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KEYNOTE: FROM STUDENTS TO HEROES - UNLOCKING STUDENTS' POTENTIAL THROUGH GAMES
Lucas Gillispie
Lecture, worksheet, test. Lecture, worksheet, test. It's a common routine in many classrooms, and, rather than a rare virus or nuclear war, it's likely to be the true cause of a future zombie apocalypse. In an effort to break this vicious cycle (and save humanity?), Lucas and pioneering teachers in his school district are teaming up and working to transform classrooms through the use of popular commercial games. Through games like World of Warcraft, Guild Wars 2, and Minecraft, they are awakening young minds, inspiring a new generation of creative thinkers, and finding that game designers may, in fact, have a great many insights to offer classroom teachers about creating environments that foster learning.
KEYNOTE: FROM PLASTIC BAGS TO SELF-PUBLISHING; THE INDUSTRY IS COMING FULL CIRCLE
Ken Lobb
I should have taken some of my early hacks on the TRS-80, and sold them. I am not sure if that would have landed me in a better place; but it’s something that I have always looked back on as a “failure”. That was a time when legwork, and perseverance lead to Rare, to Ultima, and to many other successful early industry entries.
Over the last 35 years +, we have transitioned to a retail model, a publisher model, and a huge team AAA focus. But over the last few years, the AAA games have partners at most award shows. Smaller games, from passionate small teams. In the new world of open systems, we now have million, and multi-million selling content, which in the past, may have been only delivered via small baggie, or massive publisher.
My talk will touch on the role of AAA in the future. Indy development, and how it has cemented its place in the charts. The impact of the commoditization of game development. Sprinkled with my experiences from all sides of the business.
KEYNOTE: ALTERNATIVE GAMES AND NEW PLAYERS: KICKING DOWN THE DOOR
Brenda Laurel
Imagine a world where games were designed by young men, sold in male-oriented spaces, to be played by young men. Meanwhile, in computer classrooms in schools, boys mobbed the machines while girls stood back, afraid of the "mathiness" of it, and worried that they would break something. Eighteen years ago I launched a company to build games and online community for middle-school girls.The company was based on four years of extensive design research including around 1000 dyad interviews with kids and dozens of design probes as well as interviews with parents and experts and testing of mock-ups and prototypes. The greatest challenge by far at that time in history was to successfully publish and sell games that were not designed by or intended for young men. The games' successes, as well as the frictions it produced, are the basis of some informative tales. In more recent times, organizations like Games for Change and genres like interactive narrative have been increasingly carried diverse, formerly marginalized voices to diverse new communities. In this talk I will share some heuristics for "changing the game".
FULL PAPERS
meIRL-BC: Predicting Player Positions in Video Games
Inge Becht and Sander Bakkes
#1ReasonWhy: Game Communities and the Invisible Woman
Bridget Blodgett and Anastasia Salter
X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using Gameplay Design Patterns to Understand Game Remakes
Alessandro Canossa, Staffan Björk and Mark J. Nelson.
Open Trumps, a Data Game
Andrew Borg Cardona, Aske Walther Hansen, Julian Togelius and Marie Gustafsson Friberger
A Framework for Coherent Emergent Stories
Gail Carmichael and David Mould
Dance Enhanced: Investigating How Earning Content Through Exertion Impacts Dance Game Enjoyment
Emiko Charbonneau, Sarah Buchanan, Jared Bott, Floyd Mueller and Joseph J. Laviola Jr.
Retention and Progression: Seven Months in World of Warcraft
Thomas Debeauvais, Cristina Lopes, Nick Yee and Nicolas Ducheneaut
Off With Their Assists: An Empirical Study of Driving Skill in Forza Motorsport 4
Thomas Debeauvais, Thomas Zimmermann, Nachiappan Nagappan, Kevin Carter, Ryan Cooper, Dan Greenawalt and Tyson Solberg
Author Assistance Visualizations for Ice-Bound: A Combinatorial Narrative
Jacob Garbe, Aaron Reed, Melanie Dickinson, Noah Wardrip-Fruin and Michael Mateas
A Methodology for Requirements Analysis of AI Architecture Authoring Tools
April Grow, Swen Gaudl, Paulo Gomes, Michael Mateas and Noah Wardrip-Fruin
Authoring Conversational Narratives in Games with the Chimeria Platform
D. Fox Harrell, Dominic Kao, Chong-U Lim, Jason Lipshin, Ainsley Sutherland, Julia Makivic and Danielle Olson
Part of the Game: Changing Level Creation To Identify and Filter Low-Quality User-Generated Levels
Andrew Hicks, Veronica Catete and Tiffany Barnes
A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework
Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith and Julian Togelius
An Air of Independence: A History of Independent Game Style
Jesper Juul
Governance in League of Legends: A Hybrid System
Yubo Kou and Bonnie Nardi
Software Verification Games: Designing Xylem, The Code of Plants
Heather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, John Murray, Kate Compton, Joseph Osborn, Orlando Salvatore, Dan Shapiro, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Daniel Cetina, Shayne Clementi and Chris Lewis
Development of Recovery Rapids; A Game For Cost Effective Stroke Therapy
David Maung, Lise Worthen-Chaudhari, Alex Borstad, Linda Lowes, Roger Crawfis, Lynne Gauthier and Ryan McPherson
Introducing Choice Poetics
Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin and Arnav Jhala
Slot Machine Development: A Course for CS Majors
Tony Morelli
Balancing Physical and Cognitive Challenge: A Study of Players’ Psychological Responses to Exergame Play
Andrea Nickel, Tiffany Barnes, Jamie Payton and Erik Wikstrom
From Consumers to Producers: African American Middle School Students as Game Designers
Yolanda Rankin, India Irish, Jakita Thomas and Stevie-Mari Hawkins
Ice-Bound: Combining Richly-Realized Story with Expressive Gameplay
Aaron Reed, Jacob Garbe, Noah Wardrip-Fruin and Michael Mateas
Pixel Motion: A Surveillance Camera-enabled Public Digital Game
Holly Robbins and Katherine Isbister
Play in the Museum: Designing Game-Based Learning Environments for Informal Education Settings
Jonathan Rowe, Eleni Lobene, Bradford Mott and James Lester
Adapting Game Mechanics with Micro-Machinations
Riemer van Rozen and Joris Dormans
The Effect of a Persuasive Game on Attitude Towards the Homeless
Dana Ruggiero
Marking New Ground: Flash, HTML5 and the Future of the Web Arcade
Anastasia Salter and John Murray
Gradequest - Evaluating the impact of using game design techniques in an undergraduate course
Bob De Schutter and Vero Vanden Abeele
Collaboration versus Competition: Design and Evaluation of Mechanics for Games with a Purpose
Kristin Siu, Alexander Zook and Mark Riedl
Experiments in Map Generation using Markov Chains
Sam Snodgrass and Santiago Ontañón
Aussie women game developers
Debbie Taylor and Yusuf Pisan
Understanding Representation in Playable Simulations
Mike Treanor and Michael Mateas
Measuring Risk in Stealth Games
Jonathan Tremblay, Pedro Andrade Torres and Clark Verbrugge
Target Selection for AI Companions in FPS Games
Jonathan Tremblay, Christopher Dragert and Clark Verbrugge
Guiding Players through Structural Composition Patterns in 3D Adventure Games
Glenn Winters and Jichen Zhu
Identifying Patterns in Combat that are Predictive of Success in MOBA Games
Pu Yang, Brent Harrison and David Roberts
Mixed-Initiative Co-Creativity
Georgios N. Yannakakis, Antonios Liapis and Constantine Alexopoulos
Examining ‘RPG Elements’: Systems of Character Progression
Jose Zagal and Roger Altizer
Automatic Playtesting for Game Parameter Tuning via Active Learning
Alexander Zook, Eric Fruchter and Mark Riedl
WORKSHOPS
Teaching Game Studies: Course Post-Mortems & Advanced Syllabus Design
Mia Consalvo, Christopher Paul and Annika Waern
Design Patterns in Games
Joris Dormans, Valter Alves, Aida Azadegan, Staffan Björk, Steve Dahlskog, Kenneth Hullett, Katharine Neil, Richard Wetzel, and Jose Zagal
Social Believability in Games 2014
Mirjam Palosaari Eladhari, Harko Verhagen and Joshua McCoy
FDG ‘14 – Global Game Jam Workshop
Allan Fowler, Mirjam Palosaari Eladhari, Foaad Khosmood and Ali Arya
5th Workshop on Procedural Content Generation in Games (PCG 2014)
Noor Shaker, Kenneth Stanley and Kate Compton
PANELS
Improving the Quality of New Hires in the Game Industry by Expanding the Pipeline
Adrienne Decker, Monica M McGill, Ian Schreiber and Olga Zinoveva
Game studies and area studies: a panel
Maggie Greene, William Huber and Mia Consalvo
Tools and Templates for Teaching Video Game Development
Ken Hoganson, Mario Guimaraes, Selena He, Cynthia Calongne and Barbara Truman
Game AI: The Undiscovered Country
Brian Magerko, Mirjam Eladhari, Mike Treanor, and Jichen Zhu
Session Proposal: Advocating for Our Field’s Future
Noah Wardrip-Fruin
Understanding Player Behavior: New Directions in User Research and Data Analytics
Veronica Zammitto, Tim Nichols, Ben Medler, and Ken Hullett
POSTERS
Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game
Jon Back and Annika Waern
Challenge Balancing for Personalised Game Spaces
Sander Bakkes, Efstathios Charitos, George Visniuc and Shimon Whiteson
Must be 13 to Play: Addressing Children Participation in Networked Games
Kara Behnke, Meg Leta Ambrose and John K. Bennett
Attitudes and Practices of Fantasy Sports Users
Gabriel Dzodom and Frank Shipman
Gender Differences in Videogame Development Classes: U.S. and the U.A.E.
Mario Guimaraes and Leon Jololian
Generative Agents for Player Decision Modeling in Games
Christoffer Holmgård, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis
Reflecting Civic Protest – the Occupy Istanbul Game
Hartmut Koenitz
Visualizing the Play of Arbitrary Games
Joseph Osborn and Michael Mateas
WORKS-IN-PROGRESS
Pitch Perfect or Exploring Pitching Practices in Industry and Games Education
Roger Altizer and Jose Zagal
‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
Jon Back
Specifying the Pedagogical Aspects of Narrative-Based Digital Learning Games by Using Annotations
Frederik Van Broeckhoven and Olga De Troyer
(Re)telling Chess Stories as Game Content
Eric Buckthal and Foaad Khosmood
Chronologically Nonlinear Techniques in Traditional Media and Games
Gail Carmichael and David Mould
An Out of Character Approach to Emergent Game Narratives
Simon Chauvin, Guillaume Levieux, Jean-Yves Donnart and Stéphane Natkin
The Psychology of Play: Understanding Digital Game Evolution through Developmental Psychology
Lindsay Grace and Brooke Spangler
A Linguistic Analysis of Games: Verbs and Nouns for Content Estimation
Lindsay Grace
A Web-Based Editor for Multiplayer Choice Games
Ian Holmes
User Behavior Transformation through Dynamic Input Mappings
Dun-Yu Hsiao, Seth Cooper, Christy Ballweber and Zoran Popovic
Mobilising Monopoly: game design, place and social values
Mark Lochrie, Alison Gazzard, Adrian Gradinar and Paul Coulton
Introducing Shared Character Control to Existing Video Games
Anna Loparev, Walter Lasecki, Jeffrey Bigham and Kyle Murray
The Rooms - Creating immersive experiences through projected augmented reality
Jacob Michelsen and Staffan Björk
An Exergame to Improve Balance in Children who are Blind
Tony Morelli, Lauren Lieberman, John Foley and Eelke Folmer
The Effect Of Surroundings On Gaming Experience
A. Imran Nordin, Paul Cairns, Matthew Hudson, Alejandro Alonso and Eduardo Calvillo Gamez
“Let’s Roll!”:Comparative Representations of Empire in Board Games
William Robinson
Experiences Teaching a Course in Android Game Development
Timothy Roden and Rob Legrand
Alphabet Soup: Design and Development of a Short Form Game
Dana Ruggiero
Story Sampling: A New Approach to Evaluating and Authoring Interactive Narrative
Ben Samuel, Joshua Mccoy, Mike Treanor, Aaron Reed, Noah Wardrip-Fruin and Michael Mateas
Initial Perceptions of a Casual Game to Crowdsource Facial Expressions in the Wild
Chek Tien Tan, Hemanta Sapkota, Daniel Rosser and Yusuf Pisan
Active Player Modelling
Julian Togelius, Noor Shaker and Georgios N. Yannakakis
Adapting In-Game Agent Behavior by Observation of Players with Learning Behavior Trees
Emmett Tomai and Roberto Flores
GWAPs: Games with a Problem
Kathleen Tuite
Virtual Character Behavior Architecture using Cyclic Scheduling
Richard Zhao and Duane Szafron
DISSERTATION CONSORTIUM
Analyses and Simulations of Virtual Economy
Sheng-Yi Hsu and Chuen-Tsai Sun
Integrating Semantics and Narrative World Generation
Ben Kybartas, Rafael Bidarra and Elmar Eisemann
Challenges for Game Addiction as a Mental Health Diagnosis
Rune K. L. Nielsen, Espen Aarseth and Arne Poulsen
Automated Terrain Analysis in Real-Time Strategy Games
Chen Si, Yusuf Pisan and Chek Tien Tan
Evaluating the Evaluations
Björn Strååt and Harko Verhagen
Digital Political Science: Pixelizing International Relations
Sandra Yao and Mark B. Salter
DEMOS
A Prototype using Territories and an Affordance Tree for Social Simulation Gameplay
Tilman Geishauser, Yun-Gyung Cheong and Mark J. Nelson
SimBully: A Bullying in Schools Simulation
Edgar Omar Cebolledo Gutierrez and Olga De Troyer
Lost and Found: The design of demonstrative advergames.
Anuj Kumar and Malcolm Ryan
FLARE: An Open Source Toolkit for Creating Expressive User Interfaces for Serious Games
Bradford Mott, Jonathan Rowe, Wookhee Min, Robert Taylor and James Lester
THE LISTENING WALKER Interactive Sound Walk in a Virtual City
Cecile Le Prado-Natkin and Stephane Natkin
Harmony: A Game to Teach Transitive Game Balance
Ian Schreiber
GAMES
Will Love Tear Us Apart
Gordon Calleja
Ice-Bound: A Novel of Reconfiguration
Jacob Garbe, Aaron Reed, Noah Wardrip-Fruin and Michael Mateas
Big Huggin‘ Affection Gaming for Alternative Play
Lindsay Grace
Equal Opportunity Affection Games, Critical Design in Stolen Kisses
Lindsay Grace
Adapting Games from Literature: Edgar Allen Poe Embodied in Players
Lindsay Grace
Embedding Message in Digital Play: Stereotype as Mechanic
Lindsay Grace
Xylem: The Code of Plants
Heather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, John Murray, Kate Compton, Joseph Osborn, Orlando Salvaore, Dan Shapiro, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Chris Lewis, Daniel Cetina and Shayne Clementi
Games about Mental Health – Designing the Experience of "What It's Like"
Doris C. Rusch
A Game to Crowdsource Data for Affective Computing
Chek Tien Tan, Hemanta Sapkota, Daniel Rosser and Yusuf Pisan
Sparks of Eternity: A New Approach to Religious Education
Brian Winn, Casey O'Donnell, Reuven Margarett and Greg Kozma