Abstract is missing.
- Shredding with mom and dad: intergenerational physics gaming in a children's museumJeremy Dietmeier, Ben J. Miller, Ben DeVane, Kristen Missall, Salloni Nanda. [doi]
- Art and science of engineered design: what kind of discipline is PCG?Jim Whitehead. [doi]
- Toward understanding disciplinary divides within games researchEdward F. Melcer, Katherine Isbister. [doi]
- Graph grammar-based controllable generation of puzzles for a learning game about parallel programmingJosep Valls-Vargas, Jichen Zhu, Santiago Ontañón. [doi]
- All the feels: designing a tool that reveals streamers' biometrics to spectatorsRaquel Robinson, Zachary Rubin, Elena Márquez Segura, Katherine Isbister. [doi]
- WaveFunctionCollapse is constraint solving in the wildIsaac Karth, Adam M. Smith. [doi]
- Striving for author-friendly procedural dialogue generationJonathan Lessard, Etienne Brunelle-Leclerc, Timothy Gottschalk, Marc-Antoine Jetté-Léger, Odile Prouveur, Christopher Tan. [doi]
- Mission HydroSci: a progress report on a transformational role playing game for science learningJames M. Laffey, Joe Griffin, Justin Sigoloff, Sean Lander, Troy D. Sadler, Sean D. Goggins, So Mi Kim, Eric Wulff, Andrew J. Womack. [doi]
- Dragon architect: open design problems for guided learning in a creative computational thinking sandbox gameAaron Bauer, Eric Butler, Zoran Popovic. [doi]
- Getting the GISST: a toolkit for the creation, analysis and reference of game studies resourcesEric Kaltman, Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas. [doi]
- Understanding mario: an evaluation of design metrics for platformersAdam Summerville, Julian R. H. Mariño, Sam Snodgrass, Santiago Ontañón, Levi H. S. Lelis. [doi]
- Exploring emerging design patterns in student-made climate change gamesJackie Barnes, Amy K. Hoover, Borna Fatehi, Jesús Moreno-León, Gillian Smith, Casper Harteveld. [doi]
- Predicting future states in DotA 2 using value-split models of time series attribute dataZach Cleghern, Soumendra Lahiri, Osman Y. Özaltin, David L. Roberts. [doi]
- Design patterns for silent player characters in narrative-driven gamesBria Mears, Jichen Zhu. [doi]
- Towards generative emotions in games based on cognitive modelingChandranil Chakrabortti, Lucas N. Ferreira, Jim Whitehead. [doi]
- Deep convolutional player modeling on log and level dataNicholas Liao, Matthew Guzdial, Mark Riedl. [doi]
- Designing for immediate playMartin Pichlmair, Lena Mech, Miguel Sicart. [doi]
- eBee: a reflection on quilt-based game designIsabella Carlsson, Jeanie Choi, Celia Pearce, Gillian Smith. [doi]
- Little procedural people: playing politics with generatorsKate Compton. [doi]
- Session based behavioral clustering in open world sandbox game TUGMarcelo Spiezzi Raimbault, Corey Clark. [doi]
- Exploration in NetHack using occupancy mapsJonathan Campbell, Clark Verbrugge. [doi]
- AI-based playtesting of contemporary board gamesFernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen. [doi]
- From computational narrative analysis to generation: a preliminary reviewJosep Valls-Vargas, Jichen Zhu, Santiago Ontañón. [doi]
- Solusforge: controlling the generation of the 3D models with spatial relation graphsJo Mazeika, Jim Whitehead. [doi]
- BacToMars: a collaborative educational video game for teaching biological engineeringAnna Loparev, Amanda Sullivan, Clarissa Verish, Lauren Westendorf, Jasmine Davis, Margaret Flemings, Marins Umaschi Bers, Orit Shaer. [doi]
- Engaging young learners in making games: an exploratory studyAllan Fowler. [doi]
- Metagames: on the ontology of games outside of gamesMichael S. Debus. [doi]
- Program synthesis as a generative methodEric Butler, Kristin Siu, Alexander Zook. [doi]
- The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its communityEmma Anderson, Justice T. Walker, Yasmin B. Kafai, Debora Lui. [doi]
- Meaning without consequence: virtue ethics and inconsequential choices in gamesJeff L. Nay, José Pablo Zagal. [doi]
- Designing ethical systems for videogamesPeter Christiansen. [doi]
- Refining operational logicsJoseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas. [doi]
- Identifying and evaluating successful non-meta strategies in league of legendsChoong Soo Lee, Ivan Ramler. [doi]
- Video games as a distributed computing resourceCorey Clark, Myque Ouellette. [doi]
- Automatic mapping of NES games with mappyJoseph C. Osborn, Adam Summerville, Michael Mateas. [doi]
- Mechanics automatically recognized via interactive observation: jumpingAdam Summerville, Joe Osborn, Christoffer Holmgård, Daniel W. Zhang. [doi]
- Learning the patterns of balance in a multi-player shooter gameDaniel Karavolos, Antonios Liapis, Georgios Y. Yannakakis. [doi]
- Prosocial behavior in an online game community: an ethnographic studyYubo Kou, Magnus Johansson, Harko Verhagen. [doi]
- Assessing implicit computational thinking in zoombinis gameplayElizabeth Rowe, Jodi Asbell-Clarke, Santiago Gasca, Kathryn Cunningham. [doi]
- A generative model of group conversationHannah Morrison, Chris Martens. [doi]
- Languages of play: towards semantic foundations for game interfacesChris Martens, Matthew A. Hammer. [doi]
- AI-assisted analysis of player strategy across level progressions in a puzzle gameBritton Horn, Amy K. Hoover, Yetunde Folajimi, Jackie Barnes, Casper Harteveld, Gillian Smith. [doi]
- Effects of controller-based locomotion on player experience in a virtual reality exploration gameJulian Frommel, Sven Sonntag, Michael Weber 0001. [doi]
- Evaluating singleplayer and multiplayer in human computation gamesKristin Siu, Matthew Guzdial, Mark O. Riedl. [doi]
- Vixen: interactive visualization of gameplay experiencesBrandon Drenikow, Pejman Mirza-Babaei. [doi]
- Earthworks rising: exploring, sharing, researching, and building community through teachers, parents, and learnersM. Aubrecht, H. Bawden, C. Ballengee-Morris. [doi]
- Greedy heuristics for client assignment problem by zonesShawn Farlow, Jerry L. Trahan. [doi]
- Classroom implementation of a games-based activity on astronomy in higher educationJennifer Dalsen. [doi]
- What's in a name?: naming games that solve real-world problemsKaren Schrier. [doi]
- Proposal for analyzing player emotions in an interactive narrative using story intention graphsJohn Murray, Michael Mateas, Noah Wardrip-Fruin. [doi]
- What do we value in procedural content generation?Gillian Smith. [doi]
- Synthesizing interpretable strategies for solving puzzle gamesEric Butler, Emina Torlak, Zoran Popovic. [doi]
- This is fine: #ResistJam and the 2016 election in gamingAnastasia Salter, Bridget Marie Blodgett. [doi]
- SeekWhence a retrospective analysis tool for general game designTiago Machado, Andy Nealen, Julian Togelius. [doi]
- The influence of social entities in virtual reality games on player experience and immersionStefan Liszio, Katharina Emmerich, Maic Masuch. [doi]
- A database-centric architecture for interactive storytellingYun-Gyung Cheong, Kinam Park, Woo-Hyun Park, Byung-Chull Bae. [doi]
- The impact of visual load on performance in a human-computation gameChristina Chung, Amit Kadan, Yueti Yang, Asako Matsuoka, Julia Rubin, Marsha Chechik. [doi]
- Agency informing techniques: communicating player agency in interactive narrativesTimothy Day, Jichen Zhu. [doi]
- MazeStar: a platform for studying virtual identity and computer science educationDominic Kao, D. Fox Harrell. [doi]
- The Stanley ParableMike Scanlon, Tom Swanson, Paul Darvasi, Jen Jenson. [doi]
- Plagues and people: engineering player participation and prevention in a virtual epidemicDeborah A. Fields, Yasmin B. Kafai, Michael T. Giang, Nina H. Fefferman, Jacqueline Wong. [doi]
- A taxonomy of narrative-centric board and card gamesAnne Sullivan, Anastasia Salter. [doi]
- Evaluation of a template-based puzzle generator for an educational programming gameYihuan Dong, Tiffany Barnes. [doi]
- On using graph partitioning with isomorphism constraint in procedural content generationAhmed M. Abuzuraiq. [doi]
- Design, appropriation, and use of technology in larpsElena Márquez Segura, Katherine Isbister, Jon Back, Annika Waern. [doi]
- Deriving quests from open world mechanicsRyan Alexander, Chris Martens. [doi]
- A semantic approach to patch-based procedural generation of urban road networksEdward Teng, Rafael Bidarra. [doi]
- Behavior change types with Pokémon GOTuomas Kari, Jonne Arjoranta, Markus Salo. [doi]
- The problematic coexistence of "internet gaming disorder" and esportsRune Kristian Lundedal Nielsen, Veli-Matti Karhulahti. [doi]
- Procedural zelda: a PCG environment for player experience researchNorbert Heijne, Sander Bakkes. [doi]
- Indicator products for observing market conditions and game trends in MMOGSheng-Yi Hsu, Chia-Lin Hsu, Shing-Yun Jung, Chuen-Tsai Sun. [doi]
- PlayScope: augmented microscopy as a tool to increase STEM engagementCate LaPlante, Matthew Nolin, Tobi Saulnier. [doi]
- Engagement effects of player rating system-based matchmaking for level ordering in human computation gamesAnurag Sarkar, Michael Williams, Sebastian Deterding, Seth Cooper. [doi]
- Towards pattern-based mixed-initiative dungeon generationAlexander Baldwin, Steve Dahlskog, José M. Font, Johan Holmberg. [doi]
- Caves of QudJason Grinblat, C. Brian Bucklew. [doi]
- Difficulty influence on motivation over time in video games using survival analysisThibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux, Stéphane Natkin. [doi]
- Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouseEdward F. Melcer, Katherine Isbister. [doi]
- Efficiency, realism, and representation in generated content: a case study using family tree generationPeter Mawhorter. [doi]
- A framework for exploring and evaluating mechanics in human computation gamesKristin Siu, Alexander Zook, Mark O. Riedl. [doi]