dblp: FDG 2018 (original) (raw)



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FDG 2018: Malmö, Sweden

jump to- Player modeling and visualization track
- Computer-human interaction and player experience track
- Artificial and computational intelligence for games
- Game studies and analyses track
- Analysis of game design and development track
- Purposeful and serious games track
- Posters
- 9th intl. workshop on procedural content generation (PCG2018)
- Workshop on tabletop games
- Curiosity in games - an interdisciplinary workshop

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Steve Dahlskog, Sebastian Deterding, José M. Font, Mitu Khandaker, Carl Magnus Olsson, Sebastian Risi, Christoph Salge:
Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018, Malmö, Sweden, August 07-10, 2018. ACM 2018
Player modeling and visualization track

Francisco Bicho, Carlos Martinho:
Multi-dimensional player skill progression modelling for procedural content generation. 1:1-1:10

Jared N. Plumb, Sneha Kumar Kasera, Ryan Stutsman:
Hybrid network clusters using common gameplay for massively multiplayer online games. 2:1-2:10
Computer-human interaction and player experience track

Michael Lankes
, Matej Rajtár, Oleg Denisov, Bernhard Maurer
:
Socialeyes: social gaze in collaborative 3D games. 3:1-3:10

Simon Bothén, José M. Font
, Patrik Nilsson:
An analysis and comparative user study on interactions in mobile virtual reality games. 4:1-4:8

Ahmad Azadvar
, Alessandro Canossa
:
UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games. 5:1-5:7

Mehmet Kosa, Pieter Spronck:
What tabletop players think about augmented tabletop games: a content analysis. 6:1-6:8

Wim van Eck, Maarten H. Lamers
:
Mapping the field of organism-involved computer games. 7:1-7:8

Tian Zhu, Bingtang Wang, Michael Zyda:
Exploring the similarity between game events for game level analysis and generation. 8:1-8:7

Laura M. Levy
, Amy J. Lambeth, Rob Solomon, Maribeth Gandy:
Method in the madness: the design of games as valid and reliable scientific tools. 9:1-9:10

Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Stefan Poslad:
A new mould rush: designing for a slow bio-digital game driven by living micro-organisms. 10:1-10:9

Eric Murnane:
Unraveling the mortal coil: death and stories of play. 11:1-11:10

Samory Houzangbe, Olivier Christmann
, Geoffrey Gorisse
, Simon Richir
:
Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability. 12:1-12:6
Artificial and computational intelligence for games

Matthew Stephenson
, Jochen Renz
:
Deceptive angry birds: towards smarter game-playing agents. 13:1-13:10

J. Timothy Balint, Jan M. Allbeck, Rafael Bidarra
:
Understanding everything NPCs can do: metrics for action similarity in non-player characters. 14:1-14:10

Charles Ringer, Mihalis A. Nicolaou:
Deep unsupervised multi-view detection of video game stream highlights. 15:1-15:6

Xiaoxuan Zhang, Zeping Zhan, Misha Holtz, Adam M. Smith:
Crawling, indexing, and retrieving moments in videogames. 16:1-16:10

Michael Cerny Green
, Ahmed Khalifa
, Gabriella A. B. Barros
, Tiago Machado, Andy Nealen, Julian Togelius
:
AtDELFI: automatically designing legible, full instructions for games. 17:1-17:10

Aditya Bhatt, Scott Lee, Fernando de Mesentier Silva, Connor W. Watson, Julian Togelius
, Amy K. Hoover:
Exploring the hearthstone deck space. 18:1-18:10

Michael Cerny Green
, Gabriella A. B. Barros
, Antonios Liapis, Julian Togelius
:
DATA agent. 19:1-19:10

Cristiana Pacheco, Laurissa N. Tokarchuk, Diego Pérez-Liébana:
Studying believability assessment in racing games. 20:1-20:10
Game studies and analyses track

Liting Kway, Alex Mitchell
:
Emotional agency in storygames. 21:1-21:10

Anastasia Salter, Bridget Blodgett
, Anne Sullivan:
"Just because it's gay?": transgressive design in queer coming of age visual novels. 22:1-22:9

Anna Dechering, Sander Bakkes:
Moral engagement in interactive narrative games: an exploratory study on ethical agency in the walking dead and life is strange. 23:1-23:10

Ida Kathrine Hammeleff Jørgensen
:
Media and games: an intermedial framework. 24:1-24:10

Hans-Joachim Backe:
Metareferentiality through in-game images in immersive simulation game. 25:1-25:10

Anne Sullivan, Anastasia Salter, Gillian Smith
:
Games crafters play. 26:1-26:9
Analysis of game design and development track

Rilla Khaled, Jonathan Lessard, Pippin Barr:
Documenting trajectories in design space: a methodology for applied game design research. 27:1-27:10

Marçal Mora Cantallops
:
Transhistorical perspective of the puzzle video game genre. 28:1-28:9

Shawn Farlow, Jerry L. Trahan
:
Periodic load balancing heuristics in massively multiplayer online games. 29:1-29:10

Shringi Kumari, Sebastian Deterding
, Gustav Kuhn
:
Why game designers should study magic. 30:1-30:8

Samuel Truman, Nicolas Rapp, Daniel Roth, Sebastian von Mammen:
Rethinking real-time strategy games for virtual reality. 31:1-31:6

Erica Kleinman, Elín Carstensdóttir, Magy Seif El-Nasr:
Going forward by going back: re-defining rewind mechanics in narrative games. 32:1-32:6
Purposeful and serious games track

Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck:
Personalized crisis management training on a tablet. 33:1-33:10

Chaima Jemmali, Sara Bunian, Andrea Mambretti, Magy Seif El-Nasr:
Educational game design: an empirical study of the effects of narrative. 34:1-34:10

Fares Kayali, Naemi Luckner, Peter Purgathofer, Katta Spiel
, Geraldine Fitzpatrick:
Design considerations towards long-term engagement in games for health. 35:1-35:8

Anurag Sarkar, Seth Cooper:
Meet your match rating: providing skill information and choice in player-versus-level matchmaking. 36:1-36:8

Anurag Sarkar, Seth Cooper:
Comparing paid and volunteer recruitment in human computation games. 37:1-37:9

David Gundry
, Sebastian Deterding
:
Intrinsic elicitation: a model and design approach for games collecting human subject data. 38:1-38:10

Seth Cooper, Amy L. R. Sterling
, Robert Kleffner, William M. Silversmith, Justin B. Siegel:
Repurposing citizen science games as software tools for professional scientists. 39:1-39:6
Posters

Stefano Gualeni
, Marcello A. Gómez Maureira:
Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study. 40:1-40:4

Günter Wallner, Simone Kriglstein, Sonja Gabriel, Christian S. Loh
, Yanyan Sheng, I-Hung Li:
Lost my way: an educational geometry game for young children. 41:1-41:4

Günter Wallner, Simone Kriglstein:
Introducing PlaNet: a tool for visualizing player communities. 42:1-42:4

Judith van Stegeren
, Mariët Theune
:
Towards generating textual game assets from real-world data. 43:1-43:4

Alberto Alvarez
, Steve Dahlskog, José M. Font
, Johan Holmberg
, Simon Johansson:
Assessing aesthetic criteria in the evolutionary dungeon designer. 44:1-44:4

Henrik Siljebråt, Caspar Addyman, Alan Pickering
:
Towards human-like artificial intelligence using StarCraft 2. 45:1-45:4

Hongwei Henry Zhou
, Yichen Gong, Luvneesh Mugrai, Ahmed Khalifa
, Andy Nealen, Julian Togelius
:
A hybrid search agent in pommerman. 46:1-46:4

Naomi Fiebelkorn, Benjamin Clark, Kelvin Sung:
Would gamers collaborate given the opportunity? 47:1-47:4
9th intl. workshop on procedural content generation (PCG2018)

Fernando de Mesentier Silva, Scott Lee, Julian Togelius
, Andy Nealen:
Evolving maps and decks for ticket to ride. 48:1-48:7

Christoph Salge, Michael Cerny Green
, Rodrigo Canaan
, Julian Togelius
:
Generative design in minecraft (GDMC): settlement generation competition. 49:1-49:10

Alberto Alvarez
, Steve Dahlskog, José M. Font
, Johan Holmberg
, Chelsi Nolasco, Axel Österman:
Fostering creativity in the mixed-initiative evolutionary dungeon designer. 50:1-50:8

Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
:
Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model. 51:1-51:10

Thomas Smith, Julian A. Padget
, Andrew Vidler:
Graph-based generation of action-adventure dungeon levels using answer set programming. 52:1-52:10

Tommy Thompson, Matthew Syrett:
'Play your own way': adapting a procedural framework for accessibility. 53:1-53:7

Anne Sullivan, Mirjam Palosaari Eladhari
, Michael Cook:
Tarot-based narrative generation. 54:1-54:7

Michael Cerny Green
, Ahmed Khalifa
, Gabriella A. B. Barros
, Andy Nealen, Julian Togelius
:
Generating levels that teach mechanics. 55:1-55:8

Riemer van Rozen
, Quinten Heijn:
Measuring quality of grammars for procedural level generation. 56:1-56:8
Workshop on tabletop games
Curiosity in games - an interdisciplinary workshop

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