FDG 2014 Proceedings
Proceedings of the 9th International Conference on the Foundations of Digital GamesSociety for the Advancement of the Science of Digital Games, ISBN: 978-0-9913982-2-5
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