Abstract is missing.
- Big Huggin': Affection gaming for alternative playLindsay D. Grace. [doi]
- Towards a theory of choice poeticsPeter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin, Arnav Jhala. [doi]
- Gender differences in videogame development classes: U.S. and the U.A.EMário A. M. Guimarães, Leon Jololian. [doi]
- Gradequest - Evaluating the impact of using game design techniques in an undergraduate courseBob De Schutter, Vero Vanden Abeele. [doi]
- Generative agents for player decision modeling in gamesChristoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis. [doi]
- Governance in League of Legends: A hybrid systemYubo Kou, Bonnie A. Nardi. [doi]
- Retention and progression: Seven months in World of WarcraftThomas Debeauvais, Cristina V. Lopes, Nick Yee, Nicolas Ducheneaut. [doi]
- Pitch perfect or exploring pitching practices in industry and games educationRoger Altizer, José Pablo Zagal. [doi]
- User behavior transformation through dynamic input mappingsDun-Yu Hsiao, Seth Cooper, Christy Ballweber, Zoran Popovic. [doi]
- GWAPs: Games with a problemKathleen Tuite. [doi]
- An exergame to improve balance in children who are blindTony Morelli, Lauren Lieberman, John Foley, Eelke Folmer. [doi]
- Digital political science: Pixelizing international relationsSandra Yao. [doi]
- Modelling market sellers in World of WarcraftSheng-Yi Hsu, Chuen-Tsai Sun. [doi]
- Balancing physical and cognitive challenge: A study of players' psychological responses to exergame playAndrea Nickel, Jamie Payton, Tiffany Barnes, Erik Wikstrom, Maybellin Burgos, Zachary Wartell, Mykel Pendergrass, Nate Blanchard, Brian Thomas. [doi]
- A game-independent play trace dissimilarity metricJoseph C. Osborn, Michael Mateas. [doi]
- A prototype using territories and an affordance tree for social simulation gameplayTilman Geishauser, Yun-Gyung Cheong, Mark J. Nelson. [doi]
- Part of the game: Changing level creation to identify and filter low quality user-generated levelsAndrew Hicks, Veronica Cateté, Tiffany Barnes. [doi]
- Collaboration versus competition: Design and evaluation of mechanics for games with a purposeKristin Siu, Alexander Zook, Mark O. Riedl. [doi]
- Equal opportunity affection games, critical design in Stolen KissesLindsay D. Grace. [doi]
- Authoring conversational narratives in games with the Chimeria platformD. Fox Harrell, Dominic Kao, Chong-U Lim, Jason Lipshin, Ainsley Sutherland, Julia Makivic, Danielle Olson. [doi]
- Virtual character behavior architecture using cyclic schedulingRichard Zhao, Duane Szafron. [doi]
- The Listening Walker: Interactive sound walk in a virtual cityCécile Le Prado, Stéphane Natkin. [doi]
- Reflecting civic protest - the Occupy Istanbul gameHartmut Koenitz. [doi]
- Ice-Bound: Combining richly-realized story with expressive gameplayAaron A. Reed, Jacob Garbe, Noah Wardrip-Fruin, Michael Mateas. [doi]
- Play in the museum: Designing game-based learning environments for informal education settingsJonathan P. Rowe, Eleni V. Lobene, Bradford W. Mott, James C. Lester. [doi]
- Initial perceptions of a casual game to crowdsource facial expressions in the wildChek Tien Tan, Hemanta Sapkota, Daniel Rosser, Yusuf Pisan. [doi]
- Guiding players through structural composition patterns in 3D adventure gamesGlenn Joseph Winters, Jichen Zhu. [doi]
- High-tech low-tech authenticity: The creation of independent style at the Independent Games FestivalJesper Juul. [doi]
- Active player modellingJulian Togelius, Noor Shaker, Georgios N. Yannakakis. [doi]
- Automated terrain analysis in real-time strategy gamesChen Si, Yusuf Pisan, Chek Tien Tan. [doi]
- Introducing shared character control to existing video gamesAnna Loparev, Walter S. Lasecki, Kyle I. Murray, Jeffrey P. Bigham. [doi]
- Understanding representation in playable simulationsMike Treanor, Michael Mateas. [doi]
- Sparks of Eternity: A new approach to religious educationBrian M. Winn, Casey O'Donnell, Greg Kozma, Reuven Margrett. [doi]
- Automatic playtesting for game parameter tuning via active learningAlexander Zook, Eric Fruchter, Mark O. Riedl. [doi]
- meIRL-BC: Predicting player positions in video gamesInge Becht, Sander Bakkes. [doi]
- Mixed-initiative co-creativityGeorgios N. Yannakakis, Antonios Liapis, Constantine Alexopoulos. [doi]
- Identifying patterns in combat that are predictive of success in MOBA gamesPu Yang, Brent E. Harrison, David L. Roberts. [doi]
- Chronologically nonlinear techniques in traditional media and gamesGail Carmichael, David Mould. [doi]
- ForewordTiffany Barnes, Ian Bogost. [doi]
- Target selection for AI companions in FPS gamesJonathan Tremblay, Christopher Dragert, Clark Verbrugge. [doi]
- FLARE: An open source toolkit for creating expressive user interfaces for serious gamesBradford W. Mott, Jonathan P. Rowe, Wookhee Min, Robert G. Taylor, James C. Lester. [doi]
- Marking new ground: Flash, HTML5 and the future of the web arcadeAnastasia Salter, John Murray. [doi]
- An out-of-character approach to emergent game narrativesSimon Chauvin, Guillaume Levieux, Jean-Yves Donnart, Stéphane Natkin. [doi]
- Let's Roll: Comparative representations of empire in board gamesWilliam Robinson. [doi]
- Mobilising Monopoly: Game design, place and social valuesMark Lochrie, Alison Gazzard, Adrian Gradinar, Paul Coulton. [doi]
- Ice-Bound: A novel of reconfigurationJacob Garbe, Aaron A. Reed, Noah Wardrip-Fruin, Michael Mateas. [doi]
- Dance Enhanced: Investigating how earning content through exertion impacts dance game enjoymentEmiko Charbonneau, Sarah Buchanan, Jared N. Bott, Florian 'Floyd' Mueller, Joseph J. LaViola Jr.. [doi]
- Evaluating the evaluation toolsBjörn Strååt, Harko Verhagen. [doi]
- The Rooms - Creating immersive experiences through projected augmented realityJacob Michelsen, Staffan Björk. [doi]
- A linguistic analysis of games: Verbs and nouns for content estimationLindsay D. Grace. [doi]
- Specifying the pedagogical aspects of narrative-based digital learning games using annotationsFrederik Van Broeckhoven, Olga De Troyer. [doi]
- A methodology for requirements analysis of AI architecture authoring toolsApril Grow, Swen E. Gaudl, Paulo Gomes, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Experiments in map generation using Markov chainsSam Snodgrass, Santiago Ontañón. [doi]
- SimBully: A 'bullying in schools' simulationEdgar Omar Cebolledo Gutierrez, Olga De Troyer. [doi]
- The effect of a persuasive game on attitude towards the homelessDana Ruggiero. [doi]
- Slot Machine Development: A course for CS majorsTony Morelli. [doi]
- Must be 13 to play: Addressing children participation in networked gamesKara A. Behnke, Meg Leta Ambrose, John K. Bennett. [doi]
- Black Like Me? Embedding 2-tiered procedural rhetoric in a critical gameLindsay D. Grace. [doi]
- 'Knock Once for Yes' - Knocking as feedback in the location-based game passing onJon Back. [doi]
- Development of Recovery Rapids - A game for cost effective stroke therapyDavid Maung, Roger Crawfis, Lynne V. Gauthier, Lise Worthen-Chaudhari, Linda P. Lowes, Alex Borstad, Ryan J. McPherson, Jacob Grealy, Josh Adams. [doi]
- A framework for coherent emergent storiesGail Carmichael, David Mould. [doi]
- Alphabet Soup: Design and development of a short form gameDana Ruggiero, Stuart Moran, Charlie Drewitt, John Brady. [doi]
- A game to crowdsource data for affective computingChek Tien Tan, Hemanta Sapkota, Daniel Rosser, Yusuf Pisan. [doi]
- Introducing story sampling: Preliminary results of a new interactive narrative evaluation techniqueBen Samuel, Josh McCoy, Mike Treanor, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Off with their assists: An empirical study of driving skill in Forza Motorsport 4Thomas Debeauvais, Thomas Zimmermann 0001, Nachiappan Nagappan, Kevin Carter, Ryan Cooper, Dan Greenawalt, Tyson Solberg. [doi]
- Games about mental health - Designing the experience of "What it's Like"Doris C. Rusch. [doi]
- Open Trumps, a data gameAndrew Borg Cardona, Aske Walther Hansen, Julian Togelius, Marie Gustafsson Friberger. [doi]
- Design criteria for challenge balancing of personalised game spacesSander Bakkes, Shimon Whiteson. [doi]
- Examining 'RPG elements': Systems of character progressionJosé Pablo Zagal, Roger Altizer. [doi]
- Software verification games: Designing Xylem, The Code of PlantsHeather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, Daniel G. Shapiro, John Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Daniel Cetina, Shayne Clementi, Chris Lewis 0002. [doi]
- The psychology of play: Understanding digital game evolution through developmental psychologyLindsay D. Grace, Brooke Spangler. [doi]
- Aussie women game developersDebbie M. Taylor, Yusuf Pisan. [doi]
- Harmony: A game to teach transitive game balanceIan Schreiber. [doi]
- Challenges for game addiction as a mental health diagnosisRune Nielsen, Espen Aarseth, Arne Poulsen. [doi]
- Author assistance visualizations for Ice-Bound, a combinatorial narrativeJacob Garbe, Aaron A. Reed, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas. [doi]
- (Re)telling chess stories as game contentEric Buckthal, Foaad Khosmood. [doi]
- Pixel Motion: A surveillance camera-enabled public digital gameHolly Robbins, Katherine Isbister. [doi]
- Xylem: The Code of PlantsHeather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, John Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Daniel G. Shapiro, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Chris Lewis, Daniel Cetina, Shayne Clementi. [doi]
- A comparative evaluation of procedural level generators in the Mario AI frameworkBritton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith, Julian Togelius. [doi]
- Experiences teaching a course in Android game developmentTimothy E. Roden, Rob LeGrand. [doi]
- Integrating semantics and narrative world generationBen A. Kybartas, Rafael Bidarra, Elmar Eisemann. [doi]
- Measuring risk in stealth gamesJonathan Tremblay, Pedro Andrade Torres, Clark Verbrugge. [doi]
- Adapting in-game agent behavior by observation of players using learning behavior treesEmmett Tomai, Roberto Flores. [doi]
- The effect of surroundings on gaming experienceA. Imran Nordin, Paul A. Cairns, Matthew Hudson, Alejandro Alonso, Eduardo H. Calvillo Gámez. [doi]
- Adapting game mechanics with Micro-MachinationsRiemer van Rozen, Joris Dormans. [doi]
- Codename Heroes - Designing for experience in public places in a long term pervasive gameJon Back, Annika Waern. [doi]
- #1ReasonWhy: Game communities and the invisible womanBridget Blodgett, Anastasia Salter. [doi]
- X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakesAlessandro Canossa, Staffan Björk, Mark J. Nelson. [doi]
- From consumers to producers: African American middle school students as game designersYolanda A. Rankin, Jakita O. Thomas, India Irish, Stevie-Mari Hawkins. [doi]
- A web-based editor for multiplayer choice gamesIan Holmes. [doi]