Abstract is missing.
- LeGACy Code: Studying How (Amateur) Game Developers Used Graphic Adventure CreatorJohn Aycock, Katie Biittner. [doi]
- Blockchain Technologies and Games: A Proper Match?Alexander Pfeiffer, Simone Kriglstein, Thomas Wernbacher. [doi]
- Gamer perception of endorsements from Fortnite Streamers on YouTubeReyhaan King, Teresa de la Hera. [doi]
- Effect of Timer, Top Score and Leaderboard on Performance and Motivation in a Human Computing GameAnjum Matin, Mardel Maduro, Rogerio de Leon Pereira, Olivier Tremblay Savard. [doi]
- Party Ghosts and Queer Teen Wolves: Monster Prom and Resisting Heteronormativity in Dating SimulatorsMark Kretzschmar, Anastasia Salter. [doi]
- Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on TwitchDavid Melhart, Daniele Gravina, Georgios N. Yannakakis. [doi]
- Towards Designing Games for Experimental Protocols Investigating Human-Based PhenomenaPhil Lopes, Ronan Boulic. [doi]
- Exploring Help Facilities in Game-Making SoftwareDominic Kao. [doi]
- Romantic Love in Games, Games as Romantic LoveRenata Ntelia. [doi]
- All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game DesignGiovanni Maria Troiano, Dylan Schouten, Michael Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld. [doi]
- A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual NovelsJanelynn Camingue, Edward F. Melcer, Elín Carstensdottir. [doi]
- Strategy Games: The Components of A Worthy OpponentDaniel Gomme, Richard Bartle. [doi]
- Expanding Wave Function Collapse with Growing Grids for Procedural Map GenerationTobias Nordvig Møller, Jonas Aksel Billeskov, George Palamas. [doi]
- Procedural Generation of Interactive Stories using Language ModelsJonas Freiknecht, Wolfgang Effelsberg. [doi]
- Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural HeritageKalliopi Kontiza, Antonios Liapis, Catherine Emma Jones. [doi]
- Digital Games and the Emergence of Problem Solving Processes: a Case Study with Preschool ChildrenKaterina Morfoniou, Iro Voulgari, Maria Sfyroera, Dimitris Gouscos. [doi]
- A Review of Game Research MethodologiesDaniela De Angeli, Eamonn O'Neill. [doi]
- Hits, Quits, and Retries - Player Response to Failure in a Challenging Video GameCraig G. Anderson. [doi]
- Designing a Senior Friendly Interface for a Personalized 3D Narrative SimulationNicolas Szilas, Kasper Ingdahl Andkjær, Laurens Kemp, Arnaud Ricci, Tessa Dadema, Henk Herman Nap, Frédéric Ehrler. [doi]
- Mech-Elites: Illuminating the Mechanic Space of GVG-AIMegan Charity, Michael Cerny Green, Ahmed Khalifa, Julian Togelius. [doi]
- Contextualizing Game Literacy: A transhistorical approach to understanding Game-Based Learning environmentsBjörn Berg Marklund, Rebecca Rouse, Lissa Holloway-Attaway. [doi]
- Assessing Multiplayer Level Design Using Deep Learning TechniquesConor Stephens, Chris Exton. [doi]
- Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling GameMax Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Getting Academical: A Choice-Based Interactive Storytelling Game for Teaching Responsible Conduct of ResearchEdward F. Melcer, Katelyn M. Grasse, James Owen Ryan, Nick Junius, Max Kreminski, Dietrich Squinkifer, Brent Hill, Noah Wardrip-Fruin. [doi]
- Immersive Gameplay via Improved Natural Language UnderstandingBerkeley Andrus, Nancy Fulda. [doi]
- More Than Just the Table: Analog Games as Computational PlatformsJack Murray. [doi]
- Micro-level examination of games using Indicator AnalysisHenrik Warpefelt. [doi]
- Developing a Toolkit to Game Design: The Gamers4Nature Project: from Concept to ArtefactPedro Beça, Mónica Aresta, Ana Isabel Veloso, Rita Santos, Eduardo Ferreira, Sofia Jervis, Gonçalo Gomes, Cláudia Ortet, Mariana Pereira, Sofia Ribeiro. [doi]
- Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of IndustryGorm Lai, William H. Latham, Frederic Fol Leymarie. [doi]
- An Empirical Study of the Characteristics of Popular Game Jams and Their High-ranking Submissions on itch.ioQuang N. Vu, Cor-Paul Bezemer. [doi]
- Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT SolversJim Whitehead. [doi]
- Narrative Goals in Games: A Novel Nexus of Story and GameplayRogelio E. Cardona-Rivera, José P. Zagal, Michael S. Debus. [doi]
- Asking Students to Do All the Work: An Analysis of a Fully Peer-Assessed Course on Game Design and DevelopmentPier Luca Lanzi, Daniele Loiacono. [doi]
- Working with Nature's Lag: Initial Design Lessons for Slow Biotic GamesRaphael Kim, Siobhan Thomas, Roland van Dierendonck, Nick Bryan-Kinns, Stefan Poslad. [doi]
- Why Is CryptoKitties (Not) Gambling?Alesja Serada. [doi]
- Automatic Critical Mechanic Discovery Using Playtraces in Video GamesMichael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Julian Togelius. [doi]
- Satirical Game Design: The Case of the Boardgame Construction BOOM!Jasper Schellekens, Stefano Caselli, Stefano Gualeni, Krista Bonello Rutter Giappone. [doi]
- Dynamic Procedural Music Generation from NPC AttributesMegan Washburn, Foaad Khosmood. [doi]
- Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual AssistanceSebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild. [doi]
- CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive MindsetsMarcello A. Gómez Maureira, Isabelle Kniestedt, Sandra Dingli, Danielle M. Farrugia, Björn Berg Marklund. [doi]
- Open and Cultural Data Games for LearningDomna Chiotaki, Kostas Karpouzis. [doi]
- Interactive Design Exploration of Game StagesUsing Adjustable Synthetic TestersHirotaka Suetake, Tsukasa Fukusato, Christian Arzate Cruz, Andy Nealen, Takeo Igarashi. [doi]
- Collaborative Agent Gameplay in the Pandemic Board GameKonstantinos Sfikas, Antonios Liapis. [doi]
- Learning Binary Search Trees through Serious Games based on AnalogiesAlberto Rojas-Salazar, Mads Haahr. [doi]
- Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial NetworksAndreas Hald, Jens Struckmann Hansen, Jeppe Kristensen, Paolo Burelli. [doi]
- Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game ToolkitSofia Eleni Spatharioti, Borna Fatehi, Melanie Smith, Avery Rosenbloom, Josh Aaron Miller, Magy Seif El-Nasr, Sara Ann Wylie, Seth Cooper. [doi]
- Reflection in Game-Based Learning: A Survey of Programming GamesJennifer Villareale, Colan F. Biemer, Magy Seif El-Nasr, Jichen Zhu. [doi]
- Encoding Socio-Historical Exegesis as Social Physics PredicatesDaniel DeKerlegand, Ben Samuel, Jeffrey Leichman. [doi]
- Teaching Students How to Make Games for Research-Creation/Meaningful Impact: (Is Hard)Mia Consalvo, Andrew M. Phelps. [doi]
- 10 Years of the PCG workshop: Past and Future TrendsAntonios Liapis. [doi]
- Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational AutoencodersSam Snodgrass, Anurag Sarkar. [doi]
- Civilizing Civilization (and beyond)Kirk Lundblade. [doi]
- Towards a Taxonomy of AI in Hybrid Board GamesMarcello A. Gómez Maureira, Giulio Barbero, Maria Freese, Mike Preuss. [doi]
- How Avatars Influence User Behavior: A Review on the Proteus Effect in Virtual Environments and Video GamesAnna Samira Praetorius, Daniel Görlich. [doi]
- Scheherazade's Tavern: A Prototype For Deeper NPC InteractionsRehaf Aljammaz, Elizabeth Oliver, Jim Whitehead, Michael Mateas. [doi]
- Analysing Mobile VR Games for Learning a Sport: A Pistol Target Shooting VR Game Use CaseMarcelle C. Grech, Owen Sacco. [doi]
- Awkward Annie: : Impacts of Playing on the Edge of Social NormsG. Tanner Jackson, Blair Lehman, Lindsay D. Grace. [doi]
- Primal Clay: Worldbuilding with the New MaterialismColin Stricklin, Michael Nitsche. [doi]
- Data-Driven Game Development: Ethical ConsiderationsMagy Seif El-Nasr, Erica Kleinman. [doi]
- Real-time Interactive Snow Simulation using Compute Shaders in Digital EnvironmentsAndreas Junker, George Palamas. [doi]
- DIALOGIC: A Toolkit for Generative Interactive DialogDaniel C. Howe. [doi]
- Player-Centered AI for Automatic Game Personalization: Open ProblemsJichen Zhu, Santiago Ontañón. [doi]
- A Diagnostic Taxonomy of Failure in VideogamesBatu Aytemiz, Adam M. Smith. [doi]
- Reading Between the Lines - Towards an Algorithm Exploiting In-game Behaviors to Learn Preferences in Gameful SystemsEnrica Loria, Annapaola Marconi. [doi]
- Applications of Graph Theory and Probability in the Board Game Ticket to RideR. Teal Witter, Alex Lyford. [doi]
- Formalizing Casual Tabletop Games for Language TeachingStamatia Savvani. [doi]
- Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game WorldsViktor Gustafsson, Benjamin Holme, Wendy E. Mackay. [doi]
- Procedural Generation for Divination and InspirationMartin Pichlmair, Charlene Putney. [doi]
- Opponent-Pruning Paranoid SearchHendrik Baier, Michael Kaisers. [doi]
- ExpReal: a Writing Language and System for Authoring Texts in Interactive NarrativeNicolas Szilas, Ruud de Jong, Mariët Theune. [doi]
- Boardgames and Computational Thinking: how to identify games with potential to support CT in the classroomMarco Scirea, Andrea Valente. [doi]
- Synchronizing Game and AI Design in PCG-Based Game PrototypesHenri Bomström, Markus Kelanti, Jouni Lappalainen, Elina Annanperä, Kari Liukkunen. [doi]
- Tabletop Roleplaying Games as Procedural Content GeneratorsMatthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook 0001, Mirjam Eladhari, Antonios Liapis, Anne Sullivan. [doi]
- Do Game Bots Dream of Electric Rewards?: The universality of intrinsic motivationPenny Sweetser, Matthew Aitchison. [doi]
- Examining Student Teachers' Perceptions and Attitudes towards Game Based LearningIro Voulgari, Konstantinos Lavidas, Vassilis Komis, Stavros Athanassopoulos. [doi]
- Looking into Engagement Trajectories in Interactive Digital Narrative using Process MiningSergio Estupiñán, Nicolas Szilas. [doi]
- Misusing mobile phones to break the ice: the tabletop game Maze MaestroAlbert Sjölund, Martijn Straatman, Millen van Osch, Oliver Findra, Pradyot Patil, Mijael Bueno, Nestor Z. Salamon, Rafael Bidarra. [doi]
- Crafting Game-Based Learning: An Analysis of Lessons for Minecraft Education EditionDavid Bar-El, Kathryn E. Ringland. [doi]
- Crafting is So Hardcore: Masculinized Making in Gaming Representations of LaborAnne Sullivan, Mel Stanfill, Anastasia Salter. [doi]
- "I Don't See Color": Characterizing Players' Racial Attitudes and Experiences via an Anti-Bias Simulation VideogameDanielle Marie Olson, D. Fox Harrell. [doi]
- An Integrated Design of World-in-Miniature Navigation in Virtual RealitySamuel Truman, Sebastian von Mammen. [doi]
- Strategies for Using Proximal Policy Optimization in Mobile Puzzle GamesJeppe Theiss Kristensen, Paolo Burelli. [doi]
- The Game as a Classroom: Understanding Players' Goals and Attributions from a Learning PerspectiveWilliam Martin, Brian Magerko. [doi]
- Multi-Modal Study of the Effect of Time Pressure in a Crisis Management GameParis Mavromoustakos Blom, Sander Bakkes, Pieter Spronck. [doi]
- Multi-Objective level generator generation with MarahelAhmed Khalifa, Julian Togelius. [doi]
- Player Modeling via Multi-Armed BanditsRobert C. Gray, Jichen Zhu, Danielle Arigo, Evan Forman, Santiago Ontañón. [doi]
- Refugeoly: Building a Serious Game through refugee testimoniesVinny Montag. [doi]
- M.I.N.U.E.T.: Procedural Musical Accompaniment for Textual NarrativesMehak Maniktala, Chris Miller, Aaron Margolese-Malin, Arnav Jhala, Chris Martens. [doi]
- Analysis of Business Model Transition Based on Active User and Review ValueMuhammad Nazhif Rizani, Mohd Nor Akmal Khalid, Hiroyuki Iida, Reza Firsandaya Malik. [doi]
- Intensifying Stress Perception Using Visual Effects in VR GamesSebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild. [doi]
- Understanding Flow, Identification with Game Characters and Players' AttitudesVivian Hsueh-hua Chen, Wei Jie Dominic Koek. [doi]
- Player Behavior Profiling through Provenance Graphs and Representation LearningSidney Araujo Melo, Troy C. Kohwalter, Esteban Clua, Aline Paes, Leonardo Murta. [doi]
- Emergent precariousness: Video game modding in the context of a decolonial philosophy of technologyJosé Messias. [doi]
- Generating Real-Time Strategy Heightmaps using Cellular AutomataPeter Ziegler, Sebastian von Mammen. [doi]
- Shopping for Game levels: A Visual Analytics Approach to Exploring Procedurally Generated ContentAhmed M. Abuzuraiq, Osama Alsalman, Halil Erhan. [doi]
- A Game about our Neighbourhood: A Case Study of Participatory Game Design with Pre-school ChildrenIro Voulgari, Stephanie Vouvousira, Aimilia Fakou. [doi]
- Deck Archetype Prediction in HearthstoneMarkus Eger, Pablo Sauma Chacón. [doi]
- Djehuty: A Mixed-Initiative Handwriting Game for PreschoolersJean Michel A. Sarr, Georgios N. Yannakakis, Antonios Liapis, Alassane Bah, Christophe Cambier. [doi]
- Making the Player the DetectiveBjarke Alexander Larsen, Henrik Schoenau-Fog. [doi]
- The making of La ManchaChristopher W. Totten. [doi]
- Using Ant Colony Optimisation for map generation and improving game balance in the Terra Mystica and Settlers of Catan board gamesRommel Dias Saraiva, Alexandr Grichshenko, Luiz Jonatã Pires de Araújo, Bonfim Amaro Júnior, Guilherme Nepomuceno de Carvalho. [doi]
- KryptonEyed: Playing with Gaze Without LookingArgenis Ramirez Gomez, Hans Gellersen. [doi]
- "And then they died": Using Action Sequences for Data Driven, Context Aware Gameplay AnalysisErica Kleinman, Sabbir Ahmad, Zhaoqing Teng, Andy Bryant, Truong-Huy D. Nguyen, Casper Harteveld, Magy Seif El-Nasr. [doi]
- We Don't Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game ActionsBarrett R. Anderson, Christopher R. Karzmark, Noah Wardrip-Fruin. [doi]
- Procedural generation using quantum computationJames R. Wootton. [doi]
- Sequential Segment-based Level Generation and Blending using Variational AutoencodersAnurag Sarkar, Seth Cooper. [doi]
- The Independent Mode: A Functionalist Account of Independent Games and Game HistoryJesper Juul. [doi]
- Satire at Play: A Game Studies Approach to SatireStefano Caselli, Krista Bonello Rutter Giappone, Jasper Schellekens, Stefano Gualeni. [doi]
- Computational Thinking through Design Patterns in Video GamesGiulio Barbero, Marcello A. Gómez Maureira, Felienne F. J. Hermans. [doi]
- An Explorative Design Process for Game Map Generation Based on Satellite Images and Playability FactorsGeorgi Ivanov, Magnus Håkon Petersen, Kristián Kovalský, Kristian Engberg, George Palamas. [doi]
- Player Style Clustering without Game VariablesMark Ferguson, Sam Devlin, Daniel Kudenko, James Alfred Walker. [doi]
- A Hybrid Approach to Procedural Generation of Roguelike Video Game LevelsAlexander Gellel, Penny Sweetser. [doi]
- The game itself?: Towards a Hermeneutics of Computer GamesEspen Aarseth, Sebastian Möring. [doi]
- "Kinda like The Sims... But with ghosts?": A Qualitative Analysis of Video Game Re-finding Requests on RedditIda Kathrine Hammeleff Jørgensen, Toine Bogers. [doi]
- Giantness and Excess in Dark SoulsDom Ford. [doi]