Marc Cavazza, Katherine Isbister, Charles Rich
Proceedings of the Sixth Conference on the Foundations of Digital Games
FDG-2011, 2011.
Contents (64 items)
- FDG-2011-GamesK #design #game studies #learning
- Exploring adolescent's STEM learning through scaffolded game design (AIG, LK), pp. 1–8.
- FDG-2011-CooperKMLBBFPp #analysis #metaprogramming #social
- Analysis of social gameplay macros in the Foldit cookbook (SC, FK, IM, HL, JB, DB, JF, ZP, Fp), pp. 9–14.
- FDG-2011-CheongKGCMIPY #approach #game studies #towards
- A computational approach towards conflict resolution for serious games (YGC, RK, CG, JC0, CM, GI, AP, GNY), pp. 15–22.
- FDG-2011-MarshXNOKH #learning #power of
- Fun and learning: the power of narrative (TM, CX, LZN, SO, EK, JH), pp. 23–29.
- FDG-2011-AndersenLSSCP #game studies #on the
- On the harmfulness of secondary game objectives (EA, YEL, RS, RS, SC, ZP), pp. 30–37.
- FDG-2011-NealenSB #design #game studies #towards
- Towards minimalist game design (AN, AS, EB), pp. 38–45.
- FDG-2011-Vanhatupa #experience #game studies #guidelines #personalisation
- Guidelines for personalizing the player experience in computer role-playing games (JMV), pp. 46–52.
- FDG-2011-Hall #design #game studies #multi #smarttech
- A point-and-shoot weapon design for outdoor multi-player smartphone games (RJH0), pp. 53–60.
- FDG-2011-CanossaDS #detection #exclamation
- Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration (AC, AD, JRMS), pp. 61–68.
- FDG-2011-LiuASCP #analysis #effectiveness
- Feature-based projections for effective playtrace analysis (YEL, EA, RS, SC, ZP), pp. 69–76.
- FDG-2011-AshtonV
- Measuring cooperative gameplay pacing in World of Warcraft (MA, CV), pp. 77–83.
- FDG-2011-KerrCA #process
- Recognizing players' activities and hidden state (WK, PRC, NMA), pp. 84–90.
- FDG-2011-HarrisonR #behaviour #predict #using
- Using sequential observations to model and predict player behavior (BEH, DLR), pp. 91–98.
- FDG-2011-LlansoGGG #domain model #game studies #modelling #video
- Explicit domain modelling in video games (DL, MAGM, PPGM, PAGC), pp. 99–106.
- FDG-2011-PicardiBY #behaviour #modelling
- Modelling virtual camera behaviour through player gaze (AP, PB, GNY), pp. 107–114.
- FDG-2011-TreanorSBM #game studies #how #logic #visual notation
- Proceduralist readings: how to find meaning in games with graphical logics (MT, BS, IB, MM), pp. 115–122.
- FDG-2011-Martin #analysis
- A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent (PM0), pp. 123–130.
- FDG-2011-Fernandez-Vara #abstraction #game studies
- From “open mailbox” to context mechanics: shifting levels of abstraction in adventure games (CFV), pp. 131–138.
- FDG-2011-BoyceDCPCB #game studies #motivation #social
- BeadLoom Game: adding competitive, user generated, and social features to increase motivation (AKB, KD, AC, SP, DC, TB), pp. 139–146.
- FDG-2011-MorelliF #game studies #gesture #realtime #using #video
- Real-time sensory substitution to enable players who are blind to play video games using whole body gestures (TM, EF), pp. 147–153.
- FDG-2011-FolmerLE #3d #navigation #using
- Navigating a 3D avatar using a single switch (EF, FL, BE), pp. 154–160.
- FDG-2011-LimN #case study
- A study of raiders with disabilities in World of Warcraft (TL, BAN), pp. 161–167.
- FDG-2011-RamosF #game studies
- Supplemental sonification of a bingo game (DR, EF), pp. 168–173.
- FDG-2011-SchianoNDDY #social
- A new look at World of Warcraft's social landscape (DJS, BAN, TD, ND, NY), pp. 174–179.
- FDG-2011-DebeauvaisNSDY
- If you build it they might stay: retention mechanisms in World of Warcraft (TD, BAN, DJS, ND, NY), pp. 180–187.
- FDG-2011-Consalvo #game studies #social #using
- Using your friends: social mechanics in social games (MC), pp. 188–195.
- FDG-2011-MerrittMCO
- Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment (TRM, KM, TLC, CO), pp. 196–203.
- FDG-2011-ZhuOL #game studies #representation
- Representing game characters' inner worlds through narrative perspectives (JZ, SO, BL), pp. 204–210.
- FDG-2011-Montfort #automation
- Curveship's automatic narrative style (NM), pp. 211–218.
- FDG-2011-LundP #distributed #education #game studies #physics
- An educational tool for creating distributed physical games (HHL, LP), pp. 219–226.
- FDG-2011-FristoeDMMW
- Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics (TF, JD, MM, MM, NWF), pp. 227–234.
- FDG-2011-Maraffi #animation #approach #design #named
- Performatology: an arts approach to designing performative embodied agents (PEAs) for procedural character animation (CTM), pp. 235–237.
- FDG-2011-FowlerC #concept #game studies #learning #motivation #programming
- Kodu game lab: improving the motivation for learning programming concepts (AF, BC), pp. 238–240.
- FDG-2011-Breuer #game studies #problem
- (In)formative play: the effects of digital games on creativity and problem-solving skills (JB), pp. 241–243.
- FDG-2011-Gerling #design
- Human factors in entertainment computing: designing for diversity (KMG), pp. 244–246.
- FDG-2011-Ware
- A computational model of narrative conflict (SGW), pp. 247–249.
- FDG-2011-Cardona-Rivera #interactive #towards
- Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative (RCR), pp. 250–252.
- FDG-2011-Tearse #re-engineering
- Minstrel remixed: a reconstruction and exploration (BRT), pp. 253–255.
- FDG-2011-AmarasingheP #game studies #performance #realtime #towards #video
- Towards fast, believable real-time rendering of burning objects in video games (DA, IP), pp. 256–258.
- FDG-2011-DominguezYR #3d #automation #game studies #generative #identification
- Automatic identification and generation of highlight cinematics for 3D games (MD, RMY, SR), pp. 259–261.
- FDG-2011-Paul #game studies #online
- Don't play me: EVE Online, new players and rhetoric (CAP), pp. 262–264.
- FDG-2011-CheemaL #3d #comprehension #experience #game studies #gesture #towards
- Wizard of Wii: toward understanding player experience in first person games with 3D gestures (SC, JJLJ), pp. 265–267.
- FDG-2011-DesaiS #game studies #named #video
- Descriptions: a viable choice for video game authors (ND, DS), pp. 268–270.
- FDG-2011-LundT #adaptation #game studies #physics
- Adaptive playware in physical games (HHL, ATT), pp. 271–273.
- FDG-2011-PereiraPP #game studies #generative #towards
- Towards the next generation of board game opponents (AP, RP, AP), pp. 274–276.
- FDG-2011-MacveanR #evaluation #game studies #metric
- An enjoyment metric for the evaluation of alternate reality games (APM, MOR), pp. 277–279.
- FDG-2011-NoahTB #manycore
- Multi-core processing within the frontal lobe (JAN, AT, SB), pp. 280–282.
- FDG-2011-CrenshawOWH #game studies #multi #on the #realtime #user interface
- On creating a native real-time-strategy game user interface for multi-touch devices (NC, SO, WSW, AH), pp. 283–285.
- FDG-2011-GurtoRB #game studies
- Crafty dynamic vendor pricing in computer role-playing games (DG, MR, AB), pp. 286–288.
- FDG-2011-ChingWRSA #game studies #named #visual notation
- Beachcomber: a game for the visually impaired (NC, MW, MR, RS, CA), pp. 289–292.
- FDG-2011-DrachenBV #game studies #process
- Only the good... get pirated: game piracy activity vs. metacritic score (AD, KB, RWDV), pp. 292–294.
- FDG-2011-WengSM #design #game studies #social
- The chain model for social tagging game design (LW, RS, FM), pp. 295–297.
- FDG-2011-SloanKN #game studies #using
- Feeling the ambiance: using smart ambiance to increase contextual awareness in game agents (CS, JDK, BMN), pp. 298–300.
- FDG-2011-SmithLHS #modelling
- An inclusive view of player modeling (AMS, CL0, KH, AS), pp. 301–303.
- FDG-2011-ShepherdDAZT #approach #education #game studies
- A different approach to teaching Chinese through serious games (JJS, RJD, MA, YZ, JT), pp. 304–306.
- FDG-2011-SullivanS #design #education #game studies
- Lessons in teaching game design (AS, GS), pp. 307–309.
- FDG-2011-ReedSSGGLMKWW #named
- SpyFeet: an exercise RPG (AAR, BS, AS, RG, AG, JL, JM, SK, MAW, NWF), pp. 310–312.
- FDG-2011-BaeCY #towards
- Toward a computational model of focalization in narrative (BCB, YGC, RMY), pp. 313–315.
- FDG-2011-HaleY #detection #navigation #using
- Using navigation meshes for collision detection (DHH, GMY), pp. 316–318.
- FDG-2011-McCoyTSMW #physics #social
- Prom Week: social physics as gameplay (JM, MT, BS, MM, NWF), pp. 319–321.
- FDG-2011-LavioleHS #game studies #physics #simulation #using
- Tabletop games using real environment and physical simulation (JL, MH, CS), pp. 322–324.
- FDG-2011-Lotte #3d #game studies #human-computer #interface #question
- Brain-computer interfaces for 3D games: hype or hope? (FL), pp. 325–327.
- FDG-2011-HashI #animation #experience
- Reactive animation and gameplay experience (CH, KI), pp. 328–330.
- FDG-2011-IsbisterRSHL #comparison #game studies
- Is more movement better?: a controlled comparison of movement-based games (KI, RR, US, EOH, JL), pp. 331–333.