Abstract is missing.
- 1960s Cybernetics and the Unfulfilled Promise of Digital PlayBart Simon, Darren Wershler. [doi]
- Modulith: A Game Engine Made for ModdingDaniel Götz, Sebastian von Mammen. [doi]
- Interactive Latent Variable Evolution for the Generation of Minecraft StructuresTimothy Merino, Megan Charity, Julian Togelius. [doi]
- Automated Generation of Map Pieces for Snappable MeshesDiogo de Andrade, Nuno Fachada. [doi]
- Towards a History of Finnish and Swedish Game Industry PlatformsPetri Lankoski, Mikolaj Dymek. [doi]
- StoryWorld: Procedural Quest Generation Rooted in Variety & BelievabilityVincent L. Prins, Jelmer Prins, Mike Preuss, Marcello A. Gómez Maureira. [doi]
- Towards Computational Support with Language Models for TTRPG Game MastersJack Kelly, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Shoelace: A Storytelling Assistant for GUMSHOE One-2-OneDevi Acharya, Jack Kelly, William Tate, Maxwell Joslyn, Michael Mateas, Noah Wardrip-Fruin. [doi]
- "That Darned Sandstorm": A Study of Procedural Generation through Archaeological StorytellingFlorence Smith Nicholls, Michael Cook 0001. [doi]
- Designing for Playfulness in Human-AI Authoring ToolsAntonios Liapis, Christian Guckelsberger, Jichen Zhu, Casper Harteveld, Simone Kriglstein, Alena Denisova, Jeremy Gow, Mike Preuss. [doi]
- Playable Quotes for Game Boy GamesJoël Franusic, Kathleen Tuite, Adam M. Smith 0001. [doi]
- Three Design Themes for Collaborative Alternative ControllersErin J. K. Truesdell, Brian Magerko. [doi]
- Towards a Human-in-the-Loop System for Authoring Game AI using Behavior LanguagesErica Kleinman, Spencer Lynn, Bryan Loyall, Magy Seif El-Nasr. [doi]
- The Constraints of Cozy Games: Boyfriend Dungeon and Consent in Queer Play: Boyfriend Dungeon and Consent in Queer PlayAnne Sullivan, Mel Stanfill, Anastasia Salter. [doi]
- "Show your cards!": What do creators need for the game design process?Lori Kougioumtzian, Christos Lougiakis, Akrivi Katifori. [doi]
- Predicting Tetris Performance Using Early KeystrokesGianluca Guglielmo, Michal Klincewicz, Elisabeth Huis In 't Veld, Pieter Spronck. [doi]
- Automated Testing in Super Metroid with Abstraction-Guided ExplorationRoss Mawhorter, Adam Smith. [doi]
- QuestVille: Procedural Quest Generation Using NLP ModelsSuzan Al-Nassar, Anthonie Schaap, Michael Van Der Zwart, Mike Preuss, Marcello A. Gómez Maureira. [doi]
- Historical reality vs anachronistic fantasy: The history educators' perspective on tabletop RPGsDimitra Petousi, Akrivi Katifori, Maria Roussou, Yannis E. Ioannidis, Pantelis Sakellariadis. [doi]
- V-Light: Leveraging Edge Computing For The Design of Mobile Augmented Reality GamesNoor Hammad, Thomas Eiszler, Robert Gazda, John Cartmell, Erik Harpstead, Jessica Hammer. [doi]
- Multilayer Map Generation Using Attribute Loss FunctionsRunze Tang, Penny Sweetser. [doi]
- Towards an Understanding of Character BelievabilityRehaf Aljammaz, Noah Wardrip-Fruin, Michael Mateas. [doi]
- Promotypes - Prototyping Games for a University Game Production PipelineEdward Morrell, Annakaisa Kultima, Ylva Grufstedt, Tomi Kauppinen. [doi]
- If Your Empire Last More Than Two Centuries, You May Need to Speak to Your Doctor: The Effects of Historicizing Discourse in the Crusader Kings 3 CommunityKirk Lundblade. [doi]
- Behind the Door: Exploring Horror VR Game Interaction and its Influence on AnxietyMarta Ferreira, Ana Pinha, Micaela Fonseca, Phil Lopes. [doi]
- Sturgeon-MKIII: Simultaneous Level and Example Playthrough Generation via Constraint Satisfaction with Tile Rewrite RulesSeth Cooper. [doi]
- Ecosystems of indie porn game development: co-dependent partial organisationsMikolaj Dymek, Petri Lankoski. [doi]
- Sailing through Signs: Attention Guidance towards Texts in Virtual RealityPhilipp Asteriou, Leopold Boess, Laura Jirawa, Chiara Gulino, Philipp Guggenberger, Michael Lankes. [doi]
- Igniting the Spark: Analog to Digital Adaptation of Narrative Affect and Player Subjectivity in Magic: The Gathering through Analog to Digital AdaptationJack Murray. [doi]
- Telling Eyes: Linking Eye-Tracking Indicators to Affective VariablesAndreas Winkelbauer, Barbara Stiglbauer, Michael Lankes, Maurice Sporn. [doi]
- Following the Leader in Multiplayer Tabletop GamesJames Goodman, Diego Perez Liebana, Simon M. Lucas. [doi]
- "Generator's Haunted": A Brief, Spooky Account of Hauntological Effects in the Player Experience of Procedural GenerationMax Kreminski. [doi]
- A Framework for Analogue Game-modification Learning: Guidelines to Lower Barriers for Games in EducationChristian Paller. [doi]
- Gamification Framework for Reinforcement Learning-based Neuropsychology ExperimentsMounsif Chetitah, Julian Müller, Lorenz Deserno, Maria Waltmann, Sebastian von Mammen. [doi]
- Better Resemblance without Bigger Patterns: Making Context-sensitive Decisions in WFCBahar Bateni, Isaac Karth, Adam M. Smith. [doi]
- Sturgeon-GRAPH: Constrained Graph Generation from ExamplesSeth Cooper. [doi]
- "It Has to Ignite Their Creativity": Opportunities for Generative Tools for Game MastersKevin Tang, Terra Mae Gasque, Rachel Donley, Anne Sullivan. [doi]
- Hierarchical Semantic Wave Function CollapseShaad Alaka, Rafael Bidarra. [doi]
- Playing with Dezgo: Adapting Human-AI Interaction to the Context of PlayJennifer Villareale, Gabriele Cimolino, Daniel Gomme. [doi]
- Not Tekken Seriously? How Observers Respond to Masculine and Feminine Voices in Videogame StreamersSusanne Poeller, Alexandra Steen, Nicola Baumann, Regan L. Mandryk. [doi]
- Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation GamesPedro Rodrigues, Micaela Fonseca, Phil Lopes. [doi]
- Towards an Agency-centered Ontology of Game MechanicsKyle Mitchell, Joshua McCoy. [doi]
- A Visual Ethnographic Study at Cultural Spaces to Identify Character Creation OpportunitiesSai Siddartha Maram, Johannes Pfau, Jai Bhagu Dodechani, Magy Seif El-Nasr. [doi]
- Towards a Unified Language for Card Game DesignRiemer van Rozen, Anders Bouwer, Karel Millenaar. [doi]
- Merits of Gamification: Transmediality and Spatiality of Walden, a GameRenata Elizampetta Ntelia. [doi]
- Computer Aided Content Generation - A Gloomhaven Case StudyMarcus Gerhold, Kristian Tijben. [doi]
- Playing a Flawless Character? Exploring Differences Between Experts and Novices in Tabletop Role-Playing Games and Potential Benefits for Well-BeingSusanne Poeller, Martin Dechant, Regan L. Mandryk. [doi]
- Modifying a Game to Study the Impact of an Hostile Environments on Foraging BehaviorCania Antariksa, Céline Besse, Thomas De Bruijn, Brandon Kroes, Lennard Schaap, Elze De Vink, Judith Schomaker, Marcello A. Gómez Maureira. [doi]
- The Challenge of Evaluating Player Experience in Tabletop Role-Playing GamesAntonios Liapis, Alena Denisova. [doi]
- Leveraging Game Design Activities for Middle Grades AI Education in Rural CommunitiesJessica Vandenberg, Wookhee Min, Veronica Cateté, Danielle Boulden, Bradford W. Mott. [doi]
- Record, Review, Edit, Apply: A Motion Data Pipeline for Virtual Reality Development & DesignSarah Hofmann, Cem Özdemir, Sebastian von Mammen. [doi]
- Conceptual Art Made Real: Why Procedural Content Generation is ImpossibleIsaac Karth, Kate Compton. [doi]
- Lode Enhancer: Level Co-creation Through ScalingDebosmita Bhaumik, Julian Togelius, Georgios N. Yannakakis, Ahmed Khalifa 0001. [doi]
- ScriptButler serves an Empirical Study of PuzzleScript: Analyzing the Expressive Power of a Game DSL through Source Code AnalysisClement Julia, Riemer van Rozen. [doi]
- 'The bandwidth comes and goes': Gaming preferences, habits and attitudes in a persistent low mood populationLaura Helsby, Jo Iacovides, Paul A. Cairns. [doi]
- Press H to Help: The Impact of Prosocial Video Games on Prosocial Behaviors by Exposure TimeDanielle Kathryn Langlois, Scott Drury, Simone Kriglstein. [doi]
- Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game MechanicSeth Cooper, Emily Halina, Jichen Zhu, Matthew Guzdial. [doi]
- Lessons Learned from Video Game Players Sorting GenomesRogerio de Leon Pereira, Olivier Tremblay Savard. [doi]
- Procedural generation of challenges for personalized gait rehabilitationSilong Lyu, Rafael Bidarra. [doi]
- Speculative Game Design of Asymmetric Cooperative Games to Study Human-Machine TeamingErik Harpstead, Kimberly Stowers, Lane Lawley, Qiao Zhang, Christopher J. MacLellan. [doi]
- The Soundtrack's Influence on the Portrayal of the Vietnam War in Battlefield: VietnamNeil Spiteri, Costantino Oliva. [doi]
- Tutorial Level Design Guidelines for 2D Fighting GamesMursyid Ibrahim, Penny Sweetser, Anne Ozdowska. [doi]
- Integrating Players' Perspectives in AI-Based Games: Case Studies of Player-AI Interaction DesignJennifer Villareale, Sai Siddartha Maram, Magy Seif El-Nasr, Jichen Zhu. [doi]
- Why Oatmeal is Cheap: Kolmogorov Complexity and Procedural GenerationYounès Rabii, Michael Cook 0001. [doi]
- Impact of BCI-Informed Visual Effect Adaptation in a Walking SimulatorMax Chen, Erin Solovey, Gillian Smith 0001. [doi]
- Level Generation Through Large Language ModelsGraham Todd, Sam Earle, Muhammad Umair Nasir, Michael Cerny Green, Julian Togelius. [doi]
- CSSII: A Player Motivation Model for Tabletop GamesCarlos Martinho, Micael Sousa. [doi]
- Peak-end rule in narrative videogames: analysis of players' perceptions on social media about "The Last of Us Part II" and "God of War"Dalila Martins, Ana Patricia Oliveira, Nelson Zagalo. [doi]
- Identifying Body Appreciation by Visualising Actual/Ideal Self-Discrepancy: An Avatar Creation TaskLisa Wagensveld, Christof van Nimwegen, Sander Bakkes. [doi]
- First Experiments with an Applied Gaming Intervention for reducing Loneliness of Children with Chronic Illness: Lessons LearnedDionysis Alexandridis, Sander C. J. Bakkes, Sanne L. Nijhof, Elise Van de Putte, Remco C. Veltkamp. [doi]
- Introducing QRogue: Teaching Quantum Computing Using a Rogue-like Game ConceptMichael Artner, Guenter Wallner, Robert Wille. [doi]
- Believability, Anticipation, and... Timing Improving believability through timing manipulationJoao Silva, Ricardo Rodrigues 0005, Carlos Martinho. [doi]
- Wrapped in Story: The Affordances of Narrative for Citizen Science GamesJosh Aaron Miller, Katherine Buse, Ranjodh Singh Dhaliwal, Justin B. Siegel, Seth Cooper, Colin Milburn. [doi]
- Multiplayer Tension In the Wild: A Hearthstone CaseParis Mavromoustakos Blom, Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis, Sander Bakkes, Pieter Spronck. [doi]
- Shippers and Kinnies: Re-conceptualizing Parasocial Relationships with Fictional Characters in Contemporary FandomTrisha M. Nguyen, Mohammed Khadadeh, David C. Jeong. [doi]
- Dual Critic Conditional Wasserstein GAN for Height-Map GenerationNuno Ramos, Pedro Santos 0001, João Dias. [doi]
- Under Pressure: A Multi-Modal Analysis of Induced Stressors in Games for ResilienceReza Habibi, Johannes Pfau, Sai Siddartha Maram, Jiahong Li, Bjarke Alexander Larsen, Jason Xu, Atieh Kashani, Shweta K. Sisodiya, Jonattan Holmes, Zhaoqing Teng, Elín Carstensdottir, Magy Seif El-Nasr. [doi]
- The Right Variety: Improving Expressive Range Analysis with Metric Selection MethodsOliver Withington, Laurissa Tokarchuk. [doi]