yusuke1997/dblp-id-title huggingface dataset:
Dealing with Adversarial Player Strategies in the Neural Network Game iNNk through Ensemble Learning
Player perceptions of fairness in oddly shaped dice
If you build it they might stay: retention mechanisms in World of Warcraft
PsyOps: Personality assessment through gaming behavior
Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders
Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources
Target selection for AI companions in FPS games
Noisrucer: A Student-developed Game for Recursion
Evaluating the Impact of User and Learning Experience in Three Cultural Heritage VR Applications
Using gameplay semantics to procedurally generate player-matching game worlds
Lode Enhancer: Level Co-creation Through Scaling
Real-time Interactive Snow Simulation using Compute Shaders in Digital Environments
Using game development to reveal programming competency
Changes of user experience in an adaptive game: a study of an AI manager
Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game
Adaptive quests for dynamic world change in MMORPGs
Queer TTRPGs' Visibility, Safety, and Allegory as Resistance
Roguelike ancestry network visualisation: insights from the roguelike community
Exploring how Emotional Challenge and Affective Design in Games Relates to Player Reflection
Enhancing subject matter assessments utilizing augmented reality and serious game techniques
Worlds Are Just Suggestions
Automated scenario generation: toward tailored and optimized military training in virtual environments
Exploring strategies and guidelines for developing full body video game interfaces
Learning Behavior form Demonstration in Minecraft via Symbolic Similarity Measures
Narrative Goals in Games: A Novel Nexus of Story and Gameplay
College Ruled: A Pathfinding Approach to Generative Storytelling
Adventures in level design: generating missions and spaces for action adventure games
Creating an xAI Framework for Diverse Game Characters
Lessons from a course on serious games research and prototyping
The Listening Walker: Interactive sound walk in a virtual city
Pixel Motion: A surveillance camera-enabled public digital game
Course on interaction games and learning for interaction design students
Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018, Malmö, Sweden, August 07-10, 2018
#StayHome Playing LoL - Analyzing Players' Activity and Social Bonds in League of Legends During Covid-19 Lockdowns
Learning Through Play; a Study Investigating How Effective Video Games Can Be Regarding Keyboard Education at a Beginner Level
The impact of game design on students' interest in CS
Multilayer Map Generation Using Attribute Loss Functions
In search of lost time: on game goals and failure costs
Piecing the puzzle together: Towards improving digital tools for board game design
Programming in game space: how to represent parallel programming concepts in an educational game
Research Quest: Six Design Boxes and Six Iterations towards a Game to Teach Critical Thinking
Game analysis as a signature pedagogy of game studies
Panoptyk: information driven MMO engine
Purposeful by design?: a serious game design assessment framework
Towards Generating Surprising Content in 2D Platform Games
Working Backwards: Creating a Character Backstory Generation System Using Idealized Creative Writing Outputs: Creating a Character Backstory Generation System Using Idealized Creative Writing Outputs
Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder
HKViz: Map-Based Analytics for Hollow Knight
Paradise: An Experiment Extending the Ensemble Social Physics Engine with Language Models
The science of level design
Bridging Faithfulness of Explanations and Deep Reinforcement Learning: A Grad-CAM Analysis of Space Invaders
NPCAgency: Procedural Generation of NPCs
Generating Real-Time Strategy Heightmaps using Cellular Automata
Children's collaboration in emergent game environments
Valory: Simultaneous control of avatar and environment in a platform game
Modding Support of Game Engines
Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative
Loops and Metagames: Understanding Game Design Structures
EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCs
A point-and-shoot weapon design for outdoor multi-player smartphone games
Gamer perception of endorsements from Fortnite Streamers on YouTube
Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment
Proceduralist readings: how to find meaning in games with graphical logics
How Avatars Influence User Behavior: A Review on the Proteus Effect in Virtual Environments and Video Games
Speculative Game Design of Asymmetric Cooperative Games to Study Human-Machine Teaming
PreGLAM-MMM: Application and evaluation of affective adaptive generative music in video games
Under Pressure: A Multi-Modal Analysis of Induced Stressors in Games for Resilience
Learning the patterns of balance in a multi-player shooter game
Visualization of Player Movement Patterns with Line Integral Convolution and Alpha Shapes
Automatic Critical Mechanic Discovery Using Playtraces in Video Games
Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds
Adversarial Random Forest Classifier for Automated Game Design
The distributed dungeon master: new media affordances from twitch's choice chamber
The Challenge of Evaluating Player Experience in Tabletop Role-Playing Games
Scoop!: using movement to reduce math anxiety and affect confidence
Comprehensive and Instantly Responsive Player Assistance using Binary Decision Diagrams
Building and sustaining large, long-term online communities: family business and gamifying the game
Exploration in NetHack using occupancy maps
Motion and scene complexity for streaming video games
Anza Island: Novel Gameplay Using ASP
Sailing through Signs: Attention Guidance towards Texts in Virtual Reality
The Crypt of Notation: Rote Learning through Video Games For Adult Beginner Keyboard Learners
Assessing Multiplayer Level Design Using Deep Learning Techniques
Sensors at Play: A biometric framework for game developers and game users
Fighting COVID-19 at Purdue University: Design and Evaluation of a Game for Teaching COVID-19 Hygienic Best Practices
A hybrid search agent in pommerman
The Elusive "Gaming Culture": Assessing Cluster Stability of Players' Experience from 26 Countries
Foundations of Digital Games, FDG'11, Bordeaux, France, June 28 - July 1, 2011
Enhancing Player Satisfaction Through Personality-Based Narrative Adaptation in Digital Games
Press H to Help: The Impact of Prosocial Video Games on Prosocial Behaviors by Exposure Time
Mobilising Monopoly: Game design, place and social values
The Word Game: The ontology of an undefinable object
The Impact of Emotional Virtual Characters on Emotional State and Player Experience in VR Horror Games
BacToMars: a collaborative educational video game for teaching biological engineering
Privileging the Past: Problematic and Gendered Rhetoric in Retrogaming Content
Intrinsically musical game worlds: abstract music generation as a result of gameplay
A narrative theory of games
Souls-VR: Dodge-Rolling in Virtual Reality
Igniting the Spark: Analog to Digital Adaptation of Narrative Affect and Player Subjectivity in Magic: The Gathering through Analog to Digital Adaptation
Active Learning for Player Modeling
Transhistorical perspective of the puzzle video game genre
A Software Studies Approach to Interpreting Passage
Multi-Objective level generator generation with Marahel
Generating levels that teach mechanics
Party Ghosts and Queer Teen Wolves: Monster Prom and Resisting Heteronormativity in Dating Simulators
Applying Rapid Crowdsourced Playtesting to a Human Computation Game
Earthworks rising: exploring, sharing, researching, and building community through teachers, parents, and learners
Towards a generalized player model through the PEAS framework
Wormingo: a 'true gamification' approach to anaphoric annotation
Deep unsupervised multi-view detection of video game stream highlights
Blink To Win: Blink Patterns of Video Game Players Are Connected to Expertise
Towards a Unified Language for Card Game Design
Cluedo AI: Applying Constraint-Solving Methods to Play the Multi-Player Deduction Game Cluedo
The building blocks of an educational esports league: lessons from year one in orange county high schools
Exploring Game Space Using Survival Analysis
Picard: a creative and social online flashcard learning game
Operationalizing conflict strategies in a board game
Making CNNs for video parsing accessible: event extraction from DOTA2 gameplay video using transfer, zero-shot, and network pruning
Gradequest - Evaluating the impact of using game design techniques in an undergraduate course
Brain-computer interfaces for 3D games: hype or hope?
Improving the Discoverability of Indie Games by Leveraging their Similarity to Top-Selling Games: Identifying Important Requirements of a Recommender System
Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures
Wordplay games: three game modules to improve student vocabulary knowledge
Ecosystems of indie porn game development: co-dependent partial organisations
The Creation Blockchain: Documentation and Validation of Work Processes
Cardistry: Exploring a GPT Model Workflow as an Adapted Method of Gaminiscing
Games for passengers: accounting for motion in location-based applications
Temporal Collisions: On the Use of Narrative Conventions from Genre Fiction for Location-Based Cultural Heritage Games
Between Illusion and Reality: A Philosophical Reflection on the Fantasy Created by Video Games
Serious Gaming Meets Audiology: Developing a Video Game for Auditory Testing
Let's Roll: Comparative representations of empire in board games
Analysing Mobile VR Games for Learning a Sport: A Pistol Target Shooting VR Game Use Case
The psychological reality of procedural rhetoric
Ice-Bound: A novel of reconfiguration
Efficient choice enumeration for narrative world design
The Meme Quiz: A Facial Expression Game Combining Human Agency and Machine Involvement
A Game about our Neighbourhood: A Case Study of Participatory Game Design with Pre-school Children
Designing ethical systems for videogames
Generative conversation tool for game writers
FLARE: An open source toolkit for creating expressive user interfaces for serious games
Dual Critic Conditional Wasserstein GAN for Height-Map Generation
Crafting is So Hardcore: Masculinized Making in Gaming Representations of Labor
Emergent precariousness: Video game modding in the context of a decolonial philosophy of technology
Asynchronous Collaboration with Quality-Diversity Search in Human Computation Games
Anarchy: a library for incremental chaos
Using rating arrays to estimate score distributions for player-versus-level matchmaking
Little procedural people: playing politics with generators
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011
10, 000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers
First Impressions Matter! IVR Haptic Feedback Effect on User Perception Towards Non-Player Characters
Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019, San Luis Obispo, California, USA, August 26-30, 2019
Black Like Me? Embedding 2-tiered procedural rhetoric in a critical game
Wrapped in Story: The Affordances of Narrative for Citizen Science Games
Exploring 3D gestural interfaces for music creation in video games
Effect of Timer, Top Score and Leaderboard on Performance and Motivation in a Human Computing Game
Constraint Is All You Need: Optimization-Based 3D Level Generation with LLMs
Hemonauts: Exploring In-Game Remediation for Health Literacy and STEM Learning
Proceedings of the 9th International Conference on the Foundations of Digital Games, FDG 2014, Liberty of the Seas, Caribbean, April 3-7, 2014
Investigating the Impact of Game Features on Champion Usage in League of Legends
Combat in Games
GPS-enabled mobiles for learning shortest paths: a pilot study
Exigent: An Automatic Avatar Generation System
Defining the expectation gap: a comparison of industry needs and existing game development curriculum
Monte-Carlo Tree Search for Simulated Car Racing
Something In The Way We Move: Quantifying patterns of exploration in virtual spaces
Automated redesign of local playspace properties
Teaching Students How to Make Games for Research-Creation/Meaningful Impact: (Is Hard)
Augmented Reality Games: What Do We Know and Where Should We Go?
Group interactions in a game engine class
Game Design Games: Designing Games for Teaching Game Design
Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences
An Empirical Study of the Characteristics of Popular Game Jams and Their High-ranking Submissions on itch.io
The Soundtrack's Influence on the Portrayal of the Vietnam War in Battlefield: Vietnam
Craft: a constraint-based random-number generator
Dragon architect: open design problems for guided learning in a creative computational thinking sandbox game
Using an interactive visual novel to promote patient empowerment through engagement
Towards An Ancestry and Codification of Procedural Content Generation Techniques
From computational narrative analysis to generation: a preliminary review
Transnational development cultures: Navigating production, market, and cultural difference within European-Chinese game development teams
Meaning without consequence: virtue ethics and inconsequential choices in games
Towards pattern-based mixed-initiative dungeon generation
Tabletop Roleplaying Games as Procedural Content Generators
SketchBetween: Video-to-Video Synthesis for Sprite Animation via Sketches
Exploring how preference and perceived performance vary in different game genres across time of day
Two-step constructive approaches for dungeon generation
Seamless evaluation integration into IDS educational games
Routine, Twisty, and Queer: Pasts and Futures of Games Programming Pedagogy with No and Low Code Tools
Is more movement better?: a controlled comparison of movement-based games
Nanocrafter: Design and Evaluation of a DNA Nanotechnology Game
Graph grammar-based controllable generation of puzzles for a learning game about parallel programming
Hierarchical Semantic Wave Function Collapse
Deriving quests from open world mechanics
Analysis of Robustness of a Large Game Corpus
Exploring the Purpose and Development of Academic Games: An Analysis of Games Reported at the Foundations of Digital Games Conference (2007-2024)
Games crafters play
What's 'choice' got to do with it?: avatar selection differences between novice and expert players of World of Warcraft and Rift
Adapting personal music for synesthetic game play
Slot Machine Development: A course for CS majors
Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation
Participatory Republics: Play and the Political
Give me a reason to dig: qualitative associations between player behavior in Minecraft and life motives
Virtual Proximity, Real Anxiety: How Co-located VR Gameplay Increases Mutual Player Distance and Fear of Colliding
Following the Leader in Multiplayer Tabletop Games
Creative contextual dialog adaptation in an open world RPG
Evaluating the effectiveness of hypothesis-based digital learning games in high school science curriculum
"Not without my kitties": The old woman in casual games
Towards human-like artificial intelligence using StarCraft 2
"Kinda like The Sims... But with ghosts?": A Qualitative Analysis of Video Game Re-finding Requests on Reddit
Descriptions: a viable choice for video game authors
Building persistence through failure: the role of challenge in video games
The Simula Family
Evolving maps and decks for ticket to ride
DATA agent
Automatic mapping of NES games with mappy
The Intersection of Play and History: Integrating Historical Content in Tabletop Role-Playing Games for Education
Leveraging Reinforcement Learning and WaveFunctionCollapse for Improved Procedural Level Generation
Partners in (Solving) Crime: Promoting Sociality through Play in Hybrid Museum Visits
The TaleMaker database of mixed-initiative co-created stories
Mind tricks for presence
Player Modeling via Multi-Armed Bandits
KinectFusion rapid 3D reconstruction and interaction with Microsoft Kinect
A framework for evidence based visual style development for serious games
The Puzzle Forecast: Tutorial Analytics Predict Trial and Error
The Joys of Absence: Emotion, Emotion Display and Interaction Tension in Video Game Play
Evaluating Large Language Models through Communication Games: An Agent-Based Framework Using Werewolf in Unity
Curveship's automatic narrative style
Maintenance in Procedural Level Design: Lessons from Ludoscope
Exploring emerging design patterns in student-made climate change games
Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage
The Temperature of Morality: A Behavioral Study Concerning the Effect of Moral Decisions on Facial Thermal Variations in Video Games
Space Out Gaming: Comparing Distributed Practice Sessions with Massed Play
Shippers and Kinnies: Re-conceptualizing Parasocial Relationships with Fictional Characters in Contemporary Fandom
Not Tekken Seriously? How Observers Respond to Masculine and Feminine Voices in Videogame Streamers
A comparative evaluation of procedural level generators in the Mario AI framework
Can't See the Science for the Trees: Representations of Science in Videogames
Bug-fixing Game-like Syllabi: Evaluating Common Issues and Iterating New Pedagogical Mechanics
Stats invaders!: learning about statistics by playing a classic video game
Documenting trajectories in design space: a methodology for applied game design research
Correlating Facial Expressions and Subjective Player Experiences in Competitive Hearthstone
Learning Controllable 3D Level Generators
Player Behavior Profiling through Provenance Graphs and Representation Learning
Using Machine Learning to Predict Game Outcomes Based on Player-Champion Experience in League of Legends
Open and Cultural Data Games for Learning
Session based behavioral clustering in open world sandbox game TUG
"Elude": designing depression
Session details: Workshop on Queer Play
A gesture-controlled serious game for teaching emotion recognition skills to preschoolers with autism
Investigating Match Performance Differences between Genders of League of Legends Champions
The games for health prototype
A General-Purpose Expressive Algorithm for Room-Based Environments
"Pull the Lever, Kronk!": Mapping Controller Affordances to Collaborative Sense-Making in Play
Playing with Presence: How meditation can increase the experience of embodied presence in a virtual world
An Analog History of Procedural Content Generation
Fear of failure: gender differences in older adult gamers
Big Huggin': Affection gaming for alternative play
Automated Isovist Computation for Minecraft
Cart-Load-O-Fun: Designing digital games for trams
Towards minimalist game design
Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game Mechanic
More naturalness, less control: The effect of natural mapping on the co-located player experience
Methods and Recommendations for Archival Records of Game Development: The Case of Academic Games
"Generator's Haunted": A Brief, Spooky Account of Hauntological Effects in the Player Experience of Procedural Generation
Decision making styles in computer games
Using your friends: social mechanics in social games
Analysis of social gameplay macros in the Foldit cookbook
Predicting opponent resource allocations when qualitative and contextual information is not available
Move to Design: Tactics and Challenges of Playful Movement-based Interaction Designers' Experiences during the Covid-19 Pandemic
Modifying a Game to Study the Impact of an Hostile Environments on Foraging Behavior
Plagues and people: engineering player participation and prevention in a virtual epidemic
Graph-based generation of action-adventure dungeon levels using answer set programming
Emotional agency in storygames
Exploring player behavior with visual analytics
A Framework to Even-Out Racetrack Bias
The impact of visual load on performance in a human-computation game
Meta-Learning a Solution to the Hanabi Ad-Hoc Challenge
Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game Toolkit
The chain model for social tagging game design
The Negative Effects of Praise and Flattery
The Effects of Network Latency on the Peeker's Advantage in First-person Shooter Games
Exploring Gender and Racial/Ethnic Bias Against Video Game Streamers: Comparing Perceived Gameplay Skill and Viewer Engagement
Evolving unsupervised neural networks for Slither.io
WaveFunctionCollapse is constraint solving in the wild
Socialeyes: social gaze in collaborative 3D games
Kodu: end-user programming and design for games
Radical tunes: exploring the impact of music on memorization of stroke order in logographic writing systems
Challenges for game addiction as a mental health diagnosis
Fun and learning: the power of narrative
Proceedings of the 4th International Conference on Foundations of Digital Games, FDG 2009, Orlando, Florida, USA, April 26-30, 2009
Preface and acknowledgments
SonicWalker: Virtual Reality Simulation of Non-Visual Pedestrian City Navigation
Refining operational logics
A framework for coherent emergent stories
AGENT: Awareness Game Environment for Natural Training
Wait a second: playing Hanabi without giving hints
Protecting face in virtual life: An ethnographic analysis of identity categories and informal systems of social control in massively multiplayer online worlds
Race and gender in play practices: young African American males
Learning the Game: Decoding the Differences between Novice and Expert Players in a Citizen Science Game with Millions of Players
What tabletop players think about augmented tabletop games: a content analysis
Virtual inequality: a woman's place in cyberspace
Curious users of casual creators
A case study of expressively constrainable level design automation tools for a puzzle game
Charting the Uncharted with GUR: How AI Playtesting Can Supplement Expert Evaluation
Mining game statistics from web services: a World of Warcraft armory case study
User behavior transformation through dynamic input mappings
Authoring Games with Tile Rewrite Rule Behavior Trees
'Knock Once for Yes' - Knocking as feedback in the location-based game passing on
Antagonistic Procedural Content Generation Of Sparse Reward Game
BeadLoom Game: using game elements to increase motivation and learning
Playing with Prejudice: Do Colour Scheme and Hypersexualization of Women In Games Influence Player Decisions, Perceptions, and Avatar Appeal?
Multi-dimensional player skill progression modelling for procedural content generation
Collaborative procedurally elaborated storytelling
On the development of learning games
Web-based Programming for Low-cost Gaming Handhelds
Supplemental sonification of a bingo game
A Diagnostic Taxonomy of Failure in Videogames
Manifesting Desire via Playful Mechanics in Tarot Readings
The challenge of designing scientific discovery games
Using game design mechanics as metaphors to enhance learning of introductory programming concepts
Off with their assists: An empirical study of driving skill in Forza Motorsport 4
Evolutionary learning of policies for MCTS simulations
AtDELFI: automatically designing legible, full instructions for games
Engagement effects of player rating system-based matchmaking for level ordering in human computation games
Giantness and Excess in Dark Souls
The Sincerest Form of Flattery: Large-Scale Analysis of Code Re-Use in Atari 2600 Games
Motivational game design patterns of 'ville games
From "open mailbox" to context mechanics: shifting levels of abstraction in adventure games
Crafty dynamic vendor pricing in computer role-playing games
M.I.N.U.E.T.: Procedural Musical Accompaniment for Textual Narratives