default search action
FDG 2023: Lisbon, Portugal
- Phil Lopes, Filipe Luz, Antonios Liapis, Henrik Engström:
Proceedings of the 18th International Conference on the Foundations of Digital Games, FDG 2023, Lisbon, Portugal, April 12-14, 2023. ACM 2023, ISBN 978-1-4503-9855-8
Technical Game Development, Novel Controllers
- Clement Julia, Riemer van Rozen:
ScriptButler serves an Empirical Study of PuzzleScript: Analyzing the Expressive Power of a Game DSL through Source Code Analysis. 1:1-1:11 - Diogo de Andrade, Nuno Fachada:
Automated Generation of Map Pieces for Snappable Meshes. 2:1-2:10 - Daniel Götz, Sebastian von Mammen:
Modulith: A Game Engine Made for Modding. 3:1-3:8
Game Design, Studio Practices, Novel Mechanics, Novel Experiences
- Sai Siddartha Maram, Johannes Pfau, Jai Bhagu Dodechani, Magy Seif El-Nasr:
A Visual Ethnographic Study at Cultural Spaces to Identify Character Creation Opportunities. 4:1-4:12 - Max Chen, Erin Solovey, Gillian Smith:
Impact of BCI-Informed Visual Effect Adaptation in a Walking Simulator. 5:1-5:8 - Jennifer Villareale, Sai Siddartha Maram, Magy Seif El-Nasr, Jichen Zhu:
Integrating Players' Perspectives in AI-Based Games: Case Studies of Player-AI Interaction Design. 6:1-6:9 - Noor Hammad, Thomas Eiszler, Robert Gazda, John Cartmell, Erik Harpstead, Jessica Hammer:
V-Light: Leveraging Edge Computing For The Design of Mobile Augmented Reality Games. 7:1-7:10 - Antonios Liapis, Alena Denisova:
The Challenge of Evaluating Player Experience in Tabletop Role-Playing Games. 8:1-8:10 - Danielle Kathryn Langlois, Scott Drury, Simone Kriglstein:
Press H to Help: The Impact of Prosocial Video Games on Prosocial Behaviors by Exposure Time. 9:1-9:10 - Mursyid Ibrahim, Penny Sweetser, Anne Ozdowska:
Tutorial Level Design Guidelines for 2D Fighting Games. 10:1-10:11 - Erin J. K. Truesdell, Brian Magerko:
Three Design Themes for Collaborative Alternative Controllers. 11:1-11:8 - Devi Acharya, Jack Kelly, William Tate, Maxwell Joslyn, Michael Mateas, Noah Wardrip-Fruin:
Shoelace: A Storytelling Assistant for GUMSHOE One-2-One. 12:1-12:9 - Carlos Martinho, Micael Sousa:
CSSII: A Player Motivation Model for Tabletop Games. 13:1-13:10 - Joël Franusic, Kathleen Tuite, Adam M. Smith:
Playable Quotes for Game Boy Games. 14:1-14:11 - Marta Ferreira, Ana Pinha, Micaela Fonseca, Phil Lopes:
Behind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety. 15:1-15:11
Game Analytics and Visualization
- Paris Mavromoustakos Blom, Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis, Sander Bakkes, Pieter Spronck:
Multiplayer Tension In the Wild: A Hearthstone Case. 16:1-16:9 - Susanne Poeller, Alexandra Steen, Nicola Baumann, Regan L. Mandryk:
Not Tekken Seriously? How Observers Respond to Masculine and Feminine Voices in Videogame Streamers. 17:1-17:12 - Oliver Withington, Laurissa Tokarchuk:
The Right Variety: Improving Expressive Range Analysis with Metric Selection Methods. 18:1-18:11 - Andreas Winkelbauer, Barbara Stiglbauer, Michael Lankes, Maurice Sporn:
Telling Eyes: Linking Eye-Tracking Indicators to Affective Variables. 19:1-19:11
Game Artificial Intelligence
- Bahar Bateni, Isaac Karth, Adam M. Smith:
Better Resemblance without Bigger Patterns: Making Context-sensitive Decisions in WFC. 20:1-20:11 - Ross Mawhorter, Adam M. Smith:
Automated Testing in Super Metroid with Abstraction-Guided Exploration. 21:1-21:9 - James Goodman, Diego Perez Liebana, Simon M. Lucas:
Following the Leader in Multiplayer Tabletop Games. 22:1-22:11 - Seth Cooper:
Sturgeon-GRAPH: Constrained Graph Generation from Examples. 23:1-23:9 - Rehaf Aljammaz, Noah Wardrip-Fruin, Michael Mateas:
Towards an Understanding of Character Believability. 24:1-24:9 - Younès Rabii, Michael Cook:
Why Oatmeal is Cheap: Kolmogorov Complexity and Procedural Generation. 25:1-25:7 - João Silva, Ricardo Rodrigues, Carlos Martinho:
Believability, Anticipation, and... Timing Improving believability through timing manipulation. 26:1-26:11
Game Criticism and Analysis
- Anne Sullivan, Mel Stanfill, Anastasia Salter:
The Constraints of Cozy Games: Boyfriend Dungeon and Consent in Queer Play: Boyfriend Dungeon and Consent in Queer Play. 27:1-27:9 - Jack Murray:
Igniting the Spark: Analog to Digital Adaptation of Narrative Affect and Player Subjectivity in Magic: The Gathering through Analog to Digital Adaptation. 28:1-28:8 - Neil Spiteri, Costantino Oliva:
The Soundtrack's Influence on the Portrayal of the Vietnam War in Battlefield: Vietnam. 29:1-29:7 - Renata Elizampetta Ntelia:
Merits of Gamification: Transmediality and Spatiality of Walden, a Game. 30:1-30:6 - Kirk Lundblade:
If Your Empire Last More Than Two Centuries, You May Need to Speak to Your Doctor: The Effects of Historicizing Discourse in the Crusader Kings 3 Community. 31:1-31:7 - Trisha M. Nguyen, Mohammed Khadadeh, David C. Jeong:
Shippers and Kinnies: Re-conceptualizing Parasocial Relationships with Fictional Characters in Contemporary Fandom. 32:1-32:12
Games Beyond Entertainment
- Josh Aaron Miller, Katherine Buse, Ranjodh Singh Dhaliwal, Justin B. Siegel, Seth Cooper, Colin Milburn:
Wrapped in Story: The Affordances of Narrative for Citizen Science Games. 33:1-33:11 - Lisa Wagensveld, Christof van Nimwegen, Sander Bakkes:
Identifying Body Appreciation by Visualising Actual/Ideal Self-Discrepancy: An Avatar Creation Task. 34:1-34:11 - Laura Helsby, Jo Iacovides, Paul A. Cairns:
'The bandwidth comes and goes': Gaming preferences, habits and attitudes in a persistent low mood population. 35:1-35:9 - Silong Lyu, Rafael Bidarra:
Procedural generation of challenges for personalized gait rehabilitation. 36:1-36:11 - Rogerio de Leon Pereira, Olivier Tremblay Savard:
Lessons Learned from Video Game Players Sorting Genomes. 37:1-37:11 - Reza Habibi, Johannes Pfau, Sai Siddartha Maram, Jiahong Li, Bjarke Alexander Larsen, Jason Xu, Atieh Kashani, Shweta K. Sisodiya, Jonattan Holmes, Zhaoqing Teng, Elín Carstensdóttir, Magy Seif El-Nasr:
Under Pressure: A Multi-Modal Analysis of Induced Stressors in Games for Resilience. 38:1-38:10 - Dionysis Alexandridis, Sander C. J. Bakkes, Sanne L. Nijhof, Elise Van de Putte, Remco C. Veltkamp:
First Experiments with an Applied Gaming Intervention for reducing Loneliness of Children with Chronic Illness: Lessons Learned. 39:1-39:11
Late Breaking Short Papers
- Runze Tang, Penny Sweetser:
Multilayer Map Generation Using Attribute Loss Functions. 40:1-40:4 - Mikolaj Dymek, Petri Lankoski:
Ecosystems of indie porn game development: co-dependent partial organisations. 41:1-41:4 - Michael Artner, Guenter Wallner, Robert Wille:
Introducing QRogue: Teaching Quantum Computing Using a Rogue-like Game Concept. 42:1-42:4 - Bart Simon, Darren Wershler:
1960s Cybernetics and the Unfulfilled Promise of Digital Play. 43:1-43:2 - Vincent L. Prins, Jelmer Prins, Mike Preuss, Marcello A. Gómez Maureira:
StoryWorld: Procedural Quest Generation Rooted in Variety & Believability. 44:1-44:4 - Nuno Ramos, Pedro Santos, João Dias:
Dual Critic Conditional Wasserstein GAN for Height-Map Generation. 45:1-45:4 - Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 't Veld, Pieter Spronck:
Predicting Tetris Performance Using Early Keystrokes. 46:1-46:4 - Riemer van Rozen, Anders Bouwer, Karel Millenaar:
Towards a Unified Language for Card Game Design. 47:1-47:4 - Philipp Asteriou, Leopold Boess, Laura Jirawa, Chiara Gulino, Philipp Guggenberger, Michael Lankes:
Sailing through Signs: Attention Guidance towards Texts in Virtual Reality. 48:1-48:4 - Pedro Rodrigues, Micaela Fonseca, Phil Lopes:
Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games. 49:1-49:4 - Suzan Al-Nassar, Anthonie Schaap, Michael Van Der Zwart, Mike Preuss, Marcello A. Gómez Maureira:
QuestVille: Procedural Quest Generation Using NLP Models. 50:1-50:4 - Mounsif Chetitah, Julian Müller, Lorenz Deserno, Maria Waltmann, Sebastian von Mammen:
Gamification Framework for Reinforcement Learning-based Neuropsychology Experiments. 51:1-51:4 - Sarah Hofmann, Cem Özdemir, Sebastian von Mammen:
Record, Review, Edit, Apply: A Motion Data Pipeline for Virtual Reality Development & Design. 52:1-52:4 - Jessica Vandenberg, Wookhee Min, Veronica Cateté, Danielle Boulden, Bradford W. Mott:
Leveraging Game Design Activities for Middle Grades AI Education in Rural Communities. 53:1-53:4 - Dalila Martins, Ana Patricia Oliveira, Nelson Zagalo:
Peak-end rule in narrative videogames: analysis of players' perceptions on social media about "The Last of Us Part II" and "God of War". 54:1-54:4 - Cania Antariksa, Céline Besse, Thomas De Bruijn, Brandon Kroes, Lennard Schaap, Elze De Vink, Judith Schomaker, Marcello A. Gómez Maureira:
Modifying a Game to Study the Impact of an Hostile Environments on Foraging Behavior. 55:1-55:4 - Kyle Mitchell, Joshua McCoy:
Towards an Agency-centered Ontology of Game Mechanics. 56:1-56:4 - Petri Lankoski, Mikolaj Dymek:
Towards a History of Finnish and Swedish Game Industry Platforms. 57:1-57:4
Workshop on Tabletop Games
- Susanne Poeller, Martin Dechant, Regan L. Mandryk:
Playing a Flawless Character? Exploring Differences Between Experts and Novices in Tabletop Role-Playing Games and Potential Benefits for Well-Being. 58:1-58:7 - Christian Paller:
A Framework for Analogue Game-modification Learning: Guidelines to Lower Barriers for Games in Education. 59:1-59:9 - Lori Kougioumtzian, Christos Lougiakis, Akrivi Katifori:
"Show your cards!": What do creators need for the game design process? 60:1-60:6 - Marcus Gerhold, Kristian Tijben:
Computer Aided Content Generation - A Gloomhaven Case Study. 61:1-61:10 - Dimitra Petousi, Akrivi Katifori, Maria Roussou, Yannis E. Ioannidis, Pantelis Sakellariadis:
Historical reality vs anachronistic fantasy: The history educators' perspective on tabletop RPGs. 62:1-62:8 - Kevin Tang, Terra Mae Gasque, Rachel Donley, Anne Sullivan:
"It Has to Ignite Their Creativity": Opportunities for Generative Tools for Game Masters. 63:1-63:6
Workshop on Procedural Content Generation
- Seth Cooper:
Sturgeon-MKIII: Simultaneous Level and Example Playthrough Generation via Constraint Satisfaction with Tile Rewrite Rules. 64:1-64:9 - Debosmita Bhaumik, Julian Togelius, Georgios N. Yannakakis, Ahmed Khalifa:
Lode Enhancer: Level Co-creation Through Scaling. 65:1-65:8 - Florence Smith Nicholls, Michael Cook:
"That Darned Sandstorm": A Study of Procedural Generation through Archaeological Storytelling. 66:1-66:8 - Timothy Merino, Megan Charity, Julian Togelius:
Interactive Latent Variable Evolution for the Generation of Minecraft Structures. 67:1-67:8 - Shaad Alaka, Rafael Bidarra:
Hierarchical Semantic Wave Function Collapse. 68:1-68:10 - Seth Cooper, Emily Halina, Jichen Zhu, Matthew Guzdial:
Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game Mechanic. 69:1-69:3 - Graham Todd, Sam Earle, Muhammad Umair Nasir, Michael Cerny Green, Julian Togelius:
Level Generation Through Large Language Models. 70:1-70:8 - Isaac Karth, Kate Compton:
Conceptual Art Made Real: Why Procedural Content Generation is Impossible. 71:1-71:3 - Max Kreminski:
"Generator's Haunted": A Brief, Spooky Account of Hauntological Effects in the Player Experience of Procedural Generation. 72:1-72:3
Academic Game Development - Professionalizing the creation of video games for research purposes
- Edward Morrell, Annakaisa Kultima, Ylva Grufstedt, Tomi Kauppinen:
Promotypes - Prototyping Games for a University Game Production Pipeline. 73:1-73:8
Workshopon Human - AI Interaction Through Play
- Erica Kleinman, Spencer Lynn, Bryan Loyall, Magy Seif El-Nasr:
Towards a Human-in-the-Loop System for Authoring Game AI using Behavior Languages. 74:1-74:4 - Antonios Liapis, Christian Guckelsberger, Jichen Zhu, Casper Harteveld, Simone Kriglstein, Alena Denisova, Jeremy Gow, Mike Preuss:
Designing for Playfulness in Human-AI Authoring Tools. 75:1-75:4 - Jennifer Villareale, Gabriele Cimolino, Daniel Gomme:
Playing with Dezgo: Adapting Human-AI Interaction to the Context of Play. 76:1-76:5 - Erik Harpstead, Kimberly Stowers, Lane Lawley, Qiao Zhang, Christopher J. MacLellan:
Speculative Game Design of Asymmetric Cooperative Games to Study Human-Machine Teaming. 77:1-77:4 - Jack Kelly, Michael Mateas, Noah Wardrip-Fruin:
Towards Computational Support with Language Models for TTRPG Game Masters. 78:1-78:4
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.