yusuke1997/dblp-id-title huggingface dataset:
Real-time procedural terrain generation through swarm behaviours
1960s Cybernetics and the Unfulfilled Promise of Digital Play
Data-Driven Game Development: Ethical Considerations
Level Generation with Constrained Expressive Range
Dungeons, Dragons, and Emotions: A Preliminary Study of Player Sentiment in LLM-driven TTRPGs
NerdHerder: designing for physical actions in an augmented reality puzzle game
The Independent Mode: A Functionalist Account of Independent Games and Game History
Seamless Integration of Coding and Gameplay: Writing Code Without Knowing it
Design-centric maze generation
Network bandwidth evaluation of a hybrid peer-to-peer massively multiplayer framework
Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons
Towards a History of Finnish and Swedish Game Industry Platforms
Design a Game for Eyes: Experiencing Eye Tracking as the Primary Control Mechanism in Slumber Suburban
Agency informing techniques: communicating player agency in interactive narratives
Assessing aesthetic criteria in the evolutionary dungeon designer
Climate-Oriented Persuasive Edutainment (C.O.P.E.) Model: Player Experience for Effective Climate Communication
Procedural filters for customization of virtual worlds
Dynamic social planning and intention revision in generative story planning
Creative arcs in improvised human-computer embodied performances
Believability, Anticipation, and... Timing Improving believability through timing manipulation
The trails of Just Cause 2: spatio-temporal player profiling in open-world games
Beyond gamification: Enhancing user engagement through meaningful game elements
Mixed-initiative co-creativity
Historical reality vs anachronistic fantasy: The history educators' perspective on tabletop RPGs
Refining game addiction questionnaires: Evidence for a natural cut-off point?
On the absence of imaginative resistance in games
Modular Reinforcement Learning Framework for Learners and Educators
Design Rationale for Natural Language Game Conversations
Network Nightmares: Using games to teach networks and security
Level Generation Through Large Language Models
Sightlence: Haptics for games and accessibility
"Show your cards!": What do creators need for the game design process?
Effects of Adaptive Time Delay on Quality of Experience in First Person Shooter Games
Procedural content generation and evolution within the EvoTanks domain
Aussie women game developers
Characterizing gameplay in a player model of game story comprehension
Where am I? Design Pointers for Enhanced Spatial Orientation in 3D Games
DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
An exploration of menu techniques using a 3D game input device
Codename Heroes - Designing for experience in public places in a long term pervasive game
Creation, evaluation, and presentation of user-generated content in community game-based tutors
A creative dialog generator for fallout 4
Opponent-Pruning Paranoid Search
Identifying and evaluating successful non-meta strategies in league of legends
QuestVille: Procedural Quest Generation Using NLP Models
A robust throw detection library for mobile games
Navigating a 3D avatar using a single switch
Why Oatmeal is Cheap: Kolmogorov Complexity and Procedural Generation
The Brain: revolutionary interface for next-generation digital media
The Dark Souls of Archaeology: Recording Elden Ring
Gameplay semantics for authoring adaptivity in mobile games
Blending the real and virtual in games: the model of fantasy sports
Mazzy: A STEM Learning Game
Space Maze: Experience-driven game camera control
SuBViS: the use of subjunctive visual programming environments for exploring alternatives in game development
Moral engagement in interactive narrative games: an exploratory study on ethical agency in the walking dead and life is strange
AnyGammon: Playing backgammon variants using any board size
Towards expressive input for character dialogue in digital games
Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual Assistance
Proceedings of the 3rd International Conference on Game Development in Computer Science Education, GDCSE 2008, Miami, FL, USA, February 28 - March 3, 2008
Endpoint Conditioned Multimodality Trajectory Prediction Using Voronoi Tessellation
Better Resemblance without Bigger Patterns: Making Context-sensitive Decisions in WFC
Drawing without replacement as a game mechanic
Hardcore casual: game culture Return(s) to Ravenhearst
RetroFit: Post-Facto Accessibility for Retro Games
Looking into Engagement Trajectories in Interactive Digital Narrative using Process Mining
Indicative routes for path planning and crowd simulation
BeadLoom Game
An Explorative Design Process for Game Map Generation Based on Satellite Images and Playability Factors
Diving Head-First into Virtual Reality: Evaluating HMD Control Schemes for VR Games
Evaluation of an automatically-constructed graph-based representation for interactive narrative
Satirical Game Design: The Case of the Boardgame Construction BOOM!
A Comparison of Augmented Reality and Browser Versions of a Citizen Science Game
Explaining and Clustering Playtraces Using Temporal Logics
Expanding Wave Function Collapse with Growing Grids for Procedural Map Generation
From consumers to producers: African American middle school students as game designers
Virtual cinematography in games: Investigating the impact on player experience
Proceedings of the International Conference on the Foundations of Digital Games, FDG 2017, Hyannis, MA, USA, August 14-17, 2017
miWFC - Designer Empowerment through mixed-initiative Wave Function Collapse
Elevating Game User Research with a Guided Interface for Data Analysis
Expertise and engagement: re-designing citizen science games with players' minds in mind
Translating Between Game Generators with Asterism and Ceptre
Beyond Satisfaction: Game Feel Design for Emotionally Impactful Experiences
Combining deliberation and reactive behavior for AI players in the Mini-Tichu card-game
Integrating serious content into serious games
Towards Authoring Open-Ended Behaviors for Narrative Puzzle Games with Large Language Model Support
Shoelace: A Storytelling Assistant for GUMSHOE One-2-One
MovMote: A game for studying interpretation
Exploring Help Facilities in Game-Making Software
Exploring Minecraft as a conduit for increasing interest in programming
Towards procedural level generation for rehabilitation
Lume: a system for procedural story generation
The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games
Intrinsic elicitation: a model and design approach for games collecting human subject data
Imitating Playstyle with Dynamic Time Warping Imitation
Bottom-up Game Studies
Design Approach for Collaborative Cognitive Games
Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning
Adaptive playware in physical games
Subverting historical cause & effect: generation of mythic biographies in Caves of Qud
SpeedRock: procedural rocks through grammars and evolution
Procedural generation using quantum computation
A semantic approach to patch-based procedural generation of urban road networks
Play-Graph: A methodology and visualization approach for the analysis of gameplay data
Game Balance Through Procedural Content Generation
Gear2D: an extensible component-based game engine
Towards an Agency-centered Ontology of Game Mechanics
Deck Archetype Prediction in Hearthstone
Designing a Senior Friendly Interface for a Personalized 3D Narrative Simulation
Proposal for analyzing player emotions in an interactive narrative using story intention graphs
Ice-Bound: Combining richly-realized story with expressive gameplay
Boardgames and Computational Thinking: how to identify games with potential to support CT in the classroom
Detecting Spam Game Reviews on Steam with a Semi-Supervised Approach
An inclusive view of player modeling
Quantifying over play: Constraining undesirable solutions in puzzle design
Ensemble Learning For Mega Man Level Generation
Initial perceptions of a casual game to crowdsource facial expressions in the wild
Toward a Design and Play-Focused Approach to Teaching Technical Game Design
An Exploratory Study on the Purchase Intentions of Modern Board Games: Purchase Intentions of Modern Board Games
Automated Generation of Map Pieces for Snappable Meshes
Players' perceptions on the concept of the "good player" in MMOGs
Why game designers should study magic
Meet your match rating: providing skill information and choice in player-versus-level matchmaking
Procedural zelda: a PCG environment for player experience research
AI and human player cooperation in RTS games
Grapevine: a gossip generation system
A curiously short history of game art
Tenure and promotion in the next era of game design and development programs: some thoughts and observations
The making of La Mancha
A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels
Generators that read
Why Is CryptoKitties (Not) Gambling?
Forests in Digital Games - An Ecocritical Framework
Automatic Interactive Documentation for Emergent Story Discovery
Sus: Modifying Among Us for Misinformation Discernment
Open Trumps, a data game
Unpacking Adherence and Engagement in Persuasive Health Games
Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test
Gram-Elites: N-Gram Based Quality-Diversity Search
Tabletop games using real environment and physical simulation
Moral dilemmas in role playing digital games
Prompt Wrangling: On Replication and Generalization in Large Language Models for PCG Levels
Jamming with children: an experience report
Player Style Clustering without Game Variables
Hybrid ludomythologies: Mythanalysis, tradition, and contemporaneity in Death Stranding
Beyond the sweet spot
A game framework to enhance the STEM pipeline
The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its community
Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch
Digital Games and the Emergence of Problem Solving Processes: a Case Study with Preschool Children
A computational model of narrative conflict
The Constraints of Cozy Games: Boyfriend Dungeon and Consent in Queer Play: Boyfriend Dungeon and Consent in Queer Play
CSSII: A Player Motivation Model for Tabletop Games
Softlock Detection for Super Metroid with Computation Tree Logic
Polymorph: dynamic difficulty adjustment through level generation
Troubling Perspectives on Computer Game Addiction
Ladies of Warcraft : changing perceptions of women and technology through productive play
PlayScope: augmented microscopy as a tool to increase STEM engagement
Proceedings of the The third workshop on Procedural Content Generation in Games, PCG@FDG 2012, Raleigh, NC, USA, May 29 - June 1, 2012
Game controllers for older adults: experimental study on gameplay experiences and preferences
Toward understanding disciplinary divides within games research
Crowdsourcing Open Interactive Narrative
The Human Fantasy: Exploring race and ethnicity through Dungeons & Dragons
Tools for Game Discovery Built Using Latent Semantic Analysis
Going forward by going back: re-defining rewind mechanics in narrative games
A framework for integrating architectural design patterns into PCG
Games Research Today: Analyzing the Academic Landscape 2000-2014
"With Fate Guiding My Every Move": The Challenge of Spelunky
End-to-end let's play commentary generation using multi-modal video representations
Instructional design as game design
Measuring cooperative gameplay pacing in World of Warcraft
A framework for biometric playtesting of games
Modeling Urban Environments from Geospatial Data: A Pipeline for Procedural Modeling
Towards fast, believable real-time rendering of burning objects in video games
Generative Personas That Behave and Experience Like Humans
OutRun: perversive games and designing the de-simulation of eight-bit driving
TropeTwist: Trope-based Narrative Structure Generation
Gamification Framework for Reinforcement Learning-based Neuropsychology Experiments
Performatology: an arts approach to designing performative embodied agents (PEAs) for procedural character animation
Multiplayer Tension In the Wild: A Hearthstone Case
Making the Player the Detective
The Game as a Classroom: Understanding Players' Goals and Attributions from a Learning Perspective
Exploring the similarity between game events for game level analysis and generation
The entity system architecture and its application in an undergraduate game development studio
Personalized crisis management training on a tablet
Evaluating the Impact of Gameful Design on Pro-Environmental Attitudes: Beyond Blue as Intervention
Theoretical and methodological challenges (and opportunities) in virtual worlds research
The design of Mismanor: creating a playable quest-based story game
Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model
(Re)telling chess stories as game content
Cultural differences in game appreciation: A study of player game reviews
Generative games as storytelling partners
Improving academic-industry collaboration for game research and education
Toward Co-creative Dungeon Generation via Transfer Learning
Understanding Disengagement From Competitive Multiplayer Games: An Exploratory Study of League of Legends
Experiments in map generation using Markov chains
Design considerations towards long-term engagement in games for health
A study of raiders with disabilities in World of Warcraft
Catalyst: seeing through the eyes of a cat
"Do you work for aperture science?": researching and finding the gamer identity in a minecraft community for autistic children
A framework for exploring and evaluating mechanics in human computation games
Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning Game
Dance Enhanced: Investigating how earning content through exertion impacts dance game enjoyment
Squeezer - A Mixed-Initiative Tool for Designing Juice Effects
Proceedings of the 10th International Conference on the Foundations of Digital Games, FDG 2015, Pacific Grove, CA, USA, June 22-25, 2015
From caveman to gentleman: a CiF-based social interaction model applied to conan exiles
Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation
Plagiarism detection in game-playing software
Languages of play: towards semantic foundations for game interfaces
Digital political science: Pixelizing international relations
Session details: Workshop on Procedural Content Generation
An Integrated Design of World-in-Miniature Navigation in Virtual Reality
Would gamers collaborate given the opportunity?
Building Story and Interest: How Lore and Atmosphere Affect Immersion Within an ARG
Lessons from a class on handheld augmented reality game design
An out-of-character approach to emergent game narratives
Video Games as a Corpus: Sentiment Analysis using Fallout New Vegas Dialog
A prototype using territories and an affordance tree for social simulation gameplay
UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games
State similarity based Rapid Action Value Estimation for general game playing MCTS agents
Emphasizing soft skills and team development in an educational digital game design course
An educational tool for creating distributed physical games
An examination of human values embedded in commercial video game design
There Is No Escape: Theatricality in Hades
CURIO: a game-based learning toolkit for fostering curiosity
Order-fulfillment games: an analysis of games about serving customers
Game-themed instructional modules: a video case study
On the foundations of digital games
Necklines and 'naughty bits': constructing and regulating bodies in live streaming community guidelines
Usability of Back of Device Virtual Buttons
The Fun Facets of Mario: Multifaceted Experience-Driven PCG via Reinforcement Learning
Permalife of the Archive: Archaeogaming as Queergaming
Enhancing story generation with the semantic web
Virtual Reality and Education - The Steam Panorama
Show or Tell? A Comparison of Direct Instruction Tutorial and Learn By Doing Increased Impasse Versions of Initial Levels of a Puzzle Game
Accessibility and Inclusion in the Game Industry: A position paper
Procedural Game Level Design to Trigger Spatial Exploration
Red or blue pill: fostering identification and transportation through dialogue choices in RPGs
Prosocial behavior in an online game community: an ethnographic study
Media and games: an intermedial framework
Development of Recovery Rapids - A game for cost effective stroke therapy
Harmony: A game to teach transitive game balance
Monkey see, monkey do: an ecological approach to challenges in games
Art and science of engineered design: what kind of discipline is PCG?
Subtractive Design Practices and 2010's New Wave of Indie Horror Games
A paradox of play: autonomy and discipline in video gaming
Hidden Heroes: A thematic analysis of a game jam designed around authentic stories
On using graph partitioning with isomorphism constraint in procedural content generation
Intimidating or Friendly? How Players Represent Themselves With Character Appearances That Reflect Their Social Motivations
Adaptive companions in FPS games
Reflecting civic protest - the Occupy Istanbul game
Playing with Dezgo: Adapting Human-AI Interaction to the Context of Play
Design patterns in FPS levels
Effects of controller-based locomotion on player experience in a virtual reality exploration game
Analyzing action games: a hybrid systems approach
Promotypes - Prototyping Games for a University Game Production Pipeline
Towards a Procedural Evaluation Technique: Metrics for Level Design
Designing Semantic Game Worlds
AI-based playtesting of contemporary board games
Exertion in networked games
Dynamic Procedural Music Generation from NPC Attributes
Prom Week: Designing past the game/story dilemma
Feeling the ambiance: using smart ambiance to increase contextual awareness in game agents
Diverse Level Generation via Machine Learning of Quality Diversity
The micro-rhetorics of Game-o-Matic
Instant Architecture in Minecraft using Box-Split Grammars
Design-Driven Requirements for Computationally Co-Creative Game AI Design Tools
Software verification games: Designing Xylem, The Code of Plants
Defining Game Jam
X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes
Wizard of Wii: toward understanding player experience in first person games with 3D gestures
Increasing player engagement, retention and performance through the inclusion of educational content in a citizen science game
Trans-pacific project-based learning: game production curriculum development
Learning Binary Search Trees through Serious Games based on Analogies
Player-Centered AI for Automatic Game Personalization: Open Problems
Building Casual Games and APIs for Teaching Introductory Programming Concepts
Ticket to the Mind: A Mobile Eye-Tracking Exploration of Game Media and Cognitive Functions
Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System
Tracing Research Through Design with Ponte: bridging game development repositories and qualitative research tools
Envisioning a cosmopolitan age for gaming. A case study of a speculative future for the Israeli games industry
The effects of age on player behavior in educational games
Studying believability assessment in racing games
GWAPs: Games with a problem
Blockchain Technologies and Games: A Proper Match?
Let it Bee: A Case Study of Applying Triadic Game Design for Designing Virtual Reality Training Games for Beekeepers
Debugging Procedural Level Designs with Mental Maps
"Philosophy is Seeped into Every Brick" - Weaving Reflective Elements into Mass-Market Games
Fractal Coordinates for Incremental Procedural Content Generation
The influence of social entities in virtual reality games on player experience and immersion
Composition of basic heuristics for the game 2048
Difficulty influence on motivation over time in video games using survival analysis
ExpReal: a Writing Language and System for Authoring Texts in Interactive Narrative
Game-O-Matic: Generating Videogames that Represent Ideas
Toward effective game-based social skills tutoring for children: an evaluation of a social adventure game
Rethinking real-time strategy games for virtual reality
Assessing implicit computational thinking in zoombinis gameplay
Designing for immediate play
Generating QUEST Representations for Narrative Plans Consisting of Failed Actions
Computer Aided Content Generation - A Gloomhaven Case Study
A requirements analysis for videogame design support tools
Evaluating the Authoring Complexity of Interactive Narratives for Augmented Reality Applications
Storyboard authoring of plan-based interactive dramas
Playing RollerCoaster Tycoon with Reinforcement Learning
Towards a theory of choice poetics
Improving crowd behaviour for games and virtual worlds
Real-time sensory substitution to enable players who are blind to play video games using whole body gestures
Personalizing Gameful Elements in Social Exergames: An Exploratory Study
What's in a name?: naming games that solve real-world problems
Unraveling the mortal coil: death and stories of play
How Do We Teach Eudaimonia through Games?
Helping friends or fighting foes: The influence of collaboration and competition on player experience
Modern Board Games as a Proposal for Teaching Physics with a Focus on Science, Technology and Society (STS)
Using Ant Colony Optimisation for map generation and improving game balance in the Terra Mystica and Settlers of Catan board games
#1ReasonWhy: Game communities and the invisible woman
Gaming for middle school students: building virtual worlds
Sparks of Eternity: A new approach to religious education
Repurposing citizen science games as software tools for professional scientists
Stuck in the Middle: Generating Levels without (or with) Softlocks
A Visual Ethnographic Study at Cultural Spaces to Identify Character Creation Opportunities
Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play
Designing Magic: The Gathering's Amonkhet: Egyptianness and the Limitations of Cultural Resonance
Prom Week : social physics as gameplay
Bar chart ball, a data game
The intellectual life of online play
Supporting collaborative real-time strategic planning in multi-player games
Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach
"That Darned Sandstorm": A Study of Procedural Generation through Archaeological Storytelling
Mobile Augmented Reality: A Systematic Review of Current Research and the Untapped Potential of Interactive Marker-Based Games
Part of the game: Changing level creation to identify and filter low quality user-generated levels
A Gap in Games Research: Reflecting on Two Camps and a Bridge
International Conference on the Foundations of Digital Games, FDG '12, Raleigh, NC, USA, May 29 - June 01, 2012
Teaching esports to young students with autism: Exploring pedagogical possibilities and challenges
Intensifying Stress Perception Using Visual Effects in VR Games
Waiting to Play - Measuring Game Load Times and their Effects on Player Quality of Experience
Efficiency, realism, and representation in generated content: a case study using family tree generation
Scheherazade's Tavern: A Prototype For Deeper NPC Interactions
A hybrid approach to projects in gaming courses
Metagames, paragames and orthogames: a new vocabulary
Anti-Games, Fantasy Consoles, and the Rise of Speculative Game Development on Itch.io
The Effects of Human-like Modifications to Heuristic Action Evaluation in Video Game Pathfinding
Optimal cover placement against static enemy positions
DIALOGIC: A Toolkit for Generative Interactive Dialog
Lessons in user interface design in the procedural city generation for games tool Ürban PAD
Mutation Models: Learning to Generate Levels by Imitating Evolution
Equal opportunity affection games, critical design in Stolen Kisses
Prom week
Games for CS education: computer-supported collaborative learning and multiplayer games
Playing with words: from intuition to evaluation of game dialogue interfaces
Active player modelling