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FDG 2018: Malmö, Sweden
- Steve Dahlskog, Sebastian Deterding, José M. Font, Mitu Khandaker, Carl Magnus Olsson, Sebastian Risi, Christoph Salge:
Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018, Malmö, Sweden, August 07-10, 2018. ACM 2018
Player modeling and visualization track
- Francisco Bicho, Carlos Martinho:
Multi-dimensional player skill progression modelling for procedural content generation. 1:1-1:10 - Jared N. Plumb, Sneha Kumar Kasera, Ryan Stutsman:
Hybrid network clusters using common gameplay for massively multiplayer online games. 2:1-2:10
Computer-human interaction and player experience track
- Michael Lankes, Matej Rajtár, Oleg Denisov, Bernhard Maurer:
Socialeyes: social gaze in collaborative 3D games. 3:1-3:10 - Simon Bothén, José M. Font, Patrik Nilsson:
An analysis and comparative user study on interactions in mobile virtual reality games. 4:1-4:8 - Ahmad Azadvar, Alessandro Canossa:
UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games. 5:1-5:7 - Mehmet Kosa, Pieter Spronck:
What tabletop players think about augmented tabletop games: a content analysis. 6:1-6:8 - Wim van Eck, Maarten H. Lamers:
Mapping the field of organism-involved computer games. 7:1-7:8 - Tian Zhu, Bingtang Wang, Michael Zyda:
Exploring the similarity between game events for game level analysis and generation. 8:1-8:7 - Laura M. Levy, Amy J. Lambeth, Rob Solomon, Maribeth Gandy:
Method in the madness: the design of games as valid and reliable scientific tools. 9:1-9:10 - Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Stefan Poslad:
A new mould rush: designing for a slow bio-digital game driven by living micro-organisms. 10:1-10:9 - Eric Murnane:
Unraveling the mortal coil: death and stories of play. 11:1-11:10 - Samory Houzangbe, Olivier Christmann, Geoffrey Gorisse, Simon Richir:
Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability. 12:1-12:6
Artificial and computational intelligence for games
- Matthew Stephenson, Jochen Renz:
Deceptive angry birds: towards smarter game-playing agents. 13:1-13:10 - J. Timothy Balint, Jan M. Allbeck, Rafael Bidarra:
Understanding everything NPCs can do: metrics for action similarity in non-player characters. 14:1-14:10 - Charles Ringer, Mihalis A. Nicolaou:
Deep unsupervised multi-view detection of video game stream highlights. 15:1-15:6 - Xiaoxuan Zhang, Zeping Zhan, Misha Holtz, Adam M. Smith:
Crawling, indexing, and retrieving moments in videogames. 16:1-16:10 - Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Andy Nealen, Julian Togelius:
AtDELFI: automatically designing legible, full instructions for games. 17:1-17:10 - Aditya Bhatt, Scott Lee, Fernando de Mesentier Silva, Connor W. Watson, Julian Togelius, Amy K. Hoover:
Exploring the hearthstone deck space. 18:1-18:10 - Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis, Julian Togelius:
DATA agent. 19:1-19:10 - Cristiana Pacheco, Laurissa N. Tokarchuk, Diego Pérez-Liébana:
Studying believability assessment in racing games. 20:1-20:10
Game studies and analyses track
- Liting Kway, Alex Mitchell:
Emotional agency in storygames. 21:1-21:10 - Anastasia Salter, Bridget Blodgett, Anne Sullivan:
"Just because it's gay?": transgressive design in queer coming of age visual novels. 22:1-22:9 - Anna Dechering, Sander Bakkes:
Moral engagement in interactive narrative games: an exploratory study on ethical agency in the walking dead and life is strange. 23:1-23:10 - Ida Kathrine Hammeleff Jørgensen:
Media and games: an intermedial framework. 24:1-24:10 - Hans-Joachim Backe:
Metareferentiality through in-game images in immersive simulation game. 25:1-25:10 - Anne Sullivan, Anastasia Salter, Gillian Smith:
Games crafters play. 26:1-26:9
Analysis of game design and development track
- Rilla Khaled, Jonathan Lessard, Pippin Barr:
Documenting trajectories in design space: a methodology for applied game design research. 27:1-27:10 - Marçal Mora Cantallops:
Transhistorical perspective of the puzzle video game genre. 28:1-28:9 - Shawn Farlow, Jerry L. Trahan:
Periodic load balancing heuristics in massively multiplayer online games. 29:1-29:10 - Shringi Kumari, Sebastian Deterding, Gustav Kuhn:
Why game designers should study magic. 30:1-30:8 - Samuel Truman, Nicolas Rapp, Daniel Roth, Sebastian von Mammen:
Rethinking real-time strategy games for virtual reality. 31:1-31:6 - Erica Kleinman, Elín Carstensdóttir, Magy Seif El-Nasr:
Going forward by going back: re-defining rewind mechanics in narrative games. 32:1-32:6
Purposeful and serious games track
- Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck:
Personalized crisis management training on a tablet. 33:1-33:10 - Chaima Jemmali, Sara Bunian, Andrea Mambretti, Magy Seif El-Nasr:
Educational game design: an empirical study of the effects of narrative. 34:1-34:10 - Fares Kayali, Naemi Luckner, Peter Purgathofer, Katta Spiel, Geraldine Fitzpatrick:
Design considerations towards long-term engagement in games for health. 35:1-35:8 - Anurag Sarkar, Seth Cooper:
Meet your match rating: providing skill information and choice in player-versus-level matchmaking. 36:1-36:8 - Anurag Sarkar, Seth Cooper:
Comparing paid and volunteer recruitment in human computation games. 37:1-37:9 - David Gundry, Sebastian Deterding:
Intrinsic elicitation: a model and design approach for games collecting human subject data. 38:1-38:10 - Seth Cooper, Amy L. R. Sterling, Robert Kleffner, William M. Silversmith, Justin B. Siegel:
Repurposing citizen science games as software tools for professional scientists. 39:1-39:6
Posters
- Stefano Gualeni, Marcello A. Gómez Maureira:
Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study. 40:1-40:4 - Günter Wallner, Simone Kriglstein, Sonja Gabriel, Christian S. Loh, Yanyan Sheng, I-Hung Li:
Lost my way: an educational geometry game for young children. 41:1-41:4 - Günter Wallner, Simone Kriglstein:
Introducing PlaNet: a tool for visualizing player communities. 42:1-42:4 - Judith van Stegeren, Mariët Theune:
Towards generating textual game assets from real-world data. 43:1-43:4 - Alberto Alvarez, Steve Dahlskog, José M. Font, Johan Holmberg, Simon Johansson:
Assessing aesthetic criteria in the evolutionary dungeon designer. 44:1-44:4 - Henrik Siljebråt, Caspar Addyman, Alan Pickering:
Towards human-like artificial intelligence using StarCraft 2. 45:1-45:4 - Hongwei Henry Zhou, Yichen Gong, Luvneesh Mugrai, Ahmed Khalifa, Andy Nealen, Julian Togelius:
A hybrid search agent in pommerman. 46:1-46:4 - Naomi Fiebelkorn, Benjamin Clark, Kelvin Sung:
Would gamers collaborate given the opportunity? 47:1-47:4
9th intl. workshop on procedural content generation (PCG2018)
- Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen:
Evolving maps and decks for ticket to ride. 48:1-48:7 - Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Julian Togelius:
Generative design in minecraft (GDMC): settlement generation competition. 49:1-49:10 - Alberto Alvarez, Steve Dahlskog, José M. Font, Johan Holmberg, Chelsi Nolasco, Axel Österman:
Fostering creativity in the mixed-initiative evolutionary dungeon designer. 50:1-50:8 - Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis:
Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model. 51:1-51:10 - Thomas Smith, Julian A. Padget, Andrew Vidler:
Graph-based generation of action-adventure dungeon levels using answer set programming. 52:1-52:10 - Tommy Thompson, Matthew Syrett:
'Play your own way': adapting a procedural framework for accessibility. 53:1-53:7 - Anne Sullivan, Mirjam Palosaari Eladhari, Michael Cook:
Tarot-based narrative generation. 54:1-54:7 - Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius:
Generating levels that teach mechanics. 55:1-55:8 - Riemer van Rozen, Quinten Heijn:
Measuring quality of grammars for procedural level generation. 56:1-56:8
Workshop on tabletop games
- Fernando de Mesentier Silva, Christoph Salge, Aaron Isaksen, Julian Togelius, Andy Nealen:
Drawing without replacement as a game mechanic. 57:1-57:6 - Francesco Boschi, Hamna Aslam, Joseph Alexander Brown:
Player perceptions of fairness in oddly shaped dice. 58:1-58:5
Curiosity in games - an interdisciplinary workshop
- Marcello A. Gómez Maureira:
CURIO: a game-based learning toolkit for fostering curiosity. 59:1-59:6 - Madeleine Kay, Edward J. Powley:
The effect of visualising NPC pathfinding on player exploration. 60:1-60:6 - Mark J. Nelson, Swen E. Gaudl, Simon Colton, Sebastian Deterding:
Curious users of casual creators. 61:1-61:6 - Mikhail Jacob, Brian Magerko:
Creative arcs in improvised human-computer embodied performances. 62:1-62:6 - Mads Hobye, Nicolas Padfield, Jonas Löwgren:
Designing excuses for interaction to facilitate social curiosity. 63:1-63:6
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