Abstract is missing.
- Method in the madness: the design of games as valid and reliable scientific toolsLaura M. Levy, Amy J. Lambeth, Rob Solomon, Maribeth Gandy. [doi]
- CURIO: a game-based learning toolkit for fostering curiosityMarcello A. Gómez Maureira. [doi]
- Deceptive angry birds: towards smarter game-playing agentsMatthew Stephenson, Jochen Renz. [doi]
- Documenting trajectories in design space: a methodology for applied game design researchRilla Khaled, Jonathan Lessard, Pippin Barr. [doi]
- Moral engagement in interactive narrative games: an exploratory study on ethical agency in the walking dead and life is strangeAnna Dechering, Sander Bakkes. [doi]
- Towards generating textual game assets from real-world dataJudith van Stegeren, Mariët Theune. [doi]
- Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case studyStefano Gualeni, Marcello A. Gómez Maureira. [doi]
- Mapping the field of organism-involved computer gamesWim van Eck, Maarten H. Lamers. [doi]
- Socialeyes: social gaze in collaborative 3D gamesMichael Lankes, Matej Rajtár, Oleg Denisov, Bernhard Maurer. [doi]
- Would gamers collaborate given the opportunity?Naomi Fiebelkorn, Benjamin Clark, Kelvin Sung. [doi]
- 'Play your own way': adapting a procedural framework for accessibilityTommy Thompson, Matthew Syrett. [doi]
- Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usabilitySamory Houzangbe, Olivier Christmann, Geoffrey Gorisse, Simon Richir. [doi]
- PlaNet: a tool for visualizing player communitiesGünter Wallner, Simone Kriglstein. [doi]
- Assessing aesthetic criteria in the evolutionary dungeon designerAlberto Alvarez, Steve Dahlskog, José M. Font, Johan Holmberg, Simon Johansson. [doi]
- An analysis and comparative user study on interactions in mobile virtual reality gamesSimon Bothén, José A. Font, Patrik Nilsson. [doi]
- Media and games: an intermedial frameworkIda Kathrine Hammeleff Jørgensen. [doi]
- Designing excuses for interaction to facilitate social curiosityMads Hobye, Nicolas Padfield, Jonas Löwgren. [doi]
- DATA agentMichael Cerny Green, Gabriella A. B. Barros, Antonios Liapis, Julian Togelius. [doi]
- Understanding everything NPCs can do: metrics for action similarity in non-player charactersJ. Timothy Balint, Jan M. Allbeck, Rafael Bidarra. [doi]
- Going forward by going back: re-defining rewind mechanics in narrative gamesErica Kleinman, Elín Carstensdóttir, Magy Seif El-Nasr. [doi]
- Tarot-based narrative generationAnne Sullivan, Mirjam Palosaari Eladhari, Michael Cook. [doi]
- Periodic load balancing heuristics in massively multiplayer online gamesShawn Farlow, Jerry L. Trahan. [doi]
- Crawling, indexing, and retrieving moments in videogamesXiaoxuan Zhang, Zeping Zhan, Misha Holtz, Adam M. Smith. [doi]
- Creative arcs in improvised human-computer embodied performancesMikhail Jacob, Brian Magerko. [doi]
- Unraveling the mortal coil: death and stories of playEric Murnane. [doi]
- Why game designers should study magicShringi Kumari, Sebastian Deterding, Gustav Kuhn. [doi]
- Educational game design: an empirical study of the effects of narrativeChaima Jemmali, Sara Bunian, Andrea Mambretti, Magy Seif El-Nasr. [doi]
- Transhistorical perspective of the puzzle video game genreMarçal Mora Cantallops. [doi]
- Fostering creativity in the mixed-initiative evolutionary dungeon designerAlberto Alvarez, Steve Dahlskog, José M. Font, Johan Holmberg, Chelsi Nolasco, Axel Österman. [doi]
- Hybrid network clusters using common gameplay for massively multiplayer online gamesJared N. Plumb, Sneha Kumar Kasera, Ryan Stutsman. [doi]
- Games crafters playAnne Sullivan, Anastasia Salter, Gillian Smith. [doi]
- Towards human-like artificial intelligence using StarCraft 2Henrik Siljebråt, Caspar Addyman, Alan Pickering. [doi]
- Intrinsic elicitation: a model and design approach for games collecting human subject dataDavid Gundry, Sebastian Deterding. [doi]
- Evolving maps and decks for ticket to rideFernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen. [doi]
- Design considerations towards long-term engagement in games for healthFares Kayali, Naemi Luckner, Peter Purgathofer, Katharina Spiel, Geraldine Fitzpatrick. [doi]
- Metareferentiality through in-game images in immersive simulation gameHans-Joachim Backe. [doi]
- Multi-dimensional player skill progression modelling for procedural content generationFrancisco Bicho, Carlos Martinho. [doi]
- Emotional agency in storygamesLiting Kway, Alex Mitchell 0001. [doi]
- A hybrid search agent in pommermanHongwei Zhou, Yichen Gong, Luvneesh Mugrai, Ahmed Khalifa, Andy Nealen, Julian Togelius. [doi]
- What tabletop players think about augmented tabletop games: a content analysisMehmet Kosa, Pieter Spronck. [doi]
- Generative design in minecraft (GDMC): settlement generation competitionChristoph Salge, Michael Cerny Green, Rodrigo Canaan, Julian Togelius. [doi]
- Studying believability assessment in racing gamesCristiana Pacheco, Laurissa Tokarchuk, Diego Pérez-Liébana. [doi]
- Deep unsupervised multi-view detection of video game stream highlightsCharles Ringer, Mihalis A. Nicolaou. [doi]
- Rethinking real-time strategy games for virtual realitySamuel Truman, Nicolas Rapp, Daniel Roth, Sebastian von Mammen. [doi]
- Player perceptions of fairness in oddly shaped diceFrancesco Boschi, Hamna Aslam, Joseph Alexander Brown. [doi]
- UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video gamesAhmad Azadvar, Alessandro Canossa. [doi]
- Meet your match rating: providing skill information and choice in player-versus-level matchmakingAnurag Sarkar, Seth Cooper. [doi]
- Pairing character classes in a deathmatch shooter game via a deep-learning surrogate modelDaniel Karavolos, Antonios Liapis, Georgios N. Yannakakis. [doi]
- Generating levels that teach mechanicsMichael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius. [doi]
- Exploring the similarity between game events for game level analysis and generationTian Zhu, Bingtang Wang, Michael Zyda. [doi]
- Comparing paid and volunteer recruitment in human computation gamesAnurag Sarkar, Seth Cooper. [doi]
- Lost my way: an educational geometry game for young childrenGünter Wallner, Simone Kriglstein, Sonja Gabriel, Christian S. Loh, Yanyan Sheng, I-Hung Li. [doi]
- Exploring the hearthstone deck spaceAditya Bhatt, Scott Lee, Fernando de Mesentier Silva, Connor W. Watson, Julian Togelius, Amy K. Hoover. [doi]
- Curious users of casual creatorsMark J. Nelson, Swen E. Gaudl, Simon Colton, Sebastian Deterding. [doi]
- Graph-based generation of action-adventure dungeon levels using answer set programmingThomas Smith, Julian Padget, Andrew Vidler. [doi]
- AtDELFI: automatically designing legible, full instructions for gamesMichael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Andy Nealen, Julian Togelius. [doi]
- Repurposing citizen science games as software tools for professional scientistsSeth Cooper, Amy L. R. Sterling, Robert Kleffner, William M. Silversmith, Justin B. Siegel. [doi]
- Personalized crisis management training on a tabletParis Mavromoustakos Blom, Sander Bakkes, Pieter Spronck. [doi]
- Drawing without replacement as a game mechanicFernando de Mesentier Silva, Christoph Salge, Aaron Isaksen, Julian Togelius, Andy Nealen. [doi]
- The effect of visualising NPC pathfinding on player explorationMadeleine Kay, Edward J. Powley. [doi]
- "Just because it's gay?": transgressive design in queer coming of age visual novelsAnastasia Salter, Bridget Blodgett, Anne Sullivan. [doi]
- A new mould rush: designing for a slow bio-digital game driven by living micro-organismsRaphael Kim, Siobhan Thomas, Roland van Dierendonck, Stefan Poslad. [doi]
- Measuring quality of grammars for procedural level generationRiemer van Rozen, Quinten Heijn. [doi]