FDG 2014 Proceedings

Proceedings of the 9th International Conference on the Foundations of Digital Games

Society for the Advancement of the Science of Digital Games, ISBN: 978-0-9913982-2-5

Tiffany Barnes and Ian Bogost
Foreword

Full papers
Inge Becht and Sander Bakkes
meIRL-BC: Predicting player positions in video games
Bridget Blodgett and Anastasia Salter
#1ReasonWhy: Game communities and the invisible woman
Andrew Borg Cardona, Aske Walther Hansen, Julian Togelius, and Marie Gustafsson Friberger
Open Trumps, a data game
Alessandro Canossa, Staffan Björk, and Mark J. Nelson
X-COM: UFO Defense vs. XCOM: Enemy Unknown — Using gameplay design patterns to understand game remakes
Gail Carmichael and David Mould
A framework for coherent emergent stories
Emiko Charbonneau, Sarah Buchanan, Jared Bott, Florian 'Floyd' Mueller, and Joseph J. Laviola Jr.
Dance Enhanced: Investigating how earning content through exertion impacts dance game enjoyment
Bob De Schutter and Vero Vanden Abeele
Gradequest — Evaluating the impact of using game design techniques in an undergraduate course
Thomas Debeauvais, Cristina V. Lopes, Nick Yee, and Nicolas Ducheneaut
Retention and progression: Seven months in World of Warcraft
Thomas Debeauvais, Thomas Zimmermann, Nachiappan Nagappan, Kevin Carter, Ryan Cooper, Dan Greenawalt, and Tyson Solberg
Off with their assists: An empirical study of driving skill in Forza Motorsport 4
Jacob Garbe, Aaron A. Reed, Melanie Dickinson, Noah Wardrip-Fruin, and Michael Mateas
Author assistance visualizations for Ice-Bound, a combinatorial narrative
April Grow, Swen Gaudl, Paulo Gomes, Michael Mateas, and Noah Wardrip-Fruin
A methodology for requirements analysis of AI architecture authoring tools
D. Fox Harrell, Dominic Kao, Chong-U Lim, Jason Lipshin, Ainsley Sutherland, Julia Makivic, and Danielle Olson
Authoring conversational narratives in games with the Chimeria platform
Andrew Hicks, Veronica Cateté, and Tiffany Barnes
Part of the game: Changing level creation to identify and filter low quality user-generated levels
Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith, and Julian Togelius
A comparative evaluation of procedural level generators in the Mario AI framework
Jesper Juul
High-tech low-tech authenticity: The creation of independent style at the Independent Games Festival
Yubo Kou and Bonnie Nardi
Governance in League of Legends: A hybrid system
Heather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, Dan Shapiro, John Murray, Kate Compton, Joseph Osborn, Orlando Salvatore, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Daniel Cetina, Shayne Clementi, and Chris Lewis
Software verification games: Designing Xylem, The Code of Plants
David Maung, Roger Crawfis, Lynne V. Gauthier, Lise Worthen-Chaudhari, Linda P. Lowes, Alex Borstad, Ryan J. McPherson, Jacob Grealy, and Josh Adams
Development of Recovery Rapids — A game for cost effective stroke therapy
Peter Mawhorter, Michael Mateas, Noah Wardrip-Fruin, and Arnav Jhala
Towards a theory of choice poetics
Tony Morelli
Slot Machine Development: A course for CS majors
Andrea Nickel, Jamie Payton, Tiffany Barnes, Erik Wikstrom, Maybellin Burgos, Zachary Wartell, Mykel Pendergrass, Nate Blanchard, and Brian Thomas
Balancing physical and cognitive challenge: A study of players' psychological responses to exergame play
Yolanda A. Rankin, Jakita O. Thomas, India Irish, and Stevie-Mari Hawkins
From consumers to producers: African American middle school students as game designers
Aaron A. Reed, Jacob Garbe, Noah Wardrip-Fruin, and Michael Mateas
Ice-Bound: Combining richly-realized story with expressive gameplay
Holly Robbins and Katherine Isbister
Pixel Motion: A surveillance camera-enabled public digital game
Jonathan P. Rowe, Eleni V. Lobene, Bradford W. Mott, and James C. Lester
Play in the museum: Designing game-based learning environments for informal education settings
Dana Ruggiero
The effect of a persuasive game on attitude towards the homeless
Anastasia Salter and John Murray
Marking new ground: Flash, HTML5 and the future of the web arcade
Kristin Siu, Alexander Zook, and Mark O. Riedl
Collaboration versus competition: Design and evaluation of mechanics for games with a purpose
Sam Snodgrass and Santiago Ontañón
Experiments in map generation using Markov chains
Debbie M. Taylor and Yusuf Pisan
Aussie women game developers
Mike Treanor and Michael Mateas
Understanding representation in playable simulations
Jonathan Tremblay, Christopher Dragert, and Clark Verbrugge
Target selection for AI companions in FPS games
Jonathan Tremblay, Pedro Andrade Torres, and Clark Verbrugge
Measuring risk in stealth games
Riemer van Rozen and Joris Dormans
Adapting game mechanics with Micro-Machinations
Glenn Winters and Jichen Zhu
Guiding players through structural composition patterns in 3D adventure games
Pu Yang, Brent Harrison, and David L. Roberts
Identifying patterns in combat that are predictive of success in MOBA games
Georgios N. Yannakakis, Antonios Liapis, and Constantine Alexopoulos
Mixed-initiative co-creativity
José P. Zagal and Roger Altizer
Examining 'RPG elements': Systems of character progression
Alexander Zook, Eric Fruchter, and Mark O. Riedl
Automatic playtesting for game parameter tuning via active learning

Works in progress
Roger Altizer and José P. Zagal
Pitch perfect or exploring pitching practices in industry and games education
Jon Back
'Knock Once for Yes' – Knocking as feedback in the location-based game passing on
Eric Buckthal and Foaad Khosmood
(Re)telling chess stories as game content
Gail Carmichael and David Mould
Chronologically nonlinear techniques in traditional media and games
Simon Chauvin, Guillaume Levieux, Jean-Yves Donnart and Stéphane Natkin
An out-of-character approach to emergent game narratives
Lindsay D. Grace and Brooke R. Spangler
The psychology of play: Understanding digital game evolution through developmental psychology
Lindsay D. Grace
A linguistic analysis of games: Verbs and nouns for content estimation
Ian Holmes
A web-based editor for multiplayer choice games
Dun-Yu Hsiao, Seth Cooper, Christy Ballweber, and Zoran Popović
User behavior transformation through dynamic input mappings
Anna Loparev, Walter S. Lasecki, Kyle I. Murray, and Jeffrey P. Bigham
Introducing shared character control to existing video games
Mark Lochrie, Alison Gazzard, Adrian Gradinar, and Paul Coulton
Mobilising Monopoly: Game design, place and social values
Jacob Michelsen and Staffan Björk
The Rooms - Creating immersive experiences through projected augmented reality
Tony Morelli, Lauren Lieberman, John Foley and Eelke Folmer
An exergame to improve balance in children who are blind
A. Imran Nordin, Paul Cairns, Matthew Hudson, Alejandro Alonso, and Eduardo Calvillo Gamez
The effect of surroundings on gaming experience
William Robinson
Let's Roll: Comparative representations of empire in board games
Timothy E. Roden and Rob LeGrand
Experiences teaching a course in Android game development
Dana Ruggiero, Stuart Moran, and Charlie Drewitt, and Jack Brady
Alphabet Soup: Design and development of a short form game
Ben Samuel, Josh McCoy, Mike Treanor, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin
Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique
Chek Tien Tan, Hemanta Sapkota, Daniel Rosser, and Yusuf Pisan
Initial perceptions of a casual game to crowdsource facial expressions in the wild
Julian Togelius, Noor Shaker, and Georgios N. Yannakakis
Active player modelling
Emmett Tomai and Roberto Flores
Adapting in-game agent behavior by observation of players using learning behavior trees
Kathleen Tuite
GWAPs: Games with a problem
Frederik Van Broeckhoven and Olga De Troyer
Specifying the pedagogical aspects of narrative-based digital learning games using annotations
Richard Zhao and Duane Szafron
Virtual character behavior architecture using cyclic scheduling

Posters
Jon Back and Annika Waern
Codename Heroes – Designing for experience in public places in a long term pervasive game
Sander Bakkes and Shimon Whiteson
Design criteria for challenge balancing of personalised game spaces
Kara A. Behnke, Meg Leta Ambrose and John K. Bennett
Must be 13 to play: Addressing children participation in networked games
Mario A.M. Guimaraes and Leon Jololian
Gender differences in videogame development classes: U.S. and the U.A.E.
Christoffer Holmgård, Antonios Liapis, Julian Togelius, and Georgios N. Yannakakis
Generative agents for player decision modeling in games
Hartmut Koenitz
Reflecting civic protest – the Occupy Istanbul game
Joseph C. Osborn and Michael Mateas
A game-independent play trace dissimilarity metric

Games and demos
Edgar Omar Cebolledo Gutierrez and Olga De Troyer
SimBully: A 'bullying in schools' simulation
Jacob Garbe, Aaron A. Reed, Noah Wardrip-Fruin, and Michael Mateas
Ice-Bound: A novel of reconfiguration
Tilman Geishauser, Yun-Gyung Cheong, and Mark J. Nelson
A prototype using territories and an affordance tree for social simulation gameplay
Lindsay D. Grace
Big Huggin': Affection gaming for alternative play
Lindsay D. Grace
Black Like Me? Embedding 2-tiered procedural rhetoric in a critical game
Lindsay D. Grace
Equal opportunity affection games, critical design in Stolen Kisses
Cécile Le Prado and Stéphane Natkin
The Listening Walker: Interactive sound walk in a virtual city
Heather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, John Murray, Kate Compton, Joseph Osborn, Orlando Salvaore, Dan Shapiro, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Chris Lewis, Daniel Cetina and Shayne Clementi
Xylem: The Code of Plants
Bradford W. Mott, Jonathan P. Rowe, Wookhee Min, Robert G. Taylor and James C. Lester
FLARE: An open source toolkit for creating expressive user interfaces for serious games
Doris C. Rusch
Games about mental health – Designing the experience of "What it's Like"
Ian Schreiber
Harmony: A game to teach transitive game balance
Chek Tien Tan, Hemanta Sapkota, Daniel Rosser and Yusuf Pisan
A game to crowdsource data for affective computing
Brian M. Winn, Casey O'Donnell, Greg Kozma and Reuven Margrett
Sparks of Eternity: A new approach to religious education

Doctoral consortium
Sheng-Yi Hsu and Chuen-Tsai Sun
Modelling market sellers in World of Warcraft
Ben Kybartas, Rafael Bidarra, and Elmar Eisemann
Integrating semantics and narrative world generation
Rune K. L. Nielsen, Espen Aarseth, and Arne Poulsen
Challenges for game addiction as a mental health diagnosis
Chen Si, Yusuf Pisan, and Chek Tien Tan
Automated terrain analysis in real-time strategy games
Björn Strååt and Harko Verhagen
Evaluating the evaluation tools
Sandra Yao
Digital political science: Pixelizing international relations