Abstract is missing.
- Language Models as Narrative Planning HeuristicsLasantha Senanayake, Stephen G. Ware. [doi]
- Cash Action: An Educational Multiplayer Game for Teaching Financial ConceptsCarina Weichselbraun, Michael Holly, Barbara Strachwitz, Nina von Gayl, Johanna Pirker. [doi]
- Constraint Is All You Need: Optimization-Based 3D Level Generation with LLMsKaijie Xu, Clark Verbrugge. [doi]
- Slice of Life: A Social Physics Game with Interactive Conversations using Symbolically Grounded LLM-Based Generative DialogueMike Treanor, Ben Samuel, Mark J. Nelson. [doi]
- Trends in Gaming - Views of Industry Professionals and Game ScholarsAnnakaisa Kultima. [doi]
- Exploring the Purpose and Development of Academic Games: An Analysis of Games Reported at the Foundations of Digital Games Conference (2007-2024)Max Chen, Edward Morrell. [doi]
- Temporal Collisions: On the Use of Narrative Conventions from Genre Fiction for Location-Based Cultural Heritage GamesMads Haahr, Valentina Nisi, Joris Vreeke, Charlie Hargood. [doi]
- Level Generation with Constrained Expressive RangeMahsa Bazzaz, Seth Cooper. [doi]
- Anti-Games, Fantasy Consoles, and the Rise of Speculative Game Development on Itch.ioPB Berge. [doi]
- Noisrucer: A Student-developed Game for RecursionNora Bakken, Geoffrey Gonzales, Osvaldo Jiménez. [doi]
- Computational Tools for Table-Top Role-Playing Games: A Scoping ReviewFiona Shyne, Seth Cooper. [doi]
- A Design Toolkit of Ludic Contentious Politics: The Case of Protest in VideogamesHamza Bashandy. [doi]
- Exploring the Possibility Space of 1 Billion SpellsOliver Withington. [doi]
- A Surfeit of Barbarians: Using Facial Recognition Technology to Generate a Dungeons and Dragons CharacterMelissa J. Rogerson, Sasha Soraine, Niels Wouters. [doi]
- STRIVE: Socio-behavioral Taxonomy Representation for Interactive Virtual EnvironmentsAlexander J. Bisberg, Emily Chen, Marlon Twyman, Dmitri Williams, Emilio Ferrara. [doi]
- Serious Gaming Meets Audiology: Developing a Video Game for Auditory TestingWieger Wittrock, Kasia Zalewska-Kurek, Adriana A. Zekveld, Sophia E. Kramer, Marcello A. Gómez Maureira. [doi]
- Is the Jedi Force Pull Method Effective? Evaluating Eye-Tracked Object Grabbing in VRNaznin Sharmin Shishir, Richard Zhao. [doi]
- Dice Adventure: An Asymmetrical Collaborative Game for Exploring the Hybrid Teaming EffectsQiao Zhang, Glen Smith, Ziyu Li, Yuxuan Dong, Erik Harpstead, Christopher J. MacLellan. [doi]
- Analytic Procgen with Composable Design Space ExpressionsRoss Mawhorter, Adam M. Smith 0001. [doi]
- The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in GamesAhmed Khalifa 0001, Roberto Gallotta, Matthew Barthet, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis. [doi]
- Form and Function: Toward a Better Understanding of Design-Based GamesAnne Sullivan, Mel Stanfill, Anastasia Salter, Noah Wardrip-Fruin. [doi]
- Tracing Research Through Design with Ponte: bridging game development repositories and qualitative research toolsEnric Granzotto Llagostera, Rilla Khaled, Kalervo A. Sinervo. [doi]
- Beyond Satisfaction: Game Feel Design for Emotionally Impactful ExperiencesPrabhav Bhatnagar, Markus Laattala, Supriya Dutta, Tom Cole, Perttu Hämäläinen. [doi]
- Stuck in the Middle: Generating Levels without (or with) SoftlocksSeth Cooper, Mahsa Bazzaz. [doi]
- Stories from the Bottom Up: Emergent Narratives with Composable Story Sifting PatternsQianwen Lyu, David E. Millard, Nicholas Gibbins. [doi]
- LogiCraft: A Game Modification Framework for Learning Propositional LogicTamara Dobler, Lorenzo Galeotti, Riemer van Rozen. [doi]
- Thematization of actions in open-world action-adventure gamesMiikka Junnila. [doi]
- Evaluating Large Language Models through Communication Games: An Agent-Based Framework Using Werewolf in UnityChristian Poglitsch, Fabian Szakács, Johanna Pirker. [doi]
- Mobile Augmented Reality: A Systematic Review of Current Research and the Untapped Potential of Interactive Marker-Based GamesVinaya Tawde, Simone Kriglstein. [doi]
- Between Illusion and Reality: A Philosophical Reflection on the Fantasy Created by Video GamesHuajing Pan. [doi]
- The Many Views of Game-Related Experiences with the Experiential TetradSasha Soraine, Jacques Carette. [doi]
- Crunch on video game production: practices to avoid for healthier workplaces in Game DevelopmentDaeana Paula Bourscheid, Andrea Valéria Steil, Elizabet da Silva Paixão. [doi]
- Shifting Genres: Limits of Video Game Genre Taxonomy in RoguelikesJosiah D. Boucher, Yunus Dogan Telliel, Gillian Smith 0001. [doi]
- Player Perception Matters: Insights into the Use of Esports Live Companion ToolsLetian Wang, Claire Dormann, Guenter Wallner. [doi]
- Routine, Twisty, and Queer: Pasts and Futures of Games Programming Pedagogy with No and Low Code ToolsDaniel Cox, John T. Murray, Anastasia Salter. [doi]
- Cluedo AI: Applying Constraint-Solving Methods to Play the Multi-Player Deduction Game CluedoFandi Meng, Simon M. Lucas. [doi]
- Evaluating the Impact of User and Learning Experience in Three Cultural Heritage VR ApplicationsWenjun Liu, Charlie Hargood, Wen Tang, Vedad Hulusic. [doi]
- The Image of the Open World GameKitty Boakye, Kaitlyn Tsien, Nissi Awosanya, Peter A. Mawhorter. [doi]
- "Pull the Lever, Kronk!": Mapping Controller Affordances to Collaborative Sense-Making in PlayErin J. K. Truesdell. [doi]
- Toward Understanding Display Size for FPS Esports AimingArjun Madhusudan, Josef B. Spjut, Benjamin Watson 0001, Seth Schneider, Ben Boudaoud, Joohwan Kim. [doi]
- The Intersection of Play and History: Integrating Historical Content in Tabletop Role-Playing Games for EducationDimitra Petousi, Akrivi Katifori, Pantelis Sakellariadis, Katerina Servi, Lori Kougioumtzian, Georgia Koutiva, Maria Roussou, Yannis E. Ioannidis. [doi]
- LEGO Prototyping in an Introductory Game Development CourseBritton Horn. [doi]
- Gaming (With) the Xbox Adaptive ControllerWayne Reynolds. [doi]
- Enhancing Game Mechanics for IP-Based Games: The IP-MDA Framework with a Case Study on the White Day Korean Horror IPSoyoun Eom, Chanuk Moon, Ahyeong Shim, Jooeun Kang, Jaejun Lee. [doi]
- Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement LearningFlorian Rupp, Kai Eckert 0001. [doi]
- Building Story and Interest: How Lore and Atmosphere Affect Immersion Within an ARGJessica Cox, Kaylee Forsting, Matthew Mosher. [doi]
- Playing RollerCoaster Tycoon with Reinforcement LearningJonathan Campbell, Clark Verbrugge. [doi]
- Understanding Game Art Practice Beyond Technical Expertise: A Qualitative StudyDave Hawey. [doi]
- Towards Didactics-Driven Development of Educational GamesAnders Bouwer, Riemer van Rozen. [doi]
- Diverse Level Generation via Machine Learning of Quality DiversityKonstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis. [doi]
- Creating an xAI Framework for Diverse Game CharactersDaniela De Angeli. [doi]
- Live Game Design: Prototyping at the Speed of PlayRiemer van Rozen. [doi]
- Enhancing Player Satisfaction Through Personality-Based Narrative Adaptation in Digital GamesCelina Auer, Michael Lankes. [doi]
- Where am I? Design Pointers for Enhanced Spatial Orientation in 3D GamesChristian Feichtinger, Michael Lankes. [doi]
- Analysis of Robustness of a Large Game CorpusMahsa Bazzaz, Seth Cooper. [doi]
- Towards Custom Quest Tutorials: Identifying and Addressing Players' Cognitive and Performative Struggles in GamesNabeeha Ali. [doi]
- Core or Chore? How Hybridity Impacts Player ExperienceSasha Soraine, Melissa J. Rogerson. [doi]
- Modern Board Games as a Proposal for Teaching Physics with a Focus on Science, Technology and Society (STS)Ana Almeida, Deise Vianna, Carla Sousa. [doi]
- Mapping Practices of Academic Game DevelopmentTim Yeung, Maximilian A. Friehs, Marcello A. Gómez Maureira. [doi]
- Accessibility and Inclusion in the Game Industry: A position paperThomas Westin, Jenny Brusk, Adam Palmquist. [doi]
- Bridging Faithfulness of Explanations and Deep Reinforcement Learning: A Grad-CAM Analysis of Space InvadersLeendert Johannes Tanis, Rafael Fernandes Cunha, Marco Zullich. [doi]
- Towards a Celeste AI Framework: Agent-free Automated 2D Level Generation for Multidirectional PlatformersLouis Robinet, Marcello A. Gómez Maureira, Mike Preuss. [doi]
- "I want to let them in": Exploring Critical Consciousness Development through Roleplay and Reflection in "Papers, Please"Bethany Miatta Turay, Alesandra Baca-Vázquez, Alexandra To, Angela D. R. Smith. [doi]
- Designing FEVR: a VR Game for Wildfire Evacuation ReadinessAlison Crosby, MJ Johns, Katherine Isbister, Sri Kurniawan. [doi]
- Analysis of Uncertainty in Procedural Maps in Slay the SpireMahsa Bazzaz, Seth Cooper. [doi]
- Affective Mirroring in Video Game NPCs: A Pilot Study Evaluating Player EngagementHana Sinkovic, Marcello A. Gómez Maureira, Marcus Gerhold. [doi]
- Explaining and Clustering Playtraces Using Temporal LogicsPablo Gutiérrez-Sánchez, Diego Pérez-Liébana, Raluca D. Gaina. [doi]
- Game Balance Through Procedural Content GenerationMathias Babin, Michael Katchabaw. [doi]
- Understanding Disengagement From Competitive Multiplayer Games: An Exploratory Study of League of LegendsYannick Seim, Lukas Strobel, Kathrin Gerling, Dmitry Alexandrovsky. [doi]
- Piecing the puzzle together: Towards improving digital tools for board game designLori Kougioumtzian, Christos Lougiakis, Akrivi Katifori, Giorgos Ganias, Yannis E. Ioannidis. [doi]
- Lushness in Game Design: The Role of Non-Interactive Visual Embellishments in Player ExperienceAnna-Lena Meiners, Damian Reich, Kieran Hicks, Dmitry Alexandrovsky, Kathrin Gerling. [doi]
- Game Design Games: Designing Games for Teaching Game DesignRichard Wetzel. [doi]
- Virtual Proximity, Real Anxiety: How Co-located VR Gameplay Increases Mutual Player Distance and Fear of CollidingJulius Tietenberg, Patrizia Ring, Maic Masuch. [doi]
- Maintenance in Procedural Level Design: Lessons from LudoscopeDaria Protsenko, Joris Dormans, Riemer van Rozen. [doi]
- The Elusive "Gaming Culture": Assessing Cluster Stability of Players' Experience from 26 CountriesGeorg Palasser, Johannes Pfau, Alessandro Canossa, Ahmad Azadvar, Johanna Pirker, Casper Harteveld. [doi]
- Conversational Interactions with Procedural Generators using Large Language ModelsJim Whitehead, Thomas Wessel, Blythe Chen, Raven Cruz-James, Luc Harnist, William Klunder, Justin Lam, Ethan Lin, Roman Luo, Hung Nguyen, Naitik Poddar, Shiva Ravinutula, Alejandro Montoreano, Logan Shehane, Yazmyn Sims, Jarod Spangler, Michelle Tan, Zosia Trela. [doi]
- Souls-VR: Dodge-Rolling in Virtual RealityMarkus Kirjonen, Adas Slezas, Supriya Dutta, Markus Laattala, Perttu Hämäläinen. [doi]