
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.