Abstract is missing.
- Session details: Workshop on Eudaimonia in Digital GamesTom Cole, Alena Denisova, Jo Iacovides. [doi]
- Session details: Workshop on Eudaimonia in Digital GamesSeth Cooper, Samuel Hill. [doi]
- Session details: Workshop on Procedural Content GenerationM. Charity, Bahar Bateni, Jean-Baptiste Hervé. [doi]
- Session details: Workshop on Queer PlayRachel Donley, Shano Liang, Ari Gass, Anne Sullivan. [doi]
- The Effects of Network Latency on the Peeker's Advantage in First-person Shooter GamesSamin Shahriar Tokey, Zesheng Chen, Colin Mettler, Dexuan Tang, Ben Boudaoud, Joohwan Kim, Josef B. Spjut, Mark Claypool. 1 [doi]
- Waiting to Play - Measuring Game Load Times and their Effects on Player Quality of ExperienceMark Claypool, Shengmei Liu, Atsuo Kuwahara, James J. Scovell, Miles Gregg, Federico Galbiati, Eren Eroglu. 2 [doi]
- Snake Story: Exploring Game Mechanics for Mixed-initiative Co-creative Storytelling GamesDaijin Yang, Erica Kleinman, Giovanni Maria Troiano, Elina Tochilnikova, Casper Harteveld. 3 [doi]
- Evaluating the Impact of Gameful Design on Pro-Environmental Attitudes: Beyond Blue as InterventionMahsuum Daiiani, Penny Sweetser, Samantha Stanley, Sabrina B. Caldwell, Dirk Van Rooy. 4 [doi]
- The Impact of Emotional Virtual Characters on Emotional State and Player Experience in VR Horror GamesLinda Graf, Katharina Emmerich, Stefan Liszio, Maic Masuch. 5 [doi]
- Navigating Faction Systems: Insights and Recommendations for More Believable NPCs in Video GamesRehaf Aljammaz, Noah Wardrip-Fruin, Michael Mateas. 6 [doi]
- Show or Tell? A Comparison of Direct Instruction Tutorial and Learn By Doing Increased Impasse Versions of Initial Levels of a Puzzle GameCraig G. Anderson, Zack Carpenter, Basel Hussein, David DeLiema. 7 [doi]
- Exploring how Emotional Challenge and Affective Design in Games Relates to Player ReflectionMarjorie Ann M. Cuerdo, Derusha Baskaran, Edward F. Melcer. 8 [doi]
- Visualization of Player Movement Patterns with Line Integral Convolution and Alpha ShapesGuenter Wallner, Anders Drachen. 9 [doi]
- Interactive Player Journeys: Co-designing a Process Visualization System to Video Game AnalyticsZhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, Magy Seif El-Nasr. 10 [doi]
- A Feature Comparison Study of Live Companion Tools for Esports GamesLetian Wang, Claire Dormann, Günter Wallner. 11 [doi]
- Intimidating or Friendly? How Players Represent Themselves With Character Appearances That Reflect Their Social MotivationsSusanne Poeller, Nicola Baumann, Regan L. Mandryk. 12 [doi]
- Exploring Gender and Racial/Ethnic Bias Against Video Game Streamers: Comparing Perceived Gameplay Skill and Viewer EngagementDavid Van Nguyen, Edward F. Melcer, Deanne Adams. 13 [doi]
- Elevating Game User Research with a Guided Interface for Data AnalysisAqeel Haider, Tom Romanus, Rebecca Tang, Kathrin Gerling, Vero Vanden Abeele. 14 [doi]
- College Ruled: A Pathfinding Approach to Generative StorytellingNicholas Sloss Treynor, Joshua McCoy. 15 [doi]
- You-Only-Randomize-Once: Shaping Statistical Properties in Constraint-based PCGJediah Katz, Bahar Bateni, Adam M. Smith 0001. 16 [doi]
- DreamCraft: Text-Guided Generation of Functional 3D Environments in MinecraftSam Earle, Filippos Kokkinos, Yuhe Nie, Julian Togelius, Roberta Raileanu. 17 [doi]
- The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game DesignerAsad Anjum, Yuting Li, Noelle Law, Megan Charity, Julian Togelius. 18 [doi]
- The NES Video-Music Database: A Dataset of Symbolic Video Game Music Paired with Gameplay VideosIgor Cardoso, Rubens O. Moraes, Lucas N. Ferreira. 19 [doi]
- Language-Driven Play: Large Language Models as Game-Playing Agents in Slay the SpireBahar Bateni, Jim Whitehead. 20 [doi]
- Comprehensive and Instantly Responsive Player Assistance using Binary Decision DiagramsRoss Mawhorter, Adam M. Smith 0001. 21 [doi]
- On the Evaluation of Procedural Level Generation SystemsOliver Withington, Michael Cook 0001, Laurissa Tokarchuk. 22 [doi]
- The Eyes, the Hands and the Brain: What can Text-to-Image Models Offer for Game Design and Visual Creativity?Hongwei Zhou, Jichen Zhu, Michael Mateas, Noah Wardrip-Fruin. 23 [doi]
- Playing with Prejudice: Do Colour Scheme and Hypersexualization of Women In Games Influence Player Decisions, Perceptions, and Avatar Appeal?Susanne Poeller, Martin Johannes Dechant, Regan L. Mandryk. 24 [doi]
- "It's Not Fair!" - Exploring Game Master Unfairness in Tabletop Role Playing GamesAkrivi Katifori, Dimitra Petousi, Pantelis Sakellariadis, Yannis E. Ioannidis. 25 [doi]
- The Masquerade of Play: A Reappraisal of the Magic CircleBjarke Alexander Larsen, Elín Carstensdottir. 26 [doi]
- How To Save A World: The Go-Along Interview as Game Preservation Methodology in Wurm OnlineFlorence Smith Nicholls, Michael Cook 0001. 27 [doi]
- They Can't Play with Us: Pronoun Controversies and the Reinforcement of Heteronormativity in GamesMel Stanfill, Anastasia Salter, Anne Sullivan. 28 [doi]
- Subtractive Design Practices and 2010's New Wave of Indie Horror GamesPedro M. A. Fernandes, Pedro Neves, Phil Lopes. 29 [doi]
- Queer TTRPGs' Visibility, Safety, and Allegory as ResistanceJailyn Zabala, Josie Zvelebilova, Alexandra To. 30 [doi]
- Learning the Game: Decoding the Differences between Novice and Expert Players in a Citizen Science Game with Millions of PlayersEddie Cai, Roman Sarrazin-Gendron, Renata Mutalova, Parham Ghasemloo Gheidari, Alexander Butyaev, Gabriel Richard, Sébastien Caisse, Rob Knight 0001, Mathieu Blanchette, Attila Szantner, Jérôme Waldispühl. 31 [doi]
- Climate Club: A Group-based Game to Support Sensemaking of Climate ActionsPrasad Sandbhor, Jonathan Hook. 32 [doi]
- Climate-Oriented Persuasive Edutainment (C.O.P.E.) Model: Player Experience for Effective Climate CommunicationMahsuum Daiiani, Penny Sweetser, Samantha Stanley, Sabrina B. Caldwell, Dirk Van Rooy. 33 [doi]
- From a Social POV: The Impact of Point of View on Player Behavior, Engagement, and Experience in a Serious Social Simulation GameRuben Schlagowski, Frederick Herget, Niklas Heimerl, Maximilian Hammerl, Tobias Huber, Pamina Zwolsky, Jan Gruca, Elisabeth André. 34 [doi]
- Play and Viz: Using Entertainment Games for Exploring Data VisualizationsMagdalena Kejstova, Tereza Stastna, Simone Kriglstein. 35 [doi]
- An Exploratory Study on Gender Dysphoria & Character CustomisationSamira Zomerplaag, Sander Bakkes. 36 [doi]
- GameDevDojo - An Educational Game for Teaching Game Development ConceptsMichael Holly, Lisa Habich, Johanna Pirker. 37 [doi]
- Game Development as Project-Based Learning: Synthesizing Postmortems of Student-Created Mobile GamesMax Chen, Gillian Smith 0001. 38 [doi]
- Toward a Design and Play-Focused Approach to Teaching Technical Game DesignRaquel Breejon Robinson, Alberto Alvarez 0002. 39 [doi]
- Design a Game for Eyes: Experiencing Eye Tracking as the Primary Control Mechanism in Slumber SuburbanZihan Feng, Shimin Sun, Qisong Zeng, Li Zheng. 40 [doi]
- HKViz: Map-Based Analytics for Hollow KnightOliver Gstöttenbauer, Claire Dormann, Günter Wallner. 41 [doi]
- Neurotype Cafe: A Case Study in Neurodiverse Self-RepresentationLena Dias, Ben Schneider, Rose Bohrer. 42 [doi]
- Towards Authoring Open-Ended Behaviors for Narrative Puzzle Games with Large Language Model SupportBritney Ngaw, Grishma Jena, João Sedoc, Aline Normoyle. 43 [doi]
- Partners in (Solving) Crime: Promoting Sociality through Play in Hybrid Museum VisitsGeorgia Koutiva, Akrivi Katifori, Maria Roussou. 44 [doi]
- Asynchronous Collaboration with Quality-Diversity Search in Human Computation GamesNicholas Osborn, Seth Cooper. 45 [doi]
- RetroFit: Post-Facto Accessibility for Retro GamesJoseph Carter Osborn, Katiana Wieser, Miriam Brody. 46 [doi]
- Authoring Games with Tile Rewrite Rule Behavior TreesJiayi Zhou, Chris Martens, Seth Cooper. 47 [doi]
- Endpoint Conditioned Multimodality Trajectory Prediction Using Voronoi TessellationJonas Peché, Aliaksei Tsishurou, Günter Wallner. 48 [doi]
- Hidden Heroes: A thematic analysis of a game jam designed around authentic storiesAla Ebrahimi, James Cox, Erica Kleinman, Bob De Schutter. 49 [doi]
- Designing Interactive Virtual Tours for Education: Two Case Studies on Virtual Tours of the Chemistry and Biochemistry LaboratoriesMax Chen, Dashiell Elliott, Robert Dempski, Raúl Orduña Picón. 50 [doi]
- Toward A Game Citation and Reference WorkbenchJoseph Osborn, Eric Kaltman. 51 [doi]
- Cardistry: Exploring a GPT Model Workflow as an Adapted Method of GaminiscingBrandon Lyman, Ala Ebrahimi, James Cox, Szeyi Chan, Christopher Barney, Bob De Schutter. 52 [doi]
- Space Out Gaming: Comparing Distributed Practice Sessions with Massed PlayIoannis Bikas, Johannes Pfau, Thomas Muender, Rainer Malaka. 53 [doi]
- Ahead-of-time Compilation for Diverse Samplers of Constrained Design SpacesAbdelrahman Madkour, Ross Mawhorter, Stacy Marsella, Adam M. Smith 0001, Steven Holtzen. 54 [doi]
- StoryVerse: Towards Co-authoring Dynamic Plot with LLM-based Character Simulation via Narrative PlanningYi Wang, Qian Zhou, David Ledo. 55 [doi]
- Prototyping Slice of Life: Social Physics with Symbolically Grounded LLM-based Generative DialogueMike Treanor, Ben Samuel, Mark J. Nelson. 56 [doi]
- Playing Well Together with a Reward System: Understanding Player Preferences for the PS Trophy SystemDerusha Baskaran, Kathryn E. Ringland, Edward F. Melcer. 57 [doi]
- Sus: Modifying Among Us for Misinformation DiscernmentGarrison Wells, Agnes Romhanyi, Alaina Klaes. 58 [doi]
- Dungeons, Dragons, and Emotions: A Preliminary Study of Player Sentiment in LLM-driven TTRPGsXiao You, Pittawat Taveekitworachai, Siyuan Chen, Mustafa Can Gursesli, Xiaoxu Li, Yi Xia, Ruck Thawonmas. 59 [doi]
- The Creation Blockchain: Documentation and Validation of Work ProcessesWenzel Hünting, Daniel Loebenberger, Sebastian von Mammen. 60 [doi]
- Effects of Adaptive Time Delay on Quality of Experience in First Person Shooter GamesSamin Shahriar Tokey, James Cannon, Saketh Dinasarapu, Ao Jiang, Hanzalah Qamar, Mark Claypool. 61 [doi]
- How Do We Teach Eudaimonia through Games?Karen Schrier. 62 [doi]
- The Curation Tree: A Lightweight Behavior Tree Framework for Implementing Puzzle and Narrative GamesAline Normoyle, Sophie Jörg, Jennifer Hill. 63 [doi]
- Paradise: An Experiment Extending the Ensemble Social Physics Engine with Language ModelsJack Kelly, Michael Mateas, Noah Wardrip-Fruin. 64 [doi]
- Worlds Are Just SuggestionsMadison Schmalzer. 65 [doi]
- Permalife of the Archive: Archaeogaming as QueergamingFlorence Smith Nicholls. 66 [doi]
- Literally Unplayable: On Constraint-Based Generation of Uncompletable LevelsSeth Cooper, Mahsa Bazzaz. 67 [doi]
- AutoVyaz: Automating the Formation of Slavic Calligraphy LigaturesAlexey Tikhonov. 68 [doi]
- Solution Path Heuristics for Predicting Difficulty and Enjoyment Ratings of Roguelike Level SegmentsColan F. Biemer, Seth Cooper. 69 [doi]
- Translating Between Game Generators with Asterism and CeptreCynthia Li, Joseph C. Osborn. 70 [doi]
- Towards Generating Surprising Content in 2D Platform GamesChandranil Chakraborttii, Lucas Ferreira. 71 [doi]
- A Framework to Even-Out Racetrack BiasMirkamil Majid, Roger Crawfis. 72 [doi]
- Experiments in Motivating Exploratory AgentsBobby Khaleque, Michael Cook, Jeremy Gow. 73 [doi]
- "Hunt Takes Hare": Theming Games Through Game-Word Vector TranslationYounès Rabii, Michael Cook 0001. 74 [doi]
- Mixed-initiative generation of virtual worlds - a comparative study on the cognitive load of WFC and HSWFCShaad Alaka, Rafael Bidarra. 75 [doi]
- Prompt Wrangling: On Replication and Generalization in Large Language Models for PCG LevelsArash Moradi Karkaj, Mark J. Nelson, Ioannis Koutis, Amy K. Hoover. 76 [doi]
- The Puzzle Forecast: Tutorial Analytics Predict Trial and ErrorDennis Vet, Riemer van Rozen. 77 [doi]