Abstract is missing.
- Prometheas: A System for Promoting Prosocial Behavior in Online Multiplayer GamesPanagiotis Vrettis, Johannes Pfau, Julian Frommel. [doi]
- Toxic Behavior in League of Legends Through the Lens of Psychological Reactance Theory: The Role of Communication StylesMehmet Can Sevinçli, Nicolas Ioannou, Susanne Poeller. [doi]
- Improving Sample Efficiency in Multi-Agent Reinforcement Learning for Simulated Football Games via ExplorationAmir Baghi, Jens Sjölund, Joakim Bergdahl, Linus Gisslén, Alessandro Sestini. [doi]
- Communicating STEM Teaching Careers Through Persuasive Game Design: A Focus Group StudyMichael John Saiger, Joe Cutting, Rebecca J. S. Snell, Sophie Thompson-Lee, Daniel Slawson, Robert M. Klassen. [doi]
- Complicit by Design: Convergence and Alienation in Interactive Fourth Wall BreaksFilipe Pinto 0002, Filipe Costa Luz. [doi]
- Odd Diamond: How Deadlines Shape Game DesignNéstor Feijoo Melián, Annakaisa Kultima. [doi]
- Creating Memorable Player Experiences Through Level Design: A Case Study of Elden Ring's Siofra River Well Elevator SceneIsmail Adiyaman, Chrysa Bika, Daniel Dyrda. [doi]
- Narrative Gold Digging: Sifting and Narrating Stories from a Procedural SimulationJonathan Lessard, Stephen Friedrich, Samuel Paré-Chouinard, Leila Kosseim. [doi]
- A Theory-Informed Narrative-Centered Model to Foster AI Literacy and Biomedical Career InterestBradford W. Mott, Jessica Vandenberg, Carlos Penilla, J. Renee Navarro, James C. Lester, Elizabeth Ozer. [doi]
- AURA: Automated Analysis and Reporting of Therapeutically Applied Table-top Role-Playing GamesDavid Melhart, Alexander Dockhorn, Anders Drachen, Mette Elmose Andersen. [doi]
- Adventures in Morphing a Cross-Platform Educational GameSing Chun Lee, Benjamin Wiegand, Fabian A. Beltran, Andrew Conklin, Osvaldo Jiménez. [doi]
- (Perlin) Noise as AI coordinatorKaijie Xu 0002, Clark Verbrugge. [doi]
- Behavior Ranking Systems in Online Multiplayer Video Games: An Analysis & Design SpacePanagiotis Vrettis, Johannes Pfau, Julian Frommel. [doi]
- Narrative Game Mechanics: An analysis of UndertaleGemma Tate. [doi]
- Understanding Player Movement in 3D Action-Adventure Games: From Mechanics to ImplementationTobias Florian Heller, Daniel Dyrda. [doi]
- Talking Wildfire: How Discourse in Serious Games Shapes Collaborative Learning and PreparednessMário Escarce Junior, MJ Johns, Shivam Shukla, Darian Lee, Mennatullah Hendawy, Susanne Jul, Katherine Isbister, Magy Seif El-Nasr. [doi]
- Gradual Abstraction: Preserving the Voice of Game Developers in Exploratory Qualitative Interview StudiesAnnakaisa Kultima. [doi]
- Clickies: Re-Enterable Recordings of Videogame PlayThanyared Wong, Adam Smith. [doi]
- "Several Hundred Freaks and No One Else": Practitioner Perspectives on Alternative Controller Design and Development in the MAGFest Indie Arcade CommunityErin J. K. Truesdell, Travis Faas. [doi]
- Playing with Data: A Systematic Review of Games for Visualization LiteracyMagdaléna Kejstová, Simone Kriglstein. [doi]
- Large Language Models for Behavior Trees Generation in Unreal EngineAxel Gerbeaud, Leo Lorcet, Loan Campan, Alexander Dockhorn, Florian Wolf, Aurelien Lherbier, Maël Addoum. [doi]
- Tutorial: Using Behavior Trees to Create Point-and-Click GamesAline Normoyle. [doi]
- Using Biformants in Inquiring Game Development PracticesAnnakaisa Kultima, Solip Park, Elina Koskinen. [doi]
- No Prototypical Prototypes: Prototypes as the Stone Tools of Game DevelopmentKatie Biittner, Paul Allen Newell, John Aycock. [doi]
- 'What's the point?': How Players Use And Perceive Commendation Systems in Online Multiplayer GamesNicolas Ioannou, Julian Frommel, Mehmet Sevinçli, Susanne Poeller. [doi]
- An Exploration of Collision-based Enemy Morphology GenerationJohor Jara Gonzalez, Matthew Guzdial. [doi]
- From Oral Histories to Play: A Practice-to-Mechanic Pipeline for AR Cultural Heritage GamesFeifei Shen, Wei Wu 0049. [doi]
- Exploring Player Behaviour in Counter-Strike Global Offensive as a Mobility ProblemReia Drucker, Kevin Stanley, Yelizaveta Fitsner. [doi]
- When Worlds Collide: How Real Collisions and Fear of Colliding Influence the User Experience in VRPatrizia Ring, Marc Pricken, Maic Masuch. [doi]
- Game Development for Diverse Academic Backgrounds: Designing an Inclusive PedagogyAllan Fowler, Michaela Dodd, Athirah Zaini, Xue Bai, Tian Mai, Foaad Khosmood. [doi]
- LLMs are the Ideal Candidate for Mixed-Initiative Game Design Pillar WorkflowsJulian Geheeb, Marvin Julian Schwarz, Daniel Dyrda, Georg Groh. [doi]
- Constructing a Replay-Derived Dataset of Controller Operations for Player Authentication in Fighting GamesTakeshi Kawamoto, Maharage Nisansala Sevwandi Perera, Franziska Zimmer, Ryosuke Kobayashi, Mhd Irvan, Rie Shigetomi Yamaguchi. [doi]
- Understanding Game Development Roles and Related Skill CompetencesRia Gynther, Saija Heinonen, Jaakko Kemppainen, Annakaisa Kultima. [doi]
- Rhythm Walker: The Effect of Music Choice and Rhythm in Game-music Integration for ExergamesLewis Matheson Creed, Dean Shu, Drason Guo, Zixuan Wang 0002, Dominik Cyrillus Lange-Nawka, Burkhard C. Wünsche. [doi]
- Which Structural Constraints Are Learnable? A Regime Map for a Minecraft Voxel GeneratorAlex Chengyu Li. [doi]
- Designer as Guest, Collaborating with Materials: Theorizing video game development practice through the Materializing Design MethodAdrian Demleitner, Rilla Khaled, Courtney Blamey. [doi]
- Addressing Anxiety Through Games: A Review of Therapeutic Design StrategiesAnnie Zhang, Hongwei Zhou, Kim Hellemans, Edward F. Melcer. [doi]
- Playing the Model: Ideology, Bias, and the Rhetoric of LLM GamesJack Kelly, Noah Wardrip-Fruin, Elín Carstensdóttir. [doi]
- Attune for You: Exploring Solarpunk Through Decolonial DesignKathleen Morrissey, Samin Shahriar Tokey. [doi]
- BeatWeights: A VR Dumbbell Exergame on Music, Rhythm, and Motivation in Strength TrainingBenjamin Qian, Thisuka Arachchige, Gallon Zhou, Nicholas Lianto, Zixuan Wang 0002, Burkhard C. Wünsche. [doi]
- Representing and Generating Levels Over Time through Playtrace Reconstructive PartitioningEmily Halina, Matthew Guzdial. [doi]
- Toxic Pings: An Interview Study on Hostile Nonverbal Communication Among Teammates in DotA 2 and League of LegendsKeyang Zheng, Pat Healy, Samuel Wang, Rosta Farzan. [doi]
- Ludoforming strategies in small-scale open worlds. The design philosophy of Ryu Ga Gotoku StudioZidong Huang, Diego Barroso. [doi]
- (Re)constructing and (Re)Imagining Archaeological Sites: The Talos Principle's EgyptJennifer Cromwell. [doi]
- Game Design Pillars: Between Concept and PracticeDaniel Dyrda, Felipe Wink Rodrigues Lucas, Martin Schacherbauer, Chrysa Bika, Julian Geheeb, Johanna Pirker. [doi]
- Bitzer Bytes Back: The Rhetorical Situation of Video GamesVee Kennedy. [doi]
- Pedalling Without Penalty: Investigating the Effects of Exercise Intensity on Cybersickness in VR CyclingJoshua Tan, Colin Li, Dominik Lange-Nawka, Burkhard Wünsche, Elliott Wen. [doi]
- Can a visual novel creation workshop effectively elicit bias regulation?Dídac Jiménez Torras. [doi]
- With the Stroke of a Brush: A Generative-AI Smart Brush for Instant Game Map EditingVitaly Gnatyuk, Valeriia Koriukina, Ilya Levoshevich, Pavel Nurminskiy, Guenter Wallner. [doi]
- The Pacing Diagram: A Step Toward a Shared Player Experience Language for Game DesignDaniel Dyrda, Julian Geheeb, Martin Schacherbauer, Johanna Pirker, Gudrun Klinker. [doi]
- How Diegetic Maps Shape Wayfinding, Storytelling, and ImmersionClaire Anne Dormann, Guenter Wallner. [doi]
- Experiencing the environmental impact of AI with the VR serious game OutsourcedBenedikt Holland, Dmytro Maksymchuk, Saloni Saxena, Zain Munir, Zygimantas Liutkus, Tzu-Hsin Hsieh, Amir Zaidi, Marie Kegeleers, Rafael Bidarra. [doi]
- Beyond Narrative Reflection: Transience as a Material Pathway to Eudaimonic Player ExperienceMichael Lankes. [doi]
- Designed to Fail: Puzzle Game Developers' Perspectives on Designing Challenge and FailureCraig G. Anderson, Nasim Eshgarf, Zack Carpenter, David DeLiema. [doi]
- Spacetime Constraints for Continuous GameplayAkshar Vandara, Seth Cooper. [doi]
- Bending the Arc of (Ludo)History: Discursive Contestations Within the (Hi)Story-Design-Space of Crusader Kings IIIKirk Matthew Lundblade. [doi]
- Angry Men, Pretty Women: Gendered Emotional Design in MOBA and Hero-Shooter GamesFederica Giusti, Mehmet Sevinçli, Judith F. Masthoff, Susanne Poeller. [doi]
- A Ludic filter for game reconstructions: Do modern rules for Pente Grammai work?James Goodman, Summer Courts. [doi]
- Serious Games for Cognitive Bias Mitigation: A Review of Learning Mechanisms and Design ApproachesJoey Villeneuve, Hongwei Zhou, Edward F. Melcer. [doi]
- What game developers actually want from procedural level generation toolsBojan Endrovski, Joris Dormans, Rafael Bidarra. [doi]
- Transdiegetic Sound in Narrative-Driven Strategy GamesXuyuan Cai, Elín Carstensdóttir. [doi]
- Designing an AR Experience Memorializing the Duke University Silent Vigil: Embodiment Invitation and AR DesignJohn Joseph Fennimore. [doi]
- Games for Children with Disabilities in Educational Contexts: A Scoping ReviewYuqing Liu, Allan Fowler. [doi]
- Performance Of Large Language Models As Hearthstone AgentsChristian Poglitsch, Philipp Bardakji, Johanna Pirker. [doi]
- Dynamic Crossword Difficulty via Reactive Puzzle ConstructionColan F. Biemer, Seth Cooper. [doi]
- The Level Building Sidekick Mixed-Initiative Tool for Game Research in Unity: A Tutorial✱Nicolas Romero, Felipe Besoain, Camila Aliaga, Nicolás Acevedo, Alice Diaz, Rodrigo Sepálveda, Joaquin Herrera, Ignacio Reyes, Sebastián Martin, Nicolas A. Barriga. [doi]
- Session Architecture Predicts Mobile Game Retention: A Single-Studio Case StudyMd Rakib Jahan Siddique. [doi]
- Difficulty-Based Generation of Paperfolding PuzzlesStiliyan Nanovski, Mrinal Dhume, Rafael Bidarra. [doi]
- Quest of Aivengarde: Comparative Study of Player Experience Across LLM Dialogue SystemsEmil Rimer, Anthon Kristian Skov Petersen, Rasmus Ploug, Marco Scirea. [doi]
- Finite Automata Extraction: Low-data World Model Learning as Programs from Gameplay VideoDave Goel, Matthew Guzdial, Anurag Sarkar. [doi]
- Constraint-Based Four-Dimensional Spacetime Blending of Learned Game Mechanics Along Orthogonal PlanesAkshar Vandara, Seth Cooper. [doi]
- A Time Series Causal Analysis of Engagement Factors in Live Streaming Using Continuous-Time Structural Equation ModelingOura Uemura, Ryousuke Saga. [doi]
- Integration of games and models as an approach to support inclusive environmental conservationMarly Muudeni Samuel, A. Bradley Duthie, Chloe Corcoran, Selma Auala, Nils Bunnefeld. [doi]
- Transient Weapons, Ambivalent Play: A Case Study of Durability in Breath of the WildMichael Lankes, Luca Geiger. [doi]
- Social Navigation as Gameplay: A Hybrid Social Physics Engine for Deduction GamesJingrong Wang, Ziyuan Jiang. [doi]
- Actions And Activities As Game Design Building Blocks For Varied Theme-Centric GameplayMiikka Junnila. [doi]
- Engram: Personality-Parameterized Schema Memory for NPC Cognitive DiversityAshmita Dua, Devesh Kriplani, Kaashvi Devgan. [doi]
- Friction-Driven Design: A Paradigm for Games for BildungXianya Zhou, Mimi Li, Xiaoming Zhang. [doi]
- Generate Diverse Skills with Large Language ModelsKaijie Xu 0002, Clark Verbrugge. [doi]
- Not a Game, Yet on Steam: Reception of a Game Art Project in a Mainstream Gaming EcosystemJuan Carlos Vasquez 0003. [doi]
- Impact of Frametime Spikes on Performance and Quality of Experience in Platformer GamesSamin Shahriar Tokey, Ben Boudaoud, Josef B. Spjut, Mark Claypool. [doi]
- High Dimensional Procedural Content GenerationKaijie Xu 0002, Clark Verbrugge. [doi]
- Christianity in Horror Videogames: A Qualitative Content AnalysisDavid Zolnierski, Fatima Jonsson, Petri Lankoski. [doi]
- Designing a Practice-Based Mobile Prototype for Mental Health Literacy through Emotional Granularity and Reflective PlayTania Catherine Olarte Avila. [doi]
- How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGsKaijie Xu 0002, Mustafa Bugti, Clark Verbrugge. [doi]
- Generating Clue-Driven Investigative Game Narratives with Large Language ModelsVikram Kumaran, Andy Smith, Wookhee Min, Randall Spain, Bradford W. Mott, James C. Lester. [doi]
- Fostering Social Interaction Through Game Design: A Case Study of It Takes Two and Overcooked! 2Ziyi Wang, Jussi Holopainen. [doi]
- Flourish: Exploring the Use of Hyperobject Paradigms for Developing an Environmental Preservation Self-Efficacy VR GameMads Nyborg Jespersen, Mira Chilli Christensen, Ronja Glüsing, Vanilla Riis Mortensen, Mads Hummelshøj-Agerholm, Ivan Adriyanov Nikolov. [doi]
- Building and Burning Fandom Libraries: Maintenance in Transnational Media Ecologies through English-speaking Ensemble Stars!! FansAlyce Wu, Trisha M. Nguyen, Katherine Parent. [doi]
- Fill-in-the-Blank MicrogamesAkash Surendran, Seth Cooper. [doi]
- Ctrl + Create: Empowering Creative Control in AI-Driven Rapid Level DesignArthur Baars, Fabian Akker, Angelos Chatzimparmpas, Johannes Pfau. [doi]
- Between Player Experience and Experimental Control: Designing a Research Game for Cognitive PsychologyTim Yeung, Maximilian A. Friehs, Philipp Kuhnke, Gesa Hartwigsen, Markus Kiefer, Marcello A. Gómez Maureira. [doi]
- High-quality generation of dynamic game content via small language models: A proof of conceptMorten I. K. Munk, Arturo Valdivia, Paolo Burelli. [doi]
- Materializing Design Knowledge with the Method for Design MaterializationRilla Khaled, Matthew Bethancourt. [doi]
- The Partial Truth about Virtual Objects: How Users Reason About and Explore Intentionally Simplified EnvironmentsJesper Juul, Emil Hammar, Dooley Murphy, Alessandro Canossa. [doi]
- On My Mark: Effects of diegetic and non-diegetic waypoint marking on player curiosity and exploratory behavior in gamesMichael Lankes, Benedict Haunschmied, Alexander Hödlmoser, Hannah Matzka. [doi]
- Copresence in the CAVE: A Bibliometric Gap Analysis of Immersive Display Research and VR/XR GameplayYue Liu, Pengze Zheng, Silvia Ruzanka, Benjamin Chang 0002. [doi]
- Gone With the Wind: Evaluating the Impact of Diegetic Guidance Systems on Exploration in GamesEmilia G. Pavel, Andrea Papenmeier, Marcello A. Gómez Maureira. [doi]
- Extending STRIVE to World of Tanks: A Cross-Game Validation of a Socio-behavioral Player TaxonomyAlexander J. Bisberg, Emily Chen, Dmitri Williams, Emilio Ferrara. [doi]
- Adaptive Time Delay for Improving Player Experience and Fairness in First-Person Shooter Games with Network LatencySamin Shahriar Tokey, Ben Boudaoud, Josef B. Spjut, Mark Claypool. [doi]
- Sketch-based Deposition Modeling of Voxel Game StagesYuta Nakayama, Seung-tak Noh, Haoran Xie 0002, Kazunori Miyata, Tsukasa Fukusato. [doi]
- Deciphering the Hunter's Note: How Digital Game Cultures Cultivate Rituals and Shared Ideologies in Paratextual SpacesHan Meng, Junjie Zheng. [doi]
- De-Normalizing Toxic Behaviour in Competitive Online Games: Players' Perceptions of Communication, Unsolicited Advice, and Bystander Intervention in League of LegendsEugene Y. Kukshinov, Susanne Poeller. [doi]
- Next Level Generation: Adaptive 3D Procedural Terrain Driven by Player SkillWieger Wittrock, Marcello A. Gómez Maureira. [doi]
- Discorrelated Earth: Reenacting the Planetary as an Epistemic Image in Computer GamesEduardo H. Luersen. [doi]
- The Two Faces of Power Remastered: Facets of Explicit Power Motivation in Baldur's Gate 3Julia Schaetzle, Nicola Baumann, Susanne Poeller. [doi]
- LAVA: Large-scale Archaeological Videogame AnalysisJohn Aycock, Katie Biittner, Minori Olguin, Hira Asad. [doi]
- Reflections on Teaching Game Design ResearchJohn P. Healy. [doi]
- SpaceTimeCraft: A Strong Concept for Designing and Analyzing Embodied Movement in Virtual EnvironmentsConstantinos Miltiadis. [doi]
- The Unbearable Vacuity of Game MechanicsBenjamin Horn, Jussi Holopainen, Espen Aarseth, Pawel Grabarczyk, Leon Xiao. [doi]
- Pre-Balancing Structural Risk Screening for Crafting Economy DesignGeunyoung Park. [doi]
- Mapperoni: A Tool for Teaching the Basics of Level DesignJukka Varsaluoma. [doi]
- Post-Thinking in NPC Dialogue: A Paradigm for Reflective Character ModelsKeegan Carey, Hexi Wang. [doi]
- Vanquish Your Past: Shifted Imitation Learning in HadesHui-En Lin, Sander Bakkes, Johannes Pfau. [doi]
- Vertical Mix Index: A Novel Metric for Vertical Land Use Mix in Procedural City GenerationBertan Konuralp, Rafael Bidarra. [doi]
- Group-Supervised Contrastive Learning for Semantic PCG Map RepresentationsZhongyu Xie, Kwanghee Won. [doi]
- Insight Check: Systems of Oppression and Player Motivation in Tabletop Roleplaying GamesAbirami Sankar, Nicole Cerundolo, Alexander Langrock, Eileen McGivney. [doi]
- Emotions, Protective Frame, and Videogame Body GenresPetri Lankoski. [doi]
- Designing Serious Games on Contemporary Music: A Case Study on Poème ÉlectroniqueVittorio Murtas, Juan David Rodas, Vincenzo Lombardo. [doi]
- The Perfect Date Night: Evaluating Dialogue Systems for Game DevelopmentBenjamin Lumbye, Victor Gustav Harbo Rasmussen, Mark Bo Jensen. [doi]
- How do adult game developers deal with platform censorship?Petri Lankoski. [doi]
- AI-Supported and Socially-Augmented Gamification to Overcome Behavioral Barriers in Sustainable CookingTalayeh Dehghani Ghotbabadi, Magy Seif El-Nasr, Tobias Hodel. [doi]
- Toward a Taxonomy of LLM Roles and Interaction Patterns in Game Content Generation SystemsAshley Hart. [doi]