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Thomas Debeauvais, Bonnie Nardi, Cristina Lopes, Nicholas Yee and Nicolas Ducheneaut. 10,000 Gold for 20 Dollars: An exploratory study of World of Warcraft Gold Buyers.
James Mathias and Daniel Watson. Network Bandwidth Evaluation of a Hybrid Peer-to-Peer Massively Multiplayer Framework.
Marcus Carter, Martin Gibbs and Mitchell Harrop. Metagames, Paragames and Orthogames: A New Vocabulary.
Ariyan Zohoorian, Kevin Stanley, Carl Gutwin and Amin Tavassolian. PLATO: A Coordination Framework for Designers of Multi-Player Real-Time Digital Games.
James Pettit and David Helmbold. Evolutionary Learning of Policies for MCTS Simulations.
Langxuan Yin, Lazlo Ring and Timothy Bickmore. Using an Interactive Visual Novel to Promote Patient Empowerment through Engagement.
Chris Lewis, Noah Wardrip-Fruin and Jim Whitehead. Motivational Game Design Patterns of 'Ville Games.
Ulf Hartelius, Johan Fröhlander and Staffan Björk. Digital Tools Supporting Board Games.
Staffan Björk and Sus Lundgren. Neither Playing nor Gaming: Pottering in Games.
Abe Stein. Sports Newsgames: Prediction, Speculation, and Accuracy.
Paul Gestwicki. The Entity System Architecture and its Application in an Undergraduate Game Development Studio
Stefano Gualeni, Dirk Janssen and Licia Calvi. How psychophysiology can aid the design process of casual games: A tale of stress, facial muscles, and paper beasts.
Stephen Ware and R. Michael Young. Validating a Plan-Based Model of Narrative Conflict.
John Sharp. A Curiously Short History of Game Art.
Arun Kulshreshth, Jonas Schild and Joseph LaViola Jr. Evaluating User Performance in 3D Stereo and Motion Enabled Video Games.
Suzanne de Castell, Nicholas Taylor, Jennifer Jenson and Mark Weiler. Theoretical and Methodological Challenges (and Opportunities) in Virtual Worlds Research.
Adam M. Smith, Erik Andersen, Michael Mateas and Zoran Popović. A Case Study of Expressively Constrainable Level Design Automation Tools for a Puzzle Game.
Gillian Smith, Alexei Othenin-Girard, Jim Whitehead and Noah Wardrip-Fruin. PCG-Based Game Design: Creating Endless Web.
Anne Sullivan, April Grow, Michael Mateas and Noah Wardrip-Fruin. The Design of Mismanor: Creating a Playable Quest-Based Story Game.
Rogelio Cardona-Rivera and R. Michael Young. Characterizing Gameplay in a Player Model of Game Story Comprehension.
Mike Treanor, Bobby Schweizer, Ian Bogost and Michael Mateas. The Micro-Rhetorics of Game-O-Matic.
Alexander Zook, Stephen Lee-Urban, Mark Riedl, Heather Holden, Robert Sottilare and Keith Brawner. Automated Scenario Generation: Toward Tailored and Optimized Military Training in Virtual Environments.
Konstantin Mitgutsch and Narda Alvarado. Purposeful by Design? A Serious Game Design Assessment Framework.
Yan Xu, Erika Poole, Andrew Miller, Elsa Eiriksdottir, Richard Catrambone and Elizabeth Mynatt. Designing Pervasive Health Games for Sustainability, Adaptability and Sociability.
Serdar Sali, Ronald Liu, Noah Wardrip-Fruin, Michael Mateas and Sri Kurniawan. Getting a Word In: Adding artificial pauses to natural language interaction.
Kelly Bergstrom, Jennifer Jenson and Suzanne de Castell. What’s ‘Choice’ Got to Do With It? Avatar Selection Differences Between Novice and Expert players of World of Warcraft and Rift.
Leonardo de Freitas, Luiggi Reffatti, Igor de Sousa, Anderson Cardoso, Carla Castanho, Rodrigo Bonifácio and Guilherme Ramos. Gear2D: An extensible component-based game engine.
Steven Simmons, Betsy DiSalvo and Mark Guzdial. Using Game Development to Reveal Programming Competency.
Espen Aarseth. A Narrative Theory of Games.
Doctoral Consortium Extended Abstracts
Rachel Flynn. Acute Effects of Physically Active versus Inactive Video Game Play on Executive Functioning Skills in Children.
Asier Marzo Pérez. A New Game Mechanic: Game Entity Social Mapping
Kelly Bergstrom. Virtual Inequality: A woman’s place in cyberspace
Darryl Woodford. Regulating Virtual Environments
Julie A. Brown. Let’s Play: Understanding the Role and Meaning of Digital Games in the Lives of Older Adults
Andrew Hicks. Creation, Evaluation, and Presentation of User-Generated Content in Community Game-Based Tutors
Erik Andersen. Optimizing Adaptivity in Educational Games
Research and Experimental Games
Katherine Isbister, Michael Karlesky and Jonathan Frye. Scoop! Using Movement to Reduce Math Anxiety and Affect Confidence
Kathleen Tuite, Tim Pavlik, Sandra B. Fan, Tyler Robison, Alexander Jaffe, Yun-En Liu, Erik Andersen and Steven Tanimoto. Picard: A Creative and Social Online Flashcard Learning Game.
Josh McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Noah Wardrip-Fruin, and Michael Mateas. Prom Week.
Richard Wetzel, Lisa Blum and Leif Oppermann. Tidy City–A location-based game supported by in-situ and web-based authoring tools to enable user-created content
Edmond Yee and Josh Joiner. Combiform: Beyond Co-attentive Play, a Combinable Social Gaming Platform
Evie Powell, Rachel Brinkman, Veronica Catete and Tiffany Barnes. Table Tilt: Making Friends Fast
Peter Brinson and Kurosh ValaNejad. Subjective Documentary: The Cat and the Coup
Sam Mendenhall, Vu Ha, Yan Xu, Paul Tillery, Joshua Cohen, John Sharp and Blair MacIntyre. NerdHerder: Designing for Physical Actions in an Augmented Reality Puzzle Game
Doris Rusch. "Elude"—Designing Depression
Jay Bachhuber and Tobi Saulnier. Wordplay Games: Three Game Modules to Improve Student Vocabulary Knowledge