yusuke1997/dblp-id-title huggingface dataset:
Goal-based progression synthesis in a korean learning game
Exploring the Influence of Demographic Factors on Progression and Playtime in Educational Games
Guidelines for personalizing the player experience in computer role-playing games
Cozy mystery construction kit: prototyping toward an AI-assisted collaborative storytelling mystery game
Design, appropriation, and use of technology in larps
Towards Custom Quest Tutorials: Identifying and Addressing Players' Cognitive and Performative Struggles in Games
The Image of the Open World Game
Must be 13 to play: Addressing children participation in networked games
Fast exact graph matching using adjacency matrices
The Rooms - Creating immersive experiences through projected augmented reality
Movers and Shakers: Conversation and conflict in a serious game for tablets
Introducing PlaNet : a tool for visualizing player communities
meIRL-BC: Predicting player positions in video games
Ruby's Mission: Towards an Applied Gaming Intervention for reducing Loneliness of Children with Chronic Illness
Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics
Towards multiobjective procedural map generation
From non-paying to premium: predicting user conversion in video games with ensemble learning
Adventure games in kinesthetic videogame theory - A demand-based framework for conceptualizing the narrative
Djehuty: A Mixed-Initiative Handwriting Game for Preschoolers
"Just because it's gay?": transgressive design in queer coming of age visual novels
Interactive GPU-based procedural heightfield brushes
Tidy city: a location-based game supported by in-situ and web-based authoring tools to enable user-created content
Leveraging Game Design Activities for Middle Grades AI Education in Rural Communities
Exploring Game Balance in the Scandinavian Fox Game with Monte-Carlo Tree Search
eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition
Computational Thinking through Design Patterns in Video Games
Classroom implementation of a games-based activity on astronomy in higher education
Literally Unplayable: On Constraint-Based Generation of Uncompletable Levels
A computational approach towards conflict resolution for serious games
Program synthesis as a generative method
In Search of Patterns: Disrupting RPG Classes through Procedural Content Generation
Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials
Navigating Faction Systems: Insights and Recommendations for More Believable NPCs in Video Games
This is how we play it: what a mega-LAN can teach us about games
Solution Path Heuristics for Predicting Difficulty and Enjoyment Ratings of Roguelike Level Segments
Enhancing Game Mechanics for IP-Based Games: The IP-MDA Framework with a Case Study on the White Day Korean Horror IP
Gaming (With) the Xbox Adaptive Controller
Motivations of game jam organizers: case of finnish game jam community
PCG-based game design: enabling new play experiences through procedural content generation
Vixen: interactive visualization of gameplay experiences
Prototyping Slice of Life: Social Physics with Symbolically Grounded LLM-based Generative Dialogue
Micro-level examination of games using Indicator Analysis
The computational puzzle design framework: a design guide for games teaching computational thinking
Getting Academical: A Choice-Based Interactive Storytelling Game for Teaching Responsible Conduct of Research
A methodology for designing natural language interfaces for procedural content generation
Orange is Sus: Among Us and Political Play
Evaluating Electroencephalography Engagement Indices During Video Game Play
Proceedings of the 8th International Conference on the Foundations of Digital Games, FDG 2013, Chania, Crete, Greece, May 14-17, 2013
Adding handheld game programming to a computer science curriculum
Language Models as Narrative Planning Heuristics
Robust resource allocation in a massive multiplayer online gaming environment
Strategy Games: The Components of A Worthy Opponent
Developing Computational Models of Players' Identities and Values from Videogame Avatars
Dice design respecting player preference for colours and contrast
Integrating Serious and Casual Game Design Approaches: A Framework for Activist-Casual Game Design
BeadLoom Game: adding competitive, user generated, and social features to increase motivation
The effect of surroundings on gaming experience
Games, robots, and robot games: complementary contexts for introductory computing education
The Right Variety: Improving Expressive Range Analysis with Metric Selection Methods
"And then they died": Using Action Sequences for Data Driven, Context Aware Gameplay Analysis
Introducing QRogue: Teaching Quantum Computing Using a Rogue-like Game Concept
Show me how to win: a robot that uses dialog management to learn from demonstrations
Awkward Annie: : Impacts of Playing on the Edge of Social Norms
Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games
Creative expression of emotions in virtual humans
That Ball Game: A game for teaching game design
Serious game design in practice: lessons learned from a corpus of games developed in an academic context
Examining Student Teachers' Perceptions and Attitudes towards Game Based Learning
Design patterns for silent player characters in narrative-driven games
Game-based Experiments on Human Visual Attention
Zen Hanzi: A Game for Raising Hanzi Component Awareness
A methodology for requirements analysis of AI architecture authoring tools
Rhythm dungeon: a blockchain-based music roguelike game
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration
Sports newsgames: prediction, speculation, and accuracy
Hybrid network clusters using common gameplay for massively multiplayer online games
Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systems
Generating Emergent Physics for Action-Adventure Games
Beachcomber: a game for the visually impaired
GameDevDojo - An Educational Game for Teaching Game Development Concepts
Considering Game Companions: Implications for research and design
Playing a Flawless Character? Exploring Differences Between Experts and Novices in Tabletop Role-Playing Games and Potential Benefits for Well-Being
Cash Action: An Educational Multiplayer Game for Teaching Financial Concepts
Misusing mobile phones to break the ice: the tabletop game Maze Maestro
Understanding user needs in videogame moment retrieval
Queer Indie Games on itch.io, 2013-2022
Evaluation of intelligent camera control systems based on cognitive models of comprehension
Evolving large-scale neural networks for vision-based TORCS
A Review of Game Research Methodologies
Social capital in World of Warcraft guilds: Construction and evaluation of a path model
Intelligent facial animation
The Curation Tree: A Lightweight Behavior Tree Framework for Implementing Puzzle and Narrative Games
Hits, Quits, and Retries - Player Response to Failure in a Challenging Video Game
Panel: Game Programs in Higher Education - Connecting Colleges with Corporations
Structural Mismatches in Academic Game Development
Specifying the pedagogical aspects of narrative-based digital learning games using annotations
Generating Lode Runner Levels by Learning Player Paths with LSTMs
Can middle-schoolers use Storytelling Alice to make games?: results of a pilot study
Indigenous Worldviews in Digital Games: Sami Perspectives in Gufihtara eallu (2018) and Rievssat (2018): This paper examines how two digital games produced during the 2018 Sami Game Jam, Gufihtara eallu (2018) and Rievssat (2018), embody and model Sami Indigenous epistemologies
Neurosymbolic Map Generation with VQ-VAE and WFC
An exergame to improve balance in children who are blind
Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves
"I Don't See Color": Characterizing Players' Racial Attitudes and Experiences via an Anti-Bias Simulation Videogame
Proceedings of the 20th International Conference on the Foundations of Digital Games, FDG 2025, Vienna & Graz, Austria, April 15-18, 2025
Graph Grammars for Super Mario Bros Levels
Real-time team-mate AI in games: a definition, survey, & critique
Objects of Affection: Kissing Games on Mobile Devices
A Surfeit of Barbarians: Using Facial Recognition Technology to Generate a Dungeons and Dragons Character
Automatic playtesting for game parameter tuning via active learning
Reactive animation and gameplay experience
Game postmortems vs. developer Reddit AMAs: computational analysis of developer communication
A Feature Comparison Study of Live Companion Tools for Esports Games
Recognizing players' activities and hidden state
Motivating and evaluating game development capstone projects
Evaluating singleplayer and multiplayer in human computation games
ANX dread: a virtual reality experience to explore anxiety during task completion
Fostering creativity in the mixed-initiative evolutionary dungeon designer
Validating a plan-based model of narrative conflict
On the Evaluation of Procedural Level Generation Systems
Guiding players through structural composition patterns in 3D adventure games
StoryVerse: Towards Co-authoring Dynamic Plot with LLM-based Character Simulation via Narrative Planning
Evolving player-specific content for level based arcade games
Emerging Research Challenges in Computer Games and Software Engineering
Affective Mirroring in Video Game NPCs: A Pilot Study Evaluating Player Engagement
Game State Learning via Game Scene Augmentation
On the desire to not kill your players: Rethinking sound in pervasive and mixed reality games
Playing with Recipes
Game Development as Project-Based Learning: Synthesizing Postmortems of Student-Created Mobile Games
Decoding the social capability of NPCs
Striving for author-friendly procedural dialogue generation
Synchronizing Game and AI Design in PCG-Based Game Prototypes
PLATO: a coordination framework for designers of multi-player real-time digital games
Procedural Generation for Divination and Inspiration
Reading Between the Lines - Towards an Algorithm Exploiting In-game Behaviors to Learn Preferences in Gameful Systems
You-Only-Randomize-Once: Shaping Statistical Properties in Constraint-based PCG
Romantic Love in Games, Games as Romantic Love
Gender-inclusive quest design in massively multiplayer online role-playing games
Integrating semantics and narrative world generation
Developing a virtual reality game for manufacturing education
Crawling, indexing, and retrieving moments in videogames
Dice Adventure: An Asymmetrical Collaborative Game for Exploring the Hybrid Teaming Effects
You have my sword; and my bow; and my axe: player perceptions of odd shaped dice for dungeons & dragons
Proceedings of the 18th International Conference on the Foundations of Digital Games, FDG 2023, Lisbon, Portugal, April 12-14, 2023
LeGACy Code: Studying How (Amateur) Game Developers Used Graphic Adventure Creator
TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games
Deceptive angry birds: towards smarter game-playing agents
Measuring quality of grammars for procedural level generation
The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games
Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks
How to assist designers to model learning games with Petri nets?
Greedy heuristics for client assignment problem by zones
They Can't Play with Us: Pronoun Controversies and the Reinforcement of Heteronormativity in Games
A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels
Towards social gaming methods for improving game-based computer science education
Table tilt: making friends fast
Towards a Celeste AI Framework: Agent-free Automated 2D Level Generation for Multidirectional Platformers
Sturgeon-MKIII: Simultaneous Level and Example Playthrough Generation via Constraint Satisfaction with Tile Rewrite Rules
A game to crowdsource data for affective computing
Non-player character personality and social connection generation
AutoVyaz: Automating the Formation of Slavic Calligraphy Ligatures
Time will tell: in-game social interactions that facilitate second language acquisition
Parental mediation of digital gaming and internet use
Design criteria for challenge balancing of personalised game spaces
Procedurally Generated History: building a game ecosystem through autoplay
Procedural Generation of Interactive Stories using Language Models
Computational Tools for Table-Top Role-Playing Games: A Scoping Review
Creating a games class: a walkthrough
Toward A Game Citation and Reference Workbench
Toward Understanding Display Size for FPS Esports Aiming
What went wrong: a taxonomy of video game bugs
Retention and progression: Seven months in World of Warcraft
Gate Me If You Can: The Impact of Gating Mechanics on Retention and Revenues in Jelly Splash
"The game doesn't judge you": game designers' perspectives on implementing failure in video games
Scenario adaptivity in serious games
"It Has to Ignite Their Creativity": Opportunities for Generative Tools for Game Masters
"Hunt Takes Hare": Theming Games Through Game-Word Vector Translation
Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories
Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena
Relating cognitive models of computer games to user evaluations of entertainment
Top Versus Bottom: Game Evaluation from an Expert or Player Perspective
Waging wars in wangba : political policy and social practice in Chinese MMO culture
All the feels: designing a tool that reveals streamers' biometrics to spectators
Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability
Collaboration versus competition: Design and evaluation of mechanics for games with a purpose
PointCraft: Harnessing Players' FPS Skills to Interactively Trace Point Clouds in 3D
Heterogeneous Effects of Software Patches in aMultiplayer Online Battle Arena Game
Sentient Sketchbook: Computer-aided game level authoring
The Many Views of Game-Related Experiences with the Experiential Tetrad
Lost my way: an educational geometry game for young children
Authoring serious games
A database-centric architecture for interactive storytelling
Towards Didactics-Driven Development of Educational Games
The effect of visualising NPC pathfinding on player exploration
Acute effects of physically active versus inactive video game play on executive functioning skills in children
ROOT, Woodland Ideologies in a Fantasy Game
10 Years of the PCG workshop: Past and Future Trends
Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics
Very fast action selection for parameterized behaviors
Practicalities and Ideologies, (Re)-Considering the Interactive Digital Narrative Authoring Paradigm
Tanagra: a mixed-initiative level design tool
A Procedural Model for Diverse Tree Species
Interactive Design Exploration of Game StagesUsing Adjustable Synthetic Testers
ScriptButler serves an Empirical Study of PuzzleScript: Analyzing the Expressive Power of a Game DSL through Source Code Analysis
Using applied cognitive load theory and difficulty analysis for educational game design for understanding and transference of literacy skills in adults
Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game
Automated dialogue generation
Identifying Body Appreciation by Visualising Actual/Ideal Self-Discrepancy: An Avatar Creation Task
Lighting in games: past, present and future
Applying game design principles to social skills learning for students in special education
People Tend to Like Related Games
A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent
Crowdsourcing interactive fiction games
Automated terrain analysis in real-time strategy games
Designing eBee : a reflection on quilt-based game design
Introduction to game design in the large classroom
Design issues when using commodity gaming devices for virtual object manipulation
User-generated content as cues for performance in LittleBigPlanet
From a Social POV: The Impact of Point of View on Player Behavior, Engagement, and Experience in a Serious Social Simulation Game
Live Game Design: Prototyping at the Speed of Play
Gamifying psychological assessment: insights from gamifying the thematic apperception test
Neither playing nor gaming: pottering in games
Primal Clay: Worldbuilding with the New Materialism
Contextualizing Game Literacy: A transhistorical approach to understanding Game-Based Learning environments
Return of the Gradequest - Evaluating the Third Iteration of a Gameful Course
Mixed-initiative story co-creation with TaleMaker
AI-based Games: Contrabot and What Did You Do?
Common Narrative in Educational Video Games: A Design of Games to Teach Circuits
The use of functional L-systems for scenario generation in serious games
Tabletop role playing games and creativity: The Game Master perspective
Kodu game lab: improving the motivation for learning programming concepts
Playing Well Together with a Reward System: Understanding Player Preferences for the PS Trophy System
Behind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety
Using sequential observations to model and predict player behavior
Ruthless play
Social features in hybrid board game marketing material
Understanding everything NPCs can do: metrics for action similarity in non-player characters
Leveling the playing field: fairness in AI versus human game benchmarks
Regulating virtual environments
Automatic generation of tower defense levels using PCG
Procedural Generation of 3D Caves for Games on the GPU
Traveller: Interacting with agents to deal with misunderstandings due to culture
Designing serious games for elders
The psychology of play: Understanding digital game evolution through developmental psychology
Mapping Practices of Academic Game Development
Lushness in Game Design: The Role of Non-Interactive Visual Embellishments in Player Experience
Solusforge: controlling the generation of the 3D models with spatial relation graphs
Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games
Playable Quotes for Game Boy Games
Cultural Narratives in Game Design
Towards a Taxonomy of AI in Hybrid Board Games
Experiences teaching a course in Android game development
Enhancing social exergames through idle game design
An Exploratory Study on Gender Dysphoria & Character Customisation
Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers
Snake Story: Exploring Game Mechanics for Mixed-initiative Co-creative Storytelling Games
Representing game characters' inner worlds through narrative perspectives
Towards Computational Support with Language Models for TTRPG Game Masters
Crowning Achievements: A historioludic analysis of the achievement metagame in historical simulation games
Iterative didactic design of serious games
Navigating Complexity: Investigating How Students Move Through the Game Design Process
Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers
Video games as a distributed computing resource
Academic Games - Mapping the Use of Video Games in Research Contexts
Climate Club: A Group-based Game to Support Sensemaking of Climate Actions
Sparklier Worlds: Understanding Games for Girls as Style Intervention
Getting a word in: adding artificial pauses to natural language interaction
Invoking Higher Orders of Thinking in Serious Educational Games
More Than Just the Table: Analog Games as Computational Platforms
The Impacts of Virtual Reality Avatar Creation and Embodiment on Transgender and Genderqueer Individuals in Games: A grounded theory analysis of survey and interview data from Transgender and Genderqueer individuals about their experiences with Avatar Creation Interfaces in Virtual Reality
Mech-Elites: Illuminating the Mechanic Space of GVG-AI
Form and Function: Toward a Better Understanding of Design-Based Games
Indicator products for observing market conditions and game trends in MMOG
Iconoscope: Designing a Game for Fostering Creativity
Challenging Systems of Play: Towards game design ethics for transgender allyship
Whether to play or preserve the past?: Creating The Forgotten Worker Quest
Interactive Player Journeys: Co-designing a Process Visualization System to Video Game Analytics
What if we were twice as close to the sun?: findings from a science summer camp serving underrepresented youth
Stories of the town: balancing character autonomy and coherent narrative in procedurally generated worlds
Three Design Themes for Collaborative Alternative Controllers
Let's play: understanding the role and meaning of digital games in the lives of older adults
'Play your own way': adapting a procedural framework for accessibility
I am being watched by the Tribunal: Trust and control in Multiplayer Online Battle Arena games
Understanding Game Art Practice Beyond Technical Expertise: A Qualitative Study
Only the good... get pirated: game piracy activity vs. metacritic score
What kind of stories do children like in an active video game (AVG)? An exploratory study
Metareferentiality through in-game images in immersive simulation game
A Design Toolkit of Ludic Contentious Politics: The Case of Protest in Videogames
Behavior change types with Pokémon GO
Conversational Interactions with Procedural Generators using Large Language Models
My Dream Theatre: Putting conflict on center stage
Grounded Theory of Accessible Game Development
Authoring multiplayer serious games
A comparison of methods for player clustering via behavioral telemetry
Questioning video games' influence on CS interest
Civilizing Civilization (and beyond)
First Experiments with an Applied Gaming Intervention for reducing Loneliness of Children with Chronic Illness: Lessons Learned
Governance in League of Legends: A hybrid system
Individual differences in gameplay and learning: a narrative-centered learning perspective
Interactive Latent Variable Evolution for the Generation of Minecraft Structures
Evaluation of a game-based lab assignment
Procedural generation of challenges for personalized gait rehabilitation
Ahead-of-time Compilation for Diverse Samplers of Constrained Design Spaces
HeapCraft: Understanding and Improving Player Collaboration in Minecraft
Reaching out with game design
The problematic coexistence of "internet gaming disorder" and esports
Evolution of the medium: positioning for the future of gaming
LogiCraft: A Game Modification Framework for Learning Propositional Logic
A new mould rush: designing for a slow bio-digital game driven by living micro-organisms
Designing Interactive Virtual Tours for Education: Two Case Studies on Virtual Tours of the Chemistry and Biochemistry Laboratories
MazeStar : a platform for studying virtual identity and computer science education
Knowledge assessment: game for assessment of symptoms of child physical abuse
A generalized semantic representation for procedural generation of rooms
Virtual character behavior architecture using cyclic scheduling
Integrating procedural generation and manual editing of virtual worlds
Reflection in Game-Based Learning: A Survey of Programming Games
A prototype quest generator based on a structural analysis of quests from four MMORPGs
LEGO Prototyping in an Introductory Game Development Course
Game mechanics telling stories? An experiment
Identifying patterns in combat that are predictive of success in MOBA games
The game itself?: Towards a Hermeneutics of Computer Games
Clustering Player Paths
We Don't Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions
The first door: gender, authority and choice in The Stanley Parable
Player Perception Matters: Insights into the Use of Esports Live Companion Tools
Easy to use and incredibly difficult: on the mythical border between interface and gameplay
Experiments in Motivating Exploratory Agents
FDG '20: International Conference on the Foundations of Digital Games, Bugibba, Malta, September 15-18, 2020