Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015)
Main conference
Artificial intelligence
- Jonathan Campbell, Jonathan Tremblay and Clark Verbrugge
- Clustering Player Paths
- Aaron Isaksen, Daniel Gopstein and Andy Nealen
- Exploring Game Space Using Survival Analysis
- Hartmut Koenitz and Sandy Louchart
- Practicalities and Ideologies, (Re)-Considering the Interactive Digital Narrative Authoring Paradigm
- Adam Summerville, Morteza Behrooz, Michael Mateas and Arnav Jhala
- The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games
- Ian Horswill
- Craft: a constraint-based random-number generator
- Matthew Guzdial, Brent Harrison, Boyang Li and Mark Riedl
- Crowdsourcing Open Interactive Narrative
- Benjamin Samuel, Aaron Reed, Paul Maddaloni, Michael Mateas and Noah Wardrip-Fruin
- The Scored Rule Engine: Next-Generation Social Physics
- Alexander Zook, Brent Harrison and Mark Riedl
- Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis
- Dana Vrajitoru
- A Pattern-Based Bayesian Network for the Game of Nine Men’s Morris
- Mircea Traichioiu, Sander Bakkes and Diederik Roijers
- Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves
- Brandon Packard and Santiago Ontañón
- Learning Behavior form Demonstration in Minecraft via Symbolic Similarity Measures
- Jacob Fischer, Nikolaj Falsted, Mathias Vielwerth, Julian Togelius and Sebastian Risi
- Monte-Carlo Tree Search for Simulated Car Racing
Game design
- Gabriele Trovato, Soren Johnson and Pieter Spronck
- Procedurally Generated History: building a game ecosystem through autoplay
- Adrian Gradinar, Jonny Huck, Paul Coulton, Mark Lochrie and Emmanuel Tsekleves
- Designing for the Dichotomy of Immersion in Location Based Games
- Choong-Soo Lee and Ivan Ramler
- Investigating the Impact of Game Features on Champion Usage in League of Legends
- Alessandro Canossa and Gillian Smith
- Towards a Procedural Evaluation Technique: Metrics for Level Design
- Jakita Thomas
- Supporting Computational Algorithmic Thinking (SCAT): Understanding the Development of Computational Algorithmic Thinking Capabilities in African-American Middle-School Girls Through Game Design
- Tommy Thompson
- "With Fate Guiding My Every Move": The Challenge of Spelunky
- Gillian Smith
- An Analog History of Procedural Content Generation
- Michael Cook and Gillian Smith
- Formalizing Non-Formalism: Breaking the Rules of Automated Game Design
- Annakaisa Kultima
- Defining Game Jam
- Miguel Sicart
- Loops and Metagames: Understanding Game Design Structures
- Mike Treanor, Alex Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine and Adam Smith
- AI-based Game Design Patterns
- Amy Lu
- What kind of stories do children like in an active video game (AVG)? An exploratory study
- Daniel Karavolos, Anders Bouwer and Rafael Bidarra
- Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation
- Kristian Hjaltason, Steffen Christophersen, Julian Togelius and Mark J. Nelson
- Game mechanics telling stories? An experiment
- Björn Strååt and Harko Verhagen
- Top Versus Bottom: Game Evaluation from an Expert or Player Perspective
- Martijn Kors, Erik van der Spek and Ben Schouten
- A Foundation for the Persuasive Gameplay Experience
- Aida Azadegan, Casper Harteveld and Steven Sutherland
- Design Approach for Collaborative Cognitive Games
- Steve Dahlskog, Julian Togelius and Staffan Björk
- Patterns, Dungeons and Generators
Games and education
- Bob De Schutter and Salvatore Papa
- Return of the Gradequest - Evaluating the Third Iteration of a Gameful Course
- Bob De Schutter, Danielle Eynon Black and Henk-Herman Nap
- Teaching Older Adults to Play Minecraft
- Stephen Foster, Sorin Lerner and William Griswold
- Seamless Integration of Coding and Gameplay: Writing Code Without Knowing it
- Kendra Cooper and Shaun Longstreet
- Panel: Game Programs in Higher Education - Connecting Colleges with Corporations
- Walt Scacchi and Kendra Cooper
- Emerging Research Challenges in Computer Games and Software Engineering
- Christopher Totten, Josh McCoy, Lindsay Grace and Sarah Aristil
- Bug-fixing Game-like Syllabi: Evaluating Common Issues and Iterating New Pedagogical Mechanics
Game studies— social science
- Magnus Johansson, Harko Verhagen and Yubo Kou
- I am being watched by the Tribunal: Trust and control in Multiplayer Online Battle Arena games
- John Murray, Edmond Chow and Chrisopher Connolly
- Something In The Way We Move: Quantifying patterns of exploration in virtual spaces
- Stephan Muller, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard Mann, Barbara Solenthaler, Robert W. Sumner and Markus Gross
- Statistical Analysis of Player Behavior in Minecraft
- Lina Eklund
- Considering Game Companions: Implications for research and design
- Edward Melcer, Truong-Huy Nguyen, Zhengxing Chen, Alessandro Canossa, Magy Seif El-Nasr and Katherine Isbister
- Games Research Today: Analyzing the Academic Landscape 2000-2014
- Sebastian Deterding
- The Joys of Absence: Emotion, Emotion Display and Interaction Tension in Video Game Play
- Joachim Prook, Dirk Janssen and Stefano Gualeni
- The Negative Effects of Praise and Flattery
Game studies— humanities
- Sara Mosberg Iversen
- “Not without my kitties”: The old woman in casual games
- Eric Kaltman, Noah Wardrip-Fruin, Henry Lowood and Christy Caldwell
- Methods and Recommendations for Archival Records of Game Development: The Case of Academic Games
- Dylan Lederle-Ensign, William Robinson, Johnathan Pagnutti and Michael Mateas
- A Software Studies Approach to Interpreting Passage
- James Owen Ryan, Eric Kaltman, Michael Mateas and Noah Wardrip-Fruin
- Bottom-up Game Studies
- Peter Christiansen
- Can't See the Science for the Trees: Representations of Science in Videogames
- Theresa Jean Tanenbaum and Karen Tanenbaum
- Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play
- Miguel Sicart
- Participatory Republics: Play and the Political
- Espen Aarseth and Gordon Calleja
- The Word Game: The ontology of an undefinable object
- James Owen Ryan, Eric Kaltman, Timothy Hong, Michael Mateas and Noah Wardrip-Fruin
- People Tend to Like Related Games
- Joseph Osborn, Dylan Lederle-Ensign, Noah Wardrip-Fruin and Michael Mateas
- Combat in Games
Interaction and player experience
- Timothy Mcmahan, Ian Parberry and Thomas Parsons
- Evaluating Electroencephalography Engagement Indices During Video Game Play
- Theresa Jean Tanenbaum and Karen Tanenbaum
- Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers
- Alessandro Canossa, Jeremy Badler, Magy Seif El-Nasr, Stefanie Tignor and Randy Colvin
- In Your Face(t) Impact of Personality and Context on Gameplay Behavior
- Thomas Debeauvais and Cristina Lopes
- Gate Me If You Can: The Impact of Gating Mechanics on Retention and Revenues in Jelly Splash
- Magy Seif El-Nasr, Shree Durga, Mariya Shiyko and Carmen Sceppa
- Unpacking Adherence and Engagement in Persuasive Health Games
- Tony Morelli, Ethan Coggins and Molly Rossman
- Usability of Back of Device Virtual Buttons
- Melvin Roest and Sander Bakkes
- Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual Games
- Noor Shaker, Mohamed Abou-Zleikha and Mohammad Shaker
- Active Learning for Player Modeling
- Lindsay Grace, Dirk Janssen and James Coyle
- Persuasive Content: Understanding In-Game Advertising Retention in Players and Onlookers
- Chong-U Lim and D. Fox Harrell
- Developing Computational Models of Players' Identities and Values from Videogame Avatars
- Truong-Huy Nguyen, Magy Seif El-Nasr and Alessandro Canossa
- Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games
- Erin Martel, Feng Su, Jesse Gerroir, Ahmed Hassan, Audrey Girouard and Kasia Muldner
- Diving Head-First into Virtual Reality: Evaluating HMD Control Schemes for VR Games
- Joshua Taylor, Ian Parberry and Thomas Parsons
- Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test
- Lindsay Grace
- Objects of Affection: Kissing Games on Mobile Devices
Serious games
- Antonios Liapis, Amy K. Hoover, Georgios N. Yannakakis, Constantine Alexopoulos and Evangelia V. Dimaraki
- Iconoscope: Designing a Game for Fostering Creativity
- Tobias Sturn, Steffen Fritz and Michael Wimmer
- Cropland Capture – A Game for Improving Global Cropland Maps
- Veronika Vanden Abeele, Pieter Tierens, Bob De Schutter, Lee De-Wit and Luc Geurts
- Game-based Experiments on Human Visual Attention
- Shree Subramanian, Sean Hallinan, Magy Seif El-Nasr, Mariya Shiyko and Carmen Sceppa
- Investigating behavior change indicators and cognitive measures in persuasive health games
- Kathleen Tuite, Rahul Banerjee, Noah Snavely, Jovan Popovic and Zoran Popovic
- PointCraft: Harnessing Players’ FPS Skills to Interactively Trace Point Clouds in 3D
- Kathleen Tuite and Ira Kemelmacher
- The Meme Quiz: A Facial Expression Game Combining Human Agency and Machine Involvement
- Jonathan Barone, Colin Bayer, Rowan Copley, Nova Barlow, Matthew Burns, Sundipta Rao, Georg Seelig, Zoran Popovic and Seth Cooper
- Nanocrafter: Design and Evaluation of a DNA Nanotechnology Game
- Laura Levy, Robert Solomon, Joann Moore, Jason Way, Ruitao Liu and Maribeth Gandy
- Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences
- Brian Chau, Rob Nash, Kelvin Sung and Jason Pace
- Building Casual Games and APIs for Teaching Introductory Programming Concepts
Game technology
- Mubbasir Kapadia, Fabio Zund, Jessica Falk, Marcel Marti and Robert W. Sumner
- Evaluating the Authoring Complexity of Interactive Narratives for Augmented Reality Applications
- Christian Reuter, Stefan Göbel and Ralf Steinmetz
- Detecting structural deadlocks in Multiplayer Games using automatically generated Petri Nets
- Riemer van Rozen
- A Pattern-Based Game Mechanics Design Assistant
- Benjamin Mark, Tudor Berechet, Tobias Mahlmann and Julian Togelius
- Procedural Generation of 3D Caves for Games on the GPU
Extended abstracts
- Shaun Longstreet, Kendra Cooper and Dennis Brylow
- Invoking Higher Orders of Thinking in Serious Educational Games
- Marina Knauer and Joschka Mütterlein
- Augmented Reality Games: What Do We Know and Where Should We Go?
- Stephan Muller, Mubbasir Kapadia, Seth Frey, Severin Kilngler, Richard Mann, Barbara Solenthaler, Bob Sumner and Markus Gross
- HeapCraft: Understanding and Improving Player Collaboration in Minecraft
- Michael Cook, Mirjam Eladhari, Adam Smith, Gillian Smith, Tommy Thompson, Julian Togelius and Alexander Zook
- AI-based Games: Contrabot and What Did You Do?
- Dominic Kao and D. Fox Harrell
- Exigent: An Automatic Avatar Generation System
- Tommy Thompson and Becky Lavender
- Adventures in Hyrule: Generating Missions & Maps For Action Adventure Games
- Carrie Heeter and Marcel Allbritton
- Playing with Presence: How meditation can increase the experience of embodied presence in a virtual world
- Santiago Londoño and Olana Missura
- Graph Grammars for Super Mario Bros Levels
- Allan Fowler, Foaad Khosmood and Grant Pickett
- NPCAgency: Procedural Generation of NPCs
- James Owen Ryan, Eric Kaltman, Andrew Max Fisher, Timothy Hong, Taylor Owen-Milner, Michael Mateas and Noah Wardrip-Fruin
- Large-Scale Interactive Visualizations of Nearly 12,000 Games
- Ryan Abela, Antonios Liapis and Georgios N. Yannakakis
- The Coralize Tool for Creating Underwater Environments
- Jonathan Lessard
- Design Rationale for Natural Language Game Conversations
- Dominic Kao and D. Fox Harrell
- Mazzy: A STEM Learning Game
- Ingmar Riedel-Kruse, Honesty Kim and Lukas Gerber
- Biotic games: Integrating real living cells into digital game play
- Ethan Coggins, Kevin Andrews, Molly Rossman and Tony Morelli
- SonicWalker: Virtual Reality Simulation of Non-Visual Pedestrian City Navigation
- Christoffer Holmgård, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis
- MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions
- Albith Delgado and Devin Wilson
- Spooky Dodgeball at a Distance
- Kate Compton and Michael Mateas
- Tracery: An Author-Focused Generative Text Tool
- Rune K. L. Nielsen and Arne Poulsen
- Troubling Perspectives on Computer Game Addiction
- James Owen Ryan, Eric Kaltman, Michael Mateas and Noah Wardrip-Fruin
- Tools for Game Discovery Built Using Latent Semantic Analysis
- Dirk Janssen, Luis Garcia Rosario, Marcello A. Gómez Maureira and Gerben Beijneveld
- Sensors at Play: A biometric framework for game developers and game users
- Cameron Olson, Daniel Kauffman, Allan Fowler and Foaad Khosmood
- Kanakatana: Teaching Japanese through Game Mechanics
- Matthew Jensen, Tallie Casucci, Ryan Bown, Madlyn Runburg and Roger Altizer
- Research Quest: Six Design Boxes and Six Iterations towards a Game to Teach Critical Thinking
- Matthew Jensen, Tallie Casucci, Ryan Bown, Madlyn Runburg and Roger Altizer
- Research Quest: Critical Thinking through Video Games and Interdisciplinary Collaboration
Doctoral consortium
- Chris Martens
- Using Proof Theory to Study Game Mechanics
- Thomas Smith and Julian Padget
- Semantic Descriptions for Logical Content Generation
- Todd Furmanski
- Towards An Ancestry and Codification of Procedural Content Generation Techniques
- Alyea Sandovar
- Cultural Narratives in Game Design
- Dominic Kao and D. Fox Harrell
- Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning Game
- Johanna Pirker
- Learning in Collaborative and Motivational Virtual Environments
- Johnathan Pagnutti and Jim Whitehead
- Playing with Recipes
- Joseph Mazeika
- Exploring Design Motifs and Extending Visual Representation of Style
- Eric Kaltman
- Exploring the Technical History of Games Through Software and Visualization