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FDG 2019: San Luis Obispo, California, USA
- Sebastian Deterding, Foaad Khosmood, Johanna Pirker, Thomas H. Apperley:
Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019, San Luis Obispo, California, USA, August 26-30, 2019. ACM 2019, ISBN 978-1-4503-7217-6
Applied games and gameful design
- Richard Zhao, Christopher R. Shelton, Melanie D. Hetzel-Riggin, Jordan LaRiccia, Gregory Louchart, Adam Meanor, Heather J. Risser:
Knowledge assessment: game for assessment of symptoms of child physical abuse. 1:1-1:7 - Oleksandra G. Keehl, Edward F. Melcer:
Radical tunes: exploring the impact of music on memorization of stroke order in logographic writing systems. 2:1-2:6 - Borna Fatehi, Christoffer Holmgård, Sam Snodgrass, Casper Harteveld:
Gamifying psychological assessment: insights from gamifying the thematic apperception test. 3:1-3:12 - Jichen Zhu, Katelyn Alderfer, Anushay Furqan, Jessica Nebolsky, Bruce W. Char, Brian K. Smith, Jennifer Villareale, Santiago Ontañón:
Programming in game space: how to represent parallel programming concepts in an educational game. 4:1-4:10 - Sherry Yi, H. Chad Lane, Ömer Delialioglu:
What if we were twice as close to the sun?: findings from a science summer camp serving underrepresented youth. 5:1-5:7 - Josh Aaron Miller, Uttkarsh Narayan, Matthew Hantsbarger, Seth Cooper, Magy Seif El-Nasr:
Expertise and engagement: re-designing citizen science games with players' minds in mind. 6:1-6:11
Artificial intelligence
- Miguel Oliveira, Pedro Alexandre Santos:
A model for socially intelligent merchants. 7:1-7:8 - Yegeta Zeleke, Joseph C. Osborn, Ricardo G. Sanfelice:
Analyzing action games: a hybrid systems approach. 8:1-8:11 - Eric LaBouve, Erik Miller, Foaad Khosmood:
Enhancing story generation with the semantic web. 9:1-9:11 - Simon Cheng Liu, Chaoran Li, Yue Li, Heng Ma, Xiao Hou, Yiming Shen, Licong Wang, Ze Chen, Xianghao Guo, Hengtong Lu, Yu Du, Qinting Tang:
Automatic generation of tower defense levels using PCG. 10:1-10:9 - Luís Morais, João Dias, Pedro Alexandre Santos:
From caveman to gentleman: a CiF-based social interaction model applied to conan exiles. 11:1-11:11 - Anurag Sarkar, Seth Cooper:
Using rating arrays to estimate score distributions for player-versus-level matchmaking. 12:1-12:8 - Justus Robertson, Arnav Jhala, R. Michael Young:
Efficient choice enumeration for narrative world design. 13:1-13:10 - Markus Eger, Daniel Gruss:
Wait a second: playing Hanabi without giving hints. 14:1-14:7 - Stacey Mason, Ceri Stagg, Noah Wardrip-Fruin:
Lume: a system for procedural story generation. 15:1-15:9 - Zijin Luo, Matthew Guzdial, Mark O. Riedl:
Making CNNs for video parsing accessible: event extraction from DOTA2 gameplay video using transfer, zero-shot, and network pruning. 16:1-16:10 - Arunpreet Sandhu, Zeyuan Chen, Joshua McCoy:
Enhancing wave function collapse with design-level constraints. 17:1-17:9
Computer-human interaction and player experience
- Casper Harteveld, Erica Kleinman, Paola Rizzo, Dylan G. M. Schouten, Truong Huy Nguyen, Samuel Liberty, Wade Kimbrough, Paul Fombelle, Magy Seif El-Nasr:
Teamwork and adaptation in games (TAG): a survey to gauge teamwork. 18:1-18:12 - Oguz Turan Buruk, Katherine Isbister, Tess Tanenbaum:
A design framework for playful wearables. 19:1-19:12 - Barrett R. Anderson, Adam M. Smith:
Understanding user needs in videogame moment retrieval. 20:1-20:10
Game design and development
- Nick Junius, Michael Mateas, Noah Wardrip-Fruin:
Towards expressive input for character dialogue in digital games. 21:1-21:11 - Chien Lu, Jaakko Peltonen, Timo Nummenmaa:
Game postmortems vs. developer Reddit AMAs: computational analysis of developer communication. 22:1-22:7 - Elín Carstensdóttir, Erica Kleinman, Magy Seif El-Nasr:
Player interaction in narrative games: structure and narrative progression mechanics. 23:1-23:9 - Jacob Garbe, Max Kreminski, Ben Samuel, Noah Wardrip-Fruin, Michael Mateas:
StoryAssembler: an engine for generating dynamic choice-driven narratives. 24:1-24:10 - Zoë O'Shea, Jonathan Freeman:
Game design frameworks: where do we start? 25:1-25:10 - Sam Snodgrass, Omid Mohaddesi, Jack Hart, Guillermo Romera Rodriguez, Christoffer Holmgård, Casper Harteveld:
Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systems. 26:1-26:15 - Daniel MacCormick, Loutfouz Zaman:
SuBViS: the use of subjunctive visual programming environments for exploring alternatives in game development. 27:1-27:11 - Jason T. Bowey, Maximilian A. Friehs, Regan L. Mandryk:
Red or blue pill: fostering identification and transportation through dialogue choices in RPGs. 28:1-28:11 - Xina Jiang, Casper Harteveld, Xinyuan Huang, Anthony Y. H. Fung:
The computational puzzle design framework: a design guide for games teaching computational thinking. 29:1-29:11
Game education
- Alexander Cho, A. M. Tsaasan, Constance Steinkuehler:
The building blocks of an educational esports league: lessons from year one in orange county high schools. 30:1-30:11 - Myque Ouellette, Lauren Breeding, Corey Clark:
Using applied cognitive load theory and difficulty analysis for educational game design for understanding and transference of literacy skills in adults. 31:1-31:11 - Shuhan Wang, Brandon Cohen, Sixian Yi, Jung Yun Park, Nicholas Teo, Erik Andersen:
Goal-based progression synthesis in a korean learning game. 32:1-32:9 - Adam W. Ruch:
Trans-pacific project-based learning: game production curriculum development. 33:1-33:9 - Craig G. Anderson, Kathryn Campbell, Constance Steinkuehler:
Building persistence through failure: the role of challenge in video games. 34:1-34:6
Games and culture
- Nathaniel D. Poor:
Building and sustaining large, long-term online communities: family business and gamifying the game. 35:1-35:12 - Amanda L. L. Cullen, Bonnie Ruberg:
Necklines and 'naughty bits': constructing and regulating bodies in live streaming community guidelines. 36:1-36:8 - Rodrigo Canaan, Christoph Salge, Julian Togelius, Andy Nealen:
Leveling the playing field: fairness in AI versus human game benchmarks. 37:1-37:8 - Kathryn E. Ringland:
"Do you work for aperture science?": researching and finding the gamer identity in a minecraft community for autistic children. 38:1-38:8 - Anastasia Salter, Mel Stanfill, Anne Sullivan:
But does pikachu love you?: reproductive labor in casual and hardcore games. 39:1-39:10 - Tanja Välisalo, Maria Ruotsalainen:
"I never gave up": engagement with playable characters and esports players of overwatch. 40:1-40:6
Player modeling
- Myat Aung, Simon Demediuk, Yuan Sun, Ye Tu, Yu Ang, Siva Nekkanti, Shantanu Raghav, Diego Klabjan, Rafet Sifa, Anders Drachen:
The trails of Just Cause 2: spatio-temporal player profiling in open-world games. 41:1-41:11
Theory, history and criticism of games
- Xavier Ho, Marcus Carter:
Roguelike ancestry network visualisation: insights from the roguelike community. 42:1-42:9 - Mike Treanor, Mark J. Nelson:
Order-fulfillment games: an analysis of games about serving customers. 43:1-43:7 - Barrett R. Anderson, Christopher R. Karzmark, Noah Wardrip-Fruin:
The psychological reality of procedural rhetoric. 44:1-44:9 - Devi Acharya, Noah Wardrip-Fruin:
Building worlds together: understanding collaborative co-creation of game worlds. 45:1-45:5
Virtual, augmented and mixed reality
- Brian Holtkamp, Mohammed Alshair, Daniel Biediger, Michael Wilson, Chang Yun, Kyungki Kim:
Enhancing subject matter assessments utilizing augmented reality and serious game techniques. 46:1-46:8 - Daniel Sjölie, Sebastian Badylak:
Mind tricks for presence. 47:1-47:7
Posters and demos
- Khalid Al-Najjar, Mika Hämäläinen:
A creative dialog generator for fallout 4. 48:1-48:4 - Arunpreet Sandhu, Joshua McCoy:
A framework for integrating architectural design patterns into PCG. 49:1-49:5 - Chanelle Kaith Mosquera, Bonita Galvan, Ellen Liu, Ross De Vito, Perry Ting, Enrica Lovaglio Costello, Zoë J. Wood:
ANX dread: a virtual reality experience to explore anxiety during task completion. 50:1-50:5 - Matthias Steinböck, Naemi Luckner, Fares Kayali, Michelle Proyer, Gertraud Kremsner:
Cologon: a game to foster communication skills in inclusive education. 51:1-51:5 - Iris Kohler, Theresa Migler, Foaad Khosmood:
Composition of basic heuristics for the game 2048. 52:1-52:5 - Richard Zhao, Faisal Aqlan, Lisa Jo Elliott, Heather C. Lum:
Developing a virtual reality game for manufacturing education. 53:1-53:4 - Jennifer Villareale, Robert C. Gray, Anushay Furqan, Thomas B. Fox, Jichen Zhu:
Enhancing social exergames through idle game design. 54:1-54:5 - Mitchell Miller, Megan Washburn, Foaad Khosmood:
Evolving unsupervised neural networks for Slither.io. 55:1-55:5 - Dominic Kao, J. J. De Simone:
Exploring how preference and perceived performance vary in different game genres across time of day. 56:1-56:5 - Neil Koons, Michael Haungs:
Intrinsically musical game worlds: abstract music generation as a result of gameplay. 57:1-57:4 - Dominic Kao:
JavaStrike: a Java programming engine embedded in virtual worlds. 58:1-58:5 - Mitchell Miller, Sean Mendonca, Nathan Philliber, Foaad Khosmood:
Panoptyk: information driven MMO engine. 59:1-59:4 - Tengfei Wang, Shuyi Zhang, Xiao Wu, Wei Cai:
Rhythm dungeon: a blockchain-based music roguelike game. 60:1-60:3 - Eric Kaltman, Joseph C. Osborn, John Aycock:
S4LVE: shareable videogame analysis and visualization. 61:1-61:5 - Fares Kayali, Naemi Luckner, Peter Purgathofer:
Teaching gameful design. 62:1-62:4 - Sarah Zaidan:
The adventures of Ms. Meta: chapter one demo. 63:1-63:3 - Dominic Kao:
The effects of anthropomorphic avatars vs. non-anthropomorphic avatars in a jumping game. 64:1-64:5 - Chaima Jemmali, Erica Kleinman, Sara Bunian, Mia Victoria Almeda, Elizabeth Rowe, Magy Seif El-Nasr:
Using game design mechanics as metaphors to enhance learning of introductory programming concepts. 65:1-65:5
Workshop papers and presentations: Workshop on analog origins of digital games
- Colin Stricklin:
The distributed dungeon master: new media affordances from twitch's choice chamber. 66:1-66:5 - Timo Nummenmaa, Ville Kankainen:
Social features in hybrid board game marketing material. 67:1-67:8
Workshop papers and presentations: Game jam workshop
- Ville Kankainen, Annakaisa Kultima, Mikko Meriläinen:
Motivations of game jam organizers: case of finnish game jam community. 68:1-68:8 - Xavier Ho, Martin Tomitsch:
Affordances of brainstorming toolkits and their use in game jams. 69:1-69:10 - Allan Fowler:
Jamming with children: an experience report. 70:1-70:6 - Johanna Pirker, Andreas Punz, Johannes Kopf:
Social interactions in game jams: a jammer recommender tool. 71:1-71:4 - Gorm Lai, Kai Erenli, Foaad Khosmood, William H. Latham:
Introducing: the game jam license. 72:1-72:6
Workshop papers and presentations: Workshop on games and natural language processing
- Mika Hämäläinen, Khalid Al-Najjar:
Creative contextual dialog adaptation in an open world RPG. 73:1-73:7 - Xiaoxuan Zhang, Adam M. Smith:
Retrieving videogame moments with natural language queries. 74:1-74:7 - Doruk Kicikoglu, Richard A. Bartle, Jon Chamberlain, Massimo Poesio:
Wormingo: a 'true gamification' approach to anaphoric annotation. 75:1-75:7 - Chengxi Li, Sagar Gandhi, Brent Harrison:
End-to-end let's play commentary generation using multi-modal video representations. 76:1-76:7 - Chris Madge, Richard A. Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio:
Making text annotation fun with a clicker game. 77:1-77:6 - Maryam Zare, Ali Ayub, Alan R. Wagner, Rebecca J. Passonneau:
Show me how to win: a robot that uses dialog management to learn from demonstrations. 78:1-78:7 - Sagar Gandhi, Brent Harrison:
Guided open story generation using probabilistic graphical models. 79:1-79:7
Workshop papers and presentations: Workshop on procedural content generation
- Michael Cerny Green, Christoph Salge, Julian Togelius:
Organic building generation in minecraft. 80:1-80:7 - Asiiah Song, Jim Whitehead:
TownSim: agent-based city evolution for naturalistic road network generation. 81:1-81:9 - Chris Miller, Mayank Dighe, Chris Martens, Arnav Jhala:
Stories of the town: balancing character autonomy and coherent narrative in procedurally generated worlds. 82:1-82:9 - Paul Hyunjin Kim, Jacob Grove, Skylar W. Wurster, Roger Crawfis:
Design-centric maze generation. 83:1-83:9 - Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis, Julian Togelius:
Two-step constructive approaches for dungeon generation. 84:1-84:7 - J. Timothy Balint, Rafael Bidarra:
A generalized semantic representation for procedural generation of rooms. 85:1-85:8 - Max Kreminski, Devi Acharya, Nick Junius, Elisabeth Oliver, Kate Compton, Melanie Dickinson, Cyril Focht, Stacey Mason, Stella Mazeika, Noah Wardrip-Fruin:
Cozy mystery construction kit: prototyping toward an AI-assisted collaborative storytelling mystery game. 86:1-86:9 - Peter Mawhorter:
Anarchy: a library for incremental chaos. 87:1-87:8 - Max Kreminski, Isaac Karth, Noah Wardrip-Fruin:
Generators that read. 88:1-88:7 - Isaac Karth, Adam M. Smith:
Addressing the fundamental tension of PCGML with discriminative learning. 89:1-89:9
Workshop papers and presentations: Workshop on tenure & promotion practices in games & interactive media
- Magy Seif El-Nasr:
Academics without borders. 90:1-90:6 - Elizabeth Lane Lawley:
Publication and evaluation challenges in games & interactive media. 91:1-91:8 - Christopher A. Egert, Andrew M. Phelps:
Tenure and promotion in the next era of game design and development programs: some thoughts and observations. 92:1-92:7
Workshop papers and presentations: Workshop on tabletop games
- Luiz Jonata Pires de Araujo, Mariia Charikova, Juliano Efson Sales, Vladislav Smirnov, Ananga Thapaliya:
Towards a game-independent model and data-structures in digital board games: an overview of the state-of-the-art. 93:1-93:8 - Hamna Aslam, Joseph Alexander Brown, Ecaterina Baba:
Dice design respecting player preference for colours and contrast. 94:1-94:6 - Kamilla Borodina, Hamna Aslam, Joseph Alexander Brown:
You have my sword; and my bow; and my axe: player perceptions of odd shaped dice for dungeons & dragons. 95:1-95:6 - Sarah Harmon, Remington Maxwell, Arnav Jhala:
Operationalizing conflict strategies in a board game. 96:1-96:6
Workshop papers and presentations: Workshop on user experience of AI in games
- Anna Guitart, Shi Hui Tan, Ana Fernández del Río, Pei Pei Chen, África Periáñez:
From non-paying to premium: predicting user conversion in video games with ensemble learning. 97:1-97:9 - Sam Snodgrass, Omid Mohaddesi, Casper Harteveld:
Towards a generalized player model through the PEAS framework. 98:1-98:7 - Francesca Foffano, David Thue:
Changes of user experience in an adaptive game: a study of an AI manager. 99:1-99:8 - Nathan Partlan, Elín Carstensdóttir, Erica Kleinman, Sam Snodgrass, Casper Harteveld, Gillian Smith, Camillia Matuk, Steven C. Sutherland, Magy Seif El-Nasr:
Evaluation of an automatically-constructed graph-based representation for interactive narrative. 100:1-100:9 - Erica Jurado, Kirsten Emma Gillam, Joshua McCoy:
Non-player character personality and social connection generation. 101:1-101:7 - Afshin Mobramaein, Jim Whitehead:
A methodology for designing natural language interfaces for procedural content generation. 102:1-102:9 - Max Kreminski, Noah Wardrip-Fruin:
Generative games as storytelling partners. 103:1-103:8
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