505.
CHI-PLAYCHI-PLAY-2017-HartIAOM #comprehension #safety
Understanding Engagement within the Context of a Safety Critical Game (JH, II, AA, MO, MM), pp. 253–264.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2017-Isbister #design
Connecting through Play by Design (KI), p. 3.
CHI-PLAYCHI-PLAY-2017-IskenderovaWB #artificial reality
Drunk Virtual Reality Gaming: Exploring the Influence of Alcohol on Cybersickness (AI, FW, WB), pp. 561–572.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2017-KromeHG #named
AutoGym: An Exertion Game for Autonomous Driving (SK, JH, SG), pp. 33–42.
CHI-PLAYCHI-PLAY-2017-LaneP
Diegetic Connectivity: Blending Work and Play with Storytelling in Serious Games (NL, NRP), pp. 229–240.
CHI-PLAYCHI-PLAY-2017-LesselVK #named
CrowdChess: A System to Investigate Shared Game Control in Live-Streams (PL, AV, AK), pp. 389–400.
CHI-PLAYCHI-PLAY-2017-MavoaCG
Beyond Addiction: Positive and Negative Parent Perceptions of Minecraft Play (JM, MC, MRG), pp. 171–181.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2017-MuellerTBJ #design #interactive #lens
13 Game Lenses for Designing Diverse Interactive Jogging Systems (F'M, CTT, RB, MJ0), pp. 43–56.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2017-PatibandaMLD #comprehension #design
Life Tree: Understanding the Design of Breathing Exercise Games (RP, F'M, ML, JD), pp. 19–31.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2017-TondelloWORN #framework #taxonomy
A Framework and Taxonomy of Videogame Playing Preferences (GFT, RRW, RO, GR, LEN), pp. 329–340.
CHI-PLAYCHI-PLAY-2017-VellaKJ #multi
The Impact of Agency and Familiarity in Cooperative Multiplayer Games (KV, CJK, DJ0), pp. 423–434.
CHI-PLAYCHI-PLAY-2017-WildtA #video
Bibles and BioShock: Affording Religious Discussion on Video Game Forums (LdW, SA), pp. 463–475.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2017-WongRB #question
Game & Watch: Are “Let's Play” Gaming Videos as Immersive as Playing Games? (PNYW, JMR, DPB), pp. 401–409.
CHI-PLAYCHI-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.
CoGCIG-2017-AlvernazT #visual notation
Autoencoder-augmented neuroevolution for visual doom playing (SA, JT), pp. 1–8.
CoGCIG-2017-ApeldoornV #knowledge base #using
Measuring strategic depth in games using hierarchical knowledge bases (DA, VV), pp. 9–16.
CoGCIG-2017-AshlockPS #theorem #video
General video game playing escapes the no free lunch theorem (DA, DPL, AS), pp. 17–24.
CoGCIG-2017-BaldwinDFH #design pattern #generative #using
Mixed-initiative procedural generation of dungeons using game design patterns (AB0, SD, JMF, JH), pp. 25–32.
CoGCIG-2017-BertensGP #big data #multi #predict #scalability
Games and big data: A scalable multi-dimensional churn prediction model (PB, AG, AP), pp. 33–36.
CoGCIG-2017-BrownA #multi #using
Using multiple worlds for multiple agent roles in games (JAB, DA), pp. 37–44.
CoGCIG-2017-BurnsT #detection #using
Detecting flow in games using facial expressions (AB, JRT), pp. 45–52.
CoGCIG-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.
CoGCIG-2017-FrancilletteGA #adaptation #mobile
Adaptive gameplay for mobile gaming (YF, AG, LA), pp. 80–87.
CoGCIG-2017-GainaLL #evolution #video
Rolling horizon evolution enhancements in general video game playing (RDG, SML, DPL), pp. 88–95.
CoGCIG-2017-Greenwood #approach #fuzzy
A fuzzy system approach for choosing public goods game strategies (GWG), pp. 104–109.
CoGCIG-2017-Guerrero-Romero #heuristic
Beyond playing to win: Diversifying heuristics for GVGAI (CGR, AL, DPL), pp. 118–125.
CoGCIG-2017-GuimaraesSJ #architecture #named #social
CiF-CK: An architecture for social NPCS in commercial games (MG, PS0, AJ), pp. 126–133.
CoGCIG-2017-IlhanE #learning #monte carlo #video
Monte Carlo tree search with temporal-difference learning for general video game playing (EI, ASEU), pp. 317–324.
CoGCIG-2017-IsaksenWFN #simulation
Simulating strategy and dexterity for puzzle games (AI, DW, AF, AN), pp. 142–149.
CoGCIG-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.
CoGCIG-2017-KhalifaGLT #generative #video
General video game rule generation (AK, MCG, DPL, JT), pp. 170–177.
CoGCIG-2017-KimK #modelling
Opponent modeling based on action table for MCTS-based fighting game AI (MJK, KJK), pp. 178–180.
CoGCIG-2017-LeeY #mobile #optimisation
Optimizing game live service for mobile free-to-play games (SKL, SIY), pp. 189–190.
CoGCIG-2017-LiebanaSGRL #physics #video
Introducing real world physics and macro-actions to general video game ai (DPL, MS, RDG, JR, SML), pp. 248–255.
CoGCIG-2017-MinK #learning #using #visual notation
Learning to play visual doom using model-free episodic control (BJM, KJK), pp. 223–225.
CoGCIG-2017-OonishiI #learning #using
Improving generalization ability in a puzzle game using reinforcement learning (HO, HI), pp. 232–239.
CoGCIG-2017-OsbornSM #automation #design #learning
Automated game design learning (JCO, AS, MM), pp. 240–247.
CoGCIG-2017-RooijackersW #algorithm
Resource-gathering algorithms in the game of starcraft (MLMR, MHMW), pp. 264–271.
CoGCIG-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.
CoGCIG-2017-StephensonR #generative #physics
Generating varied, stable and solvable levels for angry birds style physics games (MS, JR), pp. 288–295.
CoGCIG-2017-UriarteO #generative #realtime
Single believe state generation for partially observable real-time strategy games (AU, SO), pp. 296–303.
CoGCIG-2017-YoonK #network #visual notation
Deep Q networks for visual fighting game AI (SY, KJK), pp. 306–308.
DiGRADiGRA-2017-ConsalvoP #developer
'If you are feeling bold, ask for $3': Value Crafting and Indie Game Developers (MC, CAP).
DiGRADiGRA-2017-Crawford
Glitch Horror: BEN Drowned and the Fallibility of Technology in Game Fan Fiction (EEC).
DiGRADiGRA-2017-GoddardM #approach #design #research #towards
Towards Genre as a Game Design Research Approach (WG, AM).
DiGRADiGRA-2017-GonzalezCJ
Heritage Destruction and Videogames: A Perverse Relation (JAG, AC, DJ).
DiGRADiGRA-2017-Grace #evolution
Love, Lust, Courtship and Affection as Evolution in Digital Play (LDG).
DiGRADiGRA-2017-Loban #learning #video
Digitising Diplomacy: Grand Strategy Video Games as an Introductory Tool for Learning Diplomacy and International Relations (RL).
DiGRADiGRA-2017-Lucat #infinity
Playing with Patriarchy: Fatherhood in BioShock: Infinite, The Last of Us, and The Witcher 3: Wild Hunt (BL).
DiGRADiGRA-2017-Reed
Exhibition Strategies for Videogames in Art Institutions: Blank Arcade 2017 (ER).
DiGRADiGRA-2017-SlaterBKS #physics
A Typology of Players in the Game Physics Playground (SS, AJB, SK, VS).
DiGRADiGRA-2017-Tavinor
Fictionalism and videogame aggression (GT).
DiGRADiGRA-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).
DiGRADiGRA-2017-TyackW #adaptation #design #learning
Adapting Epic Theatre Principles for the Design of Games for Learning (AT, PW).
DiGRADiGRA-2017-VughtG #analysis
Considering play: From method to analysis (JvV, RG).
DiGRADiGRA-2017-WitkowskiM #performance
Playing with(out) Power: Negotiated conventions of high performance networked play practices (EW, JM).
DiGRADiGRA-2017-Zagal #framework
War Ethics: A Framework for Analyzing Videogames (JPZ).
FDGFDG-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.
FDGFDG-2017-BarnesHFMSH #design pattern #student
Exploring emerging design patterns in student-made climate change games (JB, AKH, BF, JML, GS, CH), p. 6.
FDGFDG-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.
FDGFDG-2017-ButlerTP
Synthesizing interpretable strategies for solving puzzle games (EB, ET, ZP), p. 10.
FDGFDG-2017-CarlssonCPS #design
Designing eBee: a reflection on quilt-based game design (IC, JC, CP, GS), p. 10.
FDGFDG-2017-ChakraborttiFW #generative #modelling #towards
Towards generative emotions in games based on cognitive modeling (CC, LNF, JW), p. 2.
FDGFDG-2017-Christiansen #design
Designing ethical systems for videogames (PC), p. 7.
FDGFDG-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.
FDGFDG-2017-ClarkO #distributed #video
Video games as a distributed computing resource (CC, MO), p. 7.
FDGFDG-2017-Compton #generative #people
Little procedural people: playing politics with generators (KC), p. 2.
FDGFDG-2017-Debus #named #ontology
Metagames: on the ontology of games outside of games (MSD), p. 9.
FDGFDG-2017-DietmeierMDMN #physics
Shredding with mom and dad: intergenerational physics gaming in a children's museum (JD, BJM, BD, KM, SN), p. 4.
FDGFDG-2017-DongB #education #evaluation #generative #programming
Evaluation of a template-based puzzle generator for an educational programming game (YD, TB), p. 4.
FDGFDG-2017-Fowler #case study
Engaging young learners in making games: an exploratory study (AF), p. 5.
FDGFDG-2017-FrommelS0 #artificial reality #experience
Effects of controller-based locomotion on player experience in a virtual reality exploration game (JF, SS, MW0), p. 6.
FDGFDG-2017-HornHFBHS #analysis
AI-assisted analysis of player strategy across level progressions in a puzzle game (BH, AKH, YF, JB, CH, GS), p. 10.
FDGFDG-2017-HsuHJS #roadmap
Indicator products for observing market conditions and game trends in MMOG (SYH, CLH, SYJ, CTS), p. 5.
FDGFDG-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.
FDGFDG-2017-KaravolosLY #learning #multi
Learning the patterns of balance in a multi-player shooter game (DK, AL, GNY), p. 10.
FDGFDG-2017-KouJV #behaviour #community #online
Prosocial behavior in an online game community: an ethnographic study (YK, MJ, HV), p. 6.
FDGFDG-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.
FDGFDG-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.
FDGFDG-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.
FDGFDG-2017-MachadoNT #analysis #design
SeekWhence a retrospective analysis tool for general game design (TM, AN, JT), p. 6.
FDGFDG-2017-MartensH #interface #semantics #towards
Languages of play: towards semantic foundations for game interfaces (CM, MAH), p. 10.
FDGFDG-2017-MearsZ #design pattern
Design patterns for silent player characters in narrative-driven games (BM, JZ), p. 4.
FDGFDG-2017-MelcerI #comprehension #research #towards
Toward understanding disciplinary divides within games research (EFM, KI), p. 4.
FDGFDG-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.
FDGFDG-2017-NayZ
Meaning without consequence: virtue ethics and inconsequential choices in games (JLN, JPZ), p. 8.
FDGFDG-2017-NielsenK #internet #problem
The problematic coexistence of “internet gaming disorder” and esports (RKLN, VMK), p. 4.
FDGFDG-2017-OsbornSM #automation
Automatic mapping of NES games with mappy (JCO, AS, MM), p. 9.
FDGFDG-2017-PichlmairMS #design
Designing for immediate play (MP, LM, MS), p. 8.
FDGFDG-2017-RaimbaultC #behaviour #clustering
Session based behavioral clustering in open world sandbox game TUG (MSR, CC), p. 4.
FDGFDG-2017-SalterB
This is fine: #ResistJam and the 2016 election in gaming (AS, BMB), p. 10.
FDGFDG-2017-SarkarWDC #rating
Engagement effects of player rating system-based matchmaking for level ordering in human computation games (AS, MW, SD, SC), p. 10.
FDGFDG-2017-Schrier #problem #what
What's in a name?: naming games that solve real-world problems (KS), p. 4.
FDGFDG-2017-SilvaLTN
AI-based playtesting of contemporary board games (FdMS, SL, JT, AN), p. 10.
FDGFDG-2017-SiuGR #multi
Evaluating singleplayer and multiplayer in human computation games (KS, MG, MOR), p. 10.
FDGFDG-2017-SiuZR #framework
A framework for exploring and evaluating mechanics in human computation games (KS, AZ, MOR), p. 4.
FDGFDG-2017-SullivanS #taxonomy
A taxonomy of narrative-centric board and card games (AS, AS), p. 10.
FDGFDG-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.
ICGJICGJ-2017-FiskeSLS
Major Tom: created in 48 hours for Global Game Jam 2017 (EF, TS, AL, CS), pp. 36–39.
ICGJICGJ-2017-FowlerS
Engaging under-represented minorities in STEM through game jams (AF, IS), pp. 1–5.
ICGJICGJ-2017-Ho
Evoking inspiration for game jam ideas (XH), pp. 6–9.
ICGJICGJ-2017-IzvalovNN #comparison
Comparison of game creation and engineering hackathons on the global and local levels (AI, SN, VN), pp. 22–25.
ICGJICGJ-2017-PirkerKG #analysis #network #social
Social network analysis of the global game jam network (JP, FK, CG), pp. 10–14.
ICGJICGJ-2017-PollockMY #development #learning
Brain jam: STEAM learning through neuroscience-themed game development (IP, JM, BY), pp. 15–21.
ICGJICGJ-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.
CoGVS-Games-2017-AbellardA #adaptation #multi
Serious games adapted to children with profound intellectual and multiple disabilities (PA, AA), pp. 183–184.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2017-ApostolakisSPDD #adaptation #online
Offline and online adaptation in prosocial games (KCA, KS, AP, KD, PD), pp. 201–208.
CoGVS-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.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2017-EllmersYP #risk management
Integratingfall-risk assessments within a simple balance exergame (TJE, WRY, ITP), pp. 245–248.
CoGVS-Games-2017-FreytagW #evaluation
Evaluation of a virtual gaming environment designed to access emotional reactions while playing (SCF, CW), pp. 145–148.
CoGVS-Games-2017-Grammatikopoulou #adaptation #framework
An adaptive framework for the creation of bodymotion-based games (AG, SL, OS, KD, NG), pp. 209–216.
CoGVS-Games-2017-HanesS
A model of heritage content in serious and commercial games (LH, RS), pp. 137–140.
CoGVS-Games-2017-HulusicP #education
A curriculum for developing serious games for children with autism: A success story (VH, NP), pp. 149–152.
CoGVS-Games-2017-JacobNCR #adaptation #safety
Adaptivity and safety in location-based games (JTPNJ, RN, AC, RR0), pp. 173–174.
CoGVS-Games-2017-JercicSL
The effect of cognitive load on physiological arousal in a decision-making serious game (PJ, CCS, CL), pp. 153–156.
CoGVS-Games-2017-KonstantinidisB #personalisation #towards
The interplay between IoT and serious games towards personalised healthcare (EIK, ASB, ITP, PDB), pp. 249–252.
CoGVS-Games-2017-LopeMMGV #approach #design #education
Designing educational games: Key elements and methodological approach (RPdL, NMM, RMS, AMG, FLGV), pp. 63–70.
CoGVS-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.
CoGVS-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.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2017-TanLL #education #overview #perspective
Paper title: Serious games in nursing education: An integrative review (AJQT, CCSL, SYL), pp. 187–188.
CoGVS-Games-2017-Troyer #effectiveness #towards
Towards effective serious games (ODT), pp. 284–289.
CoGVS-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.
CoGVS-Games-2017-VourvopoulosNHS
Investigating the effect of user profile during training for BCI-based games (AV, EN, MH, FS, FL), pp. 117–124.
CoGVS-Games-2017-YangLPHP #social
Expressive virtual characters for social demonstration games (FY, CL, RP, EVDH, CEP), pp. 217–224.
CoGVS-Games-2017-ZadGP #realtime
Swarm intelligence for autonomous cooperative agents in battles for real-time strategy games (DDZ, LBG, ITP), pp. 39–46.
ICMLICML-2017-BrownS #convergence #performance
Reduced Space and Faster Convergence in Imperfect-Information Games via Pruning (NB, TS), pp. 596–604.
ICMLICML-2017-FarinaKS #behaviour
Regret Minimization in Behaviorally-Constrained Zero-Sum Games (GF, CK, TS), pp. 1107–1116.
ICMLICML-2017-HazanSZ #performance
Efficient Regret Minimization in Non-Convex Games (EH, KS, CZ), pp. 1433–1441.
ICMLICML-2017-ZhouLZ #equilibrium #identification #nash #random
Identify the Nash Equilibrium in Static Games with Random Payoffs (YZ, JL, JZ0), pp. 4160–4169.
PADLPADL-2017-HedgesOSWZ #higher-order
Selection Equilibria of Higher-Order Games (JH, PO, ES, VW, PZ), pp. 136–151.
PEPMPEPM-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.
CASECASE-2017-SongLHSTPZ
Convex optimal control for plug and play microgrids (ZS, XL, PH, SS, DT, TP, XZ), pp. 1616–1621.
CASECASE-2017-YaoWL #behaviour
Gaming behavior in wholesale electricity markets with active demand response (GY, JW, XL), pp. 1186–1190.
CASECASE-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.
CASECASE-2017-ZhangZ #on the
On eventual periodicity of networked evolutionary games (KZ, LZ0), pp. 177–180.
CAVCAV-2017-Fearnley #parallel #performance
Efficient Parallel Strategy Improvement for Parity Games (JF), pp. 137–154.
CSLCSL-2017-ChatterjeeDHL #algorithm
Improved Set-Based Symbolic Algorithms for Parity Games (KC, WD, MH, VL), p. 21.
CSLCSL-2017-Thomas #algorithm #approach #infinity
Determinacy of Infinite Games: Perspectives of the Algorithmic Approach (Invited Talk) (WT), p. 1.
ICTSSICTSS-2017-RenardRF #named #runtime
GREP: Games for the Runtime Enforcement of Properties (MR, AR, YF), pp. 259–275.
VMCAIVMCAI-2017-HahnST0 #algorithm #recursion
Synthesising Strategy Improvement and Recursive Algorithms for Solving 2.5 Player Parity Games (EMH, SS, AT, LZ0), pp. 266–287.
ECSAECSA-2016-SchriekWTB #architecture #design #reasoning
Software Architecture Design Reasoning: A Card Game to Help Novice Designers (CS, JMEMvdW, AT, FB), pp. 22–38.
JCDLJCDL-2016-GuoGMOL #evaluation
Experimental Evaluation of Affective Embodied Agents in an Information Literacy Game (YG, DHLG, HBHM, BKO, ZL), pp. 119–128.
EDMEDM-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.
EDMEDM-2016-HicksLEB #education
Measuring Gameplay Affordances of User-Generated Content in an Educational Game (AH, ZL, ME, TB), pp. 78–85.
EDMEDM-2016-HicksLEB_ #education
Measuring Gameplay Affordances of User-Generated Content in an Educational Game (AH, ZL, ME, TB), pp. 78–85.
EDMEDM-2016-MalkiewichBSKP #behaviour #education #problem
Classifying behavior to elucidate elegant problem solving in an educational game (LM, RSB, VS, SK, LP), pp. 448–453.
EDMEDM-2016-RoweAEHBBE #learning #metric #validation
Validating Game-based Measures of Implicit Science Learning (ER, JAC, ME, AH, TB, RB, TE), pp. 490–495.
EDMEDM-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.
CIAACIAA-2016-StasioMPV #algorithm #using
Solving Parity Games Using an Automata-Based Algorithm (ADS, AM, GP, MYV), pp. 64–76.
SEFMSEFM-2016-GuptaSTDP
Incentive Stackelberg Mean-Payoff Games (AG, SS, AT0, MSKD, BKP), pp. 304–320.
AIIDEAIIDE-2016-AzadSGR #artificial reality #generative
Procedural Level Generation for Augmented Reality Games (SA, CS, CHG, MOR), pp. 247–250.
AIIDEAIIDE-2016-BontragerKMT #algorithm #video
Matching Games and Algorithms for General Video Game Playing (PB, AK, AM, JT), pp. 122–128.
AIIDEAIIDE-2016-BorodovskiV
Analyzing Stealth Games with Distractions (AB, CV), pp. 129–135.
AIIDEAIIDE-2016-BraylanM #video
Object-Model Transfer in the General Video Game Domain (AEB, RM), pp. 136–142.
AIIDEAIIDE-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.
AIIDEAIIDE-2016-DevlinASCR #monte carlo
Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play (SD, AA, NS, PIC, JR), pp. 16–22.
AIIDEAIIDE-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.
AIIDEAIIDE-2016-DurupinarWNB #animation
An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes (FD, KW, AN, NIB), pp. 155–161.
AIIDEAIIDE-2016-GuzdialR #generative
Game Level Generation from Gameplay Videos (MG, MOR), pp. 44–50.
AIIDEAIIDE-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.
AIIDEAIIDE-2016-SnodgrassO #2d #approach #generative
An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels (SS, SO), pp. 79–85.
AIIDEAIIDE-2016-StephensonR #generative #physics
Procedural Generation of Levels for Angry Birds Style Physics Games (MS, JR), pp. 225–231.
AIIDEAIIDE-2016-TavaresASC #realtime
Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games (ART, HA, AS, LC), pp. 93–99.
CHI-PLAYCHI-PLAY-2016-AshbarryGSL #video
Blood and Violence: Exploring the Impact of Gore in Violent Video Games (LA, BG, KdS, IJL), pp. 44–52.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2016-CollinsCL #exclamation #network #student
Say Cheese!: Games for Successful Academic and Student Networking (EIMC, ALC, FJL), pp. 105–115.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2016-HarrisHS #design #multi #symmetry
Leveraging Asymmetries in Multiplayer Games: Investigating Design Elements of Interdependent Play (JH, MSH, SDS), pp. 350–361.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2016-HuergaLM #design
Designing Play to Support Hospitalized Children (RSH, JL, FM0), pp. 401–412.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2016-ParkHH #reduction
Plant-based Games for Anxiety Reduction (TP, TH, JH), pp. 199–204.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2016-ReinschluesselM #self #using
Using Positive or Negative Reinforcement in Neurofeedback Games for Training Self-Regulation (AVR, RLM), pp. 186–198.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2016-SharmaTDKJ #artificial reality #using
Evaluating Display Modalities Using a Mixed Reality Game (HNS, ZOT, ID, AK, AJ), pp. 65–77.
CHI-PLAYCHI-PLAY-2016-SiuR
Reward Systems in Human Computation Games (KS, MOR), pp. 266–275.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2016-ToupsHA #design pattern
Playing at Planning: Game Design Patterns from Disaster Response Practice (ZOT, WAH, SAA), pp. 362–375.
CHI-PLAYCHI-PLAY-2016-TyackW0 #people #what
The Appeal of MOBA Games: What Makes People Start, Stay, and Stop (AT, PW, DMJ0), pp. 313–325.
CHI-PLAYCHI-PLAY-2016-VellosoC #interactive #overview
The Emergence of EyePlay: A Survey of Eye Interaction in Games (EV, MC), pp. 171–185.
CHI-PLAYCHI-PLAY-2016-Waern #design
Play, Participation and Empowerment: Design strategies and dilemmas (AW), p. 3.
CHI-PLAYCHI-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.
CoGCIG-2016-Abdelkader
Recovering visibility and dodging obstacles in pursuit-evasion games (AA), pp. 1–6.
CoGCIG-2016-BeauB #automation #symmetry #video
Automated game balancing of asymmetric video games (PB, SB), pp. 1–8.
CoGCIG-2016-BeyerAALNWRRPPV #process
An integrated process for game balancing (MB, AA, AA, CL, FN, JW, MR, MR, NP, MP, VV), pp. 1–8.
CoGCIG-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.
CoGCIG-2016-ChuIHT #learning #video
Position-based reinforcement learning biased MCTS for General Video Game Playing (CYC, SI, TH, RT), pp. 1–8.
CoGCIG-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.
CoGCIG-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.
CoGCIG-2016-DeWittLL #3d #evolution #realtime
Evolving micro for 3D Real-Time Strategy games (TD, SJL, SL0), pp. 1–8.
CoGCIG-2016-DrachenRRS #mobile
Stylized facts for mobile game analytics (AD, NR, JR, RS), pp. 1–8.
CoGCIG-2016-GeorgiouD #design #personalisation
Personalised track design in car racing games (TG, YD), pp. 1–8.
CoGCIG-2016-HolmgardTH #assessment #performance
Computational intelligence and cognitive performance assessment games (CH, JT, LH), pp. 1–8.
CoGCIG-2016-HornVLP #estimation #hybrid
MCTS/EA hybrid GVGAI players and game difficulty estimation (HH, VV, DPL, MP), pp. 1–8.
CoGCIG-2016-KaravolosLY16a #evolution
Evolving missions to create game spaces (DK, AL, GNY), pp. 1–8.
CoGCIG-2016-KersjesS #modelling
Modeling believable game characters (HK, PS), pp. 1–8.
CoGCIG-2016-LiebanaSTSL #robust #video
Analyzing the robustness of general video game playing agents (DPL, SS, JT, TS, SML), pp. 1–8.
CoGCIG-2016-MendesTN #video
Hyper-heuristic general video game playing (AM, JT, AN), pp. 1–8.
CoGCIG-2016-Nelson #corpus #scalability
Investigating vanilla MCTS scaling on the GVG-AI game corpus (MJN), pp. 1–7.
CoGCIG-2016-Ontanon #monte carlo #realtime
Informed Monte Carlo Tree Search for Real-Time Strategy games (SO), pp. 1–8.
CoGCIG-2016-PowleyCGSN #automation #design
Semi-automated level design via auto-playtesting for handheld casual game creation (EJP, SC, SEG, RS, MJN), pp. 1–8.
CoGCIG-2016-SaasGP #clustering
Discovering playing patterns: Time series clustering of free-to-play game data (AS, AG, AP), pp. 1–8.
CoGCIG-2016-SaccoLY #approach #generative #semantics
A holistic approach for semantic-based game generation (OS, AL, GNY), pp. 1–8.
CoGCIG-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.
CoGCIG-2016-SifaSDOB #learning #predict #representation
Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning (RS, SS, AD, CO, CB), pp. 1–8.
CoGCIG-2016-SironiW #agile #comparison #estimation
Comparison of rapid action value estimation variants for general game playing (CFS, MHMW), pp. 1–8.
CoGCIG-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.
CoGCIG-2016-SoemersW #network #reuse #video
Hierarchical Task Network Plan Reuse for video games (DJNJS, MHMW), pp. 1–8.
CoGCIG-2016-StanescuBHB #network #realtime #using
Evaluating real-time strategy game states using convolutional neural networks (MS, NAB, AH, MB), pp. 1–7.
CoGCIG-2016-SunLSHK #modelling
Modeling player decisions in a supply chain game (YS, CL, SCS, CH, DRK), pp. 1–8.
CoGCIG-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.
CoGCIG-2016-TogeliusY
General general game AI (JT, GNY), pp. 1–8.
CoGCIG-2016-Ventura
Beyond computational intelligence to computational creativity in games (DV), pp. 1–8.
CoGCIG-2016-ViljanenAPH #mobile #modelling
Modelling user retention in mobile games (MV, AA, TP, JH), pp. 1–8.
CoGCIG-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.
CoGCIG-2016-WaardRB #monte carlo #video
Monte Carlo Tree Search with options for general video game playing (MdW, DMR, SCJB), pp. 1–8.
CoGCIG-2016-YooK #algorithm #using #video
Changing video game graphic styles using neural algorithms (BY, KJK), pp. 1–2.
DiGRADiGRA-FDG-2016-AlhaKPH #mobile
Critical Acclaim and Commercial Success in Mobile Free-to-Play Games (KA, EK, JP, JH).
DiGRADiGRA-FDG-2016-BarrosLT #generative #open data
Playing with Data: Procedural Generation of Adventures from Open Data (GABB, AL, JT).
DiGRADiGRA-FDG-2016-BergstromCJ #multi #online #question #what
Digital Detritus: What Can We Learn From Abandoned Massively Multiplayer Online Game Avatars? (KB, SdC, JJ).
DiGRADiGRA-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).
DiGRADiGRA-FDG-2016-CooperDT #rating #testing
Player Rating Systems for Balancing Human Computation Games: Testing the Effect of Bipartiteness (SC, SD, TT).
DiGRADiGRA-FDG-2016-Dormann #overview #towards
Toward Ludic Gerontechnology: a Review of Games for Dementia Care (CD).
DiGRADiGRA-FDG-2016-FasterholdtPH #how
You Say Jump, I Say How High? Operationalising the Game Feel of Jumping (MF, MP, CH).
DiGRADiGRA-FDG-2016-Fuchs
“Ruinensehnsucht” - Longing for Decay in Computer Games (MF).
DiGRADiGRA-FDG-2016-GerberDKR #named
BioGraphr: Science Games on a Biotic Computer (LCG, MCD, HK, IHRK).
DiGRADiGRA-FDG-2016-GerberKR #biology #design #interactive #matter
Interactive Biotechnology: Design Rules for Integrating Biological Matter into Digital Games (LCG, HK, IHRK).
DiGRADiGRA-FDG-2016-Glas
Paratextual Play: Unlocking the Nature of Making-of Material of Games (RG).
DiGRADiGRA-FDG-2016-GoddardM #assembly #design #using
Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required (WG, AM).
DiGRADiGRA-FDG-2016-GomezV #experience #social
The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game (MAGM, FJV).
DiGRADiGRA-FDG-2016-HarteveldFS #design #education #lifecycle
Sustainable Life Cycle Game Design: Mixing Games and Reality to Transform Education (CH, YF, SCS).
DiGRADiGRA-FDG-2016-Hurel #design #video
“Playing RPG Maker”? Amateur Game Design and Video Gaming (PYH).
DiGRADiGRA-FDG-2016-JordanBSR #developer
Selling out the magic circle: free-toplay games and developer ethics (PJ, WB, PAS, HR).
DiGRADiGRA-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).
DiGRADiGRA-FDG-2016-KauweloaW
Collegiate E-sports as Work or Play (SK, JSW).
DiGRADiGRA-FDG-2016-KnauerM #classification #visual notation
Two Worlds, One Gameplay: A Classification of Visual AR Games (MK, JM).
DiGRADiGRA-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).
DiGRADiGRA-FDG-2016-LyonLZ #design #speech
Combining Speech Intervention and Cooperative Game Design for Children with ASD (NL, DIL, JZ).
DiGRADiGRA-FDG-2016-Mavridou
Playful Fandom: Gaming, Media and the Ludic Dimensions of Textual Poaching (OM).
DiGRADiGRA-FDG-2016-MelcerI #design #framework #learning #physics #simulation
Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations (EFM, KI).
DiGRADiGRA-FDG-2016-Nelson
The Tapper Videogame Patent as a Series of Close Readings (MJN).
DiGRADiGRA-FDG-2016-NguyenZ #contest #multi
Good Violence, Bad Violence: The Ethics of Competition in Multiplayer Games (CTN, JPZ).
DiGRADiGRA-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).
DiGRADiGRA-FDG-2016-Ottens
Enacting aporia: Roger Caillois' game typology as formalist methodology (MO).
DiGRADiGRA-FDG-2016-PaavilainenAK #network #overview #social
Review of Social Features in Social Network Games (JP, KA, HK).
DiGRADiGRA-FDG-2016-ParkerG #community #performance #process
Creative Communities: Shaping Process through Performance and Play (LP, DG).
DiGRADiGRA-FDG-2016-PortelliK #design #experience #named
Spectrum: Exploring the Effects of Player Experience on Game Design (JLP, RK).
DiGRADiGRA-FDG-2016-PraxS
Critical Alternative Journalism from the Perspective of Game Journalists (PP, AS).
DiGRADiGRA-FDG-2016-RughinisRT #video
Three Shadowed Dimensions of Feminine Presence in Video Games (CR, RR, ET).
DiGRADiGRA-FDG-2016-RyanKHIMW #design
GameNet and GameSage: Videogame Discovery as Design Insight (JOR, EK, TH, KI, MM, NWF).
DiGRADiGRA-FDG-2016-RyanMW #lightweight
A Lightweight Videogame Dialogue Manager (JOR, MM, NWF).
DiGRADiGRA-FDG-2016-RyanSF #design #lens
Four Lenses for Designing Morally Engaging Games (MR, DS, PF).
DiGRADiGRA-FDG-2016-SalasLB #development #industrial
Game Jams as an Opportunity for Industry Development (KdS, IJL, IB).
DiGRADiGRA-FDG-2016-Sloan
An Impression of Home: Player Nostalgia and the Impulse to Explore Game Worlds (RJSS).
DiGRADiGRA-FDG-2016-Smale #research
Game Essays as Critical Media and Research Praxis (SdS).
DiGRADiGRA-FDG-2016-StrienBD #design
Designing a Serious Game for General Practice Management (JS, RB, FD).
DiGRADiGRA-FDG-2016-ToSKH #design #nondeterminism
Integrating Curiosity and Uncertainty in Game Design (AT, SA, GFK, JH).
DiGRADiGRA-FDG-2016-Treanor
Finding Meaning in Abstract Games: A Deep Reading of Sage Solitaire (MT).
DiGRADiGRA-FDG-2016-Vella #quote
“Who Am 'I' in the Game?”: A Typology of the Modes of Ludic Subjectivity (DV).
DiGRADiGRA-FDG-2016-WellsSL #behaviour #energy #feedback
Behaviour Change Wheel Driven Normative Feedback in a Serious Game for Energy Conservation (LW, KdS, IJL).
DiGRADiGRA-FDG-2016-WetzelRB #artificial reality #design
Developing Ideation Cards for Mixed Reality Game Design (RW, TR, SB).
DiGRADiGRA-FDG-2016-Zakowski #physics #quantum
Environmental Storytelling, Ideologies and Quantum Physics: Narrative Space And The BioShock Games (SZ).
DiGRADiGRA-FDG-2016-ZhuKCL #education #interactive #social #using
Using Interactive Social Story Games to Teach Social Skills to Children with Autism (JZ, CK, JC, NL).
CoGVS-Games-2016-AkchelovG #video
Virtual World of Video Games (EA, EG), pp. 1–4.
CoGVS-Games-2016-AyedGJAVM #people #using
Fall Prevention Serious Games for Elderly People Using RGBD Devices (IA, AG, AJiC, BMA, JV, PMB), pp. 1–3.
CoGVS-Games-2016-BevilacquaBE
Variations of Facial Actions While Playing Games with Inducing Boredom and Stress (FB, PB, HE), pp. 1–8.
CoGVS-Games-2016-Brooks #design #exclamation #named
Zoom: A Serious Games Intervention Design Model - When Games Alone Are Not Enough! (ALB), pp. 1–6.
CoGVS-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.
CoGVS-Games-2016-DiazDHS #research #video
Eppur Si Muove - Considerations in the Research of Commercial Video Games (CMCD, BD, HH, JWS), pp. 1–4.
CoGVS-Games-2016-DzhambazovG #education #mobile
Sing Master: An Intelligent Mobile Game for Teaching Singing (GD, KG), pp. 1–2.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2016-GodinhoE #analysis
Open Device Lab: An Analysis of Available Devices in the Gaming Market (RPG, RSCE), pp. 1–4.
CoGVS-Games-2016-GoldiezA #ecosystem
Serious Games - Creating an Ecosystem for Success (BFG, AA), pp. 1–7.
CoGVS-Games-2016-GomezC #design #development #learning #prototype
Bridging Design Prototypes in the Development of Games for Formal Learning Environments (GG, DC), pp. 1–5.
CoGVS-Games-2016-Graaf #social
Social Inclusion through Games and VR (HdG), pp. 1–2.
CoGVS-Games-2016-HernandezPRCM #education
Computers or Tablets? Choosing Devices for Educational Videogames (ARH, CDFP, MGR, ACM, BM), pp. 1–8.
CoGVS-Games-2016-IsmailAA #education
Rules on Wheels: A Serious Game for Teaching Traffic Signs (SI, SA, WA), pp. 1–7.
CoGVS-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.
CoGVS-Games-2016-KonecnySL #approximate #modelling
Procedural Modeling in Archaeology: Approximating Ionic Style Columns for Games (RK, SS, FL), pp. 1–8.
CoGVS-Games-2016-KontogianniKSGC #3d #modelling
Developing and Exploiting 3D Textured Models for a Serious Game Application (GK, CK, MS, AG, CC), pp. 1–4.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2016-LopeM #education #uml #using
Using UML to Model Educational Games (RPdL, NMM), pp. 1–4.
CoGVS-Games-2016-MaderLN #design
A Game Design Method for Therapeutic Games (SM, GL, SN), pp. 1–8.
CoGVS-Games-2016-Mammen #self
Self-Organisation in Games, Games on Self-Organisation (SvM), pp. 1–8.
CoGVS-Games-2016-Nagashima #towards
Towards the Biofeedback Game - with Interoception and Rehabilitation (YN), pp. 1–7.
CoGVS-Games-2016-PaliokasS #using
The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study (IP, SS), pp. 1–8.
CoGVS-Games-2016-PatinoRP #analysis #learning
Analysis of Game and Learning Mechanics According to the Learning Theories (AP, MR, JNP), pp. 1–4.
CoGVS-Games-2016-Piedra-Fernandez16a
Stigma-Stop a Serious Game against the Stigma in Mental Disorders (JAPF, AJC, JJOC, DC, AJFG), pp. 1–4.
CoGVS-Games-2016-RamosP #learning
Program with Ixquic: Educative Games and Learning in Augmented and Virtual Environments (CR, TP), pp. 1–2.
CoGVS-Games-2016-ReateguiBM #education #physics #student
Students' Attitudes in Relation to Exergame Practices in Physical Education (ER, MZB, JBM), pp. 1–4.
CoGVS-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.
CoGVS-Games-2016-SarasuaMJG #music
Becoming the Maestro - A Game to Enhance Curiosity for Classical Music (ÁS, MSM, CFJ, EG), pp. 1–4.
CoGVS-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.
ICMLICML-2016-PerolatPGSP #approximate #markov #policy
Softened Approximate Policy Iteration for Markov Games (JP, BP, MG, BS, OP), pp. 1860–1868.
MoDELSMoDELS-2016-RabbiLY #approach #category theory #metamodelling #towards
Towards a categorical approach for meta-modelling epistemic game theory (FR, YL, ICY), pp. 57–64.
OnwardOnward-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.
QAPLQAPL-2016-LarsenLZ15 #bound #energy #exclamation
Limit Your Consumption! Finding Bounds in Average-energy Games (KGL, SL, MZ0), pp. 1–14.
SASSAS-2016-Ranzato #abstract interpretation
Abstract Interpretation of Supermodular Games (FR), pp. 403–423.
FSEFSE-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.
ASPLOSASPLOS-2016-FanZL
The Computational Sprinting Game (SF, SMZ, BCL), pp. 561–575.
CAVCAV-2016-BenerecettiDM
Solving Parity Games via Priority Promotion (MB, DD, FM), pp. 270–290.
CAVCAV-2016-HahnSTZ #algorithm #probability
A Simple Algorithm for Solving Qualitative Probabilistic Parity Games (EMH, SS, AT, LZ0), pp. 291–311.
CSLCSL-2016-HunterPR
Minimizing Regret in Discounted-Sum Games (PH, GAP, JFR), p. 17.
CSLCSL-2016-Laird #polymorphism #semantics
Polymorphic Game Semantics for Dynamic Binding (JL), p. 16.
CSLCSL-2016-Weinert0
Easy to Win, Hard to Master: Optimal Strategies in Parity Games with Costs (AW, MZ0), p. 17.
JCDLJCDL-2015-DubinJ #framework #ontology
An Ontological Framework for Describing Games (DD, JJ), pp. 165–168.
JCDLJCDL-2015-LeeJP #problem #video
The Problem of “Additional Content” in Video Games (JHL, JJ, AP), pp. 237–240.
SIGMODSIGMOD-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.
EDMEDM-2015-EagleBRBAE #behaviour #problem
Exploring Problem-Solving Behavior in an Optics Game (ME, RB, ER, TB, JAC, TE), pp. 584–585.
EDMEDM-2015-RoweBA #learning
Strategic Game Moves Mediate Implicit Science Learning (ER, RSB, JAC), pp. 432–435.
EDMEDM-2015-Snow #modelling
Dynamic User Modeling within a Game-Based ITS (ELS), pp. 639–641.
ITiCSEITiCSE-2015-AycockPS #design #experience #python
A Game Engine in Pure Python for CS1: Design, Experience, and Limits (JA, EP, SS), pp. 93–98.
ITiCSEITiCSE-2015-Dickson #development #education #using
Using Unity to Teach Game Development: When You’ve Never Written a Game (PED), pp. 75–80.
ITiCSEITiCSE-2015-Kurkovsky #education #re-engineering
Teaching Software Engineering with LEGO Serious Play (SK), pp. 213–218.
SCAMSCAM-2015-SantosEADV #program transformation #source code
Recording and replaying system specific, source code transformations (GS, AE, NA, SD, MTV), pp. 221–230.
DLTDLT-2015-BerwangerB
Consensus Game Acceptors (DB, MvdB), pp. 108–119.
ICALPICALP-v2-2015-AbramskyJV #dependent type
Games for Dependent Types (SA, RJ, MV), pp. 31–43.
ICALPICALP-v2-2015-FeldmanF #clustering #framework
A Unified Framework for Strong Price of Anarchy in Clustering Games (MF, OF), pp. 601–613.
ICALPICALP-v2-2015-FijalkowHKS #bound #memory management
Trading Bounds for Memory in Games with Counters (NF, FH, DK, MS), pp. 197–208.
ICALPICALP-v2-2015-GairingKK #bound
Tight Bounds for Cost-Sharing in Weighted Congestion Games (MG, KK, GK), pp. 626–637.
ICALPICALP-v2-2015-JurdzinskiLS #energy #pseudo
Fixed-Dimensional Energy Games are in Pseudo-Polynomial Time (MJ, RL, SS), pp. 260–272.
ICALPICALP-v2-2015-Klein0 #how #infinity #lookahead #question
How Much Lookahead is Needed to Win Infinite Games? (FK, MZ), pp. 452–463.
LATALATA-2015-BeyersdorffCS
A Game Characterisation of Tree-like Q-resolution Size (OB, LC, KS), pp. 486–498.
LATALATA-2015-CodishCS #network #sorting
Sorting Networks: The End Game (MC, LCF, PSK), pp. 664–675.
LATALATA-2015-HalavaNP #on the
On Robot Games of Degree Two (VH, RN, IP), pp. 224–236.
AIIDEAIIDE-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.
AIIDEAIIDE-2015-ChurchillB #architecture #robust #scalability
Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces (DC, MB), pp. 16–22.
AIIDEAIIDE-2015-EngelsTC #automation #generative #music #realtime
Automatic Real-Time Music Generation for Games (SE, TT, FC), pp. 220–222.
AIIDEAIIDE-2015-GeffnerG
Width-Based Planning for General Video-Game Playing (TG, HG), pp. 23–29.
AIIDEAIIDE-2015-HalldorssonB #automation #composition
Automated Decomposition of Game Maps (KH, YB), pp. 122–127.
AIIDEAIIDE-2015-NormoyleJ #clustering #multi
Bayesian Clustering of Player Styles for Multiplayer Games (AN, STJ), pp. 163–169.
AIIDEAIIDE-2015-OsbornSMW #named #regular expression
Playspecs: Regular Expressions for Game Play Traces (JCO, BS, MM, NWF), pp. 170–176.
AIIDEAIIDE-2015-SifaHRDKB #mobile #predict
Predicting Purchase Decisions in Mobile Free-to-Play Games (RS, FH, JR, AD, KK, CB), pp. 79–85.
AIIDEAIIDE-2015-SnodgrassO #2d #approach #generative #video
A Hierarchical MdMC Approach to 2D Video Game Map Generation (SS, SO), pp. 205–211.
AIIDEAIIDE-2015-UriarteO #automation #learning #modelling
Automatic Learning of Combat Models for RTS Games (AU, SO), pp. 212–219.
AIIDEAIIDE-2015-Valls-VargasOZ #predict #segmentation
Exploring Player Trace Segmentation for Dynamic Play Style Prediction (JVV, SO, JZ), pp. 93–99.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-AlavesaSFBM #collaboration
Air Tandem: A Collaborative Bodily Game Exploring Interpersonal Synchronization (PA, JS, AF, RB, F'M), pp. 433–438.
CHI-PLAYCHI-PLAY-2015-AlSulaimanH #gender #programming
Peter the Fashionista?: Computer Programming Games and Gender Oriented Cultural Forms (SA, MSH), pp. 185–195.
CHI-PLAYCHI-PLAY-2015-AnandSSSDRH #named
Wordcraft: Playing with Sentence Structure (DA, S, SS, VS, AD, KR, MAH), pp. 439–444.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-Barbara #consistency #generative
Generating Consistent Game Levels (JB), pp. 451–456.
CHI-PLAYCHI-PLAY-2015-BekkerVRGSE #lens
Investigating Perspectives on Play: The Lenses of Play Tool (TB, LDV, PR, MdG, BAMS, BE), pp. 469–474.
CHI-PLAYCHI-PLAY-2015-BirkIJM
The False Dichotomy between Positive and Negative Affect in Game Play (MVB, II, DMJ0, RLM), pp. 799–804.
CHI-PLAYCHI-PLAY-2015-BirkMMG #how #interactive #self
How Self-Esteem Shapes our Interactions with Play Technologies (MVB, RLM, MKM0, KMG), pp. 35–45.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2015-Buffum #education
Examining the Impact Narrative Interactivity Has on Fostering Identity Formation in an Educational Game (PSB), pp. 395–398.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-Byrne #design
Vertigo as a Design Resource for Bodily Play (RB), pp. 399–402.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-CarterADG #interactive
Player Identity Dissonance and Voice Interaction in Games (MC, FA, JD, MRG), pp. 265–269.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-ColeCG #challenge #functional
Emotional and Functional Challenge in Core and Avant-garde Games (TC, PAC, MG), pp. 121–126.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-CulpMS #reasoning
Extending the Impact of Digital Games by Supporting Analogical Reasoning (KMC, WM, MS), pp. 487–492.
CHI-PLAYCHI-PLAY-2015-DarzentasU
Interdisciplinary Reflections on Games and Human Values (DPD, LU), pp. 805–810.
CHI-PLAYCHI-PLAY-2015-DenisovaC #adaptation
The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence (AD, PAC), pp. 23–33.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-DickinsonLE #named #persuasion
UKKO: Enriching Persuasive Location based Games with Environmental Sensor Data (AD, ML, PE), pp. 493–498.
CHI-PLAYCHI-PLAY-2015-FeltwellCDKL #design #visualisation
Dendrogram Visualization as a Game Design Tool (TF, GC, PD, BJK, SWL), pp. 505–510.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2015-HamalainenMKBM
Utilizing Gravity in Movement-Based Games and Play (PH, JM, RAK, RB, F'M), pp. 67–77.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2015-HeintzL #classification
The Game Genre Map: A Revised Game Classification (SH, ELCL), pp. 175–184.
CHI-PLAYCHI-PLAY-2015-HicksG #using
Exploring Casual Exergames with Kids Using Wheelchairs (KH, KG), pp. 541–546.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2015-Ibanez
Play with your Food: Enjoyable Meals, Eatable Games (JI0), pp. 553–558.
CHI-PLAYCHI-PLAY-2015-KajiyamaIH #named #video
SHAPIO: Shape I/O Controller for Video Games (HK, AI, TH), pp. 565–570.
CHI-PLAYCHI-PLAY-2015-KaoH #education #experience
Exploring the Impact of Role Model Avatars on Game Experience in Educational Games (DK, DFH), pp. 571–576.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2015-KljunPLE #framework #named #platform
StreetGamez: A Moving Projector Platform for Projected Street Games (MK, KCP, ML, PE), pp. 589–594.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2015-LeeHB #multi #named
Racetime: Telepresence Racing Game with Multi-user Participation (BL, YH, HB), pp. 601–606.
CHI-PLAYCHI-PLAY-2015-LindleyC
Game of Drones (JL, PC), pp. 613–618.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-MarshallLLJM
Grand Push Auto: A Car Based Exertion Game (JM, FL, CL, DMJ0, BM), pp. 631–636.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-McMahonWJ #category theory #challenge #process
From Challenges to Activities: Categories of Play in Videogames (NM, PW, DMJ0), pp. 637–642.
CHI-PLAYCHI-PLAY-2015-MitchellBSM #self
Blind Running: Perceptual Team Interdependency for Self-less Play (RM, CSBB, AHS, RLM), pp. 649–654.
CHI-PLAYCHI-PLAY-2015-MusabirovOB #chat #online #tutorial
Analyzing Chat Logs in Online Games for Tutorial Improvement (IM, PO, DB), pp. 661–666.
CHI-PLAYCHI-PLAY-2015-ParkKCB #named
SnackBreaker: A Game Promoting Healthy Choice of Snack Foods (JP, BCK, JC, BCB), pp. 673–678.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-RichardsG
Brains & Brawn: A Strategy Card Game for Muscle-Strengthening Exercises (CR, TCNG), pp. 783–786.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-SchmittKSA
Training While Playing?: Enhancing Cognitive Control Through Digital Games (HS, JK, MS0, MA), pp. 685–690.
CHI-PLAYCHI-PLAY-2015-SchmitzAZ #collaboration #named
SpielRaum: Perspectives for Collaborative Play (MS0, MA, SZ), pp. 427–432.
CHI-PLAYCHI-PLAY-2015-SharmaTJK #artificial reality #design
Designing to Split Attention in a Mixed Reality Game (HNS, ZOT, AJ, AK), pp. 691–696.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2015-Thiel
Investigating the Influence of Game Elements in Civic Engagement (SKT), pp. 415–418.
CHI-PLAYCHI-PLAY-2015-TondelloWSLKN #network
CHI PLAYGUE: A Networking Game of Emergent Sociality (GFT, RRW, SNS, AL, RK, LEN), pp. 791–794.
CHI-PLAYCHI-PLAY-2015-TondelloWTNC #comprehension #towards
Understanding Player Attitudes Towards Digital Game Objects (GFT, RRW, ZOT, LEN, NKC), pp. 709–714.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-VellosoFAG
Gaze-Supported Gaming: MAGIC Techniques for First Person Shooters (EV, AF, JA, HG), pp. 343–347.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2015-Wagner #video
Engagement Through Play: Politics and Video Games (HGW), pp. 419–422.
CHI-PLAYCHI-PLAY-2015-WallnerPHW #approach #modelling
Modeling Routinization in Games: An Information Theory Approach (SW, MP, MH, MW), pp. 727–732.
CHI-PLAYCHI-PLAY-2015-Wang
Determinants of Human Computation Game Acceptance (XW), pp. 423–426.
CHI-PLAYCHI-PLAY-2015-WoodWB #design
Talk About Sex: Designing Games to Facilitate Healthy Discussions around Sex (MW, GW, MB), pp. 795–798.
CHI-PLAYCHI-PLAY-2015-WuR #feedback #gesture
Responsive Environmental Diegetic Audio Feedback for Hand Gestures in Audio-Only Games (WW, SR), pp. 739–744.
CHI-PLAYCHI-PLAY-2015-ZagalA #challenge #development
Placeholder Content in Game Development: Benefits and Challenges (JPZ, RA), pp. 745–750.
CHI-PLAYCHI-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.
CoGCIG-2015-AsayamaMFN #performance #predict #realtime #video
Prediction as faster perception in a real-time fighting video game (KA, KM, KiF, MN), pp. 517–522.
CoGCIG-2015-Ashlock #tutorial
Tutorial II: Representations for evolutionary computation in games (DA), p. 21.
CoGCIG-2015-BabadiOK #named
EnHiC: An enforced hill climbing based system for general game playing (AB, BO, GK), pp. 193–199.
CoGCIG-2015-BarlowT #evolution
Play profiles: The effect of infinite-length games on evolution in the iterated Prisoner's Dilemma (LAB, JT), pp. 368–375.
CoGCIG-2015-BaroffioGF #design
Designing bots in games with a purpose (GB, LG, PF), pp. 352–359.
CoGCIG-2015-BoothTZ #flexibility #generative
Flexible story generation with norms and preferences in computer role playing games (EB, JT, FZ), pp. 68–74.
CoGCIG-2015-Brown #contract #towards
Towards better personas in gaming : Contract based expert systems (JAB), pp. 540–541.
CoGCIG-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.
CoGCIG-2015-DobreL #learning #mining #online
Online learning and mining human play in complex games (MSD, AL), pp. 60–67.
CoGCIG-2015-EisenstadtMA #co-evolution #multi
Co-evolution of strategies for multi-objective games under postponed objective preferences (EE, AM, GA), pp. 461–468.
CoGCIG-2015-FarooqBK #behaviour #mobile
Interpreting behaviors of mobile game players from in-game data and context logs (SSF, JWB, KJK), pp. 548–549.
CoGCIG-2015-FrydenbergART #video
Investigating MCTS modifications in general video game playing (FF, KRA, SR, JT), pp. 107–113.
CoGCIG-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.
CoGCIG-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.
CoGCIG-2015-ImagawaK #algorithm #monte carlo
Enhancements in Monte Carlo tree search algorithms for biased game trees (TI, TK), pp. 43–50.
CoGCIG-2015-JiaE #video
A strongly typed GP-based video game player (BJ, ME), pp. 299–305.
CoGCIG-2015-KamekoMT #generative #learning
Learning a game commentary generator with grounded move expressions (HK, SM, YT), pp. 177–184.
CoGCIG-2015-KaoH #education #modelling #performance #towards
Toward avatar models to enhance performance and engagement in educational games (DK, DFH), pp. 246–253.
CoGCIG-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.
CoGCIG-2015-Kendall #speech
Keynote speech IV: Where games meet hyper-heuristics (GK), p. 19.
CoGCIG-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.
CoGCIG-2015-Lucas #challenge #speech #video
Keynote speech II: General video game AI: Challenges and applications (SL), p. 17.
CoGCIG-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.
CoGCIG-2015-MasuiUYP #analysis #development #towards
Toward curling informatics - Digital scorebook development and game information analysis (FM, HU, HY, MP), pp. 481–488.
CoGCIG-2015-MoudrikBN #predict
Evaluating Go game records for prediction of player attributes (JM, PB, RN), pp. 162–168.
CoGCIG-2015-NielsenBTN #generative #towards
Towards generating arcade game rules with VGDL (TSN, GABB, JT, MJN), pp. 185–192.
CoGCIG-2015-OliveiraM #performance #realtime #using
Creating efficient walls using potential fields in real-time strategy games (CFdO, CAGM), pp. 138–145.
CoGCIG-2015-PaliyawanSCT #analysis #design #interface
Body motion design and analysis for fighting game interface (PP, KS, WC, RT), pp. 360–367.
CoGCIG-2015-ParkK #video
MCTS with influence map for general video game playing (HSP, KJK), pp. 534–535.
CoGCIG-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.
CoGCIG-2015-PolkO
Space and depth-related enhancements of the history-ADS strategy in game playing (SP, BJO), pp. 322–327.
CoGCIG-2015-PradaLCQM #contest #geometry
The geometry friends game AI competition (RP, PL, JC, JQ, FSM), pp. 431–438.
CoGCIG-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.
CoGCIG-2015-ReisLG #framework #generative #platform
Human computation for procedural content generation in platform games (WMPR, LHSL, Y(G), pp. 99–106.
CoGCIG-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.
CoGCIG-2015-SamothrakisLLF #video
Neuroevolution for General Video Game Playing (SS, DPL, SML, MF), pp. 200–207.
CoGCIG-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.
CoGCIG-2015-WangZLHW #monte carlo
Belief-state Monte-Carlo tree search for Phantom games (JW, TZ, HL, CHH, ICW), pp. 267–274.
CoGCIG-2015-WehrD #mining
Mining game logs to create a playbook for unit AIs (DW, JD), pp. 391–398.
CoGCIG-2015-YamamotoKI
Digital curling strategy based on game tree search (MY, SK, HI), pp. 474–480.
CoGCIG-2015-Yao #learning #speech
Keynote speech I: Co-evolutionary learning in game-playing (XY0), p. 16.
CoGCIG-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.
DiGRADiGRA-2015-AbendB #editing
Editors of Play: The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanet (PA, BB).
DiGRADiGRA-2015-Allison #video
Whose mind is the signal? Focalization in video game narratives (FA).
DiGRADiGRA-2015-BalelaM #representation #video
Analysing Cultural Heritage and its Representation in Video Games (MSB, DM).
DiGRADiGRA-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).
DiGRADiGRA-2015-Baxter-Webb #platform
The role of gaming platforms in young males' trajectories of technical expertise (JBW).
DiGRADiGRA-2015-BrownM #video
Animal Crossing: New Leaf and the Diversity of Horror in Video Games (AB, BM).
DiGRADiGRA-2015-Champion
Roleplaying and Rituals For Cultural Heritage-Orientated Games (EC).
DiGRADiGRA-2015-Egliston
Playing Across Media: Exploring Transtextuality in Competitive Games and eSports (BE).
DiGRADiGRA-2015-ElmezenyW #how
How gaming achieves popularity: The case of The Smash Brothers (AE, JW).
DiGRADiGRA-2015-Friman #concept #gender #research
The Concept and Research of Gendered Game Culture (UF).
DiGRADiGRA-2015-Hammar #recognition
Ethical Recognition of Marginalized Groups in Digital Games Culture (ELH).
DiGRADiGRA-2015-HarrerS #design #process
Inviting Grief into Games: The Game Design Process as Personal Dialogue (SH, HSF).
DiGRADiGRA-2015-HeintzL #comparison #education #towards
Game Elements-Attributes Model: a First Step towards a Structured Comparison of Educational Games (SH, ELCL).
DiGRADiGRA-2015-Hoblitz #experience #question
Gaming Experience as a Prerequisite for the Adoption of Digital Games in the Classroom? (AH).
DiGRADiGRA-2015-JayemanneNA
Postdigital Play and the Aesthetics of Recruitment (DJ, BN, TA).
DiGRADiGRA-2015-KaufmanFS #behaviour #design #embedded
Creating Stealth Game Interventions for Attitude and Behavior Change: An “Embedded Design” Model (GFK, MF, MS).
DiGRADiGRA-2015-Keogh
Hackers and Cyborgs: Binary Domain and Two Formative Videogame Technicities (BK).
DiGRADiGRA-2015-LankesW #visualisation
Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games (ML, SW0).
DiGRADiGRA-2015-Lessard
Early Computer Game Genre Preferences (1980-1984) (JL).
DiGRADiGRA-2015-LucatH
Ideological Narratives of Play in Tropico 4 and Crusader Kings II (BL, MH).
DiGRADiGRA-2015-PaavilainenKKA #case study #experience #network #social
Exploring Playful Experiences in Social Network Games (JP, EK, HK, KA).
DiGRADiGRA-2015-Prax #design
Co-Creative Game Design in MMORPGs (PP).
DiGRADiGRA-2015-RughinisTR #representation
Time to Reminisce and Die: Representing Old Age in Art Games (CR, ET, RR).
DiGRADiGRA-2015-SeidmanFK #design #lessons learnt #problem #prototype
Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity (MS, MF, GFK).
DiGRADiGRA-2015-ShibuyaTS #analysis #mobile #social
Systematic Analysis of In-Game Purchases and Social Features of Mobile Social Games in Japan (AS, MT, AS).
DiGRADiGRA-2015-Stieler-HuntJ
A Model for Exploring the Usefulness of Games for Classrooms (CSH, CMJ).
DiGRADiGRA-2015-StraatW #heuristic
Applying the Two-Factor-Theory to the PLAY Heuristics (BS, HW).
DiGRADiGRA-2015-WaernB #tablet
Affective and Bodily Involvement in Children's Tablet Play (AW, GB).
FDGFDG-2015-AarsethC #ontology #word
The Word Game: The ontology of an undefinable object (EA, GC).
FDGFDG-2015-AbeeleTSDG #visual notation
Game-based Experiments on Human Visual Attention (VAVA, PT, BDS, LDW, LG).
FDGFDG-2015-AzadeganHS #approach #collaboration #design
Design Approach for Collaborative Cognitive Games (AA, CH, SCS).
FDGFDG-2015-BaroneBCBBRSPC #design #evaluation #named
Nanocrafter: Design and Evaluation of a DNA Nanotechnology Game (JB, CB, RC, NB, MB, SR, GS, ZP, SC).
FDGFDG-2015-ChauNSP #api #concept #education #programming
Building Casual Games and APIs for Teaching Introductory Programming Concepts (BC, RN, KS, JP).
FDGFDG-2015-Christiansen
Can't See the Science for the Trees: Representations of Science in Videogames (PC).
FDGFDG-2015-CookESSTTZ #question #what
AI-based Games: Contrabot and What Did You Do? (MC0, ME, AMS, GS, TT, JT, AZ).
FDGFDG-2015-CookS #automation #design #formal method
Formalizing Non-Formalism: Breaking the Rules of Automated Game Design (MC0, GS).
FDGFDG-2015-CooperL #education #named #source code
Panel: Game Programs in Higher Education - Connecting Colleges with Corporations (KMLC, CSL).
FDGFDG-2015-Deterding #interactive #video
The Joys of Absence: Emotion, Emotion Display and Interaction Tension in Video Game Play (SD).
FDGFDG-2015-Eklund #design #research
Considering Game Companions: Implications for research and design (LE).
FDGFDG-2015-El-NasrDSS #health #persuasion
Unpacking Adherence and Engagement in Persuasive Health Games (MSEN, SD, MS, CS).
FDGFDG-2015-Grace #mobile
Objects of Affection: Kissing Games on Mobile Devices (LG).
FDGFDG-2015-GradinarHCLT #design
Designing for the Dichotomy of Immersion in Location Based Games (AG, JH, PC, ML, ET).
FDGFDG-2015-HeeterA #experience #how
Playing with Presence: How meditation can increase the experience of embodied presence in a virtual world (CH, MA).
FDGFDG-2015-HjaltasonCTN #empirical
Game mechanics telling stories? An experiment (KH, SC, JT, MJN).
FDGFDG-2015-HolmgardLTY #modelling
MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions (CH, AL, JT, GNY).
FDGFDG-2015-IsaksenGN #analysis #using
Exploring Game Space Using Survival Analysis (AI, DG, AN).
FDGFDG-2015-Iversen #quote #women
“Not without my kitties”: The old woman in casual games (SMI).
FDGFDG-2015-JanssenRMB #developer #framework
Sensors at Play: A biometric framework for game developers and game users (DPJ, LGR, MAGM, GB).
FDGFDG-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).
FDGFDG-2015-JensenCBRA15a #collaboration #research #video
Research Quest: Critical Thinking through Video Games and Interdisciplinary Collaboration (MJ, TC, RB, MR, RA).
FDGFDG-2015-JohanssonVK #multi #online #trust
I am being watched by the Tribunal: Trust and control in Multiplayer Online Battle Arena games (MJ, HV, YK).
FDGFDG-2015-Kaltman #visualisation
Exploring the Technical History of Games Through Software and Visualization (EK).
FDGFDG-2015-KaltmanWLC #development #recommendation
Methods and Recommendations for Archival Records of Game Development: The Case of Academic Games (EK, NWF, HL, CC).
FDGFDG-2015-KaoH15a #learning #named
Mazzy: A STEM Learning Game (DK, DFH).
FDGFDG-2015-KaoH15b #learning #using
Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning Game (DK, DFH).
FDGFDG-2015-KaravolosBB #design #generative
Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation (DK, AB, RB).
FDGFDG-2015-KnauerM #artificial reality #question #what
Augmented Reality Games: What Do We Know and Where Should We Go? (MK, JM).
FDGFDG-2015-Kultima
Defining Game Jam (AK).
FDGFDG-2015-LeeR
Investigating the Impact of Game Features on Champion Usage in League of Legends (CSL, IR).
FDGFDG-2015-Lessard #design #natural language
Design Rationale for Natural Language Game Conversations (JL).
FDGFDG-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).
FDGFDG-2015-LiapisHYAD #design #named
Iconoscope: Designing a Game for Fostering Creativity (AL, AKH, GNY, CA, EVD).
FDGFDG-2015-LimH #modelling
Developing Computational Models of Players' Identities and Values from Videogame Avatars (CUL, DFH).
FDGFDG-2015-LongstreetCB #education #higher-order
Invoking Higher Orders of Thinking in Serious Educational Games (CSL, KMLC, DB).
FDGFDG-2015-Lu #case study #video #what
What kind of stories do children like in an active video game (AVG)? An exploratory study (AL).
FDGFDG-2015-MarkBMT #3d #generative #gpu
Procedural Generation of 3D Caves for Games on the GPU (BM, TB, TM, JT).
FDGFDG-2015-MartelSGHGM #artificial reality
Diving Head-First into Virtual Reality: Evaluating HMD Control Schemes for VR Games (EM, FS, JG, AH, AG, KM).
FDGFDG-2015-Martens #proving #using
Using Proof Theory to Study Game Mechanics (CM).
FDGFDG-2015-McMahanPP #video
Evaluating Electroencephalography Engagement Indices During Video Game Play (TM, IP, TDP).
FDGFDG-2015-MelcerNCCEI #research
Games Research Today: Analyzing the Academic Landscape 2000-2014 (EFM, THDN, ZC, AC, MSEN, KI).
FDGFDG-2015-NguyenEC #comprehension #named #problem #visualisation
Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games (THDN, MSEN, AC).
FDGFDG-2015-NielsenP
Troubling Perspectives on Computer Game Addiction (RKLN, AP).
FDGFDG-2015-OlsonKFK #education #named
Kanakatana: Teaching Japanese through Game Mechanics (CO, DK, AF, FK).
FDGFDG-2015-OsbornLWM
Combat in Games (JCO, DLE, NWF, MM).
FDGFDG-2015-PagnuttiW
Playing with Recipes (JP, JW).
FDGFDG-2015-ReuterGS #automation #detection #multi #petri net #using
Detecting structural deadlocks in Multiplayer Games using automatically generated Petri Nets (CR0, SG0, RS).
FDGFDG-2015-Riedel-KruseKG
Biotic games: Integrating real living cells into digital game play (IHRK, HK, LCG).
FDGFDG-2015-RoestB #comprehension
Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual Games (MR, SB).
FDGFDG-2015-Rozen #design
A Pattern-Based Game Mechanics Design Assistant (RvR).
FDGFDG-2015-RyanKFHOMW #interactive #scalability #visualisation
Large-Scale Interactive Visualizations of Nearly 12, 000 Games (JOR, EK, AMF, TH, TOM, MM, NWF).
FDGFDG-2015-RyanKHMW #people
People Tend to Like Related Games (JOR, EK, TH, MM, NWF).
FDGFDG-2015-RyanKMW #bottom-up
Bottom-up Game Studies (JOR, EK, MM, NWF).
FDGFDG-2015-RyanKMW15a #analysis #semantics #tool support #using
Tools for Game Discovery Built Using Latent Semantic Analysis (JOR, EK, MM, NWF).
FDGFDG-2015-Sandovar #design
Cultural Narratives in Game Design (AS).
FDGFDG-2015-ScacchiC #challenge #re-engineering #research
Emerging Research Challenges in Computer Games and Software Engineering (WS, KMLC).
FDGFDG-2015-SchutterBN #education
Teaching Older Adults to Play Minecraft (BDS, DEB, HHN).
FDGFDG-2015-Sicart #comprehension #design
Loops and Metagames: Understanding Game Design Structures (MS).
FDGFDG-2015-Sicart15a
Participatory Republics: Play and the Political (MS).
FDGFDG-2015-StraatV #evaluation #perspective
Top Versus Bottom: Game Evaluation from an Expert or Player Perspective (BS, HV).
FDGFDG-2015-SturnFW
Cropland Capture - A Game for Improving Global Cropland Maps (TS, SF, MW).
FDGFDG-2015-SubramanianHESS #behaviour #health #metric #persuasion
Investigating behavior change indicators and cognitive measures in persuasive health games (SS, SH, MSEN, MS, CS).
FDGFDG-2015-SummervilleBMJ #data-driven #generative #learning
The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games (AS, MB, MM, AJ).
FDGFDG-2015-TanenbaumT #towards
Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play (JGT0, KT).
FDGFDG-2015-TanenbaumT15a #concept #future of #modelling #smarttech
Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers (JGT0, KT).
FDGFDG-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).
FDGFDG-2015-ThompsonL #generative
Adventures in Hyrule: Generating Missions & Maps For Action Adventure Games (TT, BL).
FDGFDG-2015-TreanorZETSCTML #design pattern
AI-based Game Design Patterns (MT, AZ, MPE, JT, GS, MC0, TT, BM, JL, AMS).
FDGFDG-2015-TrovatoJS #ecosystem
Procedurally Generated History: building a game ecosystem through autoplay (GT, SJ, PS).
FDGFDG-2015-TuiteK
The Meme Quiz: A Facial Expression Game Combining Human Agency and Machine Involvement (KT, IK).
FDGFDG-2015-Vrajitoru #network
A Pattern-Based Bayesian Network for the Game of Nine Men's Morris (DV).
FDGFDG-2015-ZookHR #analysis #monte carlo
Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis (AZ, BH, MR).
CoGVS-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.
CoGVS-Games-2015-BacklundEJLHS
Enhancing Immersion with Contextualized Scenarios: Role-Playing in Prehospital Care Training (PB, HE, MJ, ML, MAH, HMS), pp. 1–4.
CoGVS-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.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2015-BroeckhovenVT #design
Mapping between Pedagogical Design Strategies and Serious Game Narratives (FVB, JV, ODT), pp. 1–8.
CoGVS-Games-2015-CristeaL #generative
Fractal Nature - Generating Realistic Terrains for Games (AC, FL), pp. 1–8.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2015-DonaldMBGB #problem
Project Sanitarium: Gaming TB - A Serious Game for a Serious Problem (ID, KAM, JB, SG, RB), pp. 1–8.
CoGVS-Games-2015-EdenhoferMER #education #in the cloud
Cloud Computing - An Educational Game on Weather Phenomena (SE, SvM, KE, JR), pp. 1–4.
CoGVS-Games-2015-GaiblerFEM
Drink & Drive: A Serious but Fun Game on Alcohol-Induced Impairments in Road Traffic (FG, SF, SE, SvM), pp. 1–5.
CoGVS-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.
CoGVS-Games-2015-Hatzigiannakoglou
Junk-Food Destroyer: Helping Adolescents with Down Syndrome to Understand Healthy Eating through Serious Game (PDH), pp. 1–5.
CoGVS-Games-2015-KruijffMTSH #multi
Enhancing User Engagement in Immersive Games through Multisensory Cues (EK, AM, CT, JS, AH), pp. 1–8.
CoGVS-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.
CoGVS-Games-2015-PanzoliPL #communication #learning
Communication and Knowledge Sharing in an Immersive Learning Game (DP, CPL, PL), pp. 1–8.
CoGVS-Games-2015-PatinoR #how #object-oriented #programming
Program with Ixquic: How to Learn Object-Oriented Programming with a Game (TP, CR), pp. 1–2.
CoGVS-Games-2015-RizvicP #interactive #re-engineering
Taslihan Virtual Reconstruction - Interactive Digital Story or a Serious Game (SR, IP), pp. 1–2.
CoGVS-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.
CoGVS-Games-2015-Taylor
The Active Instructor: Benefits and Barriers to Instructor-Led Serious Gaming (ASAT), pp. 1–8.
CoGVS-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.
CoGVS-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.
CHICHI-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.
CHICHI-2015-BaiBC #artificial reality #social
Exploring Expressive Augmented Reality: The FingAR Puppet System for Social Pretend Play (ZB, AFB, GC), pp. 1035–1044.
CHICHI-2015-BlytheSRO #design
Solutionism, the Game: Design Fictions for Positive Aging (MB, JS, JR, CO), pp. 3849–3858.
CHICHI-2015-ButlerASGP #analysis #automation #design
Automatic Game Progression Design through Analysis of Solution Features (EB, EA, AMS, SG, ZP), pp. 2407–2416.
CHICHI-2015-DarzentasBFB #data-driven
The Data Driven Lives of Wargaming Miniatures (DPD, MAB, MF, SB), pp. 2427–2436.
CHICHI-2015-DasZR #personalisation
Examining Game World Topology Personalization (SD, AZ, MOR), pp. 3731–3734.
CHICHI-2015-DenisovaC #question
First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion? (AD, PC), pp. 145–148.
CHICHI-2015-DerbovenZVGG #education
The Fun and the Serious in an Educational Game: The Monkey Tales Case (JD, BZ, JV, DG, DDG), pp. 2829–2832.
CHICHI-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.
CHICHI-2015-GerlingML #using #video
Long-Term Use of Motion-Based Video Games in Care Home Settings (KMG, RLM, CL), pp. 1573–1582.
CHICHI-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.
CHICHI-2015-HarteveldS #education #performance
The Goal of Scoring: Exploring the Role of Game Performance in Educational Games (CH, SCS), pp. 2235–2244.
CHICHI-2015-IacovidesC #experience
Moving Beyond Fun: Evaluating Serious Experience in Digital Games (II, ALC), pp. 2245–2254.
CHICHI-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.
CHICHI-2015-JensenRMG #challenge #design
Keepin’ it Real: Challenges when Designing Sports-Training Games (MMJ, MKR, F'M, KG), pp. 2003–2012.
CHICHI-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.
CHICHI-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.
CHICHI-2015-KulshreshthL #3d #experience #user interface
Exploring 3D User Interface Technologies for Improving the Gaming Experience (AK, JJLJ), pp. 125–134.
CHICHI-2015-KwakBH #behaviour #contest #online
Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games (HK, JB, SH), pp. 3739–3748.
CHICHI-2015-LeeHCK #video #visual notation
VIZMO Game Browser: Accessing Video Games by Visual Style and Mood (JHL, S(H, HC, YSK), pp. 149–152.
CHICHI-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.
CHICHI-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.
CHICHI-2015-PreistJ #education #motivation #using
The Use of Games as Extrinisic Motivation in Education (CP, RJ), pp. 3735–3738.
CHICHI-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.
CHICHI-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.
CHICHI-2015-TungHWCLWVC
User-Defined Game Input for Smart Glasses in Public Space (YCT, CYH, HYW, SC, JWL, PJW, AV, MYC), pp. 3327–3336.
CHICHI-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.
CHICHI-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.
CHICHI-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.
CHICHI-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.
CSCWCSCW-2015-FreemanBBH #gender #online #simulation
Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game (GF, JB, SB, SCH), pp. 1191–1200.
CSCWCSCW-2015-GuyHC #crowdsourcing #enterprise #framework #platform
Games for Crowds: A Crowdsourcing Game Platform for the Enterprise (IG, AH, YC), pp. 1860–1871.
CSCWCSCW-2015-SaksonoRKCHWP #collaboration #design #product line
Spaceship Launch: Designing a Collaborative Exergame for Families (HS, AR, GK, CCS, JAH, CW, AGP), pp. 1776–1787.
HCIDUXU-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.
HCIDUXU-IXD-2015-EliasFC #interactive
Ads-on Games and Fake Brands: Interactions, Commercials and Playful Branding (HE, EF, BJAdC), pp. 251–262.
HCIDUXU-IXD-2015-HuangL #coordination
Heartbeat Jenga: A Biofeedback Board Game to Improve Coordination and Emotional Control (YCH, CHL), pp. 263–270.
HCIDUXU-IXD-2015-LapasO #evaluation #experience #interactive #user interface
Evaluation of User Experience in Interaction with Computer Games (TL, TO), pp. 271–282.
HCIDUXU-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.
HCIDUXU-IXD-2015-TeixeiraANT #composition #music
Improving Song Guessing Games Through Music Track Composition (JMXNT, DA, EVN, VT), pp. 303–314.
HCIDUXU-IXD-2015-TeixeiraCAMLSN #named #simulation #usability
Newsgames: Gameplay and Usability in Simulation Games (CT, BJAdC, JA, VM, AL, MMS, AN), pp. 292–302.
HCIDUXU-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.
HCIDUXU-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.
HCIDUXU-UI-2015-KissingerM #interface #usability
Usability of Touchpad Based Game Controller Interfaces (JK, TM), pp. 452–463.
HCIHCI-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.
HCIHCI-IT-2015-GohPL
An Investigation of Reward Systems in Human Computation Games (DHLG, EPPPT, CSL), pp. 596–607.
HCIHCI-IT-2015-PolsonS #design #empirical
“Blind Faith”. An Experiment with Narrative Agency in Game Design (DP, VS), pp. 618–627.
HCIHCI-IT-2015-RughinisM #video
Play to Remember: The Rhetoric of Time in Memorial Video Games (RR, SM), pp. 628–639.
HCIHCI-IT-2015-RughinisT #gender #quote #sketching
“Sketchy Wives” and “Funny Heroines” — Doing and Undoing Gender in Art Games (CR, ET), pp. 640–648.
HCIHCI-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.
HCIHCI-IT-2015-ZhaoH #concept #online
A Conceptual Model of Online Game Continuance Playing (FZ, QH), pp. 660–669.
HCIHCI-IT-2015-ZhuF #analysis #online
A Lexical Analysis of Nouns and Adjectives from Online Game Reviews (MZ, XF), pp. 670–680.
HCIHIMI-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.
HCIHIMI-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.
HCILCT-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.
HCILCT-2015-CulenPSC #motivation #question
Can Games Motivate Urban Youth for Civic Engagement? (ALC, SP, SS, KC), pp. 549–560.
HCILCT-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.
HCILCT-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.
HCILCT-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.
HCILCT-2015-KobanLO #video
Good Newbie or Poor Newbie? Determinants of Video Game Skill Acquisition at an Early Stage (KK, BL, PO), pp. 608–619.
HCILCT-2015-OrehovackiB #learning #programming #quality
Inspecting Quality of Games Designed for Learning Programming (TO, SB), pp. 620–631.
HCILCT-2015-SmithS #evolution #video
Let’s Play, Video Streams, and the Evolution of New Digital Literacy (PAS, AS), pp. 520–527.
HCILCT-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.
HCILCT-2015-YusoffK #design #interactive #learning #persuasion
Game Rhetoric: Interaction Design Model of Persuasive Learning for Serious Games (ZY, AK), pp. 644–654.
CAiSECAiSE-2015-FukusumiMK #approach #crowdsourcing #data transformation
Game Aspect: An Approach to Separation of Concerns in Crowdsourced Data Management (SF, AM, HK), pp. 3–19.
ICEISICEIS-v3-2015-AgarwalS #comprehension #development
Understanding Game Modding through Phases of Mod Development (SA, PS), pp. 114–121.
ICEISICEIS-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.
CIKMCIKM-2015-ZhaoZK #analysis #network #recommendation #social
Exploiting Game Theoretic Analysis for Link Recommendation in Social Networks (TZ, HVZ, IK), pp. 851–860.
ICMLICML-2015-ClarkS #network
Training Deep Convolutional Neural Networks to Play Go (CC, AJS), pp. 1766–1774.
ICMLICML-2015-HeinrichLS #self
Fictitious Self-Play in Extensive-Form Games (JH, ML, DS), pp. 805–813.
ICMLICML-2015-MaeharaYK #multi #perspective #problem
Budget Allocation Problem with Multiple Advertisers: A Game Theoretic View (TM, AY, KiK), pp. 428–437.
ICMLICML-2015-PerolatSPP #approximate #markov #programming
Approximate Dynamic Programming for Two-Player Zero-Sum Markov Games (JP, BS, BP, OP), pp. 1321–1329.
RecSysRecSys-2015-BanksRS #recommendation #using
The Recommendation Game: Using a Game-with-a-Purpose to Generate Recommendation Data (SB, RR, BS), pp. 305–308.
SIGIRSIGIR-2015-Zhai #framework #information retrieval #towards
Towards a Game-Theoretic Framework for Information Retrieval (CZ), p. 543.
SIGIRSIGIR-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.
SKYSKY-2015-ExmanS #concept
Conceptual Object Exchanges among Software Games by Non-programmers (IE, GS), pp. 18–25.
MoDELSMoDELS-2015-IftikharIKM #approach #automation #framework #modelling #platform #testing
An automated model based testing approach for platform games (SI, MZI, MUK, WM), pp. 426–435.
ICSEICSE-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.
SACSAC-2015-BergentiCG #framework #mobile #platform #scalability #social
A scalable platform for mobile social gaming (FB, GC, DG), pp. 2239–2244.
SACSAC-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.
SACSAC-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.
SACSAC-2015-MinsamS
Sustaining mutual cooperation in iterated prisoner’s dilemma game (KM, KYS), pp. 335–337.
SACSAC-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.
SACSAC-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.
SACSAC-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.
SACSAC-2015-UshawDEM #benchmark #metric
Benchmarking motion sensing devices for rehabilitative gaming (GU, RD, JAE, GM), pp. 143–148.
DACDAC-2015-Kahng
New game, new goal posts: a recent history of timing closure (ABK), p. 6.
DATEDATE-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.
FoSSaCSFoSSaCS-2015-ClairambaultD #evaluation #normalisation #semantics
Game Semantics and Normalization by Evaluation (PC, PD), pp. 56–70.
FoSSaCSFoSSaCS-2015-Ganardi #bound #clique
Parity Games of Bounded Tree- and Clique-Width (MG), pp. 390–404.
FoSSaCSFoSSaCS-2015-Jaber #semantics
Operational Nominal Game Semantics (GJ), pp. 264–278.
FoSSaCSFoSSaCS-2015-Velner #decidability #multi #robust
Robust Multidimensional Mean-Payoff Games are Undecidable (YV), pp. 312–327.
STOCSTOC-2015-BravermanG #parallel
Small Value Parallel Repetition for General Games (MB, AG), pp. 335–340.
STOCSTOC-2015-ChenDO #complexity #nash #on the
On the Complexity of Nash Equilibria in Anonymous Games (XC, DD, AO), pp. 381–390.
TACASTACAS-2015-BassetKTW #multi #probability #synthesis
Strategy Synthesis for Stochastic Games with Multiple Long-Run Objectives (NB, MZK, UT, CW), pp. 256–271.
CADECADE-2015-RegerSV
Playing with AVATAR (GR, MS, AV), pp. 399–415.
CAVCAV-2015-BrenguierR #multi
Pareto Curves of Multidimensional Mean-Payoff Games (RB, JFR), pp. 251–267.
CSLCSL-2015-Klein0 #lookahead #what
What are Strategies in Delay Games? Borel Determinacy for Games with Lookahead (FK, MZ), pp. 519–533.
LICSLICS-2015-Bojanczyk
Star Height via Games (MB), pp. 214–219.
LICSLICS-2015-CarayolS #how #question
How Good Is a Strategy in a Game with Nature? (AC, OS), pp. 609–620.
LICSLICS-2015-CastellanCW #parallel
The Parallel Intensionally Fully Abstract Games Model of PCF (SC, PC, GW), pp. 232–243.
LICSLICS-2015-DisneyF #semantics
Game Semantics for Type Soundness (TD, CF), pp. 104–114.
LICSLICS-2015-TsukadaO #nondeterminism #semantics
Nondeterminism in Game Semantics via Sheaves (TT, CHLO), pp. 220–231.
QoSAQoSA-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.
JCDLJCDL-2014-ClarkeLJS #video
Exploring relationships among video games (RIC, JHL, JJ, SS), pp. 481–482.
JCDLJCDL-2014-RossiLC #interactive #metadata #video
Mood metadata for video games and interactive media (SR, JHL, RIC), pp. 475–476.
CSEETCSEET-2014-PotterSDW #learning #named
InspectorX: A game for software inspection training and learning (HP, MS, LD, VW), pp. 55–64.
EDMEDM-2014-Aghababyan #education #named
E3: Emotions, Engagement and Educational Games (AA), pp. 447–451.
EDMEDM-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.
EDMEDM-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.
EDMEDM-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.
EDMEDM-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.
ITiCSEITiCSE-2014-BerryK #learning #programming
The state of play: a notional machine for learning programming (MB, MK), pp. 21–26.
ITiCSEITiCSE-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.
ITiCSEITiCSE-2014-Hijon-NeiraVPC #experience #learning #programming
Game programming for improving learning experience (RBHN, JÁVI, CPR, LC), pp. 225–230.
ITiCSEITiCSE-2014-SchmolitzkyG #behaviour #implementation
Guess my object: an “objects first” game on objects’ behavior and implementation with bluej (AS, TG), pp. 219–224.
AFLAFL-2014-CarapelleFGQ13 #word
Ehrenfeucht-Fraisse Games for TPTL and MTL over Non-monotonic Data Words (CC, SF, OFG, KQ), pp. 174–187.
AFLAFL-2014-HutagalungLL #automaton #simulation
Buffered Simulation Games for Büchi Automata (MH, ML, ÉL), pp. 286–300.
ICALPICALP-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.
ICALPICALP-v1-2014-ChaillouxS #exponential #parallel
Parallel Repetition of Entangled Games with Exponential Decay via the Superposed Information Cost (AC, GS), pp. 296–307.
ICALPICALP-v1-2014-CleveM #constraints
Characterization of Binary Constraint System Games (RC, RM), pp. 320–331.
ICALPICALP-v1-2014-KrawczykW #graph #online
Coloring Relatives of Interval Overlap Graphs via On-line Games (TK, BW), pp. 738–750.
ICALPICALP-v1-2014-TulsianiWZ #graph #parallel #rank
Optimal Strong Parallel Repetition for Projection Games on Low Threshold Rank Graphs (MT, JW, YZ), pp. 1003–1014.
ICALPICALP-v2-2014-Chatterjee0
Games with a Weak Adversary (KC, LD), pp. 110–121.
ICALPICALP-v2-2014-ChatterjeeI #complexity
The Complexity of Ergodic Mean-payoff Games (KC, RIJ), pp. 122–133.
AIIDEAIIDE-2014-BlackfordL #multi #order #problem #realtime
The Real-Time Strategy Game Multi-Objective Build Order Problem (JB, GBL).
AIIDEAIIDE-2014-BlomBTWRVG #personalisation #recognition #towards
Towards Personalised Gaming via Facial Expression Recognition (PMB, SB, CTT, SW, DMR, RV, TG).
AIIDEAIIDE-2014-HarrisonR #2d #adaptation
Analytics-Driven Dynamic Game Adaption for Player Retention in a 2-Dimensional Adventure Game (BEH, DLR).
AIIDEAIIDE-2014-Jacopin
Game AI Planning Analytics: The Case of Three First-Person Shooters (EJ).
AIIDEAIIDE-2014-LimH #modelling #social
Developing Social Identity Models of Players from Game Telemetry Data (CUL, DFH).
AIIDEAIIDE-2014-MinHRML #recognition
Deep Learning-Based Goal Recognition in Open-Ended Digital Games (WM, EH, JPR, BWM, JCL).
AIIDEAIIDE-2014-OsbornSMM #metric #similarity
Evaluating Play Trace (Dis)similarity Metrics (JCO, BS, JAM, MM).
AIIDEAIIDE-2014-RichouxUO #constraints #optimisation
Walling in Strategy Games via Constraint Optimization (FR, AU, SO).
AIIDEAIIDE-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).
AIIDEAIIDE-2014-StanescuBB #realtime
Hierarchical Adversarial Search Applied to Real-Time Strategy Games (MS, NAB, MB).
AIIDEAIIDE-2014-UriarteO
Game-Tree Search over High-Level Game States in RTS Games (AU, SO).
AIIDEAIIDE-2014-XuTV #generative
Generative Methods for Guard and Camera Placement in Stealth Games (QX, JT, CV).
AIIDEAIIDE-2014-YoungH #learning
Learning Micro-Management Skills in RTS Games by Imitating Experts (JY, NH).
AIIDEAIIDE-2014-ZhaoS #behaviour #scheduling #using
Using Cyclic Scheduling to Generate Believable Behavior in Games (RZ, DS).
CHI-PLAYCHI-PLAY-2014-ApkenHM #ad hoc #concept
Ad hoc genre switching: a concept for generalized parametrizable game mechanics (DA, MH, RM), pp. 401–402.
CHI-PLAYCHI-PLAY-2014-ArawjoMC #named
PoetryLab: a close listening game for iOS (IAA, CM, JC), pp. 311–314.
CHI-PLAYCHI-PLAY-2014-ArkensonCHL
Tag and seek: a location-based game in Tainan City (CA, YYC, CYH, YCL), pp. 315–318.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2014-CarterNG #design #multi
Screen ecologies, multi-gaming and designing for different registers of engagement (MC, BN, MRG), pp. 37–46.
CHI-PLAYCHI-PLAY-2014-CechanowiczGBMS
Improving player balancing in racing games (JEC, CG, SB, RLM, IS), pp. 47–56.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2014-Chiapello #design #process
A model of game design activity: new perspectives on creativity and innovation (LC), pp. 287–290.
CHI-PLAYCHI-PLAY-2014-CrenshawN #online #video #what
What's in a name?: naming practices in online video games (NC, BAN), pp. 67–76.
CHI-PLAYCHI-PLAY-2014-CunananZ #artificial reality #named
wanted: guild, depicting hardcore gaming culture in virtual reality (CC, JZ), pp. 407–408.
CHI-PLAYCHI-PLAY-2014-DiTommasoT #behaviour #design #gamification
Beyond gamification: designing behavior change games (DD, CT), p. 475.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2014-DuffMSUWZ #mobile #named
Herbert: a motion-controlled mobile game (AMD, JM, SS, AU, WW, JZ), pp. 331–334.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2014-FinneganVMMB #multi
Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play (DJF, EV, RM, FM0, RB), pp. 411–412.
CHI-PLAYCHI-PLAY-2014-GaoGMS #behaviour #using
Decreasing sedentary behaviours in pre-adolescents using casual exergames at school (YG, KMG, RLM, KGS), pp. 97–106.
CHI-PLAYCHI-PLAY-2014-GerlingB #using
Last tank rolling: exploring shared motion-based play to empower persons using wheelchairs (KMG, LB), pp. 415–416.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2014-HallWJ #design
Instructional objectives to core-gameplay: a serious game design technique (JVH, PAW, DMJ0), pp. 121–130.
CHI-PLAYCHI-PLAY-2014-HarleyL #interactive #linear
CHI PLAY 2014: the bellman: subtle interactions in a linear narrative (DH, RL), pp. 343–346.
CHI-PLAYCHI-PLAY-2014-HarquailK #physics #word
WORD BLASTOFF: a physics word game for iOS (NH, MK), pp. 347–350.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2014-HashemianW #named
TouchPoints: an exertion game with strategy (YH, DW), pp. 419–420.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2014-IacovidesCAK
Player strategies: achieving breakthroughs and progressing in single-player and cooperative games (II, ALC, AA, TK), pp. 131–140.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2014-KhaledAMV #design
Participatory design for serious game design: truth and lies (RK, VVA, MVM, AV), pp. 457–460.
CHI-PLAYCHI-PLAY-2014-KouG #comprehension
Playing with strangers: understanding temporary teams in league of legends (YK, XG), pp. 161–169.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2014-Li
Examining the impact of game interventions on depression among older adults (JL), pp. 291–294.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2014-LyonVGSZZ #education #physics
Little Newton: an educational physics game (NL, JVV, CG, NS, JZ, JZ), pp. 351–354.
CHI-PLAYCHI-PLAY-2014-McEwanBJW #interactive
Natural mapping and intuitive interaction in videogames (MWM, ALB, DMJ0, PAW), pp. 191–200.
CHI-PLAYCHI-PLAY-2014-MeklerTMO #experience
A diary study exploring game completion and player experience (EDM, ANT, ALM, KO), pp. 433–434.
CHI-PLAYCHI-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-PLAYCHI-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-PLAYCHI-PLAY-2014-MoserTMM #idea
Game idea jam for sport and exertion games (CM, MT, MM, FM0), pp. 461–464.
CHI-PLAYCHI-PLAY-2014-NackeCKRB
Developing iconic and semi-iconic game controllers (LEN, JPC, DLK, JR, DB), pp. 435–436.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2014-Richards #using
Using an invisible coach to help players achieve fitness goals in exergames while retaining immersion (CR), pp. 299–302.
CHI-PLAYCHI-PLAY-2014-RihawiAG #personalisation
Dodging stress with a personalized biofeedback game (RGAR, BA, RGO), pp. 399–400.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2014-SaveryG #consistency #nondeterminism
Reducing the negative effects of inconsistencies in networked games (CS, TCNG), pp. 237–246.
CHI-PLAYCHI-PLAY-2014-SheininG #contest #using
Jelly polo: increasing richness and competition in sports games using small-scale exertion (MS, CG), pp. 367–370.
CHI-PLAYCHI-PLAY-2014-SmithJ #quote #using
“Toru”: a game that reverses the wisdom of age using mosquito sound (JS, KJ), pp. 375–378.
CHI-PLAYCHI-PLAY-2014-StenersonSBS #api #education #named
Adage: an open API for data collection in educational games (MES, AS, MB, KS), pp. 437–438.
CHI-PLAYCHI-PLAY-2014-SuknotCRK #named #privacy
Immaculacy: a game of privacy (AS, TC, NR, PGK), pp. 383–386.
CHI-PLAYCHI-PLAY-2014-SunMGMC #design #sentiment
Playing with emotions: sentiment design for public space (ES, MM, GG, MEM, DMC), pp. 439–440.
CHI-PLAYCHI-PLAY-2014-TomeshH #development
DIY game console development (TMT, DHH), pp. 471–473.
CHI-PLAYCHI-PLAY-2014-TongZE #design #guidelines
Design guidelines for audio-based game features (TT, DZ, SE), pp. 443–444.
CHI-PLAYCHI-PLAY-2014-ToupsDB #design #formal method #interface
A theory of game mechanic signaling for interface design (ZOT, ID, EMB), pp. 445–446.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2014-TurnerVGS #named
EyePlay: applications for gaze in games (JT, EV, HG, VS), pp. 465–468.
CHI-PLAYCHI-PLAY-2014-VandenBerghe #how #motivation
Engines of play: how player motivation changes over time (JV), p. 476.
CHI-PLAYCHI-PLAY-2014-Vidal #named
Shynosaurs: a game of attention dilemma (MV), pp. 391–394.
CHI-PLAYCHI-PLAY-2014-VieiraFHKA #collaboration #named
PowerFall: a voice-controlled collaborative game (MFGV, HF, CH, NK, SA), pp. 395–398.
CHI-PLAYCHI-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-PLAYCHI-PLAY-2014-Wood #lens #physics #using
Using play as a lens to bridge the physical with the digital (GW), pp. 307–310.
CHI-PLAYCHI-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.
CoGCIG-2014-AshlockM #automation #generative
Automatic generation of fantasy role-playing modules (DAA, CM), pp. 1–8.
CoGCIG-2014-BangayM #generative
Generating an attribute space for analyzing balance in single unit RTS game combat (SB, OM), pp. 1–8.
CoGCIG-2014-BarrosT #scalability
Exploring a large space of small games (GABB, JT), pp. 1–2.
CoGCIG-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.
CoGCIG-2014-BialasTS
Cultural influences on play style (MB, ST, PS), pp. 1–7.
CoGCIG-2014-BurelliTP #estimation #experience
Non-invasive player experience estimation from body motion and game context (PB, GT, IP), pp. 1–7.
CoGCIG-2014-DevlinCKGNCFL
Game intelligence (SD, PIC, DK, NG, AN, IC, KJF0, FL), pp. 1–8.
CoGCIG-2014-EdelkampP #multi
Multi-goal motion planning with physics-based game engines (SE, EP), pp. 1–8.
CoGCIG-2014-GualaLN
Bejeweled, Candy Crush and other match-three games are (NP-)hard (LG, SL0, EN), pp. 1–8.
CoGCIG-2014-GuheL
Game strategies for The Settlers of Catan (MG, AL), pp. 1–8.
CoGCIG-2014-KimK #learning #realtime #recommendation
Learning to recommend game contents for real-time strategy gamers (HTK, KJK), pp. 1–8.
CoGCIG-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.
CoGCIG-2014-LeeceJ #markov #modelling #random #using
Opponent state modeling in RTS games with limited information using Markov random fields (MAL, AJ), pp. 1–7.
CoGCIG-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.
CoGCIG-2014-LiuLB #behaviour #effectiveness #evolution
Evolving effective micro behaviors in RTS game (SL0, SJL, CAB), pp. 1–8.
CoGCIG-2014-LopesLY #authoring
The C2create authoring tool: Fostering creativity via game asset creation (PLL, AL, GNY), pp. 1–2.
CoGCIG-2014-MahmoudLWA #approach #visual notation
Believable NPCs in serious games: HTN planning approach based on visual perception (IMM, LL, DW, MZA), pp. 1–8.
CoGCIG-2014-OhCK #learning
Imitation learning for combat system in RTS games with application to starcraft (ISO, HCC, KJK), pp. 1–2.
CoGCIG-2014-ParkK #learning #using
Learning to play fighting game using massive play data (HSP, KJK), pp. 1–2.
CoGCIG-2014-PerezSL #knowledge-based #performance #video
Knowledge-based fast evolutionary MCTS for general video game playing (DPL, SS, SML), pp. 1–8.
CoGCIG-2014-PreussLT
Searching for good and diverse game levels (MP, AL, JT), pp. 1–8.
CoGCIG-2014-RungeGGF #predict #social
Churn prediction for high-value players in casual social games (JR, PG, FG, BF), pp. 1–8.
CoGCIG-2014-SamothrakisRPL
Rolling horizon methods for games with continuous states and actions (SS, SAR, DPL, SML), pp. 1–8.
CoGCIG-2014-SanseloneSSPD #monte carlo #using
Constrained control of non-playing characters using Monte Carlo Tree Search (MS, SS, CS, DP, YD), pp. 1–8.
CoGCIG-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.
CoGCIG-2014-SwiechowskiM #logic #prolog
Prolog versus specialized logic inference engine in General Game Playing (MS, JM), pp. 1–8.
CoGCIG-2014-SzubertJ #difference #learning #network
Temporal difference learning of N-tuple networks for the game 2048 (MGS, WJ), pp. 1–8.
CoGCIG-2014-TakLW #monte carlo
Monte Carlo Tree Search variants for simultaneous move games (MJWT, ML, MHMW), pp. 1–8.
CoGCIG-2014-ThillBKK #difference #learning
Temporal difference learning with eligibility traces for the game connect four (MT, SB, PK, WK), pp. 1–8.
CoGCIG-2014-TremblayTV #algorithm #approach
An algorithmic approach to analyzing combat and stealth games (JT, PAT, CV), pp. 1–8.
CoGCIG-2014-VachiratampornMFN #adaptation #implementation
An implementation of affective adaptation in survival horror games (VV, KM, KiF, MN), pp. 1–8.
CoGCIG-2014-WatsonBV #automation #design
Automated design for playability in computer game agents (SW, WB, AV), pp. 1–8.
CoGCIG-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.
DiGRADiGRA-2014-BreyerMK #evaluation #interactive
Isomorphic Game Interaction Technique Patterns for Single Button: Definition and Evaluation (FB, SM, JK).
DiGRADiGRA-2014-Christiansen #heuristic #persuasion
Presence and Heuristic Cues: Cognitive Approaches to Persuasion in Games (PC).
DiGRADiGRA-2014-Christiansen14a #named
Thanatogaming: Death, Videogames, and the Biopolitical State (PC).
DiGRADiGRA-2014-HoogenBI #approach #behaviour
Pressure at Play: Measuring Player Approach and Avoidance Behaviour through the Keyboard (WvdH, EB, WAI).
DiGRADiGRA-2014-HowellSE #component
Disrupting the Player's Schematised Knowledge of Game Components (PH, BS, ME).
DiGRADiGRA-2014-Huh #case study #what
What makes young children active game players; ethnographic case study (YJH).
DiGRADiGRA-2014-Karlsen
Analysing the history of game controversies (FK).
DiGRADiGRA-2014-Marklund #comprehension #learning
Out of Context - Understanding the Practicalities of Learning Games (BM).
DiGRADiGRA-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).
DiGRADiGRA-2014-OlssonBD #comprehension #concept #design
The Conceptual Relationship Model: Understanding Patterns and Mechanics in Game Design (CMO, SB, SD).
DiGRADiGRA-2014-ReuterWGS #collaboration #design pattern #interactive
Game Design Patterns for Collaborative Player Interactions (CR0, VW, SG0, RS).
DiGRADiGRA-2014-SalisburyT
Contextualizing Flow in Games (JS, PT).
DiGRADiGRA-2014-SchottMN #experience #using #what
Exploring the Cause of Game (Derived) Arousal: What biometric accounts of player experience revealed (GS, RM, LN).
DiGRADiGRA-2014-Vella #modelling
Modeling the Semiotic Structure of Game Characters (DV).
FDGFDG-2014-AltizerZ #education #industrial
Pitch perfect or exploring pitching practices in industry and games education (RA, JPZ).
FDGFDG-2014-Back #feedback
'Knock Once for Yes' - Knocking as feedback in the location-based game passing on (JB).
FDGFDG-2014-BackW #design #experience #pervasive
Codename Heroes - Designing for experience in public places in a long term pervasive game (JB, AW).
FDGFDG-2014-BakkesW #challenge #design #personalisation
Design criteria for challenge balancing of personalised game spaces (SB, SW).
FDGFDG-2014-BechtB #named #predict #video
meIRL-BC: Predicting player positions in video games (IB, SB).
FDGFDG-2014-BehnkeAB
Must be 13 to play: Addressing children participation in networked games (KAB, MLA, JKB).
FDGFDG-2014-BlodgettS #community #women
#1ReasonWhy: Game communities and the invisible woman (BB, AS).
FDGFDG-2014-BroeckhovenT #aspect-oriented #learning #specification #using
Specifying the pedagogical aspects of narrative-based digital learning games using annotations (FVB, ODT).
FDGFDG-2014-BuckthalK
(Re)telling chess stories as game content (EB, FK).
FDGFDG-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).
FDGFDG-2014-CardonaHTF
Open Trumps, a data game (ABC, AWH, JT, MGF).
FDGFDG-2014-CarmichaelM14a
Chronologically nonlinear techniques in traditional media and games (GC, DM).
FDGFDG-2014-CharbonneauBBML #how
Dance Enhanced: Investigating how earning content through exertion impacts dance game enjoyment (EC, SB, JNB, F'M, JJLJ).
FDGFDG-2014-ChauvinLDN #approach
An out-of-character approach to emergent game narratives (SC, GL, JYD, SN).
FDGFDG-2014-Grace #analysis #estimation
A linguistic analysis of games: Verbs and nouns for content estimation (LDG).
FDGFDG-2014-Grace14a
Big Huggin': Affection gaming for alternative play (LDG).
FDGFDG-2014-Grace14b
Black Like Me? Embedding 2-tiered procedural rhetoric in a critical game (LDG).
FDGFDG-2014-Grace14c #design
Equal opportunity affection games, critical design in Stolen Kisses (LDG).
FDGFDG-2014-GraceS #comprehension #evolution
The psychology of play: Understanding digital game evolution through developmental psychology (LDG, BS).
FDGFDG-2014-GuimaraesJ #development #difference #gender
Gender differences in videogame development classes: U.S. and the U.A.E (MAMG, LJ).
FDGFDG-2014-HarrellKLLSMO #authoring #framework #platform
Authoring conversational narratives in games with the Chimeria platform (DFH, DK, CUL, JL, AS, JM, DO).
FDGFDG-2014-HicksCB #identification #quality
Part of the game: Changing level creation to identify and filter low quality user-generated levels (AH, VC, TB).
FDGFDG-2014-Holmes #editing #multi
A web-based editor for multiplayer choice games (IH).
FDGFDG-2014-HolmgardLTY #generative #modelling
Generative agents for player decision modeling in games (CH, AL, JT, GNY).
FDGFDG-2014-Juul #authentication #independence
High-tech low-tech authenticity: The creation of independent style at the Independent Games Festival (JJ).
FDGFDG-2014-Koenitz
Reflecting civic protest - the Occupy Istanbul game (HK).
FDGFDG-2014-LochrieGGC #design #social
Mobilising Monopoly: Game design, place and social values (ML, AG, AG, PC).
FDGFDG-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).
FDGFDG-2014-LoparevLMB #video
Introducing shared character control to existing video games (AL, WSL, KIM, JPB).
FDGFDG-2014-MaungCGWLBMGA #development #effectiveness
Development of Recovery Rapids - A game for cost effective stroke therapy (DM, RC, LVG, LWC, LPL, AB, RJM, JG, JA).
FDGFDG-2014-MorelliLFF
An exergame to improve balance in children who are blind (TM, LL, JF, EF).
FDGFDG-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).
FDGFDG-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).
FDGFDG-2014-NielsenAP #challenge #health
Challenges for game addiction as a mental health diagnosis (RKLN, EA, AP).
FDGFDG-2014-NordinCHAG #experience
The effect of surroundings on gaming experience (AIN, PAC, MH, AA0, EHCG).
FDGFDG-2014-OsbornM #difference #independence #metric
A game-independent play trace dissimilarity metric (JCO, MM).
FDGFDG-2014-RankinTIH #design #student
From consumers to producers: African American middle school students as game designers (YAR, JOT, II, SMH).
FDGFDG-2014-RobbinsI
Pixel Motion: A surveillance camera-enabled public digital game (HR, KI).
FDGFDG-2014-Robinson #comparative
Let's Roll: Comparative representations of empire in board games (WR).
FDGFDG-2014-RodenL #android #case study #development #education #experience
Experiences teaching a course in Android game development (TER, RL).
FDGFDG-2014-RoweLML #design #education #learning
Play in the museum: Designing game-based learning environments for informal education settings (JPR, EVL, BWM, JCL).
FDGFDG-2014-RozenD #adaptation
Adapting game mechanics with Micro-Machinations (RvR, JD).
FDGFDG-2014-Ruggiero #persuasion #towards
The effect of a persuasive game on attitude towards the homeless (DR).
FDGFDG-2014-RuggieroMDB #design #development
Alphabet Soup: Design and development of a short form game (DR, SM, CD, JB).
FDGFDG-2014-Rusch #design #experience #health #what
Games about mental health - Designing the experience of “What it's Like” (DCR).
FDGFDG-2014-Schreiber #education #named #transitive
Harmony: A game to teach transitive game balance (IS).
FDGFDG-2014-SchutterA #design #using
Gradequest - Evaluating the impact of using game design techniques in an undergraduate course (BDS, VVA).
FDGFDG-2014-SiPT #analysis #automation #realtime
Automated terrain analysis in real-time strategy games (CS, YP, CTT).
FDGFDG-2014-SiuZR #collaboration #contest #design #evaluation
Collaboration versus competition: Design and evaluation of mechanics for games with a purpose (KS, AZ, MOR).
FDGFDG-2014-TanSRP #crowdsourcing
Initial perceptions of a casual game to crowdsource facial expressions in the wild (CTT, HS, DR, YP).
FDGFDG-2014-TanSRP14a #crowdsourcing
A game to crowdsource data for affective computing (CTT, HS, DR, YP).
FDGFDG-2014-TaylorP #developer #women
Aussie women game developers (DMT, YP).
FDGFDG-2014-TremblayDV
Target selection for AI companions in FPS games (JT, CD, CV).
FDGFDG-2014-TremblayTV
Measuring risk in stealth games (JT, PAT, CV).
FDGFDG-2014-Tuite #named #problem
GWAPs: Games with a problem (KT).
FDGFDG-2014-WintersZ #3d #composition
Guiding players through structural composition patterns in 3D adventure games (GJW, JZ).
FDGFDG-2014-YangHR #identification #predict
Identifying patterns in combat that are predictive of success in MOBA games (PY, BEH, DLR).
FDGFDG-2014-ZookFR #automation #learning #parametricity
Automatic playtesting for game parameter tuning via active learning (AZ, EF, MOR).
CoGVS-Games-2014-Bennett #framework #generative #semantics
Semantic Content Generation Framework for Game Worlds (MB), pp. 1–8.
CoGVS-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.
CoGVS-Games-2014-ChaudyCH #developer #education #named
EngAGe: A Link between Educational Games Developers and Educators (YC, TMC, TH), pp. 1–7.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2014-DoukianouPDC #evaluation #usability
A Usability Evaluation of Game-Based Approaches Assessing Risk and Delayed Gratification (SD, PP, ID, JC0), pp. 1–8.
CoGVS-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.
CoGVS-Games-2014-LorenziniBCNET #collaboration #education #named
LawVille: A Collaborative Serious Game for Citizenship Education (CL, RB, MC, MN, CE, FT), pp. 1–2.
CoGVS-Games-2014-MarklundBE #challenge #education
The Practicalities of Educational Games: Challenges of Taking Games into Formal Educational Settings (BBM, PB, HE), pp. 1–8.
CoGVS-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.
CoGVS-Games-2014-MayrHP #constraints #design
The Trauma Treatment Game: Design Constraints for Serious Games in Psychotherapy (SM, WH, PP), pp. 1–6.
CoGVS-Games-2014-NgDC #process
Applying Activity Theory in Comparatively Evaluating Serious Games (TN0, KD, AC), pp. 1–7.
CoGVS-Games-2014-SloanGD #collaboration #student
A Sweetspot for Innovation: Developing Games with Purpose through Student-Staff Collaboration (RJSS, DG, ID), pp. 1–8.
CoGVS-Games-2014-Thong #education #learning
Situated Learning with Role-Playing Games to Improve Transfer of Learning in Tertiary Education Classrooms (LPT), pp. 1–5.
CoGVS-Games-2014-Vaseva
The Potential of Serious Games Based on Literary Plots to Develop Knowledge, Skills and Habitual Patterns (DV), pp. 1–4.
CoGVS-Games-2014-ZavcerMP #design pattern #towards
Design Pattern Canvas: Towards Co-Creation of Unified Serious Game Design Patterns (GZ, SM, PP), pp. 1–2.
GRAPHITEGRAPHITE-2014-KantP #generative
Generating and Solving Symbolic Parity Games (GK, JvdP), pp. 2–14.
CHICHI-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.
CHICHI-2014-CairnsLWN #mobile
The influence of controllers on immersion in mobile games (PC, JL, WW, AIN), pp. 371–380.
CHICHI-2014-ChenKH #health
“Healthifying” exergames: improving health outcomes through intentional priming (FXC, ACK, EBH), pp. 1855–1864.
CHICHI-2014-DownsVHLS #experience #social
Audience experience in social videogaming: effects of turn expectation and game physicality (JD, FV, SH, SL, WS), pp. 3473–3482.
CHICHI-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.
CHICHI-2014-GarnerWPMM #named #representation
i-dentity: innominate movement representation as engaging game element (JG, GW, SP, MM, FM), pp. 2181–2190.
CHICHI-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.
CHICHI-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.
CHICHI-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.
CHICHI-2014-HamiltonGK #community #streaming
Streaming on twitch: fostering participatory communities of play within live mixed media (WAH, OG, AK), pp. 1315–1324.
CHICHI-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.
CHICHI-2014-HunterMTIH #distance #exclamation #video
WaaZam!: supporting creative play at a distance in customized video environments (SEH, PM, AT, KMI, SMH), pp. 1197–1206.
CHICHI-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.
CHICHI-2014-MeklerBTO #overview
A systematic review of quantitative studies on the enjoyment of digital entertainment games (EDM, JAB, ANT, KO), pp. 927–936.
CHICHI-2014-MuellerGVE #design #process
Supporting the creative game design process with exertion cards (FM, MRG, FV, DE), pp. 2211–2220.
CHICHI-2014-MuellerI #guidelines
Movement-based game guidelines (FM, KI), pp. 2191–2200.
CHICHI-2014-NguyenDCWD
DoDo game, a color vision deficiency screening test for young children (LCN, EYLD, AC, YW, HBLD), pp. 2289–2292.
CHICHI-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.
CHICHI-2014-ParkLMMHS
Human factors of speed-based exergame controllers (TP, UL, SM, MM, IH, JS), pp. 1865–1874.
CHICHI-2014-PilliasRL #design #lessons learnt #video
Designing tangible video games: lessons learned from the sifteo cubes (CP, RRB, GL), pp. 3163–3166.
CHICHI-2014-Ruggiero #learning #named #persuasion #student #towards #video
Spent: changing students’ affective learning toward homelessness through persuasive video game play (DNR), pp. 3423–3432.
CHICHI-2014-SchildLM #3d #behaviour #design #using #video
Altering gameplay behavior using stereoscopic 3D vision-based video game design (JS, JJLJ, MM), pp. 207–216.
CHICHI-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.
CHICHI-2014-Smith #analysis #comprehension #generative
Understanding procedural content generation: a design-centric analysis of the role of PCG in games (GS), pp. 917–926.
CHICHI-2014-TanLS #case study #experience #video
Combining think-aloud and physiological data to understand video game experiences (CTT, TWL, SS), pp. 381–390.
CHICHI-2014-TewariC #what
What did spot hide?: a question-answering game for preschool children (AT, JC), pp. 1807–1816.
CHICHI-2014-UzorB #using
Investigating the long-term use of exergames in the home with elderly fallers (SU, LB), pp. 2813–2822.
CHICHI-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.
CHICHI-2014-Wohn #online #social
Spending real money: purchasing patterns of virtual goods in an online social game (DYW), pp. 3359–3368.
CHICHI-2014-ZaczynskiW #design #guidelines #interactive
Establishing design guidelines in interactive exercise gaming: preliminary data from two posing studies (MZ, ADW), pp. 1875–1884.
CSCWCSCW-2014-ProcykN #design #evaluation #named
GEMS: the design and evaluation of a location-based storytelling game (JP, CN), pp. 1156–1166.
CSCWCSCW-2014-RatanH #design
Playing well with virtual classmates: relating avatar design to group satisfaction (RR, BSH), pp. 564–573.
CSCWCSCW-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.
CSCWCSCW-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.
HCIDHM-2014-PanneseMLADB #named
Pegaso: A Serious Game to Prevent Obesity (LP, DM, PL, SA, ID, TB), pp. 427–435.
HCIDUXU-DI-2014-BrandseT14a #categorisation #challenge #design #video
Challenge Design and Categorization in Video Game Design (MB, KT), pp. 669–677.
HCIDUXU-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.
HCIDUXU-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.
HCIDUXU-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.
HCIDUXU-DI-2014-NovickVSG #analysis #empirical #usability
Empirical Analysis of Playability vs. Usability in a Computer Game (DGN, JV, BS, IG), pp. 720–731.
HCIDUXU-DI-2014-Riha #information management
Cutscenes in Computer Games as an Information System (DR), pp. 661–668.
HCIDUXU-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.
HCIDUXU-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.
HCIDUXU-DI-2014-VianaN #artificial reality #interactive
Immersive Interactive Narratives in Augmented Reality Games (BSV, RN), pp. 773–781.
HCIDUXU-DI-2014-Wanner #design #empirical #simulation
Serious Economic Games: Designing a Simulation Game for an Economic Experiment (DW), pp. 782–793.
HCIDUXU-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.
HCIDUXU-TMT-2014-DanylakK
The Language Game (RD, KK), pp. 55–63.
HCIDUXU-TMT-2014-Elias
The Bridge — A Transmedia Dialogue between TV, Film and Gaming (HE), pp. 548–559.
HCIDUXU-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.
HCIDUXU-TMT-2014-ZhuF #heuristic #online
Developing Playability Heuristics for Computer Games from Online Reviews (MZ, XF), pp. 496–505.
HCIHCI-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.
HCIHCI-AS-2014-BovetR #experience
Assembling the Collective Experience of a Serious Game Mediation as an Interactional Practice (AB, MR), pp. 571–580.
HCIHCI-AS-2014-ChyeSN
An Exergame for Encouraging Martial Arts (CC, MS, TN), pp. 221–232.
HCIHCI-AS-2014-DutzHKGS #mobile #user interface
User Interfaces of Mobile Exergames (TD, SH, MK, SG, RS), pp. 244–255.
HCIHCI-AS-2014-LouLP #distance #how
Distance Effect: Where You Stand Determines How Promptly You Interact with Game (XL, AXL, RP), pp. 614–621.
HCIHCI-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.
HCIHCI-AS-2014-Nakanishi #prototype #simulation #visualisation
Prototyping for Digital Sports Integrating Game, Simulation and Visualization (YN), pp. 634–642.
HCIHCI-AS-2014-SengulCOTE #3d #integration #user interface
Haptic User Interface Integration for 3D Game Engines (GS, NEÇ, , ET, BE), pp. 654–662.
HCIHIMI-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.
HCILCT-TRE-2014-FonsecaGNTPMM #education #named #social
BIZZY — A Social Game for Entrepreneurship Education (BF, RG, RRN, MST, HP, LM, PM), pp. 33–41.
HCILCT-TRE-2014-Hayes14a #approach #development #learning #simulation
An Approach to Holistic Development of Serious Games and Learning Simulations (ATH), pp. 42–49.
HCILCT-TRE-2014-RouillardSDC #agile #mobile #prototype
Rapid Prototyping for Mobile Serious Games (JR, AS, BD, RC), pp. 194–205.
HCISCSM-2014-RayaRRP #adaptation #using
Using Serious Games to Train Adaptive Emotional Regulation Strategies (MAR, ARO, BR, EP), pp. 541–549.
HCISCSM-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.
ICEISICEIS-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.
ICEISICEIS-v3-2014-BuchdidPB #design
Playing Cards and Drawing with Patterns — Situated and Participatory Practices for Designing iDTV Applications (SBB, RP, MCCB), pp. 14–27.
ICEISICEIS-v3-2014-MatsumotoY
Psychological Effect of Robot Interruption in Game (MM, HY), pp. 133–137.
CIKMCIKM-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.
CIKMCIKM-2014-RokickiCZS #crowdsourcing #design #effectiveness
Competitive Game Designs for Improving the Cost Effectiveness of Crowdsourcing (MR, SC, SZ, SS), pp. 1469–1478.
ICMLICML-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.
ICPRICPR-2014-AlmogahedK #named #using
NEATER: Filtering of Over-sampled Data Using Non-cooperative Game Theory (BAA, IAK), pp. 1371–1376.
ICPRICPR-2014-BanerjeeCM #automation #classification #generative #wiki
Playscript Classification and Automatic Wikipedia Play Articles Generation (SB, CC, PM), pp. 3630–3635.
ICPRICPR-2014-ChakeriH #approach #clustering #framework #set
Dominant Sets as a Framework for Cluster Ensembles: An Evolutionary Game Theory Approach (AC, LOH), pp. 3457–3462.
ICPRICPR-2014-TouaziMB #feature model
Feature Selection Scheme Based on Zero-Sum Two-Player Game (AT, FM, DB), pp. 1342–1347.
KRKR-2014-ClercqBSCN #programming #set #using
Using Answer Set Programming for Solving Boolean Games (SDC, KB, SS, MDC, AN).
KRKR-2014-GirleaAG
Tracking Beliefs and Intentions in the Werewolf Game (CLG, EA, RG).
KRKR-2014-IanovskiO
EGuaranteeNash for Boolean Games Is NEXP-Hard (EI, LO).
RecSysRecSys-2014-WaldnerV #exclamation #recommendation #timeline #twitter
Emphasize, don’t filter!: displaying recommendations in Twitter timelines (WW, JV), pp. 313–316.
SEKESEKE-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.
SIGIRSIGIR-2014-LuoZY #probability
Win-win search: dual-agent stochastic game in session search (JL, SZ, HY), pp. 587–596.
POPLPOPL-2014-BeyeneCPR #approach #constraints #graph #infinity
A constraint-based approach to solving games on infinite graphs (TAB, SC, CP, AR), pp. 221–234.
POPLPOPL-2014-MurawskiT #interface #java #semantics
Game semantics for interface middleweight Java (ASM, NT), pp. 517–528.
PPDPPPDP-2014-NilssonP #declarative #programming #tutorial
Declarative Game Programming: Distilled Tutorial (HN, IP), pp. 159–160.
QAPLQAPL-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.
RERE-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.
RERE-2014-PutnamC #approach #multi #requirements
Therapist-centered requirements: A multi-method approach of requirement gathering to support rehabilitation gaming (CP, JC), pp. 13–22.
RERE-2014-TohonenKM #case study
Evaluating the business value of information technology: Case study on game management system (HT, MK, TM), pp. 283–292.
REFSQREFSQ-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.
REFSQREFSQ-2014-KasurinenMS #development #question #requirements
Is Requirements Engineering Useless in Game Development? (JK, AM, KS), pp. 1–16.
FSEFSE-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.
ICSEICSE-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.
SACSAC-2014-ChaturvediP #component #ontology
Ontology driven builder pattern: a plug and play component (AC, TVP), pp. 1055–1057.
SACSAC-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.
SACSAC-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.
SACSAC-2014-NunesNR #contest #people
Motivating people to perform better in exergames: competition in virtual environments (MBN, LPN, VR), pp. 970–975.
DACDAC-2014-PathaniaJPM #3d #cpu #gpu #mobile #power management
Integrated CPU-GPU Power Management for 3D Mobile Games (AP, QJ, AP, TM), p. 6.
PDPPDP-2014-KotenkoDC #graph #metric #security
Security Metrics Based on Attack Graphs for the Olympic Games Scenario (IVK, ED, AC), pp. 561–568.
FoSSaCSFoSSaCS-2014-AvniKT
Network-Formation Games with Regular Objectives (GA, OK, TT), pp. 119–133.
FoSSaCSFoSSaCS-2014-BertrandFS #configuration management #network
Playing with Probabilities in Reconfigurable Broadcast Networks (NB, PF, AS), pp. 134–148.
FoSSaCSFoSSaCS-2014-Chatterjee0GO #probability
Perfect-Information Stochastic Mean-Payoff Parity Games (KC, LD, HG, YO), pp. 210–225.
FoSSaCSFoSSaCS-2014-Chatterjee0NV #complexity #probability
The Complexity of Partial-Observation Stochastic Parity Games with Finite-Memory Strategies (KC, LD, SN, MYV), pp. 242–257.
FoSSaCSFoSSaCS-2014-Lang #automaton #graph #reachability
Resource Reachability Games on Pushdown Graphs (ML0), pp. 195–209.
FoSSaCSFoSSaCS-2014-MurawskiT #exception #semantics
Game Semantics for Nominal Exceptions (ASM, NT), pp. 164–179.
STOCSTOC-2014-Mehta #constant #rank
Constant rank bimatrix games are PPAD-hard (RM), pp. 545–554.
CAVCAV-2014-NarodytskaLBRW
Solving Games without Controllable Predecessor (NN, AL, FB, LR, AW), pp. 533–540.
ICSTICST-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.
IJCARIJCAR-2014-AvniKT #reachability #specification
From Reachability to Temporal Specifications in Cost-Sharing Games (GA, OK, TT), pp. 1–15.
LICSLICS-CSL-2014-AbdullaAHMKT #energy #infinity
Infinite-state energy games (PAA, MFA, PH, RM, KNK, PT), p. 10.
LICSLICS-CSL-2014-BrenguierRS #complexity
The complexity of admissibility in ω-regular games (RB, JFR, MS), p. 10.
LICSLICS-CSL-2014-BruyereMR
Secure equilibria in weighted games (VB, NM, JFR), p. 26.
LICSLICS-CSL-2014-CastellanCW #concurrent #symmetry
Symmetry in concurrent games (SC, PC, GW), p. 10.
LICSLICS-CSL-2014-GutierrezW #concurrent
Equilibria of concurrent games on event structures (JG, MW), p. 10.
LICSLICS-CSL-2014-LevyS
Transition systems over games (PBL, SS), p. 10.
LICSLICS-CSL-2014-RouxP #infinity
Infinite sequential games with real-valued payoffs (SLR, AP), p. 10.
LICSLICS-CSL-2014-TsukadaO #composition #higher-order #model checking
Compositional higher-order model checking via ω-regular games over Böhm trees (TT, CHLO), p. 10.
VMCAIVMCAI-2014-Chatterjee0FR
Doomsday Equilibria for Omega-Regular Games (KC, LD, EF, JFR), pp. 78–97.
JCDLJCDL-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.
SIGMODSIGMOD-2013-SametSA #database
Indexing methods for moving object databases: games and other applications (HS, JS, MA), pp. 169–180.
CSEETCSEET-2013-RongZS #education #process
Applying competitive bidding games in software process education (GR, HZ, DS), pp. 129–138.
ITiCSEITiCSE-2013-BergesH #concept #specification
Concept specification maps: displaying content structures (MB, PH), pp. 291–296.
ITiCSEITiCSE-2013-GouwsBW #education #evaluation #process
Computational thinking in educational activities: an evaluation of the educational game light-bot (LAG, KLB, PW), pp. 10–15.
ITiCSEITiCSE-2013-JohnsonCH #contest #development #learning
Learning elsewhere: tales from an extracurricular game development competition (CJ, AC, SH), pp. 70–75.
ITiCSEITiCSE-2013-Law13a #feedback #programming #student #using
Using screencasts to enhance coursework feedback for game programming students (RL), p. 329.
ITiCSEITiCSE-2013-Scharlau #development #education
Games for teaching software development (BAS), pp. 303–308.
SIGITESIGITE-2013-Gibbons #design #framework #named
COR: a new course framework based on elements of game design (TEG), pp. 77–82.
SIGITESIGITE-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.
SIGITESIGITE-2013-McGillSD #source code #student
Demographics of undergraduate students in game degree programs in the US and UK (MM, AS, AD), pp. 43–50.
SIGITESIGITE-2013-SettleMD #industrial #question
Diversity in the game industry: is outreach the solution? (AS, MM, AD), pp. 171–176.
ICALPICALP-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.
ICALPICALP-v1-2013-FotakisT #on the #power of
On the Power of Deterministic Mechanisms for Facility Location Games (DF, CT), pp. 449–460.
ICALPICALP-v1-2013-Grier #finite
Deciding the Winner of an Arbitrary Finite Poset Game Is PSPACE-Complete (DG), pp. 497–503.
ICALPICALP-v1-2013-Velner #complexity #infinity
The Complexity of Infinitely Repeated Alternating Move Games (YV), pp. 816–827.
ICALPICALP-v2-2013-ChristodoulouG #polynomial
Price of Stability in Polynomial Congestion Games (GC, MG), pp. 496–507.
ICALPICALP-v2-2013-Gelderie #composition
Strategy Composition in Compositional Games (MG), pp. 263–274.
ICALPICALP-v2-2013-GenestGMW #architecture
Asynchronous Games over Tree Architectures (BG, HG, AM, IW), pp. 275–286.
LATALATA-2013-HutagalungLL #automaton #simulation
Revealing vs. Concealing: More Simulation Games for Büchi Inclusion (MH, ML, ÉL), pp. 347–358.
IFMIFM-2013-MorgensternGS #incremental #induction #using
Solving Games Using Incremental Induction (AM, MG, KS), pp. 177–191.
TLCATLCA-2013-BerardiT #backtracking #logic #semantics #subclass
Games with Sequential Backtracking and Complete Game Semantics for Subclassical Logics (SB, MT), pp. 61–76.
TLCATLCA-2013-Blot
Realizability for Peano Arithmetic with Winning Conditions in HON Games (VB), pp. 77–92.
AIIDEAIIDE-2013-DragertKV #composition #reuse #using
Scythe AI: A Tool for Modular Reuse of Game AI (CD, JK, CV).
AIIDEAIIDE-2013-Isla
Third Eye Crime: Building a Stealth Game Around Occupancy Maps (DI).
AIIDEAIIDE-2013-JaideeM #modelling #realtime
Modeling Unit Classes as Agents in Real-Time Strategy Games (UJ, HMA).
AIIDEAIIDE-2013-LeeceJ #learning #reasoning
Reinforcement Learning for Spatial Reasoning in Strategy Games (MAL, AJ).
AIIDEAIIDE-2013-LiapisYT #towards
Towards a Generic Method of Evaluating Game Levels (AL, GNY, JT).
AIIDEAIIDE-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).
AIIDEAIIDE-2013-NogueiraRON #case study #comprehension #experience
Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games (PAN, RAR, ECO, LEN).
AIIDEAIIDE-2013-Ontanon #combinator #multi #problem #realtime
The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games (SO).
AIIDEAIIDE-2013-OsbornGM #composition
Modular Computational Critics for Games (JCO, AG, MM).
AIIDEAIIDE-2013-TomaiSF #recursion
Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines (ET, RS, RF).
AIIDEAIIDE-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).
CoGCIG-2013-AshlockG
Creativity and competitiveness in polyomino-developing game playing agents (DA, JG), pp. 1–8.
CoGCIG-2013-DrachenS #visualisation
Spatial game analytics and visualization (AD, MS), pp. 1–8.
CoGCIG-2013-FurtakB #monte carlo #recursion
Recursive Monte Carlo search for imperfect information games (TF, MB), pp. 1–8.
CoGCIG-2013-Greenwood
A tag-mediated game designed to study cooperation in human populations (GWG), pp. 1–7.
CoGCIG-2013-HarrisonR #adaptation
Analytics-driven dynamic game adaption for player retention in Scrabble (BEH, DLR), pp. 1–8.
CoGCIG-2013-HingstonCK #mobile #question
Mobile games with intelligence: A killer application? (PH, CBC, GK), pp. 1–7.
CoGCIG-2013-LiapisMTY #adaptation #evolution #interactive
Adaptive game level creation through rank-based interactive evolution (AL, HPM, JT, GNY), pp. 1–8.
CoGCIG-2013-LiuLN #behaviour #effectiveness #using
Using CIGAR for finding effective group behaviors in RTS game (SL0, SJL, MNN), pp. 1–8.
CoGCIG-2013-MaggioreSDPBS #adaptation #named #realtime
LGOAP: Adaptive layered planning for real-time videogames (GM, CS, DD, FP, HB, PS), pp. 1–8.
CoGCIG-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.
CoGCIG-2013-ReganB #modelling
Psychometric modeling of decision making via game play (KWR, TB), pp. 1–8.
CoGCIG-2013-RiedlZ
AI for game production (MOR, AZ), pp. 1–8.
CoGCIG-2013-RobertsL #problem
Measuring interestingness of continuous game problems (SAR, SML), pp. 1–8.
CoGCIG-2013-Schaul #interactive #learning #modelling #video
A video game description language for model-based or interactive learning (TS), pp. 1–8.
CoGCIG-2013-ShakerSNST #analysis #automation #generative
Automatic generation and analysis of physics-based puzzle games (MS, MHS, OAN, NS, JT), pp. 1–8.
CoGCIG-2013-SifaB #analysis #behaviour #learning
Archetypical motion: Supervised game behavior learning with Archetypal Analysis (RS, CB), pp. 1–8.
CoGCIG-2013-TekofskySPHB
Play style: Showing your age (ST, PS, AP, HJvdH, JMB), pp. 1–8.
CoGCIG-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.
CoGCIG-2013-WiensDP #behaviour #learning #scalability
Creating large numbers of game AIs by learning behavior for cooperating units (SW, JD, SP), pp. 1–8.
CoGCIG-2013-YangR #information management
Knowledge discovery for characterizing team success or failure in (A)RTS games (PY, DLR), pp. 1–8.
DiGRADiGRA-2013-ArsenaultL #representation #visual notation
From Euclidean Space to Albertian Gaze : Traditions of Visual Representation in Games Beyond the Surface (DA, AL).
DiGRADiGRA-2013-BackeA
Ludic Zombies: An Examination of Zombieism in Games (HJB, EA).
DiGRADiGRA-2013-BackW #design #pervasive #women
“We are two strong women” - Designing Empowerment in a Pervasive Game (JB, AW).
DiGRADiGRA-2013-BizzocchiNDF #design #experience
The Role of Micronarrative in the Design and Experience of Digital Games (JB, MN, SD, NF).
DiGRADiGRA-2013-Cardona-RiveraY
A Cognitivist Theory of Affordances for Games (RECR, RMY).
DiGRADiGRA-2013-Chiapello #case study #design #formal method
Formalizing casual games: A study based on game designers' professional knowledge (LC).
DiGRADiGRA-2013-Conde-Pumpido #case study #concept #persuasion
A Conceptual Model for the Study of Persuasive Games (TdlHCP).
DiGRADiGRA-2013-Cote
(Re)Mark(s) of the Ninja: Replaying the Remnants (PMC).
DiGRADiGRA-2013-DeLeon
Rules in Computer Games Compared to Rules in Traditional Games (CD).
DiGRADiGRA-2013-DormannB #design pattern
Incongruous Avatars and Hilarious Sidekicks: Design Patterns for Comical Game Characters (CD, MB).
DiGRADiGRA-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).
DiGRADiGRA-2013-EklundA #maintenance
The strenuous task of maintaining and making friends: Tensions between play and friendship in MMOs (LE, KA).
DiGRADiGRA-2013-Fernandez-Vara #design
The Game's Afoot: Designing Sherlock Holmes (CFV).
DiGRADiGRA-2013-Ferrari13a #generative
From Generative to Conventional Play: MOBA and League of Legends (SF).
DiGRADiGRA-2013-FlanaganPSKC #design #metadata
Citizen Archivists at Play: Game Design for Gathering Metadata for Cultural Heritage Institutions (MF, SP, MS, GFK, PC).
DiGRADiGRA-2013-Garda #design
Nostalgia in Retro Game Design (MBG).
DiGRADiGRA-2013-Garner #case study
Ethnographic Fieldwork in the Study of Game Production (GG).
DiGRADiGRA-2013-Grace #analysis #web
Affection Games in Digital Play: A Content Analysis of Web Playable Games (LDG).
DiGRADiGRA-2013-Grace13a #case study
Big Huggin' A Case Study in Affection Gaming (LDG).
DiGRADiGRA-2013-GreuterT #identification #student
Engaging students in OH&S hazard identification through a game (SG, ST).
DiGRADiGRA-2013-HuggardMGTCM #comprehension
Understanding a Socially Awkward Digital Play Journey (AH, ADM, JG, CT, ADC, FM0).
DiGRADiGRA-2013-Karhulahti #challenge #exclamation
Puzzle Is Not a Game! Basic Structures of Challenge (VMK).
DiGRADiGRA-2013-Lamerichs
Cosplay - Material and Transmedial Culture in Play (NL).
DiGRADiGRA-2013-Lockett #case study #memory management
Memory of a Broken Dimension: a study in a politics of skill for experimental art games (WL).
DiGRADiGRA-2013-ManeroFF #case study #design
Stanislavky's System as a Game Design Method: A Case Study (BM, CFV, BFM).
DiGRADiGRA-2013-MartinG #case study
A Study of Team Cohesion and Player Satisfaction in two Face-to-Face Games (EM, JG).
DiGRADiGRA-2013-MayraLQ
Disciplinary Identity of Game Scholars: An Outline (FM, JVL, TQ).
DiGRADiGRA-2013-Monnens #quote
“I commenced an examination of a game called 'tit-tat-to'”: Charles Babbage and the “First” Computer Game (DM).
DiGRADiGRA-2013-Nordvall #design #interface
The Sightlence Game: Designing a Haptic Computer Game Interface (MN).
DiGRADiGRA-2013-Parker
Indie Game Studies Year Eleven (FP).
DiGRADiGRA-2013-PearceKS
Foreword - Proceedings of DiGRA 2013 : DeFragging Game Studies (CP, HWK, JS).
DiGRADiGRA-2013-PereiraR #comprehension
Understanding the Videogame Medium through Perspectives of Participation (LLP, LR).
DiGRADiGRA-2013-Prax #analysis #design
Game Design and Business Model: an Analysis of Diablo 3 (PP).
DiGRADiGRA-2013-Raczkowski #gamification
It's all fun and games... A history of ideas concerning gamification (FR).
DiGRADiGRA-2013-RyanG #case study #social #social media #twitter
Transforming Game Narrative through Social Media: Studying the Mass Effect Universe of Twitter (WR, ZG).
DiGRADiGRA-2013-Schweizer #comprehension
Understanding Videogame Cities (BS).
DiGRADiGRA-2013-SotamaaS
The Long Decade of Game Studies: Case of Finland (OS, JS).
DiGRADiGRA-2013-StaplesWM #design
DESIGN(er) META Game (CS, NW, VM).
DiGRADiGRA-2013-StokesWFW #collaboration #network
A Reality Game to Cross Disciplines: Fostering Networks and Collaboration (BS, JW, TF, SW).
DiGRADiGRA-2013-StollMCW #migration #simulation
Gaming the Gap: A Small World Simulation of Human Migration Response to Stressors (JS, IM, MC, DW).
DiGRADiGRA-2013-Swalwell #experience
Moving on from the Original Experience: Games history, preservation and presentation (MS).
DiGRADiGRA-2013-Tanenbaum #how
How I Learned to Stop Worrying and Love the Gamer: Reframing Subversive Play in Story-Based Games (JGT0).
DiGRADiGRA-2013-Totten #design #education
Teaching Serious Game App Design Through Client-based Projects (CT).
DiGRADiGRA-2013-Tran #health
Cops & Rubbers: A game promoting advocacy and empathy in support of public health and human rights of sex workers (LT).
DiGRADiGRA-2013-WarpefeltJV #behaviour #matrix #using
Analyzing the believability of game character behavior using the Game Agent Matrix (HW, MJ, HV).
DiGRADiGRA-2013-Wechselberger #learning #question
Learning and Enjoyment in Serious Gaming - Contradiction or Complement? (UW).
DiGRADiGRA-2013-WehbeN #analysis #human-computer #interface #research
An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers (RRW, LEN).
DiGRADiGRA-2013-WestecottEL
Feminist Art Game Praxis (EW, HE, AL).
DiGRADiGRA-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).
DiGRADiGRA-2013-Zagal #comprehension #education
Understanding Japanese Games Education (JPZ).
FDGFDG-2013-BarendregtF #design #interactive #learning #student
Course on interaction games and learning for interaction design students (WB, MvF), pp. 261–268.
FDGFDG-2013-Barik #behaviour #interactive #low level
Inferring cognitive behaviors from low-level user interactions in games (TB), pp. 459–461.
FDGFDG-2013-Battaglino
Moral dilemmas in role playing digital games (CB), pp. 462–464.
FDGFDG-2013-BegyS #named
MovMote: A game for studying interpretation (JB, SS), pp. 388–389.
FDGFDG-2013-Bjork #on the
On the foundations of digital games (SB), pp. 1–8.
FDGFDG-2013-BoyceSGB
BeadLoom Game (AKB, AS, CG, TB), pp. 390–392.
FDGFDG-2013-Burelli #experience
Virtual cinematography in games: Investigating the impact on player experience (PB), pp. 134–141.
FDGFDG-2013-Calleja
Narrative involvement in games (GC), pp. 9–16.
FDGFDG-2013-Carter
Ruthless play (MC), pp. 465–467.
FDGFDG-2013-CarterG #bound #contest #online
eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition (MC, MRG), pp. 47–54.
FDGFDG-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.
FDGFDG-2013-ConsalvoP #bound
Welcome to the discourse of the real: Constituting the boundaries of games and players (MC, CAP), pp. 55–62.
FDGFDG-2013-EklundB #internet
Parental mediation of digital gaming and internet use (LE, KHB), pp. 63–70.
FDGFDG-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.
FDGFDG-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.
FDGFDG-2013-FuaGPF #design
Designing serious games for elders (KCF, SG, DP, IF), pp. 291–297.
FDGFDG-2013-GaudlDB #behaviour #design #realtime
Behaviour oriented design for real-time-strategy games (SEG, SD, JJB), pp. 198–205.
FDGFDG-2013-GreenspanW
Whether to play or preserve the past?: Creating The Forgotten Worker Quest (BG, JRW), pp. 298–305.
FDGFDG-2013-Holmgard
Decision making styles in computer games (CH), pp. 468–471.
FDGFDG-2013-HolmgardYK #health #prototype
The games for health prototype (CH, GNY, RK), pp. 396–399.
FDGFDG-2013-JamesFW
Three corners of reward in computer games (BJ, BF, NW), pp. 368–371.
FDGFDG-2013-JanssenCG #framework
A framework for biometric playtesting of games (DPJ, LC, SG), pp. 423–424.
FDGFDG-2013-Karhulahti #concept #framework
Adventure games in kinesthetic videogame theory - A demand-based framework for conceptualizing the narrative (VMK), pp. 472–473.
FDGFDG-2013-KhaledY #adaptation
Village Voices: An adaptive game for conflict resolution (RK, GNY), pp. 425–426.
FDGFDG-2013-KnightMY
Space Maze: Experience-driven game camera control (YK, HPM, GNY), pp. 427–428.
FDGFDG-2013-KortemeyerTS
A Slower Speed of Light: Developing intuition about special relativity with games (GK, PT, SS), pp. 400–402.
FDGFDG-2013-KsuzSHPS #framework #named #platform
Valory: Simultaneous control of avatar and environment in a platform game (RK, MS, GH, TP, FS), pp. 429–430.
FDGFDG-2013-LiapisYT #authoring #sketching
Sentient Sketchbook: Computer-aided game level authoring (AL, GNY, JT), pp. 213–220.
FDGFDG-2013-LiLR #crowdsourcing #interactive
Crowdsourcing interactive fiction games (BL, SLU, MR), pp. 431–432.
FDGFDG-2013-LinssenG #named
AGENT: Awareness Game Environment for Natural Training (JL, TdG), pp. 433–434.
FDGFDG-2013-LlansoGGGE #architecture #component #learning
Tool-supported iterative learning of component-based software architecture for games (DL, MAGM, PPGM, PAGC, MSEN), pp. 376–379.
FDGFDG-2013-LopesHJB #adaptation #authoring #mobile #semantics
Gameplay semantics for authoring adaptivity in mobile games (RL, KH, LJ, RB), pp. 435–436.
FDGFDG-2013-Marklund #development #learning #on the
On the development of learning games (BBM), pp. 474–476.
FDGFDG-2013-MarklundBJ #collaboration
Children's collaboration in emergent game environments (BBM, PB, MJ), pp. 306–313.
FDGFDG-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.
FDGFDG-2013-McCoyTSRMW #design
Prom Week: Designing past the game/story dilemma (JM, MT, BS, AAR, MM, NWF), pp. 94–101.
FDGFDG-2013-MilamEBA #design #visual notation
Visual motion in a railed shooter game: A designer study (DM, MSEN, LB, BA), pp. 102–108.
FDGFDG-2013-MitgutschSVE
Movers and Shakers: Conversation and conflict in a serious game for tablets (KM, SS, SV, RE), pp. 403–405.
FDGFDG-2013-MolnarK #education #evaluation #integration
Seamless evaluation integration into IDS educational games (AM, PK), pp. 322–329.
FDGFDG-2013-Moring #question #representation
Play, metaphor and representation - a love triangle or une liaison dangereuse? (SM), pp. 17–25.
FDGFDG-2013-Myers #on the
On the absence of imaginative resistance in games (DM), pp. 26–30.
FDGFDG-2013-Nielsen #question
Refining game addiction questionnaires: Evidence for a natural cut-off point? (RN), pp. 437–438.
FDGFDG-2013-Nordvall #named
Sightlence: Haptics for games and accessibility (MN), pp. 406–409.
FDGFDG-2013-ORourkeBLBP #behaviour #education
The effects of age on player behavior in educational games (EO, EB, YEL, CB, ZP), pp. 158–165.
FDGFDG-2013-PapahristouR #named #using
AnyGammon: Playing backgammon variants using any board size (NP, IR), pp. 410–412.
FDGFDG-2013-Rapp #gamification
Beyond gamification: Enhancing user engagement through meaningful game elements (AR), pp. 485–487.
FDGFDG-2013-Rentschler #design #embedded #video
An examination of human values embedded in commercial video game design (KR), pp. 488–489.
FDGFDG-2013-Reuter #authoring #multi
Authoring multiplayer serious games (CR0), pp. 490–492.
FDGFDG-2013-RijnbouttHKB #detection #library #mobile #robust
A robust throw detection library for mobile games (ER, OH, RK, RB), pp. 443–444.
FDGFDG-2013-Ruggiero #social
Youth offenders developing social and technical skills through game creation (DR), pp. 445–446.
FDGFDG-2013-Ryan #design #education
That Ball Game: A game for teaching game design (MR), pp. 269–274.
FDGFDG-2013-RyanC
Integrating serious content into serious games (WR, DC), pp. 330–337.
FDGFDG-2013-RyanSVC #education #network #security #using
Network Nightmares: Using games to teach networks and security (WR, JS, DV, JC), pp. 413–416.
FDGFDG-2013-Schoenau-FogLLS #continuation #perspective
Narrative engagement in games - A continuation desire perspective (HSF, SL, TL, MTSS), pp. 384–387.
FDGFDG-2013-ShannonBGB #effectiveness #tutorial
Effective practices in game tutorial systems (AS, AKB, CG, TB), pp. 338–345.
FDGFDG-2013-ShepherdAZZT
Exploring genomes with a game engine (JJS, BA, WJZ, YZ, JT), pp. 447–448.
FDGFDG-2013-SmithBP #design
Quantifying over play: Constraining undesirable solutions in puzzle design (AMS, EB, ZP), pp. 221–228.
FDGFDG-2013-StieglerL
AI and human player cooperation in RTS games (AS, DJL), pp. 449–450.
FDGFDG-2013-SturnWPF
Landspotting - Games for improving global land cover (TS, MW, PP, SF), pp. 117–125.
FDGFDG-2013-TekofskySPHB #assessment #behaviour #named
PsyOps: Personality assessment through gaming behavior (ST, PS, AP, HJvdH, JMB), pp. 166–173.
FDGFDG-2013-TogeliusF
Bar chart ball, a data game (JT, MGF), pp. 451–452.
FDGFDG-2013-Toprak #comprehension
Understanding digital play in moving spaces (CT), pp. 496–498.
FDGFDG-2013-ToprakPHM #design #named
Cart-Load-O-Fun: Designing digital games for trams (CT, JP, HYH, FM0), pp. 126–133.
FDGFDG-2013-TremblayV #adaptation
Adaptive companions in FPS games (JT, CV), pp. 229–236.
FDGFDG-2013-Vella
It's a-me / Mario: Playing as a ludic character (DV), pp. 31–38.
FDGFDG-2013-Waern #analysis
Game analysis as a signature pedagogy of game studies (AW), pp. 275–282.
FDGFDG-2013-WagnerW #design
Iterative didactic design of serious games (MGW, TW), pp. 346–351.
FDGFDG-2013-ZagalB0 #design
Dark patterns in the design of games (JPZ, SB, CL0), pp. 39–46.
FDGFDG-2013-ZagalT #case study #difference
Cultural differences in game appreciation: A study of player game reviews (JPZ, NT), pp. 86–93.
CoGVS-Games-2013-AlavesaZ #pervasive
Combining Storytelling Tradition and Pervasive Gaming (PA, DZ), pp. 1–4.
CoGVS-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.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2013-DunwellLSFHA #approach #named
Metycoon: A Game-Based Approach to Career Guidance (ID, PL, KS, SdF, MH, SA), pp. 1–6.
CoGVS-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.
CoGVS-Games-2013-FranzwaTJ #design #learning #student
Serious Game Design: Motivating Students through a Balance of Fun and Learning (CF, YT, AJ), pp. 1–7.
CoGVS-Games-2013-GuoQ #case study
Converting Sedentary Games to Exergames: A Case Study with a Car Racing Game (RG, JQ), pp. 1–8.
CoGVS-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.
CoGVS-Games-2013-LabradorGCF #experience
Playing Entrepreneurship as a Memorable Experience for All Sorts of Talented Warriors (EL, OG, AC, PBF), pp. 1–2.
CoGVS-Games-2013-LiarokapisVEP #human-computer #interface
Assessing Brain-Computer Interfaces for Controlling Serious Games (FL, AV, AE, PP), pp. 1–4.
CoGVS-Games-2013-LoaizaOCPALN #prototype #speech #video
A Video Game Prototype for Speech Rehabilitation (DL, CO, AC, AP, GIA, DL, AN), pp. 1–4.
CoGVS-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.
CoGVS-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.
CoGVS-Games-2013-Pignot #design #logic #using
Is Serious Games Design Political? The Competing Logics When Using a Game Engine (EP), pp. 1–2.
CoGVS-Games-2013-RibeiroAMP #case study #education
Serious Games in Formal Medical Education: An Experimental Study (CR, TA, MM, JMP), pp. 1–8.
CoGVS-Games-2013-Seebauer #social #social media
Measuring Climate Change Knowledge in a Social Media Game with a Purpose (SS), pp. 1–8.
CoGVS-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.
CoGVS-Games-2013-Wilkinson #education #learning
Affective Educational Games: Utilizing Emotions in Game-Based Learning (PW), pp. 1–8.
CoGVS-Games-2013-XuTBW #comprehension #motivation
Marketing Tourism via Electronic Games: Understanding the Motivation of Tourist Players (FX, FT, DB, JW), pp. 1–8.
CHICHI-2013-AnkolekarSY
Play it by ear: a case for serendipitous discovery of places with musicons (AA, TS, LY), pp. 2959–2968.
CHICHI-2013-BirkM #motivation
Control your game-self: effects of controller type on enjoyment, motivation, and personality in game (MB, RLM), pp. 685–694.
CHICHI-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.
CHICHI-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.
CHICHI-2013-FosterEG #contest #design #education
From competition to metacognition: designing diverse, sustainable educational games (SRF, SE, WGG), pp. 99–108.
CHICHI-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.
CHICHI-2013-HansenBRVK #design #reuse
Designing reusable alternate reality games (DLH, EMB, MR, AV, KK), pp. 1529–1538.
CHICHI-2013-HarpsteadMA #data analysis #education #learning
In search of learning: facilitating data analysis in educational games (EH, BAM, VA), pp. 79–88.
CHICHI-2013-HernandezYGFS #design
Designing action-based exergames for children with cerebral palsy (HAH, ZY, TCNG, DF, LS), pp. 1261–1270.
CHICHI-2013-KhaledNB #design #generative
Design metaphors for procedural content generation in games (RK, MJN, PB), pp. 1509–1518.
CHICHI-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.
CHICHI-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.
CHICHI-2013-MacveanR #behaviour #comprehension #motivation #physics #process
Understanding exergame users’ physical activity, motivation and behavior over time (APM, JR), pp. 1251–1260.
CHICHI-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.
CHICHI-2013-OrjiMVG #health #persuasion
Tailoring persuasive health games to gamer type (RO, RLM, JV, KMG), pp. 2467–2476.
CHICHI-2013-PeytonYL
Playing with leadership and expertise: military tropes and teamwork in an arg (TP, ALY, WGL), pp. 715–724.
CHICHI-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.
CHICHI-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.
CHICHI-2013-SeguraWMJ #design #physics #social
The design space of body games: technological, physical, and social design (EMS, AW, JM, CJ), pp. 3365–3374.
CHICHI-2013-TanenbaumAR #behaviour
Three perspectives on behavior change for serious games (JT, ANA, JR), pp. 3389–3392.
CSCWCSCW-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.
CSCWCSCW-2013-HuangYBC #functional #online #social
Functional or social?: exploring teams in online games (YH, WY, NB, NSC), pp. 399–408.
CSCWCSCW-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.
CSCWCSCW-2013-ParkLLLSSS #named #social
ExerSync: facilitating interpersonal synchrony in social exergames (TP, UL, BL, HL, SS, SS, JS), pp. 409–422.
HCIDHM-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.
HCIDHM-SET-2013-BrooksB #using #video
Facilitators’ Intervention Variance and Outcome Influence When Using Video Games with Fibromyalgia Patients (ALB, EPB), pp. 163–172.
HCIDHM-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.
HCIDUXU-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.
HCIDUXU-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.
HCIDUXU-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.
HCIDUXU-CXC-2013-EugeneBW #design
Math Fluency through Game Design (WE, TB, JW), pp. 189–198.
HCIDUXU-CXC-2013-MarchettiB #learning
Setting Conditions for Learning: Mediated Play and Socio-material Dialogue (EM, EPB), pp. 238–246.
HCIDUXU-CXC-2013-MirandaHPB #interactive
Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results (LCdM, HHH, RP, MCCB), pp. 518–527.
HCIDUXU-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.
HCIDUXU-CXC-2013-SakamotoN13a #exclamation #persuasion
Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling (MS, TN), pp. 587–596.
HCIDUXU-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.
HCIDUXU-CXC-2013-ValenteM #education
Teachers and Children Playing with Factorization: Putting Prime Slaughter to the Test (AV, EM), pp. 311–320.
HCIHCI-AS-2013-GarciaN #design #guidelines
Design Guidelines for Audio Games (FEG, VPdAN), pp. 229–238.
HCIHCI-AS-2013-KimAK #experience #interactive #mobile
Extreme Motion Based Interaction for Enhancing Mobile Game Experience (YK, JgA, GJK), pp. 249–257.
HCIHCI-AS-2013-LeeC
Influence of Gaming Display and Controller on Perceived Characteristics, Perceived Interactivity, Presence, and Discomfort (HL, DC), pp. 258–265.
HCIHCI-AS-2013-NouriT #online
A Cross-Cultural Study of Playing Simple Economic Games Online with Humans and Virtual Humans (EN, DRT), pp. 266–275.
HCIHCI-AS-2013-SanchezE #concept #design
Designing Serious Videogames through Concept Maps (JS, ME), pp. 299–308.
HCIHCI-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.
HCIHCI-III-2013-HilbornCEL
A Biofeedback Game for Training Arousal Regulation during a Stressful Task: The Space Investor (OH, HC, JE, CL), pp. 403–410.
HCIHIMI-D-2013-SakataYO #modelling
Factor Models for Promoting Flow by Game Players’ Skill Level (MS, TY, MO), pp. 534–544.
HCIHIMI-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.
HCIHIMI-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.
HCIHIMI-LCCB-2013-NahTRV #education #gamification #using
Gamification of Education Using Computer Games (FFHN, VRT, SR, PRV), pp. 99–107.
HCIHIMI-LCCB-2013-SutoO #case study #student
A Study of the Crossroad Game for Improving the Teamwork of Students (HS, RO), pp. 126–136.
HCIOCSC-2013-Butler #ranking
The Effect of Leaderboard Ranking on Players’ Perception of Gaming Fun (CB), pp. 129–136.
HCIOCSC-2013-JamiesonGHW #metaheuristic
Metaheuristic Entry Points for Harnessing Human Computation in Mainstream Games (PJ, LG, JH, AW), pp. 156–163.
HCIOCSC-2013-OtakeUS #social
A Consideration of the Functions That Support to Find New Friends in Social Games (KO, TU, AS), pp. 405–411.
HCIOCSC-2013-TokelC #communication #representation
Communication and Avatar Representation during Role-Playing in Second Life Virtual World (STT, EC), pp. 210–215.
ICEISICEIS-v1-2013-CarrerasP #evaluation
Cooperation Tendencies and Evaluation of Games (FC, MAP), pp. 415–422.
CIKMCIKM-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.
ECIRECIR-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.
ICMLICML-c3-2013-GrosshansSBS #problem
Bayesian Games for Adversarial Regression Problems (MG, CS, MB, TS), pp. 55–63.
ICMLICML-c3-2013-SodomkaHLG #learning #named #probability
Coco-Q: Learning in Stochastic Games with Side Payments (ES, EH, MLL, AG), pp. 1471–1479.
KDIRKDIR-KMIS-2013-MawasC #design
Designing Collaboratively Crisis Scenarios for Serious Games (NEM, JPC), pp. 381–388.
SEKESEKE-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.
SEKESEKE-2013-SeveroFS #approach #collaboration #risk management
A Dialogue Game Approach to Collaborative Risk Management (FS, LMF, LAdLS), pp. 548–551.
SIGIRSIGIR-2013-ShaniT
Displaying relevance scores for search results (GS, NT), pp. 901–904.
SKYSKY-2013-ExmanA #design
Knowledge-driven Game Design by Non-programmers (IE, AA), pp. 47–54.
OnwardOnward-2013-MayerK #programming
Game programming by demonstration (MM, VK), pp. 75–90.
QAPLQAPL-2013-ArulR #complexity #integer
The Complexity of Robot Games on the Integer Line (AA, JR), pp. 132–148.
QAPLQAPL-2013-BertrandS #automaton #infinity #probability
Solving Stochastic Büchi Games on Infinite Decisive Arenas (NB, PS), pp. 116–131.
REFSQREFSQ-2013-PasqualeSPBR #experience #requirements
Requirements Engineering Meets Physiotherapy: An Experience with Motion-Based Games (LP, PS, DP, FB, TR), pp. 315–330.
ASEASE-2013-Garcia-GalanTC #approach #multi #variability
Multi-user variability configuration: A game theoretic approach (JGG, PT, ARC), pp. 574–579.
ASEASE-2013-KukrejaHT #testing #using
Randomizing regression tests using game theory (NK, WGJH, MT), pp. 616–621.
ASEASE-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.
ICSEICSE-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.
SACSAC-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.
SLESLE-2013-KlintR #domain-specific language #named
Micro-Machinations — A DSL for Game Economies (PK, RvR), pp. 36–55.
CASECASE-2013-HoC #contest #design
Stackelberg game formulation of prize competition design for seeking shortest path solutions (TYH, SCC), pp. 374–379.
DATEDATE-2013-WildermannZT #analysis #distributed #manycore
Game-theoretic analysis of decentralized core allocation schemes on many-core systems (SW, TZ, JT), pp. 1498–1503.
HPDCHPDC-2013-YuZQYWG #gpu #named #scheduling
VGRIS: virtualized GPU resource isolation and scheduling in cloud gaming (MY, CZ, ZQ, JY, YW, HG), pp. 203–214.
SOSPSOSP-2013-WeissHAA #named #parallel #thread
ROOT: replaying multithreaded traces with resource-oriented ordering (ZW, TH, ACAD, RHAD), pp. 373–387.
FASEFASE-2013-BradfieldS #calculus #qvt #μ-calculus
Enforcing QVT-R with μ-Calculus and Games (JCB, PS), pp. 282–296.
FoSSaCSFoSSaCS-2013-HuthKP
Fatal Attractors in Parity Games (MH, JHPK, NP), pp. 34–49.
FoSSaCSFoSSaCS-2013-MurawskiT #semantics
Deconstructing General References via Game Semantics (ASM, NT), pp. 241–256.
STOCSTOC-2013-BhawalkarGM
Coevolutionary opinion formation games (KB, SG, KM), pp. 41–50.
TACASTACAS-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.
TACASTACAS-2013-HuangSW #model checking
Model-Checking Iterated Games (CHH, SS, FW), pp. 154–168.
CAVCAV-2013-Brenguier #concurrent #named #nash
PRALINE: A Tool for Computing Nash Equilibria in Concurrent Games (RB), pp. 890–895.
CAVCAV-2013-TsaiTH #automaton #logic
GOAL for Games, ω-Automata, and Logics (MHT, YKT, YSH), pp. 883–889.
CSLCSL-2013-ChatterjeeF #infinity
Infinite-state games with finitary conditions (KC, NF), pp. 181–196.
CSLCSL-2013-GianantonioL #semantics
Innocent Game Semantics via Intersection Type Assignment Systems (PDG, ML), pp. 231–247.
CSLCSL-2013-Mellies #on the
On dialogue games and coherent strategies (PAM), pp. 540–562.
CSLCSL-2013-Nishimura #parallel #semantics
A Fully Abstract Game Semantics for Parallelism with Non-Blocking Synchronization on Shared Variables (SN), pp. 578–596.
LICSLICS-2013-FredrikssonG #automaton #revisited #semantics
Abstract Machines for Game Semantics, Revisited (OF, DRG), pp. 560–569.
LICSLICS-2013-NainV #probability
Solving Partial-Information Stochastic Parity Games (SN, MYV), pp. 341–348.
DocEngDocEng-2012-MarinaiQ
Displaying chemical structural formulae in ePub format (SM, SQ), pp. 125–128.
TPDLTPDL-2012-LeeTC #analysis #challenge #metadata #video
Domain Analysis for a Video Game Metadata Schema: Issues and Challenges (JHL, JTT, RIC), pp. 280–285.
CSEETCSEET-2012-TillmannHXB #education #learning #named #social
Pex4Fun: Teaching and Learning Computer Science via Social Gaming (NT, JdH, TX, JB), pp. 90–91.
CSEETCSEET-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.
ITiCSEITiCSE-2012-BoyceCPCB #behaviour #learning
Maximizing learning and guiding behavior in free play user generated content environments (AKB, AC, SP, DC, TB), pp. 10–15.
ITiCSEITiCSE-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.
ITiCSEITiCSE-2012-Kurkovsky #development #mobile
Mobile game development projects in CS 1 (SK), p. 388.
ITiCSEITiCSE-2012-Palomo-DuarteDTGB #development #evaluation #video
Competitive evaluation in a video game development course (MPD, JMD, JTT, AGD, AB), pp. 321–326.
SIGITESIGITE-2012-PanMYSS #forensics #student
Game-based forensics course for first year students (YP, SM, BY, BS, DS), pp. 13–18.
CSMRCSMR-2012-TollO #question #why
Why is Unit-testing in Computer Games Difficult? (DT, TO), pp. 373–378.
MSRMSR-2012-LotufoPC #debugging #towards
Towards improving bug tracking systems with game mechanisms (RL, LTP, KC), pp. 2–11.
DLTDLT-J-2011-ChaturvediOT12 #infinity
Languages versus ω-Languages in Regular Infinite Games (NC, JO, WT), pp. 985–1000.
ICALPICALP-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.
ICALPICALP-v2-2012-BouyerMS #approach #automaton #reachability #robust
Robust Reachability in Timed Automata: A Game-Based Approach (PB, NM, OS), pp. 128–140.
ICALPICALP-v2-2012-DawarH #algebra
Pebble Games with Algebraic Rules (AD, BH), pp. 251–262.
ICALPICALP-v2-2012-FearnleyS #bound
Time and Parallelizability Results for Parity Games with Bounded Treewidth (JF, SS), pp. 189–200.
ICALPICALP-v2-2012-FominGNP #multi
Minimizing Rosenthal Potential in Multicast Games (FVF, PAG, JN, MP), pp. 525–536.
ICALPICALP-v2-2012-Fu #markov #metric #process
Computing Game Metrics on Markov Decision Processes (HF), pp. 227–238.
ICALPICALP-v2-2012-KoutsoupiasP
Contention Issues in Congestion Games (EK, KP), pp. 623–635.
ICALPICALP-v2-2012-MurawskiT #algorithm
Algorithmic Games for Full Ground References (ASM, NT), pp. 312–324.
ICALPICALP-v2-2012-OngT #recursion #semantics
Two-Level Game Semantics, Intersection Types, and Recursion Schemes (CHLO, TT), pp. 325–336.
LATALATA-2012-KlimosLST #concurrent #nash
Nash Equilibria in Concurrent Priced Games (MK, KGL, FS, JT), pp. 363–376.
IFMIFM-2012-TianBB #behaviour #detection #multi
Behaviour-Based Cheat Detection in Multiplayer Games with Event-B (HT, PJB, AGB), pp. 206–220.
AIIDEAIIDE-2012-AntsfeldHKW #video
TRANSIT Routing on Video Game Maps (LA, DDH, PK, TW).
AIIDEAIIDE-2012-BarikHRJ #detection #social
Spatial Game Signatures for Bot Detection in Social Games (TB, BEH, DLR, XJ).
AIIDEAIIDE-2012-BauerP #analysis #refinement #visual notation #visualisation
RRT-Based Game Level Analysis, Visualization, and Visual Refinement (AWB, ZP).
AIIDEAIIDE-2012-ChurchillSB #heuristic #performance
Fast Heuristic Search for RTS Game Combat Scenarios (DC, AS, MB).
AIIDEAIIDE-2012-FrazierNMCF
TEAM-IT : Location-Based Gaming in Real and Virtual Environments (SF, AN, RTM, YHC, FF).
AIIDEAIIDE-2012-HarrisonR
When Players Quit (Playing Scrabble) (BEH, DLR).
AIIDEAIIDE-2012-JaffeMALKP #strict
Evaluating Competitive Game Balance with Restricted Play (AJ, AM, EA, YEL, AK, ZP).
AIIDEAIIDE-2012-KadlecTCBB #design
Planning Is the Game: Action Planning as a Design Tool and Game Mechanism (RK, CT, MC0, RB, CB).
AIIDEAIIDE-2012-MacindoeKL #named
POMCoP: Belief Space Planning for Sidekicks in Cooperative Games (OM, LPK, TLP).
AIIDEAIIDE-2012-MullerHBS #using
Glengarry Glen Ross: Using BDI for Sales Game Dialogues (TJM, AH, KvdB, IS).
AIIDEAIIDE-2012-NormoyleDLS #metric
Game-Based Data Capture for Player Metrics (AN, JD, ML, AS).
AIIDEAIIDE-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).
AIIDEAIIDE-2012-WetzelAKG
If Not Now, Where? Time and Space Equivalency in Strategy Games (BW, KA, WK, MLG).
AIIDEAIIDE-2012-Williams-KingDAS #automation #generative #standard
The Gold Standard: Automatically Generating Puzzle Game Levels (DWK, JD, JA, BS).
AIIDEAIIDE-2012-YoungH #learning #realtime
Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game (JY, NH).
CoGCIG-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.
CoGCIG-2012-BottaGLL #evolution
Evolving the optimal racing line in a high-end racing game (MB, VG, DL, PLL), pp. 108–115.
CoGCIG-2012-BrowneC
Computational creativity in a closed game system (CB, SC), pp. 296–303.
CoGCIG-2012-DavisonD #coordination
The huddle: Combining AI techniques to coordinate a player's game characters (TD, JD), pp. 203–210.
CoGCIG-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.
CoGCIG-2012-Fernandez-AresGMG #adaptation #realtime
Adaptive bots for real-time strategy games via map characterization (AFA, PGS, AMM, JJMG), pp. 417–721.
CoGCIG-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.
CoGCIG-2012-GemineSFE #learning #realtime
Imitative learning for real-time strategy games (QG, FS, RF, DE), pp. 424–429.
CoGCIG-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.
CoGCIG-2012-GreenwoodA
Update rules, reciprocity and weak selection in evolutionary spatial games (GWG, PMA), pp. 9–16.
CoGCIG-2012-IkedaTVT #algorithm #heuristic
Playing PuyoPuyo: Two search algorithms for constructing chain and tactical heuristics (KI, DT, SV, YT), pp. 71–78.
CoGCIG-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.
CoGCIG-2012-JustinussenRCT #approach
Resource systems in games: An analytical approach (TJ, PHR, AC, JT), pp. 171–178.
CoGCIG-2012-PapadopoulosTCM #optimisation
Exploring optimization strategies in board game Abalone for Alpha-Beta search (AP, KT, ACC, PAM), pp. 63–70.
CoGCIG-2012-PenaOPL #evolution