FDG C

64 papers

YearTitle / Authors
2011(In)formative play: the effects of digital games on creativity and problem-solving skills.
Johannes Breuer
2011A computational approach towards conflict resolution for serious games.
Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Carlos Martinho, Gordon Ingram, Ana Paiva, Georgios N. Yannakakis
2011A computational model of narrative conflict.
Stephen G. Ware
2011A different approach to teaching Chinese through serious games.
Jeremiah J. Shepherd, Renaldo J. Doe, Matthew Arnold, Yun Zhu, Jijun Tang
2011A new look at World of Warcraft's social landscape.
Diane J. Schiano, Bonnie A. Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee
2011A point-and-shoot weapon design for outdoor multi-player smartphone games.
Robert J. Hall
2011A spatial analysis of the JBA headquarters in
Paul Martin
2011A study of raiders with disabilities in World of Warcraft.
Theodore Lim, Bonnie A. Nardi
2011Adaptive playware in physical games.
Henrik Hautop Lund, Arnar Tumi Thorsteinsson
2011An educational tool for creating distributed physical games.
Henrik Hautop Lund, Luigi Pagliarini
2011An enjoyment metric for the evaluation of alternate reality games.
Andrew Peter Macvean, Mark O. Riedl
2011An inclusive view of player modeling.
Adam M. Smith, Chris Lewis, Kenneth Hullet, Anne Sullivan
2011Analysis of social gameplay macros in the Foldit cookbook.
Seth Cooper, Firas Khatib, Ilya Makedon, Hao Lü, Janos Barbero, David Baker, James Fogarty, Zoran Popovic, Foldit players
2011Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration.
Alessandro Canossa, Anders Drachen, Janus Rau Møller Sørensen
2011Automatic identification and generation of highlight cinematics for 3D games.
Mike Dominguez, R. Michael Young, Stephen Roller
2011Beachcomber: a game for the visually impaired.
Nathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo
2011BeadLoom Game: adding competitive, user generated, and social features to increase motivation.
Acey Kreisler Boyce, Katelyn Doran, Antoine Campbell, Shaun Pickford, Dustin Culler, Tiffany Barnes
2011Brain-computer interfaces for 3D games: hype or hope?
Fabien Lotte
2011Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment.
Tim Robert Merritt, Kevin McGee, Teong Leong Chuah, Christopher Ong
2011Crafty dynamic vendor pricing in computer role-playing games.
Dominic Gurto, Malcolm Ryan, Alan Blair
2011Curveship's automatic narrative style.
Nick Montfort
2011Descriptions: a viable choice for video game authors.
Neesha Desai, Duane Szafron
2011Don't play me: EVE Online, new players and rhetoric.
Christopher A. Paul
2011Explicit domain modelling in video games.
David Llansó, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Pedro A. González-Calero
2011Exploring adolescent's STEM learning through scaffolded game design.
Alexander Ivan Games, Luke Kane
2011Feature-based projections for effective playtrace analysis.
Yun-En Liu, Erik Andersen, Rich Snider, Seth Cooper, Zoran Popovic
2011Feeling the ambiance: using smart ambiance to increase contextual awareness in game agents.
Colm Sloan, John D. Kelleher, Brian Mac Namee
2011Foundations of Digital Games, FDG'11, Bordeaux, France, June 28 - July 1, 2011
Marc Cavazza, Katherine Isbister, Charles Rich
2011From "open mailbox" to context mechanics: shifting levels of abstraction in adventure games.
Clara Fernández-Vara
2011Fun and learning: the power of narrative.
Tim Marsh, Chuang Xuejin, Li Zhiqiang Nickole, Scot Osterweil, Eric Klopfer, Jason Haas
2011Guidelines for personalizing the player experience in computer role-playing games.
Juha-Matti Vanhatupa
2011Human factors in entertainment computing: designing for diversity.
Kathrin Maria Gerling
2011If you build it they might stay: retention mechanisms in World of Warcraft.
Thomas Debeauvais, Bonnie A. Nardi, Diane J. Schiano, Nicolas Ducheneaut, Nicholas Yee
2011Is more movement better?: a controlled comparison of movement-based games.
Katherine Isbister, Rahul Rao, Ulf Schwekendiek, Elizabeth O. Hayward, Jessamyn Lidasan
2011Kodu game lab: improving the motivation for learning programming concepts.
Allan Fowler, Brian Cusack
2011Lessons in teaching game design.
Anne Sullivan, Gillian Smith
2011Measuring cooperative gameplay pacing in World of Warcraft.
Martin Ashton, Clark Verbrugge
2011Minstrel remixed: a reconstruction and exploration.
Brandon Robert Tearse
2011Modelling virtual camera behaviour through player gaze.
Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis
2011Multi-core processing within the frontal lobe.
J. Adam Noah, Atsumichi Tachibana, Shaw Bronner
2011Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative.
Rogelio Cardona-Rivera
2011Navigating a 3D avatar using a single switch.
Eelke Folmer, Fangzhou Liu, Barrie Ellis
2011On creating a native real-time-strategy game user interface for multi-touch devices.
Nicole Crenshaw, Scott Orzech, Wai Son Wong, Alexandra Holloway
2011On the harmfulness of secondary game objectives.
Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto, Seth Cooper, Zoran Popovic
2011Only the good... get pirated: game piracy activity vs. metacritic score.
Anders Drachen, Kevin Bauer, Robert W. D. Veitch
2011Performatology: an arts approach to designing performative embodied agents (PEAs) for procedural character animation.
Chris Topher Maraffi
2011Proceduralist readings: how to find meaning in games with graphical logics.
Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas
2011Reactive animation and gameplay experience.
Chelsea Hash, Katherine Isbister
2011Real-time sensory substitution to enable players who are blind to play video games using whole body gestures.
Tony Morelli, Eelke Folmer
2011Recognizing players' activities and hidden state.
Wesley Kerr, Paul R. Cohen, Niall M. Adams
2011Representing game characters' inner worlds through narrative perspectives.
Jichen Zhu, Santiago Ontañón, Brad Lewter
2011Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics.
Teale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin
2011SpyFeet: an exercise RPG.
Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn A. Walker, Noah Wardrip-Fruin
2011Supplemental sonification of a bingo game.
Daniel Ramos, Eelke Folmer
2011Tabletop games using real environment and physical simulation.
Jérémy Laviole, Martin Hachet, Christophe Schlick
2011The chain model for social tagging game design.
Lilian Weng, Rossano Schifanella, Filippo Menczer
2011Toward a computational model of focalization in narrative.
Byung-Chull Bae, Yun-Gyung Cheong, Robert Michael Young
2011Towards fast, believable real-time rendering of burning objects in video games.
Dhanyu Amarasinghe, Ian Parberry
2011Towards minimalist game design.
Andrew Nealen, Adam Saltsman, Eddy Boxerman
2011Towards the next generation of board game opponents.
André Pereira, Rui Prada, Ana Paiva
2011Using navigation meshes for collision detection.
D. Hunter Hale, G. Michael Youngblood
2011Using sequential observations to model and predict player behavior.
Brent E. Harrison, David L. Roberts
2011Using your friends: social mechanics in social games.
Mia Consalvo
2011Wizard of Wii: toward understanding player experience in first person games with 3D gestures.
Salman Cheema, Joseph J. LaViola Jr.