Proceedings of the 12th International Conference on the Foundations of Digital Games
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Sebastian Deterding, Alessandro Canossa, Casper Harteveld, Jichen Zhu, Miguel Sicart
Proceedings of the 12th International Conference on the Foundations of Digital Games
FDG-2017, 2017.

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@proceedings{FDG-2017,
	doi           = "10.1145/3102071",
	editor        = "Sebastian Deterding and Alessandro Canossa and Casper Harteveld and Jichen Zhu and Miguel Sicart",
	isbn          = "978-1-4503-5319-9",
	publisher     = "{ACM}",
	title         = "{Proceedings of the 12th International Conference on the Foundations of Digital Games}",
	year          = 2017,
}

Contents (79 items)

FDG-2017-ChakraborttiFW #game studies #generative #modelling #towards
Towards generative emotions in games based on cognitive modeling (CC, LNF, JW), p. 2.
FDG-2017-Compton #game studies #generative #people
Little procedural people: playing politics with generators (KC), p. 2.
FDG-2017-Smith #generative #question #what
What do we value in procedural content generation? (GS), p. 2.
FDG-2017-Dalsen #education #implementation #process
Classroom implementation of a games-based activity on astronomy in higher education (JD), p. 3.
FDG-2017-LoparevSVWDFBS #biology #collaboration #education #game studies #named #video
BacToMars: a collaborative educational video game for teaching biological engineering (AL, AS, CV, LW, JD, MF, MUB, OS), p. 3.
FDG-2017-Whitehead #design #question #what
Art and science of engineered design: what kind of discipline is PCG? (JW), p. 3.
FDG-2017-AubrechtBB #community #education #research
Earthworks rising: exploring, sharing, researching, and building community through teachers, parents, and learners (MA, HB, CBM), p. 4.
FDG-2017-CampbellV #using
Exploration in NetHack using occupancy maps (JC, CV), p. 4.
FDG-2017-CheongPPB #architecture #interactive
A database-centric architecture for interactive storytelling (YGC, KP, WHP, BCB), p. 4.
FDG-2017-ChungKYMRC #game studies #performance #visual notation
The impact of visual load on performance in a human-computation game (CC, AK, YY, AM, JR, MC), p. 4.
FDG-2017-DayZ #communication #interactive
Agency informing techniques: communicating player agency in interactive narratives (TD, JZ), p. 4.
FDG-2017-DietmeierMDMN #game studies #physics
Shredding with mom and dad: intergenerational physics gaming in a children's museum (JD, BJM, BD, KM, SN), p. 4.
FDG-2017-DongB #education #evaluation #game studies #generative #programming
Evaluation of a template-based puzzle generator for an educational programming game (YD, TB), p. 4.
FDG-2017-LaffeyGSLSGKWW #game studies #learning
Mission HydroSci: a progress report on a transformational role playing game for science learning (JML, JG, JS, SL, TDS, SPG, SMK, EW, AJW), p. 4.
FDG-2017-LaPlanteNS #named
PlayScope: augmented microscopy as a tool to increase STEM engagement (CL, MN, TS), p. 4.
FDG-2017-LiaoGR #modelling
Deep convolutional player modeling on log and level data (NL, MG, MR), p. 4.
FDG-2017-Mawhorter #case study #generative #performance #product line #representation #using
Efficiency, realism, and representation in generated content: a case study using family tree generation (PAM), p. 4.
FDG-2017-MazeikaW #3d #generative #graph #modelling #named
Solusforge: controlling the generation of the 3D models with spatial relation graphs (JM, JW), p. 4.
FDG-2017-MearsZ #design pattern #game studies
Design patterns for silent player characters in narrative-driven games (BM, JZ), p. 4.
FDG-2017-MelcerI #comprehension #game studies #research #towards
Toward understanding disciplinary divides within games research (EFM, KI), p. 4.
FDG-2017-MurrayMW #graph #interactive #using
Proposal for analyzing player emotions in an interactive narrative using story intention graphs (JTM, MM, NWF), p. 4.
FDG-2017-NielsenK #game studies #internet #problem
The problematic coexistence of “internet gaming disorder” and esports (RKLN, VMK), p. 4.
FDG-2017-RaimbaultC #behaviour #clustering #game studies
Session based behavioral clustering in open world sandbox game TUG (MSR, CC), p. 4.
FDG-2017-RoweAGC
Assessing implicit computational thinking in zoombinis gameplay (ER, JAC, SG, KC), p. 4.
FDG-2017-ScanlonSDJ #gender
The first door: gender, authority and choice in The Stanley Parable (MS, TS, PD, JJ), p. 4.
FDG-2017-Schrier #game studies #problem #what
What's in a name?: naming games that solve real-world problems (KS), p. 4.
FDG-2017-SeguraIBW #design #using
Design, appropriation, and use of technology in larps (EMS, KI, JB, AW), p. 4.
FDG-2017-SiuZR #framework #game studies
A framework for exploring and evaluating mechanics in human computation games (KS, AZ, MOR), p. 4.
FDG-2017-Valls-VargasZO17a #analysis #generative #overview #perspective
From computational narrative analysis to generation: a preliminary review (JVV, JZ, SO), p. 4.
FDG-2017-Fowler #case study #game studies
Engaging young learners in making games: an exploratory study (AF), p. 5.
FDG-2017-HsuHJS #game studies #roadmap
Indicator products for observing market conditions and game trends in MMOG (SYH, CLH, SYJ, CTS), p. 5.
FDG-2017-AllartLPGN #analysis #game studies #motivation #using #video
Difficulty influence on motivation over time in video games using survival analysis (TA, GL, MP, AG, SN), p. 6.
FDG-2017-BarnesHFMSH #design pattern #game studies #student
Exploring emerging design patterns in student-made climate change games (JB, AKH, BF, JML, GS, CH), p. 6.
FDG-2017-BauerBP #architecture #design #game studies #learning #problem
Dragon architect: open design problems for guided learning in a creative computational thinking sandbox game (AB0, EB, ZP), p. 6.
FDG-2017-FrommelS0 #artificial reality #experience #game studies
Effects of controller-based locomotion on player experience in a virtual reality exploration game (JF, SS, MW0), p. 6.
FDG-2017-KaoH #education #framework #named #platform
MazeStar: a platform for studying virtual identity and computer science education (DK, DFH), p. 6.
FDG-2017-KouJV #behaviour #community #game studies #online
Prosocial behavior in an online game community: an ethnographic study (YK, MJ, HV), p. 6.
FDG-2017-LeeR #identification
Identifying and evaluating successful non-meta strategies in league of legends (CSL, IR), p. 6.
FDG-2017-LessardBGJPT #generative
Striving for author-friendly procedural dialogue generation (JL, EBL, TG, MAJL, OP, CT), p. 6.
FDG-2017-MachadoNT #analysis #design #game studies
SeekWhence a retrospective analysis tool for general game design (TM, AN, JT), p. 6.
FDG-2017-MelcerI17a #challenge #collaboration #education #game studies #programming #using
Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouse (EFM, KI), p. 6.
FDG-2017-RobinsonRSI #design
All the feels: designing a tool that reveals streamers' biometrics to spectators (RR, ZR, EMS, KI), p. 6.
FDG-2017-AlexanderM
Deriving quests from open world mechanics (RA, CM), p. 7.
FDG-2017-Christiansen #design #game studies
Designing ethical systems for videogames (PC), p. 7.
FDG-2017-ClarkO #distributed #game studies #video
Video games as a distributed computing resource (CC, MO), p. 7.
FDG-2017-GrinblatB #generative
Subverting historical cause & effect: generation of mythic biographies in Caves of Qud (JG, CBB), p. 7.
FDG-2017-MorrisonM #generative
A generative model of group conversation (HM, CM), p. 7.
FDG-2017-NayZ #game studies
Meaning without consequence: virtue ethics and inconsequential choices in games (JLN, JPZ), p. 8.
FDG-2017-PichlmairMS #design #game studies
Designing for immediate play (MP, LM, MS), p. 8.
FDG-2017-Debus #game studies #named #ontology
Metagames: on the ontology of games outside of games (MSD), p. 9.
FDG-2017-OsbornSM #automation #game studies
Automatic mapping of NES games with mappy (JCO, AS, MM), p. 9.
FDG-2017-Abuzuraiq #clustering #constraints #generative #graph #morphism #on the #using
On using graph partitioning with isomorphism constraint in procedural content generation (AMA), p. 10.
FDG-2017-AndersonWKL #community #gender #representation
The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its community (EA, JTW, YBK, DL), p. 10.
FDG-2017-BaldwinDFH #generative #towards
Towards pattern-based mixed-initiative dungeon generation (AB0, SD, JMF, JH), p. 10.
FDG-2017-ButlerSZ #generative #synthesis
Program synthesis as a generative method (EB, KS, AZ), p. 10.
FDG-2017-ButlerTP #game studies
Synthesizing interpretable strategies for solving puzzle games (EB, ET, ZP), p. 10.
FDG-2017-CarlssonCPS #design #game studies
Designing eBee: a reflection on quilt-based game design (IC, JC, CP, GS), p. 10.
FDG-2017-CleghernLOR #modelling #predict #using
Predicting future states in DotA 2 using value-split models of time series attribute data (ZC, SL, OYÖ, DLR), p. 10.
FDG-2017-DrenikowM #case study #experience #interactive #named #visualisation
Vixen: interactive visualization of gameplay experiences (BD, PMB), p. 10.
FDG-2017-FarlowT #heuristic #problem
Greedy heuristics for client assignment problem by zones (SF, JLT), p. 10.
FDG-2017-FieldsKGFW #people
Plagues and people: engineering player participation and prevention in a virtual epidemic (DAF, YBK, MTG, NHF, JW), p. 10.
FDG-2017-HeijneB #experience #research
Procedural zelda: a PCG environment for player experience research (NH, SB), p. 10.
FDG-2017-HornHFBHS #analysis #game studies
AI-assisted analysis of player strategy across level progressions in a puzzle game (BH, AKH, YF, JB, CH, GS), p. 10.
FDG-2017-KaltmanOWM #analysis #game studies #tool support
Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources (EK, JCO, NWF, MM), p. 10.
FDG-2017-KaravolosLY #game studies #learning #multi
Learning the patterns of balance in a multi-player shooter game (DK, AL, GNY), p. 10.
FDG-2017-KariAS #behaviour
Behavior change types with Pokémon GO (TK, JA, MS), p. 10.
FDG-2017-KarthS #constraints #theorem proving
WaveFunctionCollapse is constraint solving in the wild (IK, AMS), p. 10.
FDG-2017-LiszioEM #artificial reality #experience #game studies #social
The influence of social entities in virtual reality games on player experience and immersion (SL, KE, MM), p. 10.
FDG-2017-MartensH #game studies #interface #semantics #towards
Languages of play: towards semantic foundations for game interfaces (CM, MAH), p. 10.
FDG-2017-OsbornWM #logic
Refining operational logics (JCO, NWF, MM), p. 10.
FDG-2017-SalterB #game studies
This is fine: #ResistJam and the 2016 election in gaming (AS, BMB), p. 10.
FDG-2017-SarkarWDC #game studies #rating
Engagement effects of player rating system-based matchmaking for level ordering in human computation games (AS, MW, SD, SC), p. 10.
FDG-2017-SilvaLTN #game studies
AI-based playtesting of contemporary board games (FdMS, SL, JT, AN), p. 10.
FDG-2017-SiuGR #game studies #multi
Evaluating singleplayer and multiplayer in human computation games (KS, MG, MOR), p. 10.
FDG-2017-SullivanS #game studies #taxonomy
A taxonomy of narrative-centric board and card games (AS, AS), p. 10.
FDG-2017-SummervilleMSOL #comprehension #design #evaluation #metric #platform
Understanding mario: an evaluation of design metrics for platformers (AS, JRHM, SS, SO, LHSL), p. 10.
FDG-2017-SummervilleOHZ #automation #interactive
Mechanics automatically recognized via interactive observation: jumping (AS, JCO, CH, DWZ), p. 10.
FDG-2017-TengB #approach #generative #network #semantics
A semantic approach to patch-based procedural generation of urban road networks (ET, RB), p. 10.
FDG-2017-Valls-VargasZO #game studies #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.

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