Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG 2013)

Society for the Advancement of the Science of Digital Games, ISBN: 978-0-9913982-0-1

Preface and acknowledgments, pp. i-ii

Full papers

Game studies — humanities

Staffan Björk
On the foundations of digital games, pp. 1-8
Gordon Calleja
Narrative involvement in games, pp. 9-16
Sebastian Möring
Play, metaphor and representation — a love triangle or une liaison dangereuse?, pp. 17-25
David Myers
On the absence of imaginative resistance in games, pp. 26-30
Daniel Vella
"It's a-me / Mario": Playing as a ludic character, pp. 31-38
José P. Zagal, Staffan Björk, and Chris Lewis
Dark patterns in the design of games, pp. 39-46

Game studies — social science

Marcus Carter and Martin Gibbs
eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition, pp. 47-54
Mia Consalvo and Christopher A. Paul
Welcome to the discourse of the real: Constituting the boundaries of games and players, pp. 55-62
Lina Eklund and Karin Helmersson Bergmark
Parental mediation of digital gaming and internet use, pp. 63-70
Raphael Marczak, Gareth Schott, Pierre Hanna, and Jean-Luc Rouas
Feedback-based gameplay metrics, pp. 71-78
Iro Voulgari and Vassilis Komis
Players' perceptions on the concept of the "good player" in MMOGs, pp. 79-85
José P. Zagal and Noriko Tomuro
Cultural differences in game appreciation: A study of player game reviews, pp. 86-93

Game design

Josh McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, and Noah Wardrip-Fruin
Prom Week: Designing past the game/story dilemma, pp. 94-101
David Milam, Magy Seif El-Nasr, Lyn Bartram, and Bardia Aghabeigi
Visual motion in a railed shooter game: A designer study, pp. 102-108
Yinxuan Shi and Roger Crawfis
Optimal cover placement against static enemy positions, pp. 109-116
Tobias Sturn, Michael Wimmer, Peter Purgathofer, and Steffen Fritz
Landspotting — Games for improving global land cover, pp. 117-125
Cagdas 'Chad' Toprak, Joshua Platt, Hsin Yang Ho, and Florian 'Floyd' Mueller
Cart-Load-O-Fun: Designing digital games for trams, pp. 126-133

Player experience and interaction

Paolo Burelli
Virtual cinematography in games: Investigating the impact on player experience, pp. 134-141
Inger Ekman
On the desire to not kill your players: Rethinking sound in pervasive and mixed reality games, pp. 142-149
Katharina Emmerich and Maic Masuch
Helping friends or fighting foes: The influence of collaboration and competition on player experience, pp. 150-157
Eleanor O'Rourke, Eric Butler, Yun-En Liu, Christy Ballweber, and Zoran Popović
The effects of age on player behavior in educational games, pp. 158-165
Shoshannah Tekofsky, Pieter Spronck, Aske Plaat, Jaap van den Herik, and Jan Broersen
PsyOps: Personality assessment through gaming behavior, pp. 166-173
Vero Vanden Abeele, Bob De Schutter, Brian Gajadhar, and Daniel Johnson
More naturalness, less control: The effect of natural mapping on the co-located player experience, pp. 174-182
Huiwen Zhao
Emotion in interactive storytelling, pp. 183-189

Artificial intelligence

Aaron Bauer, Seth Cooper, and Zoran Popović
Automated redesign of local playspace properties, pp. 190-197
Swen Gaudl, Simon Davies, and Joanna J. Bryson
Behaviour oriented design for real-time-strategy games, pp. 198-205
Jan Koutník, Giuseppe Cuccu, Jürgen Schmidhuber, and Faustino Gomez
Evolving large-scale neural networks for vision-based TORCS, pp. 206-212
Antonios Liapis, Georgios N. Yannakakis, and Julian Togelius
Sentient Sketchbook: Computer-aided game level authoring, pp. 213-220
Adam M. Smith, Eric Butler, and Zoran Popović
Quantifying over play: Constraining undesirable solutions in puzzle design, pp. 221-228
Jonathan Tremblay and Clark Verbrugge
Adaptive companions in FPS games, pp. 229-236

Game technology

Neven Caplar, Mirko Suznjevic, and Maja Matijasevic
Analysis of players' in-game performance vs rating: Case study of Heroes of Newerth, pp. 237-244
Anders Drachen, Christian Thurau, Rafet Sifa, and Christian Bauckhage
A comparison of methods for player clustering via behavioral telemetry, pp. 245-252
Günter Wallner
Play-Graph: A methodology and visualization approach for the analysis of gameplay data, pp. 253-260

Game education

Wolmet Barendregt and Mattias von Feilitzen
Course on interaction games and learning for interaction design students, pp. 261-268
Malcolm Ryan
That Ball Game: A game for teaching game design, pp. 269-274
Annika Waern
Game analysis as a signature pedagogy of game studies, pp. 275-282

Serious games

Joana Campos, Carlos Martinho, Gordon Ingram, Asimina Vasalou, and Ana Paiva
My Dream Theatre: Putting conflict on center stage, pp. 283-290
Karl C. Fua, Swati Gupta, David Pautler, and Ilya Farber
Designing serious games for elders, pp. 291-297
Brian Greenspan and Jennifer R. Whitson
Whether to play or preserve the past?: Creating The Forgotten Worker Quest, pp. 298-305
Björn Berg Marklund, Per Backlund, and Mikael Johannesson
Children's collaboration in emergent game environments, pp. 306-313
David Maung, Roger Crawfis, Lynne V. Gauthier, Lise Worthen-Chaudhari, Linda P. Lowes, Alex Borstad, and Ryan J. McPherson
Games for therapy: Defining a grammar and implementation for the recognition of therapeutic gestures, pp. 314-321
Andreea Molnar and Patty Kostkova
Seamless evaluation integration into IDS educational games, pp. 322-329
William Ryan and Dennis Charsky
Integrating serious content into serious games, pp. 330-337
Amy Shannon, Acey Boyce, Chitra Gadwal, and Tiffany Barnes
Effective practices in game tutorial systems, pp. 338-345
Michael G. Wagner and Thomas Wernbacher
Iterative didactic design of serious games, pp. 346-351
Christopher Zorn, Chadwick Wingrave, Emiko Charbonneau, and Joseph J. LaViola Jr.
Exploring Minecraft as a conduit for increasing interest in programming, pp. 352-359

Short papers

José M. Font, Tobias Mahlmann, Daniel Manrique, and Julian Togelius
Towards the automatic generation of card games through grammar-guided genetic programming, pp. 360-363
Laura Herrewijn, Karolien Poels, and Gordon Calleja
The relationship between player involvement and immersion: An experimental investigation, pp. 364-367
Bradley James, Barbara Fletcher, and Nia Wearn
Three corners of reward in computer games, pp. 368-371
Panagiotis Koutsouras and Paul Cairns
User-generated content as cues for performance in LittleBigPlanet, pp. 372-375
David Llansó, Marco A. Gómez-Martín, Pedro P. Gómez-Martín, Pedro A. González-Calero, and Magy Seif El-Nasr
Tool-supported iterative learning of component-based software architecture for games, pp. 376-379
Michael Eagle, Matthew Johnson, Tiffany Barnes, and Acey Boyce
Exploring player behavior with visual analytics, pp. 380-383
Henrik Schoenau-Fog, Sandy Louchart, Theodore Lim, and M.T. Soto-Sanfiel
Narrative engagement in games – A continuation desire perspective, pp. 384-387

Research & experimental game festival

Jason Begy and Steven Schirra
MovMote: A game for studying interpretation, pp. 388-389
Acey Boyce, Amy Shannon, Chitra Gadwal, and Tiffany Barnes
BeadLoom Game, pp. 390-392
Jean Dumas, Nicolas Habonneau, Urs Richle, and Nicolas Szilas
The Simula Family, pp. 393-395
Christoffer Holmgård, Georgios N. Yannakakis, and Rilla Khaled
The games for health prototype, pp. 396-399
Gerd Kortemeyer, Philip Tan, and Steven Schirra
A Slower Speed of Light: Developing intuition about special relativity with games, pp. 400-402
Konstantin Mitgutsch, Steven Schirra, Sara Verrilli, and Richard Eberhardt
Movers and Shakers: Conversation and conflict in a serious game for tablets, pp. 403-405
Mathias Nordvall
Sightlence: Haptics for games and accessibility, pp. 406-409
Nikolaos Papahristou and Ioannis Refanidis
AnyGammon: Playing backgammon variants using any board size, pp. 410-412
William Ryan, Jennifer Stewart, Dean Verleger, and Jackie Crofts
Network Nightmares: Using games to teach networks and security, pp. 413-416

Posters and demos

Eirini Christinaki, Georgios Triantafyllidis, and Nikolaos Vidakis
A gesture-controlled serious game for teaching emotion recognition skills to preschoolers with autism, pp. 417-418
Nick Degens, Gert Jan Hofstede, Samuel Mascarenhas, Ana Paiva, André Silva, Felix Kistler, Elisabeth André, Arvid Kappas, and Ruth Aylett
Traveller: Interacting with agents to deal with misunderstandings due to culture, pp. 419-420
Ángel Fernández Cabezas and Tommy Thompson
Real-time procedural terrain generation through swarm behaviours, pp. 421-422
Dirk Janssen, Licia Calvi, and Stefano Gualeni
A framework for biometric playtesting of games, pp. 423-424
Rilla Khaled and Georgios N. Yannakakis
Village Voices: An adaptive game for conflict resolution, pp. 425-426
Yana Knight, Hector P. Martinez, and Georgios N. Yannakakis
Space Maze: Experience-driven game camera control, pp. 427-428
Rene Ksuz, Magdalena Soukup, Gerald Hauzenberger, Thomas Peintner, and Fabian Schmidt
Valory: Simultaneous control of avatar and environment in a platform game, pp. 429-430
Boyang Li, Stephen Lee-Urban, and Mark Riedl
Crowdsourcing interactive fiction games, pp. 431-432
Jeroen Linssen and Thomas de Groot
AGENT: Awareness Game Environment for Natural Training, pp. 433-434
Ricardo Abreu Lopes, Ken Hilf, Luke Jayapalan, and Rafael Bidarra
Gameplay semantics for authoring adaptivity in mobile games, pp. 435-436
Rune Nielsen
Refining game addiction questionnaires: Evidence for a natural cut-off point?, pp. 437-438
Adam Pace and Tommy Thompson
Procedural content generation and evolution within the EvoTanks domain, pp. 439-440
Felix Reer and Nicole C. Krämer
Social capital in World of Warcraft guilds: Construction and evaluation of a path model, pp. 441-442
Eric Rijnboutt, Olivier Hokke, Rob Kooij, and Rafael Bidarra
A robust throw detection library for mobile games, pp. 443-444
Dana Ruggiero
Youth offenders developing social and technical skills through game creation, pp. 445-446
Jeremiah J. Shepherd, Bill Arndt, Jim Zheng, Yun Zhu, and Jijun Tang
Exploring genomes with a game engine, pp. 447-448
Andreas Stiegler and Daniel Jack Livingstone
AI and human player cooperation in RTS games, pp. 449-450
Julian Togelius and Marie Gustafsson Friberger
Bar chart ball, a data game, pp. 451-452
Martha Vlachou-Konchylaki and Stavros Vassos
Combining deliberation and reactive behavior for AI players in the Mini-Tichu card-game, pp. 453-454
Henrik Warpefelt and Björn Strååt
Anti-heuristics for maintaining immersion through believable non-player characters, pp. 455-456
Hong Yu and Mark Riedl
Toward personalized guidance in interactive narratives, pp. 457-458

Doctoral consortium

Titus Barik
Inferring cognitive behaviors from low-level user interactions in games, pp. 459-461
Cristina Battaglino
Moral dilemmas in role playing digital games, pp. 462-464
Marcus Carter
Ruthless play, pp. 465-467
Christoffer Holmgård
Decision making styles in computer games, pp. 468-471
Veli-Matti Karhulahti
Adventure games in kinesthetic videogame theory — A demand-based framework for conceptualizing the narrative, pp. 472-473
Björn Berg Marklund
On the development of learning games, pp. 474-476
Oskar Milik
Protecting face in virtual life: An ethnographic analysis of identity categories and informal systems of social control in massively multiplayer online worlds, pp. 477-478
John Murray
Collaborative procedurally elaborated storytelling, pp. 479-481
Lisa Newon
Discourses of connectedness: Constructing the networked, mediated community, pp. 482-484
Amon Rapp
Beyond gamification: Enhancing user engagement through meaningful game elements, pp. 485-487
Kyle Rentschler
An examination of human values embedded in commercial video game design, pp. 488-489
Christian Reuter
Authoring multiplayer serious games, pp. 490-492
José Serra
Intelligent facial animation, pp. 493-495
Cagdas 'Chad' Toprak
Understanding digital play in moving spaces, pp. 496-498
Henrik Warpefelt
Decoding the social capability of NPCs, pp. 499-501

Workshop papers

See workshop proceedings.