Abstract is missing.
- Wormingo: a 'true gamification' approach to anaphoric annotationDoruk Kicikoglu, Richard Bartle, Jon Chamberlain, Massimo Poesio. [doi]
- Analyzing action games: a hybrid systems approachYegeta Zeleke, Joseph C. Osborn, Ricardo G. Sanfelice. [doi]
- Red or blue pill: fostering identification and transportation through dialogue choices in RPGsJason T. Bowey, Maximilian A. Friehs, Regan L. Mandryk. [doi]
- Leveling the playing field: fairness in AI versus human game benchmarksRodrigo Canaan, Christoph Salge, Julian Togelius, Andy Nealen. [doi]
- The psychological reality of procedural rhetoricBarrett R. Anderson, Christopher R. Karzmark, Noah Wardrip-Fruin. [doi]
- Necklines and 'naughty bits': constructing and regulating bodies in live streaming community guidelinesAmanda L. L. Cullen, Bonnie Ruberg. [doi]
- The building blocks of an educational esports league: lessons from year one in orange county high schoolsAlexander Cho, A. M. Tsaasan, Constance Steinkuehler. [doi]
- Understanding user needs in videogame moment retrievalBarrett R. Anderson, Adam M. Smith. [doi]
- Radical tunes: exploring the impact of music on memorization of stroke order in logographic writing systemsOleksandra Keehl, Edward F. Melcer. [doi]
- A framework for integrating architectural design patterns into PCGArunpreet Sandhu, Joshua McCoy. [doi]
- Using rating arrays to estimate score distributions for player-versus-level matchmakingAnurag Sarkar, Seth Cooper. [doi]
- Evolving unsupervised neural networks for Slither.ioMitchell Miller, Megan Washburn, Foaad Khosmood. [doi]
- "Do you work for aperture science?": researching and finding the gamer identity in a minecraft community for autistic childrenKathryn E. Ringland. [doi]
- Retrieving videogame moments with natural language queriesXiaoxuan Zhang, Adam M. Smith. [doi]
- A methodology for designing natural language interfaces for procedural content generationAfshin Mobramaein, Jim Whitehead. [doi]
- Gamifying psychological assessment: insights from gamifying the thematic apperception testBorna Fatehi, Christoffer Holmgård, Sam Snodgrass, Casper Harteveld. [doi]
- Publication and evaluation challenges in games & interactive mediaElizabeth Lane Lawley. [doi]
- The adventures of Ms. Meta: chapter one demoSarah Zaidan. [doi]
- Intrinsically musical game worlds: abstract music generation as a result of gameplayNeil Koons, Michael Haungs. [doi]
- From caveman to gentleman: a CiF-based social interaction model applied to conan exilesLuís Morais, João Dias, Pedro A. Santos. [doi]
- Developing a virtual reality game for manufacturing educationRichard Zhao, Faisal Aqlan, Lisa Jo Elliott, Heather C. Lum. [doi]
- Social features in hybrid board game marketing materialTimo Nummenmaa, Ville Kankainen. [doi]
- Towards a generalized player model through the PEAS frameworkSam Snodgrass, Omid Mohaddesi, Casper Harteveld. [doi]
- StoryAssembler: an engine for generating dynamic choice-driven narrativesJacob Garbe, Max Kreminski, Ben Samuel, Noah Wardrip-Fruin, Michael Mateas. [doi]
- Tenure and promotion in the next era of game design and development programs: some thoughts and observationsChristopher A. Egert, Andrew M. Phelps. [doi]
- Affordances of brainstorming toolkits and their use in game jamsXavier Ho, Martin Tomitsch. [doi]
- overwatchTanja Välisalo, Maria Ruotsalainen. [doi]
- Programming in game space: how to represent parallel programming concepts in an educational gameJichen Zhu, Katelyn Alderfer, Anushay Furqan, Jessica Nebolsky, Bruce Char, Brian K. Smith, Jennifer Villareale, Santiago Ontañón. [doi]
- SuBViS: the use of subjunctive visual programming environments for exploring alternatives in game developmentDaniel MacCormick, Loutfouz Zaman. [doi]
- Cologon: a game to foster communication skills in inclusive educationMatthias Steinböck, Naemi Luckner, Fares Kayali, Michelle Proyer, Gertraud Kremsner. [doi]
- Two-step constructive approaches for dungeon generationMichael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis, Julian Togelius. [doi]
- Addressing the fundamental tension of PCGML with discriminative learningIsaac Karth, Adam M. Smith. [doi]
- A creative dialog generator for fallout 4Khalid Al-Najjar, Mika Hämäläinen. [doi]
- 4LVE: shareable videogame analysis and visualizationEric Kaltman, Joseph C. Osborn, John Aycock. [doi]
- Anarchy: a library for incremental chaosPeter Mawhorter. [doi]
- Wait a second: playing Hanabi without giving hintsMarkus Eger, Daniel Gruss. [doi]
- DOTA2 gameplay video using transfer, zero-shot, and network pruningZijin Luo, Matthew Guzdial, Mark Riedl. [doi]
- Motivations of game jam organizers: case of finnish game jam communityVille Kankainen, Annakaisa Kultima, Mikko Meriläinen. [doi]
- Teaching gameful designFares Kayali, Naemi Luckner, Peter Purgathofer. [doi]
- Creative contextual dialog adaptation in an open world RPGMika Hämäläinen, Khalid Al-Najjar. [doi]
- ANX dread: a virtual reality experience to explore anxiety during task completionChanelle Mosquera, Bonita Galvan, Ellen Liu, Ross De Vito, Perry Ting, Enrica Lovaglio Costello, Zoë J. Wood. [doi]
- Knowledge assessment: game for assessment of symptoms of child physical abuseRichard Zhao, Christopher R. Shelton, Melanie D. Hetzel-Riggin, Jordan LaRiccia, Gregory Louchart, Adam Meanor, Heather J. Risser. [doi]
- TownSim: agent-based city evolution for naturalistic road network generationAsiiah Song, Jim Whitehead. [doi]
- A design framework for playful wearablesOguz Turan Buruk, Katherine Isbister, Tess Tanenbaum. [doi]
- What if we were twice as close to the sun?: findings from a science summer camp serving underrepresented youthSherry Yi, H. Chad Lane, Ömer Delialioglu. [doi]
- The effects of anthropomorphic avatars vs. non-anthropomorphic avatars in a jumping gameDominic Kao. [doi]
- But does pikachu love you?: reproductive labor in casual and hardcore gamesAnastasia Salter, Mel Stanfill, Anne Sullivan. [doi]
- The computational puzzle design framework: a design guide for games teaching computational thinkingXina Jiang, Casper Harteveld, Xinyuan Huang, Anthony Y. H. Fung. [doi]
- Exploring how preference and perceived performance vary in different game genres across time of dayDominic Kao, J. J. De Simone. [doi]
- Mind tricks for presenceDaniel Sjölie, Sebastian Badylak. [doi]
- Social interactions in game jams: a jammer recommender toolJohanna Pirker, Andreas Punz, Johannes Kopf. [doi]
- Introducing: the game jam licenseGorm Lai, Kai Erenli, Foaad Khosmood, William H. Latham. [doi]
- Enhancing story generation with the semantic webEric LaBouve, Erik Miller, Foaad Khosmood. [doi]
- Towards a game-independent model and data-structures in digital board games: an overview of the state-of-the-artLuiz Jonata Pires de Araujo, Mariia Charikova, Juliano Efson Sales, Vladislav Smirnov, Ananga Thapaliya. [doi]
- Roguelike ancestry network visualisation: insights from the roguelike communityXavier Ho, Marcus Carter. [doi]
- Rhythm dungeon: a blockchain-based music roguelike gameTengfei Wang, Shuyi Zhang, Xiao Wu, Wei Cai. [doi]
- JavaStrike: a Java programming engine embedded in virtual worldsDominic Kao. [doi]
- Using applied cognitive load theory and difficulty analysis for educational game design for understanding and transference of literacy skills in adultsMyque Ouellette, Lauren Breeding, Corey Clark. [doi]
- Player interaction in narrative games: structure and narrative progression mechanicsElín Carstensdóttir, Erica Kleinman, Magy Seif El-Nasr. [doi]
- Enhancing subject matter assessments utilizing augmented reality and serious game techniquesBrian Holtkamp, Mohammed Alshair, Daniel Biediger, Michael Wilson, Chang Yun, Kyungki Kim. [doi]
- Non-player character personality and social connection generationErica Jurado, Kirsten Emma Gillam, Joshua McCoy. [doi]
- Game design frameworks: where do we start?Zoë O'Shea, Jonathan Freeman. [doi]
- Show me how to win: a robot that uses dialog management to learn from demonstrationsMaryam Zare, Ali Ayub, Alan R. Wagner, Rebecca J. Passonneau. [doi]
- Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systemsSam Snodgrass, Omid Mohaddesi, Jack Hart, Guillermo Romera Rodriguez, Christoffer Holmgård, Casper Harteveld. [doi]
- Academics without bordersMagy Seif El-Nasr. [doi]
- Generative games as storytelling partnersMax Kreminski, Noah Wardrip-Fruin. [doi]
- A generalized semantic representation for procedural generation of roomsJ. Timothy Balint, Rafael Bidarra. [doi]
- Cozy mystery construction kit: prototyping toward an AI-assisted collaborative storytelling mystery gameMax Kreminski, Devi Acharya, Nick Junius, Elisabeth Oliver, Kate Compton, Melanie Dickinson, Cyril Focht, Stacey Mason, Stella Mazeika, Noah Wardrip-Fruin. [doi]
- Design-centric maze generationPaul Hyunjin Kim, Jacob Grove, Skylar Wurster, Roger Crawfis. [doi]
- Building worlds together: understanding collaborative co-creation of game worldsDevi Acharya, Noah Wardrip-Fruin. [doi]
- Generators that readMax Kreminski, Isaac Karth, Noah Wardrip-Fruin. [doi]
- Lume: a system for procedural story generationStacey Mason, Ceri Stagg, Noah Wardrip-Fruin. [doi]
- Trans-pacific project-based learning: game production curriculum developmentAdam W. Ruch. [doi]
- Enhancing wave function collapse with design-level constraintsArunpreet Sandhu, Zeyuan Chen, Joshua McCoy. [doi]
- Using game design mechanics as metaphors to enhance learning of introductory programming conceptsChaima Jemmali, Erica Kleinman, Sara Bunian, Mia Victoria Almeda, Elizabeth Rowe, Magy Seif El-Nasr. [doi]
- Composition of basic heuristics for the game 2048Iris Kohler, Theresa Migler, Foaad Khosmood. [doi]
- Panoptyk: information driven MMO engineMitchell Miller, Sean Mendonca, Nathan Philliber, Foaad Khosmood. [doi]
- Teamwork and adaptation in games (TAG): a survey to gauge teamworkCasper Harteveld, Erica Kleinman, Paola Rizzo, Dylan Schouten, Truong Huy Nguyen, Samuel Liberty, Wade Kimbrough, Paul Fombelle, Magy Seif El-Nasr. [doi]
- Jamming with children: an experience reportAllan Fowler. [doi]
- Towards expressive input for character dialogue in digital gamesNick Junius, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Order-fulfillment games: an analysis of games about serving customersMike Treanor, Mark J. Nelson. [doi]
- From non-paying to premium: predicting user conversion in video games with ensemble learningAnna Guitart, Shi Hui Tan, Ana Fernández del Río, Pei-pei Chen, África Periáñez. [doi]
- Expertise and engagement: re-designing citizen science games with players' minds in mindJosh Aaron Miller, Uttkarsh Narayan, Matthew Hantsbarger, Seth Cooper, Magy Seif El-Nasr. [doi]
- Operationalizing conflict strategies in a board gameSarah Harmon, Remington Maxwell, Arnav Jhala. [doi]
- Guided open story generation using probabilistic graphical modelsSagar Gandhi, Brent Harrison. [doi]
- Efficient choice enumeration for narrative world designJustus Robertson, Arnav Jhala, R. Michael Young. [doi]
- Changes of user experience in an adaptive game: a study of an AI managerFrancesca Foffano, David Thue. [doi]
- choice chamberColin Stricklin. [doi]
- Organic building generation in minecraftMichael Cerny Green, Christoph Salge, Julian Togelius. [doi]
- A model for socially intelligent merchantsMiguel Oliveira, Pedro A. Santos. [doi]
- Dice design respecting player preference for colours and contrastHamna Aslam, Joseph Alexander Brown, Ecaterina Baba. [doi]
- Game postmortems vs. developer Reddit AMAs: computational analysis of developer communicationChien Lu, Jaakko Peltonen, Timo Nummenmaa. [doi]
- Evaluation of an automatically-constructed graph-based representation for interactive narrativeNathan Partlan, Elín Carstensdóttir, Erica Kleinman, Sam Snodgrass, Casper Harteveld, Gillian Smith, Camillia Matuk, Steven C. Sutherland, Magy Seif El-Nasr. [doi]
- Stories of the town: balancing character autonomy and coherent narrative in procedurally generated worldsChris Miller, Mayank Dighe, Chris Martens, Arnav Jhala. [doi]
- You have my sword; and my bow; and my axe: player perceptions of odd shaped dice for dungeons & dragonsKamilla Borodina, Hamna Aslam, Joseph Alexander Brown. [doi]
- End-to-end let's play commentary generation using multi-modal video representationsChengxi Li, Sagar Gandhi, Brent Harrison. [doi]
- Enhancing social exergames through idle game designJennifer Villareale, Robert C. Gray, Anushay Furqan, Thomas Fox, Jichen Zhu. [doi]
- Building and sustaining large, long-term online communities: family business and gamifying the gameNathaniel Poor. [doi]
- The trails of Just Cause 2: spatio-temporal player profiling in open-world gamesMyat Aung, Simon Demediuk, Yuan Sun, Ye Tu, Yu Ang, Siva Nekkanti, Shantanu Raghav, Diego Klabjan, Rafet Sifa, Anders Drachen. [doi]
- Automatic generation of tower defense levels using PCGSimon Cheng Liu, Chaoran Li, Yue Li, Heng Ma, Xiao Hou, Yiming Shen, Licong Wang, Ze Chen, Xianghao Guo, Hengtong Lu, Yu Du, Qinting Tang. [doi]
- Building persistence through failure: the role of challenge in video gamesCraig G. Anderson, Kathryn Campbell, Constance Steinkuehler. [doi]
- Making text annotation fun with a clicker gameChris Madge, Richard Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio. [doi]
- Goal-based progression synthesis in a korean learning gameShuhan Wang, Brandon Cohen, Sixian Yi, Jung Yun Park, Nicholas Teo, Erik Andersen. [doi]