Abstract is missing.
- The Word Game: The ontology of an undefinable objectEspen Aarseth, Gordon Calleja. [doi]
- Research Quest: Six Design Boxes and Six Iterations towards a Game to Teach Critical ThinkingMatthew Jensen, Tallie Casucci, Ryan Bown, Madlyn Runburg, Roger Altizer. [doi]
- MiniDungeons 2: An Experimental Game for Capturing and Modeling Player DecisionsChristoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis. [doi]
- An Analog History of Procedural Content GenerationGillian Smith. [doi]
- SonicWalker: Virtual Reality Simulation of Non-Visual Pedestrian City NavigationEthan Coggins, Kevin Andrews, Molly Rossman, Tony Morelli. [doi]
- Loops and Metagames: Understanding Game Design StructuresMiguel Sicart. [doi]
- Considering Game Companions: Implications for research and designLina Eklund. [doi]
- Procedural Generation of 3D Caves for Games on the GPUBenjamin Mark, Tudor Berechet, Tobias Mahlmann, Julian Togelius. [doi]
- Research Quest: Critical Thinking through Video Games and Interdisciplinary CollaborationMatthew Jensen, Tallie Casucci, Ryan Bown, Madlyn Runburg, Roger Altizer. [doi]
- Troubling Perspectives on Computer Game AddictionRune Nielsen, Arne Poulsen. [doi]
- A Pattern-Based Game Mechanics Design AssistantRiemer van Rozen. [doi]
- PointCraft: Harnessing Players' FPS Skills to Interactively Trace Point Clouds in 3DKathleen Tuite, Rahul Banerjee, Noah Snavely, Jovan Popovic, Zoran Popovic. [doi]
- Augmented Reality Games: What Do We Know and Where Should We Go?Marina Knauer, Joschka Mütterlein. [doi]
- Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differencesLaura M. Levy, Rob Solomon, Joann Moore, Jason Way, Ruitao Liu, Maribeth Gandy. [doi]
- Large-Scale Interactive Visualizations of Nearly 12, 000 GamesJames Owen Ryan, Eric Kaltman, Andrew Max Fisher, Timothy Hong, Taylor Owen-Milner, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Tracery: An Author-Focused Generative Text ToolKate Compton, Michael Mateas. [doi]
- AI-based Game Design PatternsMike Treanor, Alexander Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith. [doi]
- Statistical Analysis of Player Behavior in MinecraftStephan Mueller, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus H. Gross. [doi]
- Craft: a constraint-based random-number generatorIan Horswill. [doi]
- Gate Me If You Can: The Impact of Gating Mechanics on Retention and Revenues in Jelly SplashThomas Debeauvais, Cristina V. Lopes. [doi]
- Investigating behavior change indicators and cognitive measures in persuasive health gamesShree Subramanian, Sean Hallinan, Magy Seif El-Nasr, Mariya Shiyko, Carmen Sceppa. [doi]
- Top Versus Bottom: Game Evaluation from an Expert or Player PerspectiveBjörn Strååt, Harko Verhagen. [doi]
- Biotic games: Integrating real living cells into digital game playIngmar H. Riedel-Kruse, Honesty Kim, Lukas C. Gerber. [doi]
- Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop TestJoshua Taylor, Ian Parberry, Thomas D. Parsons. [doi]
- The Meme Quiz: A Facial Expression Game Combining Human Agency and Machine InvolvementKathleen Tuite, Ira Kemelmacher. [doi]
- Exploring the Technical History of Games Through Software and VisualizationEric Kaltman. [doi]
- Persuasive Content: Understanding In-Game Advertising Retention in Players and OnlookersLindsay Grace, Dirk P. Janssen, James R. Coyle. [doi]
- "With Fate Guiding My Every Move": The Challenge of SpelunkyTommy Thompson. [doi]
- Building Casual Games and APIs for Teaching Introductory Programming ConceptsBrian Chau, Rob Nash, Kelvin Sung, Jason Pace. [doi]
- Evaluating Electroencephalography Engagement Indices During Video Game PlayTimothy McMahan, Ian Parberry, Thomas D. Parsons. [doi]
- Playing with Presence: How meditation can increase the experience of embodied presence in a virtual worldCarrie Heeter, Marcel Allbritton. [doi]
- Combat in GamesJoseph C. Osborn, Dylan Lederle-Ensign, Noah Wardrip-Fruin, Michael Mateas. [doi]
- Learning in Collaborative and Motivational Virtual EnvironmentsJohanna Pirker. [doi]
- Exploring Design Motifs and Extending Visual Representation of StyleJoseph Mazeika. [doi]
- Kanakatana: Teaching Japanese through Game MechanicsCameron Olson, Daniel Kauffman, Allan Fowler, Foaad Khosmood. [doi]
- Graph Grammars for Super Mario Bros LevelsSantiago Londoño, Olana Missura. [doi]
- AI-based Games: Contrabot and What Did You Do?Michael Cook, Mirjam Eladhari, Adam M. Smith, Gillian Smith, Tommy Thompson, Julian Togelius, Alexander Zook. [doi]
- Playing with RecipesJohnathan Pagnutti, Jim Whitehead. [doi]
- Patterns, Dungeons and GeneratorsSteve Dahlskog, Julian Togelius, Staffan Björk. [doi]
- Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning GameDominic Kao, D. Fox Harrell. [doi]
- Usability of Back of Device Virtual ButtonsTony Morelli, Ethan Coggins, Molly Rossman. [doi]
- Supporting Computational Algorithmic Thinking (SCAT): Understanding the Development of Computational Algorithmic Thinking Capabilities in African-American Middle-School Girls Through Game DesignJakita O. Thomas. [doi]
- Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level GenerationDaniel Karavolos, Anders Bouwer, Rafael Bidarra. [doi]
- Investigating the Impact of Game Features on Champion Usage in League of LegendsChoong Soo Lee, Ivan Ramler. [doi]
- People Tend to Like Related GamesJames Owen Ryan, Eric Kaltman, Timothy Hong, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Can't See the Science for the Trees: Representations of Science in VideogamesPeter Christiansen. [doi]
- What kind of stories do children like in an active video game (AVG)? An exploratory studyAmy Lu. [doi]
- Procedurally Generated History: building a game ecosystem through autoplayGabriele Trovato, Soren Johnson, Pieter Spronck. [doi]
- Something In The Way We Move: Quantifying patterns of exploration in virtual spacesJohn Murray, Edmond Chow, Christopher Connolly. [doi]
- Objects of Affection: Kissing Games on Mobile DevicesLindsay Grace. [doi]
- The Coralize Tool for Creating Underwater EnvironmentsRyan Abela, Antonios Liapis, Georgios N. Yannakakis. [doi]
- Adventures in Hyrule: Generating Missions & Maps For Action Adventure GamesTommy Thompson, Becky Lavender. [doi]
- Defining Game JamAnnakaisa Kultima. [doi]
- Empathy and Identity in Digital Games: Towards a New Theory of Transformative PlayJoshua Tanenbaum, Karen Tanenbaum. [doi]
- The Learning of Zelda: Data-Driven Level Generation for Action Role Playing GamesAdam Summerville, Morteza Behrooz, Michael Mateas, Arnav Jhala. [doi]
- Design Rationale for Natural Language Game ConversationsJonathan Lessard. [doi]
- Tools for Game Discovery Built Using Latent Semantic AnalysisJames Owen Ryan, Eric Kaltman, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Active Learning for Player ModelingNoor Shaker, Mohamed Abou-Zleikha, Mohammad Shaker. [doi]
- Teaching Older Adults to Play MinecraftBob De Schutter, Danielle Eynon Black, Henk Herman Nap. [doi]
- The Scored Rule Engine: Next-Generation Social PhysicsBen Samuel, Aaron A. Reed, Paul Maddaloni, Michael Mateas, Noah Wardrip-Fruin. [doi]
- The Joys of Absence: Emotion, Emotion Display and Interaction Tension in Video Game PlaySebastian Deterding. [doi]
- Games Research Today: Analyzing the Academic Landscape 2000-2014Edward F. Melcer, Truong-Huy D. Nguyen, Zhengxing Chen, Alessandro Canossa, Magy Seif El-Nasr, Katherine Isbister. [doi]
- A Software Studies Approach to Interpreting PassageDylan Lederle-Ensign, William Robinson, Johnathan Pagnutti, Michael Mateas. [doi]
- I am being watched by the Tribunal: Trust and control in Multiplayer Online Battle Arena gamesMagnus Johansson, Harko Verhagen, Yubo Kou. [doi]
- Nanocrafter: Design and Evaluation of a DNA Nanotechnology GameJonathan Barone, Colin Bayer, Rowan Copley, Nova Barlow, Matthew Burns, Sundipta Rao, Georg Seelig, Zoran Popovic, Seth Cooper. [doi]
- In Your Face(t) Impact of Personality and Context on Gameplay BehaviorAlessandro Canossa, Jeremy B. Badler, Magy Seif El-Nasr, Stefanie Tignor, Randy C. Colvin. [doi]
- Mazzy: A STEM Learning GameDominic Kao, D. Fox Harrell. [doi]
- NPCAgency: Procedural Generation of NPCsAllan Fowler, Foaad Khosmood, Grant Pickett. [doi]
- Towards a Procedural Evaluation Technique: Metrics for Level DesignAlessandro Canossa, Gillian Smith. [doi]
- Designing for the Dichotomy of Immersion in Location Based GamesAdrian Gradinar, Jonny Huck, Paul Coulton, Mark Lochrie, Emmanuel Tsekleves. [doi]
- HeapCraft: Understanding and Improving Player Collaboration in MinecraftStephan Mueller, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus H. Gross. [doi]
- Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game ControllersJoshua Tanenbaum, Karen Tanenbaum. [doi]
- Evaluating the Authoring Complexity of Interactive Narratives for Augmented Reality ApplicationsMubbasir Kapadia, Fabio Zund, Jessica Falk, Marcel Marti, Robert W. Sumner. [doi]
- Return of the Gradequest - Evaluating the Third Iteration of a Gameful CourseBob De Schutter, Salvatore Papa. [doi]
- Exigent: An Automatic Avatar Generation SystemDominic Kao, D. Fox Harrell. [doi]
- Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual GamesMelvin Roest, Sander Bakkes. [doi]
- Panel: Game Programs in Higher Education - Connecting Colleges with CorporationsKendra Cooper, C. Shaun Longstreet. [doi]
- Unpacking Adherence and Engagement in Persuasive Health GamesMagy Seif El-Nasr, Shree Durga, Mariya Shiyko, Carmen Sceppa. [doi]
- Bottom-up Game StudiesJames Owen Ryan, Eric Kaltman, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Semantic Descriptions for Logical Content GenerationThomas Smith, Julian Padget. [doi]
- Crowdsourcing Open Interactive NarrativeMatthew Guzdial, Brent Harrison, Boyang Li, Mark Riedl. [doi]
- The Negative Effects of Praise and FlatteryJoachim Prook, Dirk P. Janssen, Stefano Gualeni. [doi]
- Learning Behavior form Demonstration in Minecraft via Symbolic Similarity MeasuresBrandon Packard, Santiago Ontañón. [doi]
- Grammar-based Procedural Content Generation from Designer-provided Difficulty CurvesMircea Traichioiu, Sander Bakkes, Diederik M. Roijers. [doi]
- Practicalities and Ideologies, (Re)-Considering the Interactive Digital Narrative Authoring ParadigmHartmut Koenitz, Sandy Louchart. [doi]
- Cropland Capture - A Game for Improving Global Cropland MapsTobias Sturn, Steffen Fritz, Michael Wimmer. [doi]
- Exploring Game Space Using Survival AnalysisAaron Isaksen, Daniel Gopstein, Andrew Nealen. [doi]
- Formalizing Non-Formalism: Breaking the Rules of Automated Game DesignMichael Cook, Gillian Smith. [doi]
- "Not without my kitties": The old woman in casual gamesSara Mosberg Iversen. [doi]
- Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle GamesTruong-Huy D. Nguyen, Magy Seif El-Nasr, Alessandro Canossa. [doi]
- Seamless Integration of Coding and Gameplay: Writing Code Without Knowing itStephen R. Foster, Sorin Lerner, William G. Griswold. [doi]
- A Foundation for the Persuasive Gameplay ExperienceMartijn Kors, Erik Van Der Spek, Ben A. M. Schouten. [doi]
- Clustering Player PathsJonathan Campbell, Jonathan Tremblay, Clark Verbrugge. [doi]
- Bug-fixing Game-like Syllabi: Evaluating Common Issues and Iterating New Pedagogical MechanicsChristopher Totten, Josh McCoy, Lindsay Grace, Sarah Aristil. [doi]
- Detecting structural deadlocks in Multiplayer Games using automatically generated Petri NetsChristian Reuter, Stefan Göbel, Ralf Steinmetz. [doi]
- Game-based Experiments on Human Visual AttentionVeronika A. Vanden Abeele, Pieter Tierens, Bob De Schutter, Lee De-Wit, Luc Geurts. [doi]
- Sensors at Play: A biometric framework for game developers and game usersDirk P. Janssen, Luis Garcia Rosario, Marcello A. Gómez Maureira, Gerben Beijneveld. [doi]
- Using Proof Theory to Study Game MechanicsChris Martens. [doi]
- A Pattern-Based Bayesian Network for the Game of Nine Men's MorrisDana Vrajitoru. [doi]
- Developing Computational Models of Players' Identities and Values from Videogame AvatarsChong-U Lim, D. Fox Harrell. [doi]
- Spooky Dodgeball at a DistanceAlbith Delgado, Devin Wilson. [doi]
- Methods and Recommendations for Archival Records of Game Development: The Case of Academic GamesEric Kaltman, Noah Wardrip-Fruin, Henry Lowood, Christy Caldwell. [doi]
- Design Approach for Collaborative Cognitive GamesAida Azadegan, Casper Harteveld, Steven C. Sutherland. [doi]
- Emerging Research Challenges in Computer Games and Software EngineeringWalt Scacchi, Kendra Cooper. [doi]
- Invoking Higher Orders of Thinking in Serious Educational GamesC. Shaun Longstreet, Kendra Cooper, Dennis Brylow. [doi]
- Monte-Carlo Tree Search for Simulation-based Play Strategy AnalysisAlexander Zook, Brent Harrison, Mark Riedl. [doi]
- Diving Head-First into Virtual Reality: Evaluating HMD Control Schemes for VR GamesErin Martel, Feng Su, Jesse Gerroir, Ahmed Hassan, Audrey Girouard, Kasia Muldner. [doi]
- Cultural Narratives in Game DesignAlyea Sandovar. [doi]
- Game mechanics telling stories? An experimentKristian Hjaltason, Steffen Christophersen, Julian Togelius, Mark J. Nelson. [doi]
- Participatory Republics: Play and the PoliticalMiguel Sicart. [doi]
- Monte-Carlo Tree Search for Simulated Car RacingJacob Fischer, Nikolaj Falsted, Mathias Vielwerth, Julian Togelius, Sebastian Risi. [doi]
- Towards An Ancestry and Codification of Procedural Content Generation TechniquesTodd Furmanski. [doi]
- Iconoscope: Designing a Game for Fostering CreativityAntonios Liapis, Amy K. Hoover, Georgios N. Yannakakis, Constantine Alexopoulos, Evangelia V. Dimaraki. [doi]