FDG 2020 Schedule

Here you can find all the sessions of FDG 2020. The schedule is interactive; you can click on the stars () next to each session to pre-select the ones you wish to attend. You can view the absract of each paper by clicking on "read more".


Papers accepted as full papers will be allocated 12 minutes for presentation, with 2 minutes additional for setup and questions. Papers accepted as short papers (including late-breaking) will be allocated 8 minutes for presentation, with 2 minutes additional for setup and questions.

Papers are marked "s" for short and "f" for full-length in the schedule.


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Show All Best Paper Nominees Exceptional Papers

Workshops Keynotes Game Analytics and Visualization Game Design and Development HCI and Player Experience Games Beyond Entertainment Game AI Game Criticism and Analysis Game Technology Game Education Doctoral Consortium Panel Discussions Demos and Competitions Social Events


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show my starred papers

September 11 - Friday

15:00-19:00

15:00-17:30

17:30-20:30

September 14 - Monday

15:00-19:00

Workshops

Workshop on Procedural Content Generation

Daniel Karavolos, Isaac Karth and Lisa Soros
read more

15:00-15:45
10 Years of the PCG workshop: Past and Future Trends.
Antonios Liapis
Procedural Generation using Quantum Computation.
James Wootton
Procedural Content Generation of Puzzle Games using Parameterized Generative Adversarial Networks.
Andreas Hald, Jens Struckmann Hansen, Paolo Burelli and Jeppe Kristensen

15:45-16:00
Break

16:00-16:30
Procedural Generation of Interactive Stories using Language Models.
Jonas Freiknecht and Wolfgang Effelsberg
M.I.N.U.E.T.: Procedural Musical Accompaniment for Textual Narratives.
Mehak Maniktala, Chris Miller, Aaron Margolese-Malin, Arnav Jhala and Chris Martens

16:30-16:45
Break

16:45-17:15
Multi-Objective Level Generator Generation with Marahel.
Ahmed Khalifa and Julian Togelius
Sequential Segment-based Level Generation and Blending using Variational Autoencoders.
Anurag Sarkar and Seth Cooper

17:15-17:30
Break

17:30-18:00
Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers.
Jim Whitehead
Tabletop Roleplaying Games as Procedural Content Generators.
Matthew Guzdial, Devi Acharya, Max Kreminski, Mike Cook, Mirjam Eladhari, Antonios Liapis and Anne Sullivan

Workshops

Workshop on Digital Games for Digital Literacy and Computational Thinking

Iro Voulgari, Michail Giannakos, Georgios N. Yannakakis, Dimitris Grammenos, and David Melhart
read more

15:00-15:05
Welcome and opening of workshop

15:05-15:10
Presentation of the COMnPLAY Science project: science learning tbrough digital games

15:10-15:15
Presentation of the LearnML project: Artificial Intelligence and Machine Learning education for primary and secondary education tbrough digital games

15:15-15:30
Computational Thinking tbrough Design Patterns in Video Games.
Giulio Barbero, Marcello Gómez-Maureira and Felienne Hermans

15:30-15:45
Open and Cultural Data Games for Learning.
Domna Chiotaki and Kostas Karpouzis

15:45-16:00
A Game about our Neighbourhood: A Case Study of Participatory Game Design with Pre-school Children.
Iro Voulgari, Stephanie Vouvousira and Aimilia Fakou

16:00-16:15
Break

16:15-16:30
Examining Student Teachers’ Perceptions and Attitudes towards Game Based Learning.
Iro Voulgari, Konstantinos Lavidas, Vassilis Komis and Stavros Athanassopoulos

16:30-16:45
Contextualizing Game Literacy; A transhistorical approach to understanding Game-Based Learning environments.
Björn Berg Marklund, Rebecca Rouse and Lissa Holloway-Attaway

16:45-16:55
Roundtable discussion & QA with all the presenters and attendees

16:55-18:25
6th sense: A speculative game design workshop
Activity for all the participants and attendees of the workshop: a short and fast-paced workshop activity about creating a digital game employing futuristic brain-to-brain interaction technologies.
Dr. Dimitris Grammenos

18:25-18:30
Closing of the workshop"

Doctoral Consortium

Doctoral Consortium

Hartmut Koenitz
read more

15:00-15:05
Short intro

15:05-15:30
PLET: Puzzle Level Evaluation Tool
Jeppe Theiss Kristensen
Mentor: Henrik Warpefelt

15:30-16:05
Procedurally Generated Societies
Diogo Rato
Mentor: Henrik Warpefelt

16:05-16:30
Aesthetic intersections: how digital media shape our visual culture
Gabriella Longobardi
Mentor: Scott Rettberg

16:30-17:05
Teaching and Learning Computational Thinking through Digital Games in Early Childhood
Christina Chara Marinou and Vassilios Komis
Mentor: Andy Phelps

17:05-17:30
Populations of Intrinsically Motivated Agents for Reliable Exploration in Sparsely Rewarded Environments
Matthew Aitchison Diverse
Mentor: Henrik Warpefelt

17:30-18:30
Fireside chat: successes, failures and survival in a terribly wonderful profession

September 15 - Tuesday

14:30-15:00

15:00-16:00

Game Analytics and Visualization

Chairing: Magy Seif El-Nasr
s
short paper

Player Style Clustering without Game Variables

Mark Ferguson, Sam Devlin, Daniel Kudenko and James Walker
read more

Player clustering when applied to the field of video games has several potential applications. For example, the evaluation of the composition of a player base or the generation of AI agents with identified playing styles. These agents can then be used for either the testing of new game content or used directly to enhance a player’s gaming experience. Most current player clustering techniques focus on the use of internal game variables. This raises two main issues: (1) the availability of game variables, as source code access is required to log them and hence limits the data sources that can be used, and (2) the choice of game variables can introduce unintended bias in the types of play style extracted. In this work, a hybrid unsupervised frame encoder and a ‘reference-based’ clustering algorithm are both proposed and combined to allow clustering from raw game play videos. It is shown that the proposed methods are most beneficial when the types of play styles are unknown.

f
full paper

Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch

David Melhart, Daniele Gravina and Georgios N. Yannakakis
read more

Is it possible to predict moment-to-moment gameplay engagement based solely on game telemetry? Can we reveal engaging moments of gameplay by observing the way the viewers of the game behave? To address these questions in this paper, we reframe the way gameplay engagement is defined and we view it, instead, through the eyes of a game’s live audience. We build prediction models for viewers’ engagement based on data collected from the popular battle royale game PlayerUnknown’s Battlegrounds as obtained from the Twitch streaming service. In particular, we collect viewers’ chat logs and in-game telemetry data from several hundred matches of five popular streamers (containing over 100, 000 game events) and machine learn the mapping between gameplay and viewer chat frequency during play, using small neural network architectures. Our key findings showcase that engagement models trained solely on 40 gameplay features can reach accuracies of up to 80% on average and 84% at best. Our models are scalable and generalisable as they perform equally well withid across-streamers, as well as across streamer play styles.

f
full paper

Data-Driven Game Development: Ethical Considerations

Magy Seif El-Nasr and Erica Kleinman
read more

In recent years, the games industry has made a major move towards data-driven development, using data analytics and player modeling to inform design decisions. Data-driven techniques are beneficial as they allow for the study of player behavior at scale, making them very applicable tomodern digital game development. However, with this move towards data driven decision-making comes a number of ethical concerns. Previous work in player modeling as well as work in the fields of AI and machine learning have demonstrated several ways in which algorithmic decision-making can be flawed due to data or algorithmic bias or lack of data from specific groups. Further, black box algorithms create a trust problem due to lack of interpretability and transparency of the results or models developed based on the data, requiring blind faith in the results. In this position paper, we discuss several factors affecting the use of game data in the development cycle. In addition to issues raised by previous work, we also raise issues with algorithms marginalizing certain player groups and flaws in the resulting models due to their inability to reason about situational factors affecting players’ decisions. Further, we outline some work that seeks to address these problems and identify some open problems concerning ethics and game data science.

s
short paper

Analysis of Business Model Transition Based on Active User and Review Value

Muhammad Nazhif Rizani, Mohd Nor Akmal and Reza Firsandaya Malik
read more

The main barrier that prevents players from playing games with the pay-to-play (P2P) business model is the price of the game that they have to pay to own or play the game. Games with a free-to-play (F2P) business model, this barrier does not exist. In this paper, the effects of the business model transition from a P2P to F2P games are analyzed in two popular first-person shooter games based on data of their active user and review. The data are processed into daily active users (DAU), weekly active users (WAU), positive-tonegative review ratio graph, and keywords extraction. The results provide some insights for the game developers, where the effects of F2P transitions and its possible associated risks are identified.

Game Design and Development

Chairing: Staffan Björk
s
short paper

Interactive Design Exploration of Game Stages Using Adjustable Synthetic Testers

Hirotaka Suetake, Tsukasa Fukusato, Christian Arzate Cruz, Andy Nealen and Takeo Igarashi
read more

Game designers take into account the wide range of play-styles and skill levels of players to create enjoyable experiences. One important step in the game design process involves playtests with professional testers; this process is time-consuming and expensive. Hence, there exist several methods to create synthetic testers to test a game automatically. However, one shortcoming is the lack of realistic-playing with different play-styles and skill levels. In this paper, we propose a game level authoring tool that incorporates synthetic testers, which enable the control of play-styles and skill levels. Furthermore, we utilize visualization techniques to help assess the difficulty level of each part of the stage. Our user studies confirmed that our tool was effective for designing game stages appropriate for a particular type of player.

f
full paper

Synchronizing Game and AI Design in PCG-Based Game Prototypes

Henri Bomström, Markus Kelanti, Jouni Lappalainen, Elina Anperä and Kari Liukkunen
read more

Procedural content generation (PCG)-based game design aims to reach a new way of playing games by focusing gameplay around algorithmic game content generation. However, positioning interaction with PCG systems and generated content to the center of player experience poses design challenges for both game design and AI design. In order to create the wanted affordances, rich contextual information is required to make informed decisions on the generated content. While previous research has presented excellent developments on PCG’s possibilities, further considering context and affordances in the early stages of prototyping may aid designers reach these possibilities in a more consistent manner. This study is set to discuss how context, affordances and the game’s overall design can be considered during the prototyping process of PCGbased games. Misaligned game context and affordances can result in deeply rooted design issues that may later manifest as subpar gameplay experiences and increased development effort. These emergent issues are examined through a post-mortem case study to produce an extended PCG-based design process, featuring actionable steps, that takes context, affordances, and the game’s overall design into account through meaningful play.

f
full paper

Developing a Toolkit to Game Design

Pedro Beça, Mónica Aresta, Ana Veloso, Rita Santos, Eduardo Ferreira, Sofia Jervis, Gonçalo Gomes, Cláudia Ortet, Mariana Pereira, Ana Veloso and Sofia Ribeiro
read more

In a context where the involvement of youngers in the development of games is seen as an effective way to promote a deeper identification and engagement with the educational content, the Gamers4Nature project introduces a Toolkit designed to support youngsters in the creation of mobile digital games addressing environmental and biodiversity preservation. The Gamers4Nature Toolkit to Game Design includes a set of resources developed to support younger audiences in the creation of digital games: a Game Construction Cards Set, a Rapid Game Design Document and thematic cards, presented in a cardboard box. This paper reports on the methodological approach used for the design and evaluation of the Toolkit to Game Design. All resources were developed following a participatory design approach, with experts (n=18) and potential end-users (n=83) involved in the design and evaluation process. Preliminary results indicate that the Toolkit to Game Design is seen as an engaging and useful approach to game creation, able to be

s
short paper

Expanding Wave Function Collapse with Growing Grids for Procedural Map Generation

Tobias Mřller, Jonas Billeskov and George Palamas
read more

This paper proposes a method to augment the basic Wave Function Collapse algorithm with the Growing Grid neural network for procedural map generation. The system accept a higher level description of the map, in the form of an image, and the system returns a list of solutions based on learning parameters and module constraints. First, a description of the technical implementation of the system is given. Second, the augmented WFC variant is evaluated from a user experience perspective, in the context of a first person cognitive map formation.

16:00-17:00

HCI and Player Experience

Chairing: Sander Bakkes
s
short paper

Designing a Senior Friendly Interface for a Personalized 3D Narrative Simulation

Nicolas Szilas, Kasper Ingdahl Andkjćr, Laurens Kemp, Arnaud Ricci, Tessa Dadema, Henk Herman Nap and Frédéric Ehrler
read more

Caring for people with Alzheimer disease can be demanding. As an attempt to help caregivers to improve their interaction with people with Alzheimer disease, we are developing a personalized simulation allowing caregivers to practice problematic situations they encounter in their daily life. The strong level of personalization and the large number of interaction choices make it challenging to design interaction mechanisms that are usable for targeted endusers. After several stages of design and evaluation, we propose an interface that supports the strong dynamic interaction during the game, it is integrated into the 3D environment and is simple to be used even by players with limited computer skills.

s
short paper

Looking into Engagement Trajectories in Interactive Digital Narrative using Process Mining

Sergio Estupińán and Nicolas Szilas
read more

The field of Interactive Digital Narrative (IDN) aims at forging a distinctive Interactive Narrative Experience (INE) by accommodating user intervention in the generation of plot events and stories. Due to the highly generative nature of IDN systems, it is challenging to validate if a narrative engine reacted according to user input providing an engaging INE. To date, a great deal of User Research methodologies employed in the field employs pre-post task questionnaires producing global accounts of the experience. Although relevant, such methods are insufficient for examining the user-system interplay that could have led users towards a certain Engagement Trajectory, or series of self-reported values of Continuation Desire sampled during runtime. In this article, we introduce a methodology for the fine-grained evaluation of the INE from the perspective of Engagement Trajectories and report the results of a study featuring user behavior pattern discovery based on Process Mining on a dataset of playtesting traces. We were able to discover and characterize 14 Engagement Trajectories encountered by 90 users of an IDN system.We consider our methodology coupled with Process Mining as a fit general-purpose technique for analyzing the process of playing in IDN.

f
full paper
Exceptional Paper
Best Paper Nominee

Exploring Help Facilities in Game-Making Software

Dominic Kao
read more

Help facilities have been crucial in helping users learn about software for decades. But despite widespread prevalence of game engines and game editors that ship with many of today’s most popular games, there is a lack of empirical evidence on how help facilities impact game-making. For instance, certain types of help facilities may help users more than others. To better understand help facilities, we created game-making software that allowed us to systematically vary the type of help available. We then ran a study of 1646 participants that compared six help facility conditions: 1) Text Help, 2) Interactive Help, 3) Intelligent Agent Help, 4) Video Help, 5) All Help, and 6) No Help. Each participant created their own first-person shooter game level using our game-making software with a randomly assigned help facility condition. Results indicate that Interactive Help has a greater positive impact on time spent, controls learnability, learning motivation, total editor activity, and game level quality. Video Help is a close second across these same measures.

Games Beyond Entertainment

Chairing: Stefano Gualeni
f
full paper
Exceptional Paper

CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets

Marcello A. Gómez-Maureira, Isabelle Kniestedt, Sandra Dingli, Danielle M. Farrugia and Björn B. Marklund
read more

Research has found that successful game-based learning (GBL) is dependent on several factors, e.g. students, parents, teachers and educational setting. Nevertheless, many existing GBL solutions primarily consider the student. Similarly, they focus on imparting and assessing content-specific knowledge rather than encouraging students to become intrinsically motivated learners. This paper presents CURIO, an educational game kit that involves teachers as ‘game masters’. It encourages inquisitive mindsets in students and helps to structure discussions when introducing a new topic in class. It informs the teacher of students’ pre-existing knowledge so that they can better shape upcoming classes to their needs. A pilot study with a class of 25 primary school students and their homeroom teacher evaluated a prototype of CURIO. The paper concludes with guidelines learned from creating and testing CURIO that can help with the development of tools for teachers using the same design philosophy.

f
full paper
Exceptional Paper

Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena

Phil Lopes and Ronan Boulic
read more

Over the past few years scientific research has opened up to the idea of using digital games for human-based studies. Fields such as Neuroscience, Medical and Affective Computing are currently using games to study human-based phenomena. Even though a vast amount of work exists within the field, rarely is the subject of designing such games ever touched upon. In fact a common problem within the field is that the games themselves are often an afterthought, where certain gameplay limitations are never truly acknowledged and tend to be mostly ignored. Thus, this paper intends to provide some game design guidelines to the most common problems found in literature from work specifically using games for human physiological data-collection purposes. Furthermore, a brief description of the most popular physiological recording methods: Skin Conductance (SC), Heart-Rate Variability (HRV), Electromyogram (EMG), Electroencephalogram (EEG) and Functional Magnetic Resoce Imaging (fMRI); are provided as the game-play “limitations” of using such devices are an important factor to take into consideration in the game design process. As such, the objective of this paper is to provide awareness of specific game design limitations found in literature and analyse them from a game design perspective.

s
short paper
Exceptional Paper

Formalizing Casual Tabletop Games for Language Teaching

Stamatia Savvani
read more

Game-based learning has received considerable attention for the teaching of subjects such as Math and Science. For the teaching of foreign languages, however, the field is still in its infancy as the proliferation of gamification topples meaningful and transformative gameful teaching practices. The overuse of gamified quizzes and applications in language education has established games as trivia practices, which sugar-coat the challenging task of language learning through rewards. Although motivating students is an important step to engage them in the learning process, games have the potential to solicit communication and social skills which are much needed in language learning. The paper calls for a game-enhanced approach to language learning, which treats games as authentic materials that immerse students in meaningful communication and teachers in creative practice. Examples of casual, vernacular games are visited and their formal application in the language classroom is discussed in order to meet the mandated foreign language curricula. Formally linking games to curriculum objectives is essential for teachers to appreciate the motivational and pedagogical value of non-educational games and inform their practice creatively.

s
short paper

Crafting Game-Based Learning: An Analysis of Lessons for Minecraft Education Edition

David Bar-El and Kathryn E. Ringland
read more

Digital games have long been of interest to Game Studies communities, but relatively few have examined how teachers design with and incorporate commercial digital games in their teaching in K-12 classrooms. In this paper, we examine a corpus of 627 online lesson plans designed for Minecraft Education Edition. First, we provide descriptive statistics about the authors, language, subject areas, skills, and intended student age of the lessons. We then share our work-in-progress to analyze lessons uploaded by 16 power users. With this analysis, we hope to work towards a taxonomy of teachers’ designs with sandbox games. Our work contributes a snapshot of the current landscape of uses of Minecraft Education Edition as an educational tool and begins exploring how teachers design with a sandbox game for learning.

17:00-17:30

17:30-18:30

Game AI

Chairing: Mark Nelson
s
short paper

Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game

Max Kreminski, Melanie Dickinson, Michael Mateas and Noah Wardrip-Fruin
read more

We present Why Are We Like This? (WAWLT ), a mixed-initiative, co-creative storytelling game in which two players develop a story transcript by selecting and editing actions to perform and narrativize in an ongoing simulation. In this paper, we lay out the major technical features ofWAWLT ’s AI architecture—including story sifting via Datalog queries, social simulation, action suggestions, and player-specified but system-understandable author goals—and discuss how these features work together to produce a play experience that facilitates player creativity.

f
full paper

Player Modeling via Multi-armed Bandits

Robert Gray, Jichen Zhu, Danielle Arigo, Evan Forman and Santiago Ontańón
read more

This paper focuses on building personalized player models solely from player behavior in the context of adaptive games. We present two main contributions: The first is a novel approach to player modeling based on multi-armed bandits (MABs). This approach addresses, at the same time and in a principled way, both the problem of collecting data to model the characteristics of interest for the current player and the problem of adapting the interactive experience based on this model. Second, we present an approach to evaluating and fine-tuning these algorithms prior to generating data in a user study. This is an important problem, because conducting user studies is an expensive and labor-intensive process; therefore, an ability to evaluate the algorithms beforehand can save a significant amount of resources. We evaluate our approach in the context of modeling players’ social comparison orientation (SCO) and present empirical results from both simulations and real players.

f
full paper
Exceptional Paper
Best Paper Nominee

Player-Centered AI for Automatic Game Personalization: Open Problems

Jichen Zhu and Santiago Ontanon
read more

Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used system-centered approaches. Built on the Structure of Actions theory, the paper maps out the current landscape of game personalization research and identifies eight open problems that need further investigation. These problems require deep collaboration between technological advancement and player experience design.

f
full paper
Exceptional Paper

Opponent-Pruning Paranoid Search

Hendrik Baier and Michael Kaisers
read more

This paper proposes a new search algorithm for fully observable, deterministic multiplayer games: Opponent-Pruning Paranoid Search (OPPS). OPPS is a generalization of a state-of-the-art technique for this class of games, Best-Reply Search (BRS+). Just like BRS+, it allows for Alpha-Beta style pruning through the paranoid assumption, and both deepens the tree and reduces the pessimism of the paranoid assumption through pruning of opponent moves. However, it introduces three parameters that allow for more finegrained control over the resulting search. Empirically, we show the effectiveness of OPPS in Chinese Checkers variants with three, four, and six players, where it outperforms its special case BRS+ as well as classic maxn and Paranoid search. We conclude that OPPS opens a promising research direction for search in multiplayer board and video games, and beyond.

Game Criticism and Analysis

Chairing: Sebastian Möring
f
full paper
Exceptional Paper
Best Paper Nominee

Crafting is So Hardcore: Masculinized Making in Gaming Representations of Labor

Anne Sullivan, Mel Stanfill and Anastasia Salter
read more

In this paper we examine the representation of crafts in video games, particularly in “crafting systems” – collections of mechanics that are described as crafting within a game’s narrative. Real world crafting practitioners value creativity, expression, and mastery of material, but the act of crafting itself is often viewed by society as reproductive, feminized labor and therefore devalued. Because of this, crafting systems in games have been designed to more closely resemble masculinized, productive labor in the form of repetitive, manufacturing-like mechanics. These representational choices persist even across games lauded for their crafting systems, as our analysis demonstrates. Through an examination of both user-generated tutorials and game mechanics for three games that frequently appear on “best crafting games” lists, we show that games persist in devaluing the reproductive labor of crafting, reducing creative expression and material mastery to marginal and repetitive tasks while catering to the palates of masculine gamers by emphasizing stats-driven progression rather than creative making.

f
full paper
Exceptional Paper

Party Ghosts and Queer Teen Wolves: Monster Prom and Resisting Heteronormativity in Dating Simulators

Mark Kretzschmar and Anastasia Salter
read more

Visual novels occupy a space on the fringes of gaming. While many are sold on Steam, and several have been released on gaming platforms, most visual novels are promoted to enthusiasts or fans of connected properties (primarily anime). In this paper, we focus on the Western iterations of the queer dating simulator, a visual novel subgenre. The introduction of queer romances into a framework built for heteronormativity does not itself subvert that heteronormativity. Instead, it might simply enforce the same transactional mechanics and assumptions of queer relationships. The idea of monstrous romance is somewhat undermined by the skinny avatars and anime aesthetic that dominates Monster Prom’s visual experience. However, underneath that superficial resemblance to other dating simulators a more meaningful queering of play exists outside the limitations of the subgenre. The representational limitations of dating simulators are both mechanical and aesthetic: the visual expectations of anime, and the warping of bodies in favor of the hyperfeminine and super-skinny, create a space ill-suited to monsters or Other-marked bodies, broadly construed.

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short paper

Emergent precariousness: video game modding in the context of a decolonial philosophy of technology

José Messias
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This paper reflects on the political aspect of game modding in Brazil through a case study of local private servers of World of Warcraft (Blizzard, 2004-) and the Brazukas mod of Pro Evolution Soccer (PES, Konami, 2001-). These regional PC modding initiatives started as a form of conditioned access to the games and the global community/market around them and became active forms of participation and intervention that shaped gaming in general in the country. Following their traces on social media, interviewing some of the key stakeholders and playing the mods, I argue that precariousness is a central aspect of both the final product and their assemblage. This paper documents these processes as a decolonial approach to technology that addresses the socioeconomical context of scarcity, but ultimately leads to a larger epistemological critique.

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short paper

Primal Clay: Worldbuilding with the New Materialism

Colin Stricklin and Michael Nitsche
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How can new materialism and non-human agency inform game design research? Through a process of game-design-as-research, the hybrid setting creation game Primal Clay offers one possible answer. In Primal Clay, human players collaborate with Hydrostone and an interactive narrative to produce a fictional game world, engaging in digital as much as material encounters. Relying on notions of material agency, this essay shows the ways in which material can exert “thing power” within the context of a collaborative, co-creative game. It concludes that materials can actively contribute to the play form, and that foregrounding such processes has the potential to broaden the field of digital game design.

18:30

September 16 - Wednesday

14:30-15:00

15:00-16:00

Game AI

Chairing: Mike Preuss
f
full paper

Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games

Jeppe Theiss Kristensen and Paolo Burelli
read more

While traditionally a labour intensive task, the testing of game content is progressively becoming more automated. Among the many directions in which this automation is taking shape, automatic playtesting is one of the most promising thanks also to advancements of many supervised and reinforcement learning (RL) algorithms. However these type of algorithms, while extremely powerful, often suffer in production environments due to issues with reliability and transparency in their training and usage. In this research work we are investigating and evaluating strategies to apply the popular RL method Proximal Policy Optimization (PPO) in a casual mobile puzzle game with a specific focus on improving its reliability in training and generalization during game playing. We have implemented and tested a number of different strategies against a real-world mobile puzzle game (Lily’s Garden from Tactile Games). We isolated the conditions that lead to a failure in either training or generalization during testing and we identified a few strategies to ensure a more stable behaviour of the algorithm in this game genre.

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full paper

Collaborative Agent Gameplay in the Pandemic Board Game

Konstantinos Sfikas and Antonios Liapis
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While artificial intelligence has been applied to control players’ decisions in board games for over half a century, little attention is given to games with no player competition. Pandemic is an exemplar collaborative board game where all players coordinate to overcome challenges posed by events occurring during the game’s progression. This paper proposes an artificial agent which controls all players’ actions and balances chances of winning versus risk of losing in this highly stochastic environment. The agent applies a Rolling Horizon Evolutionary Algorithm on an abstraction of the game-state that lowers the branching factor and simulates the game’s stochasticity. Results show that the proposed algorithm can find winning strategies more consistently in different games of varying difficulty. The impact of a number of state evaluation metrics is explored, balancing between optimistic strategies that favor winning and pessimistic strategies that guard against losing.

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short paper

Assessing Multiplayer Level Design Using Deep Learning Techniques

Conor Stephens and Dr. Chris Exton
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This paper proposes a new framework to measure the fairness of asymmetric level-design in multiplayer games. This work achieves real time prediction of the degree to which asymmetric levels are balanced using deep learning. The proposed framework provides both cost and time savings, by removing the requirement of numerous designed levels and the need to gather player data samples. This advancement with the field is possible through the combination of deep reinforcement learning (made accessible to developers with Unity’s ML-Agents framework), and Procedural Content Generation (PCG). The result of this merger is the acquisition of accelerated training data, which is established using parallel simulations. This paper showcases the proposed approach on a simple two player top-down -shooter game implemented using MoreMountains: Top Down Engine an extension to Unity 3D a popular game engine. Levels are generated using the same PCG approaches found in ’Nuclear Throne’ a popular cross platform Roguelike published by Vlambeer. This approach is accessible and easy to implement allowing games developers to test human-designed content in real time using the predictions. This research is open source and available on Github: https://github.com/Taikatou/top-down-shooter.

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short paper

Generating Real-Time Strategy Heightmaps using Cellular Automata

Peter Ziegler and Sebastian von Mammen
read more

This paper presents a new approach of heightmap generation for Real-Time Strategy games (RTS) based on Cellular Automata (CA) in the context of various established techniques. The proposed approach uses different CA rulesets to generate and modify maps for the RTS game Supreme Commander. To evaluate the quality of the generated maps, a survey was conducted asking 30 participants about map quality compared to user-generated maps. The participants rated the maps more balanced and novel but less aesthetically pleasing. The paper concludes with according future work propositions to improve the presented approach.

Game Criticism and Analysis

Chairing: Daniel Vella
f
full paper
Exceptional Paper

The Game Itself? : Towards a Hermeneutics of Computer Games

Espen Aarseth and Sebastian Möring
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In this paper we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology then, determines a vital aspect of the quality of the analysis.

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Exceptional Paper

We Don’t Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions

Barrett Anderson, Christopher Karzmark and Noah Wardrip-Fruin
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Games are able to convey meaning that influences players’ beliefs and attitudes via their mechanics (aka “procedural rhetoric”), but recent work suggests that this is likely to be effective only when combined with traditional ways of conveying meaning (e.g., music, imagery, narrative, etc.). To investigate the specific component of rhetorical influence that comes from game mechanics, we constructed a city management strategy game that allowed us to independently vary narrative framing and game rules. We found that players perceived this game to be making an argument, but that player interpretations of this argument and the game’s influence on their attitudes were not necessarily consistent with our intended message. When players had the option to make policy choices within the game, their decisions appeared to be driven more by what game mechanics rewarded rather than by their real-world policy preferences. However, the actions that they took within the game did predict changes in those policy preferences after play. This was true only when the narrative framing of the game matched the real world policy context. This implies that procedural rhetoric is most effective when supported by other ways of conveying meaning, and that understanding the psychological impact of game mechanics requires paying attention to the moment to moment choices that players make within a game.

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short paper

Romantic Love in Games, Games as Romantic Love

Renata Ntelia
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In some games, the player is positioned in the role of a lone hero, who has to overcome obstacles and defeat adversaries, in order to save the woman they love. It is argued that such games follow the tradition of adventure romances dating back to 12th century France. From those romances, a particular understanding of love was shaped, romantic love that is. Romantic love as a cultural phenomenon is situated in a limited historic period, in which it pertained to a certain experience of love, that of desire which is refined to something honourable, elegant, and civilized through personal suffering and sacrifice. As such romantic love was the product of a specific set of chivalrous rules, which the aristocracy aspired to so as to elevate and discern themselves from the commoners. This experience was mostly witnessed in literature than real life, or as Huizinga claims in sports, games, and tournaments. In the current paper, it is argued that digital games that uphold this tradition are able to offer to their players the experience of romantic love because they constitute challenges to the fulfilment of one’s desire. In that regard, they afford the experience of romantic love in its historically situated meaning due to their code. This posits digital games as the appropriate medium to offer romantic love as they form manifestations of the experience as such.

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short paper

Giantness and Excess in Dark Souls

Dom Ford
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Using the Dark Souls series as an example, I examine how a frame of ‘monster of excess’ can be used to read giantness in digital games. The monster of excess finds a paradigmatic example in the giant, an age-old mythic figure still prevalent within digital games. Many elements are directly borrowed or translated from other artistic forms such as film and literature. But, in this paper, I focus on how excess is encoded ludically, and how that links with the more representational and aesthetic depictions of excess within the games. I find that elements such as the camera and the game’s interface, along with the player-character are all affected by giantness, with giants seeming to exist in excess of the games’ established frames.

16:00-17:00

Game Technology

Chairing: Jethro Shell
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full paper
Exceptional Paper
Best Paper Nominee

Dialogic: A Toolkit for Generative Interactive Game Dialog

Daniel Howe
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Open-ended narrative games present vast surfaces that require large amounts of compelling writing. Automated solutions have made little progress in this domain and talented human writers who code are few and far between. Thus the question of how to augment writers with digital tools—without requiring them to become programmers, or to need continual assistance from programmers—is a crucial one for the field. To address this question, we present Dialogic, a scripting language, execution environment, and set of online tools designed to support skilled human authors in creating engaging interactive writing for games, leveraging generative strategies atop a simple syntax familiar to writers. We describe the system’s goals and motivations, architecture, and technical details, and evaluate its use in two production-quality titles

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full paper

An Integrated Design of World-in-Miniature Navigation in Virtual Reality

Samuel Truman and Sebastian von Mammen
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Navigation is considered one of the most fundamental challenges in Virtual Reality (VR) and has been extensively researched. The world-in-miniature (WIM) navigation metaphor allows users to travel in large-scale virtual environments (VEs) regardless of available physical space while maintaining a high-level overview of the VE. It relies on a hand-held, scaled-down duplicate of the entire VE, where the user’s current position is displayed, and an interface provided to introduce his/her next movements. There are several extensions to deal with challenges of this navigation technique, e.g. scaling and scrolling. In this work, a WIM is presented that integrates state-of-the-art research insights and incorporates additional features that became apparent during the integration process. These features are needed to improve user interactions and to provide both look-ahead and post-travel feedback. For instance, a novel occlusion handling feature hides the WIM geometry in a rounded space reaching from the user’s hand to his/her forearm. This allows the user to interact with occluded areas of the WIM such as buildings. Further extensions include different visualizations for occlusion handling, an interactive preview screen, post-travel feedback, automatic WIM customization, a unified diegetic UI design concerning WIM and user representation, and an adaptation of widely established gestures to control scaling and scrolling of the WIM. Overall, the presented WIM design integrates and extends state-of-the-art interaction tasks and visualization concepts to overcome open conceptual gaps and to provide a comprehensive practical solution for traveling in VR.

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short paper

Real-time Interactive Snow Simulation using Compute Shaders in Digital Environments

Andreas Junker and George Palamas
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Creating realistic physically-based systems such as weather, water, or light for digital environments (DEs) is an important topic in computer graphics. This paper describes a method utilizing compute shaders to implement dynamic manipulation of meshes to realistically simulate how loosely packed snow, or other transformable surfaces, behave when it is stepped on or otherwise manipulated by objects or agents in a VE. Additional features of the method include accumulation over time, wind direction, and other phenomena that serve to facilitating the simulation. Conditions of the environment were tested using physically-based reinforcement learning (RL) agents walking and running around the VE, leaving behind trails in the snow, to assess computational efficiency and robustness. Results show that the system is robust and computationally efficient running at +30 frames per second (FPS) with up to 100 agents under various conditions. Visual inspection of imagery which was captured during the tests also indicates possibilities in creating larger areas in which the snow has been altered in realistic human-like patterns.

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short paper

Blockchain Technologies and Games: A Proper Match?

Alexander Pfeiffer, Simone Kriglstein and Thomas Wernbacher
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Not only have virtual currencies in digital games from the preBlockchain era helped to understand digital currency systems, but the idea that digital objects can have monetary value is a question of faith that has been expressed primarily through the gaming industry. In the world of business this is now called the ’token economy’. Blockchain as a technology can do much more, besides payment processing with cryptocurrencies, utility tokens can be created to secure in-game currencies and items, gamification systems can be made more transparent while strengthening the privacy of the players and even whole game ecosystems can be secured by Blockchain. However, this is still a very young technology and that there is a certain technological war of faith as well as a big area of scams around and with Blockchain-based systems and tokens. In this paper we will present a bird’s eye view, based on results of the expert interviews, of how Blockchain as technology is connected to the different aspects of games and play.

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short paper

An Explorative Design Process for Game Map Generation Based on Satellite Images and Playability Factors

Georgi Ivanov, Magnus Petersen, Kristian Kovalsky, Kristian Engberg and George Palamas
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This paper proposes a tool for 3D Procedural Terrain Generation in games. The main objective of this study is to assess the quality of the generated terrains and thus the experience of the user. The tool measures how traversable a terrain is, how long it takes to walk across and how much of it is accessible. The produced results can be used to further refine the generation method. The evaluation consists of multiple terrains being produced, based on Generative Adversarial Networks (GANs) trained on satellite images. A path finding algorithm is then used to evaluate the traversability of each terrain between two points on the map. Results show that the proposed method can generate quite diverse and interesting maps and that the proposed metric can be used for evaluation of playability.

HCI and Player Experience

Chairing: Jichen Zhu
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full paper
Exceptional Paper

Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds

Viktor Gustafsson, Benjamin Holme and Wendy E. Mackay
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Players in modern Massively Multiplayer Online Role-PlayingGames progress through ambitiously designed narratives, but have no real influence on the game, since only their characters’ data, not the game environment, persists. Although earlier games supported player influence by persisting changes in the world, they relied on players’ capacity to form their own stories and lacked guidance for character progression. We explore how persistence and narrative emergence let us build upon players’ influence rather than restrict it. We ran four studies and found that players highly value first-time and unique events, and often externalize their experiences to the Web to collaborate and socialize, but unintentionally also disrupt some aspects of in-game play. We introduce Narrative Substrates, a theoretical framework for designing game architectures that represent, manage, and persist traces of player activity as unique, interactive content. To illustrate and test the theory, we developed the gameWe Ride and deployed it as a two-phase technology probe over one year. We identify key benefits and challenges of our approach, and argue that reification of emergent narratives offers new design opportunities for creating truly interactive games.

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Exceptional Paper

Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual Assistance

Sebastian Misztal, Guillermo Carbonell, Lysann Zander and Jonas Schild
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Performing jumps in 3D video games from first-person perspective can be excessively challenging because of the difficulty of estimating distances and lack of precision. To address this problem, we created a jumping assistance tool called jumphair that dynamically visualizes distances between the player character and forthcoming edges before performing a jump. Our aim was to create a jumping assistance that helps players to enhance their distance perception for performing their jumps more successfully without being distracted by the tool.We integrated the jumphair into a self-developed video game called Couch Jumper and evaluated user performance and user experience in comparison to using a static icon in two user studies (each N = 30) on a 2D display and a 3D head-mounted display (HMD), respectively. On a 2D output device, results show that the jumphair can improve jumping performances without distracting players. The jumphair is also rated helpful and can be considered an accepted game element. When used on a 3D HMD, the jumphair did not yield advantages in terms of jumping performances in its current implementation but significantly reduced simulator sickness. Our studies have implications for game research and for interface design in first-person video games with jumping mechanics.

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short paper

The Game as a Classroom: Understanding Players' Goals and Attributions from a Learning Perspective

William Martin and Brian Magerko
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Much work has been done on educational games, game-based learning, and gamification in recent years, exploring how games may benefit learning. However, the reverse relationship has yet to be fully explored—how can educational psychology and pedagogy influence our understanding of player experience and the design of games? A study was conducted to examine how various aspects of player experience are related to two commonly used motivational constructs in educational psychology: achievement goals and causal attributions. In the study, 165 participants were asked to play a game and fill out a questionnaire on their experiences. We found that players’ achievement goals and causal attributions were both significantly correlated to various components of player experience. Additionally, we found that achievement goals and causal attributions are significant predictors of psychological flow over and above feelings of challenge and immersion. While challenge and immersion are typical considerations when seeking to design flow experiences in games, this study suggests that game designers should also consider ways in which they may inspire particular achievement goals and causal attributions in their players. These findings highlight the connection between the learning sciences and the growing field of player experience, and we hope this paper serves as an example for future translational work.

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short paper

KryptonEyed: Playing with Gaze Without Looking

Argenis Ramirez Gomez and Hans Gellersen
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As eye-tracking technologies become more affordable, the number of mainstream gaze-enabled games increases. These allow triggering in-game actions when the eyes focus on objects and locations of interest. Such gaze interactions follow the interaction paradigm "what you look at is what you get". We challenge this use of gaze interaction and propose to play without looking with the eyes closed. We designed the game prototype KryptonEyed to introduce closing the eyes for eyes-only game control. Players are required to close their eyes and perform eye movements behind the eyelids before opening them to aim the teleportation of the main character. The game contains three levels integrating the proposed gaze mechanic in distinct game scenarios. These explore different challenges in their game dynamics and interaction metaphors to use the technique in various contexts of play.

17:00-17:30

17:30-18:30

Game Design and Development

Chairing: Martin Pichlmair
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full paper
Exceptional Paper
Best Paper Nominee

LeGACy Code: Studying How (Amateur) Game Developers Used Graphic Adventure Creator

John Aycock and Katie Biittner
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How did game programmers use early game development tools, and how does this fit into the bigger picture of how humans use tools and technology? To help answer these questions, we embark on an interdisciplinary collaboration between archaeology and computer science. Graphic Adventure Creator (GAC) was released in the mid-1980s for a number of microcomputers; we focus here on the 1986 version for the ZX Spectrum, a popular UK computer of that era. GAC was a game-development tool for creating text adventure games, optionally with graphic images. We have amassed a corpus of nearly all known GAC-produced games for the Spectrum – over 130 – and reverse-engineered the game format. We extracted out all the games’ data, and built a software framework to perform static and dynamic analysis of all these games at scale. This empirical data, plus contextual information from some interviews we conducted, gives us unique insight into the nature of how this tool was used to make games.

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A Diagnostic Taxonomy of Failure in Videogames

Batu Aytemiz and Adam M. Smith
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Failure is integral to playing videogames, we do not have a precise terminology for discussing different categories of failure. This is a problem because certain failures are critical to the design intent of the game, and, as such, are desirable, whereas other failures detract from the play experience and are meant to be avoided. In this paper, we taxonomize several classes of failure in the player’s experience, offering a diagnostic tool that distinguishes in-loop failures from out-of-loop failures. By classifying both games and specific failure instances, the Taxonomy of Failure extends present vocabularies for: game designers making design choices, scholars critiquing the usability of games, educators teaching games, data analysts segmenting players, and game developers creating more adaptive games.

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Scheherazade's Tavern: A Prototype for Deeper NPC Interactions

Rehaf Aljammaz, Elizabeth Oliver, Jim Whitehead and Michael Mateas
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In many games, NPC-player interactions play a vital role in gameplay. Previous literature has successfully shown how NPC interaction focused on social simulation is an effective means for creating dynamic characters such as in the games Prom Week and Versu. We believe that social simulation is a key element in the creation of complex characters, which is further aided by natural language interaction and knowledge modeling. In this work, we propose an architecture for player-NPC interactions built on top of the Ensemble engine that additionally incorporates chatbots and knowledge modeling technology, with the objective of making craftable and interesting NPCs more easily authorable.

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short paper

Narrative Goals in Games: A Novel Nexus of Story and Gameplay

Rogelio E. Cardona-Rivera, Jose Zagal and Michael S. Debus
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The intersection of gameplay and story has been widely debated in games scholarship (i.e. the ludology/narratology debate). It has also manifested in concepts used in game discourse (e.g. “ludonarrative dissoce”) and development (e.g. “what is narrative design?”). We propose that goals, as a constituent element of games, is a novel and fruitful nexus point between story and gameplay. We provide an analytical framework that articulates and bridges the relationship between the goal structures in games and their narrative counterparts. This framework is anchored upon what we define as a narrative goal: an interpretation of a ludological goal. We can thus formally account for a narrative goal (e.g. “Rescue the prince”) that requires players to act in a way that satisfies a corresponding game imperative (e.g. Reach-). Finally, we articulate our work’s foundational relevance to narrative design and associated issues.

Games Beyond Entertainment

Chairing: Stefano Gualeni
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Exceptional Paper

Effect of Timer, Top Score and Leaderboard on Performance and Motivation in a Human Computing Game

Anjum Matin, Mardel Maduro, Rogerio de Leon Pereira and Olivier Tremblay-Savard
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The development of human computing games requires the implementation of different game mechanics to make them challenging, interesting and motivating. These mechanics are often borrowed from popular video games, but their outcomes on the quality of solutions obtained and player motivation are not fully understood. We analyze the effect of showing a timer, an achievable (top) score and a live leaderboard on players’ scores, puzzle completion time and motivation using different versions of a human computing game. We show that presenting a top score on a puzzle results in better solutions, but at the expense of completion time, whereas the presence of a timer has the opposite outcome. As for the live leaderboard, we have observed an almost significant interaction effect with the timer. This work offers guidance for human computing game developers about what to expect from these different game mechanics, and how players react to them.

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Exceptional Paper

Getting Academical: A Choice-Based Interactive Storytelling Game for Teaching Responsible Conduct of Research

Edward Melcer, Katelyn Grasse, James Ryan, Nick Junius, Max Kreminski, Dietrich Squinkifer, Brent Hill and Noah Wardrip-Fruin
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Concepts utilizing applied ethics, such as responsible conduct of research (RCR), can prove difficult to teach due to the complexity of problems faced by researchers and the many underlying perspectives involved in such dilemmas. To address this issue, we created Academical, a choice-based interactive storytelling game for RCR education that enables players to experience a story from multiple perspectives. In this paper, we describe the design rationale of Academical, and present results from an initial study comparing it with traditional web-based educational materials from an existing university RCR course. The results highlight that utilizing a choicebased interactive story game is more effective for RCR education, with learners developing significantly higher engagement, stronger overall moral reasoning skills, and better knowledge scores for certain RCR topics.

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Exceptional Paper
Best Paper Nominee

Awkward Annie: Impacts of Playing on the Edge of Social Norms

G. Tanner Jackson, Blair Lehman and Lindsay D. Grace
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Effective interpersonal and cross-cultural communication relies on pragmatics – knowing what to say to whom, and under what circumstances. Nevertheless, pragmatics is generally absent from formal second language instruction. The current effort describes a game designed to assess people’s pragmatic ability. In the game, Awkward Annie, players are asked to intentionally select the most inappropriate things to say within conversations (i.e., be inappropriate and see what happens). Thus, players are able to escape from reality by being inappropriate. This work presents a betweensubjects study designed to evaluate this twist using two versions of the game (selecting inappropriate versus appropriate responses). Participants in both conditions experienced the same content, but were provided with different goals (be inappropriate, be appropriate). The results indicate that users enjoyed both versions of game equally but performed better within the appropriate version of the game.

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short paper

Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game Toolkit

Sofia Eleni Spatharioti, Borna Fatehi, Melanie Smith, Avery Rosenbloom, Josh Aaron Miller, Magy Seif El-Nasr, Sara Wylie and Seth Cooper
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Crowdsourcing games involving image labeling tasks are commonly digital, played online, and have rules set by designers. In this work we explore the potential of tabletop image labeling games, incorporating physical elements, in-person community-based gameplay, and support for customizable rules. We developed an augmented reality game toolkit called Tile-o-Scope AR and conducted two studies. The first study demonstrates how the toolkit can facilitate in-person discussions through collaborative image labeling, and the toolkit’s potential adaptability to other games and applications. The second study, using three different activities designed for the toolkit, demonstrates the toolkit’s flexibility for creating customized experiences for audiences of different backgrounds.

18:30-19:30

September 17 - Thursday

15:00-16:00

HCI and Player Experience

Chairing: Georgios N. Yannakakis
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short paper

Understanding Flow, Identification with Game Characters and Players' Attitudes

Vivian Hsueh Hua Chen and Wei Jie Dominic Koek
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Research has shown that serious games can influence players’ attitudes, often based on either flow experience or identification with game characters. Studies showed that identification with game characters resulted in players aligning their view with the game characters. However, very little is done about the influence of identification with non-player characters (NPCs) on attitudes. Flow state, which is influenced by the balance of challenge and skill, is another contributing factor to players’ attitudes. However, the relationships among challenge, skill, and attitudes are inconclusive. To address the two research gaps, this study examines the relationships among challenge, skill, flow, identification with multiple game characters, and the impact on players’ attitudes toward immigrants. Fifty-six adult participants were invited to play the game Papers, Please and responded to a pre-game and a post-game questionnaire. Results showed that identification with both player character and NPCs significantly predicted post-game attitude toward immigrants, but in different ways. Perceived flow did not predict post-attitude. Perceived flow and challenge positively predicted identification with only the player character. Research and game design implications are discussed.

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Exceptional Paper

How Avatars Influence User Behavior - A Review on the Proteus Effect in Virtual Environments and Video Games

Anna Samira Praetorius and Daniel Görlich
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The Proteus Effect suggests that users of a virtual environment adapt their behavior to the characteristics of their respective avatars. The effect was introduced by Yee & Bailenson in 2007. Since then, a number of studies and experiments regarding the Proteus Effect have been conducted. Based on a review and comparison of their findings and conclusions about the theoretical framework of the effect and its explanatory approaches such as self-perception theory and priming, we are classifying these studies with regard to self-similarity, wishful identification and embodied presence. This allows for revealing parallels to the processes of self-identification, as these components represent first-order dimensions of the useravatar bond. The results show that self-similarity can enhance the effect, as it can lead to a higher personal relevance of the avatar and thus facilitates mental rapprochement between user and avatar. Desirable characteristics of the avatar are integrated into the selfconcept, whereas undesirable characteristics can be a barrier to the occurrence of the effect. Embodiment is particularly important with regard to self-perception theory and can represent a threshold for self-perception from the perspective of the avatar.

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Strategy Games: The Components of A Worthy Opponent

Daniel Gomme and Richard Bartle
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What distinguishes a good AI opponent from a bad one in the eyes of players? To answer this question, hundreds of opinions were analysed, as expressed by strategy-game players in forums; from these, a grounded theory was formed. It was found that the AI’s role as an opponent in a game shapes player expectations, and that not breaking these is instrumental to players’ enjoyment. The expectations include: keeping a tension between the player and AI; maintaining a level playing field; and more subtle expectations involving closure and the ability to rectify behaviour. The nature of these expectations are explored, as well as how they might be upheld.

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short paper

Gamer perception of endorsements from Fortnite Streamers on YouTube

Reyhaan King and Teresa de La Hera
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This paper explores gamers’ perceptions of Fortnite streamers’ YouTube videos specifically exploring how players perceive Fortnite streamers as influencers and how these internal perceptions shape their experience of the streamers’ videos and their own gameplay. In-depth semi-structured interviews were conducted revealing that streamers are, first, perceived as entertainers by showcasing high-level gameplay. Gamers consume this content because it is perceived as fun, relaxing, and an engaging way to learn. Streamers are, second, an inspiration to play by inspiring competition, collaboration, curiosity and commitment in gamers through their expertise in showcasing the game. Finally, gamers perceive streamers as endorsers through their videos as skins are perceived as giving social status, the battle pass is perceived to provide rewards, and new game mechanics are promoted.

Games Beyond Entertainment

Chairing: Stefano Gualeni
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Misusing mobile phones to break the ice: the tabletop game Maze Maestro

Albert Sjölund, Martijn Straatman, Millen van Osch, Oliver Findra, Pradyot Patil, Mijael Bueno, Nestor Z. Salamon and Rafael Bidarra
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Performance of newly-formed project teams is often limited, or at least delayed, when team members refrain from sharing their ideas due to unfamiliarity with their peers. A variety of ice-breaking methods can help overcome this cold start, but mostly they need to be deployed and moderated by experienced facilitators. This setup is rarely an option for most undergrad project courses at university level, typically carried out in small teams. In order to help breaking the ice in this context, we developed Maze Maestro, a collaborative tabletop game in which the board is made up by attaching the displays of the team members’ mobile phones to form a large maze. Each member controls a character in the maze, and the whole team has the common goal of leaving the maze together; however, this is only possible with timely communication and much cooperation. While playing, team members are encouraged to confer possible plans and share their ideas, which is the fertile ground for breaking the ice. Play testing has shown thatMazeMaestrowas perceived as a fun and original collaborative game. So far, results of a preliminary user study are optimistic about the ability of Maze Maestro to break the ice within newly-formed teams, without requiring any facilitator.

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Learning Binary Search Trees through Serious Games based on Analogies

Alberto Rojas-Salazar and Mads Haahr
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Data structures and algorithms are core topics in Computer Science, and they are essential for the development of efficient software. However, data structures and algorithmic concepts are abstract and difficult to relate to previous knowledge. From a constructivist point of view, it is important that new experiences and information link to previous knowledge in order to create new knowledge. This paper presents work-in-progress on the development and evaluation of a serious game for teaching Binary Search Trees (BST) called DSHacker (Data Structure Hacker). DS-Hacker aims to introduce BST concepts to college students by means of relating well-known game elements with BST concepts.

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short paper

Djehuty: A Mixed-Initiative Handwriting Game for Preschoolers

Jean Michel Amath Sarr, Georgios N. Yannakakis, Antonios Liapis, Alassane Bah and Christophe Cambier
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Learning to read and write is a fundamental right and a necessary skill for the personal, cultural, and economic development of people and their societies. However, children of developing countries, such as sub-Saharan areas, are currently at a greater risk of illiteracy. The current penetration of mobile technologies and the internet in sub-Saharan rural areas, however, offers a unique opportunity for tackling the challenge of literacy at a large scale. Motivated by the current shortage of preschool teachers for training handwriting in a personalised manner, this paper discusses the design of Djehuty, an educational gamified environment for preschoolers. Djehuty is equipped with an artificial intelligence module which generates a style of handwriting and suggests handwriting paths to the child in a mixed-initiative manner. The paper presents the key elements of the game prototype.

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short paper

Analysing Mobile VR Games for Learning a Sport: A Pistol Target Shooting VR Game Use Case

Marcelle C. Grech and Owen Sacco
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In recent years, Virtual Reality (VR) technology has gained popularity and has seen a rise in the amount of different VR headsets for personal use. In this regard, research in the use of VR have started to explore the benefits of this technology both for entertainment purposes and for non-entertainment purposes. In this paper, we analyze the effectiveness of mobile VR games for learning a sport. We present our prototype VR game for evaluating whether one can learn or improve their skill at pistol target shooting. We conduct several experiments, including on-site pistol target shooting at a shooting range to assess and compare the performance of those who have played the VR game and those who haven’t. The results from these experiments are presented in this paper.

16:00-17:00

Game Design and Development

Chairing: Staffan Björk
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short paper
Exceptional Paper

Working with Nature's Lag: Initial Design Lessons for Slow Biotic Games

Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Nick Bryan-Kinns and Stefan Poslad
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One of the most fundamental features of living organisms is their growth, a biological phenomenon that can be considered as a type of slow, tangible output responding to an environmental stimulus or an input. Given the relative slowness of growth, once it becomes part of game mechanics, the feature can lead to slow interactivity and slow gameplay in biotic games – a relatively new type of bio-digital game that enables playful human-microbe interactions. Currently, there is a lack of annotations on existing biotic game design guidelines, that 1) recognise biological slowness as a potentially beneficial feature in game design, and 2) provide specific advice on how organism’s slow response time can be effectively incorporated in biotic games. To start addressing these limitations, we report on an initial set of design lessons learnt from our research on slow biotic games. Through these lessons, we have formulated and outlined a set of practical recommendations for prospective designers of slow biotic games.

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short paper

Why Are CryptoKitties (Not) Gambling?

Alesja Serada
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CryptoKitties (Axiom Zen 2017) is a pioneering blockchain-based game that disrupts the ‘classic game model’ in a way that turns it into a gambling web application. As previous research has shown, its mechanics are almost exclusively based on chance, and the rest is mostly speculation with game assets. This raises the question whether this game requires any skill, such as strategic planning. In my case study, I revisit the game system and perform a practice of playing it to differentiate between unpredictable (or “aleatory”, as in and decision-making points in the game. I argue that mapping the journey of a player should complement analysis

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Micro-level examination of games using Indicator Analysis

Henrik Warpefelt
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Current tools and methods for game design evaluation often focus on how to create good game design, but end up being prescriptive. In this paper we present the Indicator Analysis method consisting of a theoretical framework, an analysis method, and a model aimed at avoiding bad game design by examining the impact of details, called indicators, found in the game. We also show how to apply this theoretical framework and model to perform game design evaluation, and what types of questions can be answered by applying them. This approach is relevant due to the increased use of artificial intelligence technologies in games, where the focus in inherently on details.

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An Empirical Study of the Characteristics of Popular Game Jams and Their High-ranking Submissions on itch.io

Quang N. Vu and Cor-Paul Bezemer
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Game jams are hackathon-like events that allow participants to develop a playable game prototype within a time limit. They foster creativity and the exchange of ideas by letting developers with different skill sets collaborate. Having a high-ranking game is a great bonus to a beginning game developer’s résumé and their pursuit of a career in the game industry. However, participants often face time constraints set by jam hosts while balancing what aspects of their games should be emphasized to have the highest chance of winning. Similarly, hosts need to understand what to emphasize when organizing online jams so that their jams are more popular, in terms of submission rate. In this paper, we study 1,290 past game jams and their 3,752 submissions on itch.io to understand better what makes popular jams and high-ranking games perceived well by the audience. We find that a quality description has a positive contribution to both a jam’s popularity and a game’s ranking. Additionally, more manpower organizing a jam or developing a game increases a jam’s popularity and a game’s high-ranking likelihood. Highranking games tend to support Windows or macOS, and belong to the “Puzzle”, “Platformer”, “Interactive Fiction”, or “Action” genres. Also, shorter competitive jams tend to be more popular. Based on our findings, we suggest jam hosts and participants improve the description of their products and consider co-organizing or co-participating in a jam. Furthermore, jam participants should develop multi-platform multi-genre games. Finally, jam hosts should introduce a tighter time limit to increase their jam’s popularity.

Game Criticism and Analysis

Chairing: Renata Ntelia
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Do Game Bots Dream of Electric Rewards?

Penny Sweetser and Matthew Aitchison
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The purpose of this paper is to draw together theories, ideas, and observations related to rewards, motivation, and play to develop and question our understanding and practice of designing rewardbased systems and technology. Our exploration includes reinforcement, rewards, motivational theory, flow, play, games, gamification, and machine learning. We examine the design and psychology of reward-based systems in society and technology, using gamification and machine learning as case studies. We propose that the problems that exist with reward-based systems in our society are also present and pertinent when designing technology. We suggest that motivation, exploration, and play are not just fundamental to human learning and behaviour, but that they could transcend nature into machine learning. Finally, we question the value and potential harm of the reward-based systems that permeate every aspect of our lives and assert the importance of ethics in the design of all systems and technology.

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short paper

The Independent Mode: A Functionalist Account of Independent Games and Game History

Jesper Juul
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Which is more important: the business of games, the design of a game, or the way players play a game? Unfortunately, we face the problem that our answers tend to depend on our disciplinary background. As an example, what kind of thing are independent video games? Do independent video games even exist, or is “independent” just a vague label applied to a range of unrelated games? Is independence a ficial arrangement or a style? In fact, we can ask similar questions about labels commonly employed to distinguish games: casual, hypercasual, core, mobile, AAA, live games. Taking a cue from film studies, this paper argues for seeing independent games – and other game types - as modes of game practice: as specific historical arrangements of production methods, design conventions, distribution, business, and reception practices (i.e. ways of playing). This approach has several advantages over previous work: It does not privilege any given perspective on independent games, and it allows us to think more broadly about how a game type consists of many interlocking parts, where minute design decisions serve concrete functions in the business and cultural context around them. The paper exemplifies this through an analysis of how the playing practices encouraged by the design of independent video games also support the cultural context around independent games. Finally, the paper extends this to a more general view of game history as a gradual shift of modes.

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short paper

"Kinda like The Sims... But with ghosts?": A Qualitative Analysis of Video Game Re-finding Requests on Reddit

Ida Kathrine H. Jorgensen and Toine Bogers
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With the advent of the retro-gaming movement there is an increasing interest in rediscovering games once played. ‘Tip of my Joystick’ is a Reddit community dedicated to the re-finding of forgotten games. In this subreddit, users describe games they wish to re-find so that other users may help them identify the game’s title. This community thus offers a unique opportunity for studying how players recall and describe games and play experiences of the past. This paper presents the results of an analysis of a random sample of 250 posts from this subreddit. The posts were analyzed in terms of what aspects of games they describe For the purpose of this analysis we developed a coding scheme consisting of 38 individual codes belonging to 9 different main categories. Our findings may contribute to research on game archiving and collection as they may help inform the design of better game search engines.

17:00-17:30

17:30-18:30

Game AI

Chairing: Rafael Bidarra
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Mech-Elites: Illuminating the Mechanic Space of GVGAI

Megan Charity, Michael Green, Ahmed Khalifa and Julian Togelius
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This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate the mechanic space for four different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals. With this system, we can generate playable levels that contain different combinations of most of the possible mechanics. These levels can later be used to populate game tutorials that teach players how to use the mechanics of the game.

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Automatic Critical Mechanic Discovery Using Playtraces in Video Games

Michael Green, Ahmed Khalifa, Gabriella Barros, Tiago Machado and Julian Togelius
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We present a new method of automatic critical mechanic discovery for video games using a combination of game description parsing and playtrace information. This method is applied to several games within the General Video Game Artificial Intelligence (GVG-AI) framework. In a user study, human-identified mechanics are compared against system-identified critical mechanics to verify alignment between humans and the system. The results of the study demonstrate that the new method is able to match humans with higher consistency than baseline. Our system is further validated by comparing MCTS agents augmented with critical mechanics and vanilla MCTS agents on 4 games from GVG-AI. Our new playtrace method shows a significant performance improvement over the baseline for all 4 tested games. The proposed method also shows either matched or improved performance over the old method, demonstrating that playtrace information is responsible for more complete critical mechanic discovery.

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Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders

Sam Snodgrass and Anurag Sarkar
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Procedural content generation via machine learning (PCGML) has demonstrated its usefulness as a content and game creation approach, and has been shown to be able to support human creativity. An important facet of creativity is combinational creativity or the recombination, adaptation, and reuse of ideas and concepts between and across domains. In this paper, we present a PCGML approach for level generation that is able to recombine, adapt, and reuse structural patterns from several domains to approximate unseen domains. We extend prior work involving example-driven Binary Space Partitioning for recombining and reusing patterns in multiple domains, and incorporate Variational Autoencoders (VAEs) for generating unseen structures. We evaluate our approach by blending across 7 domains and subsets of those domains. We show that our approach is able to blend domains together while retaining structural components. Additionally, by using different groups of training domains our approach is able to generate both 1) levels that reproduce and capture features of a target domain, and 2) levels that have vastly different properties from the input domain.

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short paper

Dynamic Procedural Music Generation from NPC Attributes

Megan E. M. Washburn and Foaad Khosmood
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Procedural Music Generation in Games (PMGG) can enrich the playing experience by providing both entertainment and communication to the player. We present a system that generates unique procedural thematic music for non-player characters (NPC) based on developer-defined attributes and game state. The system responds in real-time to the dynamic relationship between the player and target “boss” NPC. We create a multiplayer 2D adventure game using and evaluate the music generation system by means of user study. Subjects confront four NPC bosses each with their own uniquely generated dynamic track. Results indicate the generated music is generally pleasing and harmonious, and players are able to detect a relationship between themselves and the NPCs as reflected by the music, even if they can not decipher the exact details.

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short paper

Shopping for Game levels: A Visual Analytics Approach to Exploring Procedurally Generated Content

Ahmed M. Abuzuraiq , Osama Alsalman and Halil Erhan
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Procedural content generation techniques can be used during game design to aid in exploration and expedite the content creation process. But this comes with the challenge of exploring a large quantity of generated content. This challenge is exacerbated by the lack of proper supporting tools. We contend that such tools should encourage exploration, and respect the nature of design judgment. We present a visual analytics tool, DesignSense, developed as a response to a similar challenge in the architectural design domain. In a case study, we applied DesignSense to a dataset of generated levels for a puzzle game. The initial observations suggest a match between the task described and the features present in DesignSense with room for improvement concerning its integration with the game development process.

Game Education

Chairing: José Zagal
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short paper

Digital Games and the Emergence of Problem Solving Processes: a Case Study with Preschool Children

Katerina Morfoniou, Iro Voulgari, Maria Sfyroera and Dimitris Gouscos
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In this paper, we describe a study focusing on the problem solving processes preschool children display while playing a digital game. Through a qualitative methodology using observation, gameplay screen-capture, and semi-structured interviews as data collection instruments, in an early childhood education classroom, we found that the children displayed problem solving practices and approaches, such as problem analysis, selection of information, and assessment. Through this study we aim to contribute to the research and design of games for preschool children that go beyond the drill-and-practice games for the acquisition of content knowledge, to games supporting higher order cognitive skills, which are critical for the preschool age.

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Asking Students to Do All the Work: An Analysis of a Fully Peer-Assessed Course on Game Design and Development

Pier Luca Lanzi and Daniele Loiacono
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Ten years ago we started a course on video game design and development. It was the first course on video games in our university and possibly in our country. We were immediately daunted by two main decisions: (i) the selection of the projects to be developed during the course and (ii) the evaluation of students’ projects. We wanted to give students the maximum freedom and no limit to their creativity. We wanted them to focus on the creation of a game that people would love to play without worrying about some score objectives to maximize and without caring about their instructors’ game design preferences. Accordingly, we decided to ask students to do all the job, starting from the submission and the selection of the game concepts to develop during the course, up to the final evaluation of the projects, the evaluation of their teammates, and thus basically the grading. In this paper, we discuss our experience over the last ten years with our course organization and grading model that, we believe, gives students complete freedom to express themselves and leaves them most of, if not all, the agency.

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Teaching Students How to Make Games for Research-Creation/Meaningful Impact

Mia Consalvo, Andrew M. Phelps
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There are multiple courses in higher education today that expose students to elements of game studies, development, design, and associated research methods, but far fewer explore using games directly as a method for research creation. There are emerging themes in the field around curricular efforts that consider the role of games as a method to (1) advance research (broadly defined) through the act of making games; (2) use games as tools for doing research; and (3) creatively present research topics and findings through games. This paper presents a post-mortem analysis of two courses that were designed, developed, and offered to graduate students at separate universities with these topics in mind, describing their success, failure, and lessons learned. One of these universities is largely focused on doctoral students in game studies, while the other is focused on MFA students in game design, and both offer game-centric MA programs, and also opened these courses to other graduate students in related fields. By examining the design, development, and evaluation of these courses as a comparative case study, the authors provide a practical narrative of best practice in the emerging area of games as research creation tools and associated curriculum.

18:30-19:30

September 18 - Friday

14:00-15:00

15:00-16:00

Game AI

Chairing: Mark Nelson
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A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels

Alexander Gellel and Penny Sweetser
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Algorithmic generation of data, known as procedural content generation, is an attractive prospect within the game development industry as a means of creating infinitely fresh and varied content. In this paper, we present an approach to level generation for roguelike dungeon style levels, based on our examination of the suite of existing approaches used in formal research. Our generator aims to create simple dungeon style level layouts that are always playable. We utilise a hybrid technique combining context free grammars to generate a description of levels and a cellular automata inspired process to generate the physical space. The generator proves successful at consistently generating dungeon layouts that maintain completability at all times with sufficient variation, when accounting for the occasional need for corrective actions. We conclude that there is substantial value in hybrid approaches to automated level design and propose a new heuristic by which to assess dungeon style level content.

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Procedural Generation for Divination and Inspiration

Martin Pichlmair and Charlene Putney
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This paper presents a series of experiments that map the expressive space of specific procedural generation techniques with playful aleatory interventions. They are tools for inspiration based on divinatory practices. This paper connects these ancient procedural techniques to contemporary technologies like Twitter bots. We challenge the limits of these technologies in order to playfully explore the role they can play in everyday life. The first experiment, Nostrandomus, remixes ancient prophecies. The second one, Five Sparrows on a Vampire, generates proposals for dining experiences featuring recipes and accompanying eating instructions. The third tool, Haikookies, is a self-help inspired twitter bot that shares fortune cookie-style wisdom in haiku form. The final experiment, Tiphareth, is a set of partially procedurally generated tarot cards. Additionally, Ephemerald, a tool for streamlined Tracery-based procedural content generation is introduced. The takeaway of this paper is that data curation is a fundamental component of working with generative systems. In other words, the human aspect needs to be present in order to create meaningful results.

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short paper

ExpReal: a Writing Language and System for Authoring Texts in Interactive Narrative

Nicolas Szilas, Ruud de Jong and Mariët Theune
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As interactive narratives, by definition, change according to the user’s choices (dynamic story), so do the dialogue utterances by the characters. Writing all possible utterances manually faces scaling problems. This motivates the use of natural language generation techniques. We present ExpReal, a surface realizer and templating language that allows authors of interactive narratives to write flexible and enriched templates while maintaining control over their use. Templates are automatically selected based on author-specified conditions relating to the world state (e.g. characters’ emotions) or the current task at hand. ExpReal has been developed to support at least three languages (English, French and Dutch).

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short paper

Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry

Gorm Lai, William Latham and Frederic Fol Leymarie
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While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man’s Sky and Horizon Zero Dawn taking advantage of PCG, the gap between academia and industry is as wide as it has ever been, in terms of communication and sharing methods. The authors have worked on both sides of this gap and in an effort to shorten it and increase the synergy between the two sectors have identified three design pillars for PCG using mixed-initiative interfaces. The three pillars are respect designer control, respect the creative process and respect existing work processes. Respecting designer control is about creating a tool that gives enough control to bring out the designer’s vision. Respecting the creative process concerns itself with having a feedback loop that is short enough, that the creative process is not disturbed. Respecting existing work processes means that a PCG tool should plug in easily to existing asset pipelines. As academics and communicators, it is surprising that publications often do not describe ways for developers to use our work or lack considerations for how a piece of work might fit into existing content pipelines.

Games Beyond Entertainment

Chairing: Stefano Gualeni
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Satirical Game Design: The case of the Boardgame Construction BOOM!

Jasper Schellekens, Stefano Caselli, Stefano Gualeni and Krista Bonello Rutter Giappone
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To recognize satire, the audience must be aware of the context and the satirical intent of the work in question. Academic research on the possibilities and effects of satire in games is minimal, if compared with other rhetorical uses of playful interaction. This paper contributes to our understanding of satire in games by discussing and annotating design decisions that were meant to be taken satirically. More specifically, the focus of this paper is Construction BOOM!, a tile-laying boardgame designed by the some of the authors of the paper (Gualeni and Schellekens) themselves with the overt intention of satirizing the current situation of real-estate development in Malta. Part of our contribution consists in leveraging the notion of the ’implied designer’ as articulated by Van de Mosselaer and Gualeni to show how game elements participate in the player’s inferring a satiric implied designer for the game. The paper highlights the opportunities available for designers to implement satire into the various elements of a game and opens the door to further research into exploring how much these elements influence the perception of satire by players.

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Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage

Kalliopi Kontiza, Antonios Liapis and Catherine Emma Jones
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When evaluating the effectiveness of gamified app experiences in cultural heritage venues in terms of informal learning outcomes, a core challenge is the complexity involved in assessing intangible measures such as visitors’ appraisal of artwork. A comprehensive summary of the literature for conducting museum visitor evaluations is needed in order to understand how to measure the impact of gamification on user engagement, and the enhancement of the cultural heritage experience on learning. This paper first reviews related literature regarding the application of intrusive versus nonintrusive user evaluation methods, focusing on the REMIND protocol for conducting experiments with museum visitors. We relay our findings when applying the REMIND protocol in four gamified cultural heritage applications in the CrossCult project. Focusing on the assessment of informal learning in an application specifically designed for the visitors of the National Gallery of London, the paper concludes with recommendations, challenges, and future steps in evaluating games for cultural heritage.

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short paper

Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game

Paris Mavromoustakos-Blom, Sander Bakkes and Pieter Spronck
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In this paper, we study the effect of time pressure on player behaviour during a dilemma-based crisis management game. We employ in-game action tracking, physiological sensor data and selfreporting in order to create multi-modal predictive models of player stress responses during a crisis management scenario. We were able to predict the experimental condition (time pressure vs. no time pressure) with 84.5% accuracy, using a game-only feature set. However, lower accuracy was observed when physiological sensor data was used for the same task. The method presented in this paper can be employed in crisis management training, aiming at assessing players’ responses to stressful conditions and manipulating player stress levels to provide personalised training scenarios.

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short paper

Satire at Play: A Game Studies Approach to Satire

Stefano Caselli, Krista Bonello Rutter Giappone, Jasper Schellekens and Stefano Gualeni
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The persuasive potential of games and their use in political propaganda and raising social awareness are well-established components of the game studies discourse, and the literature around persuasive games highlights satire among the expressive tones of several games. Despite this, what persuasive games’ literature still lacks is a complete and stand-alone defining account of satire in games, which could be useful in analyzing both analog and digital games used for satirical purposes. Our intention with this paper is to frame satire within the field of game studies through notions and perspectives borrowed from other media studies and narratology. In that pursuit, we initially give an operational definition of satire focusing on concepts such as entertainment, critique, and rhetoric. Subsequently, we explore how this definition relates to, and interacts with, key concepts in game studies, such as procedural rhetoric, and the implied designer.

16:00-17:00

HCI and Player Experience

Chairing: Jichen Zhu
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Hits, Quits, and Retries - Player Response to Failure in a Challenging Video Game

Craig Anderson
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While play theorists agree that failure is an integral part of a play experience, there is little research on what players consider failure in video games, or how they respond when failure is encountered. This study uses behaviorally-coded gameplay videos and data-driven retrospective interviews to investigate how players think about and respond to failure in Cuphead, a notoriously challenging “run ’n gun” platformer video game. Emergent patterns show a link between how psychologists measure reactions to failure, known as "mastery orientation" and in-game behaviors, predicting both higher or lower mastery orientation scores. Player interview responses also show a range of ways that players experience failure beyond hard-coded failure (losing health or dying), including poor performance in a section already completed, lack of progress, or giving up. This research deepens our understanding of the role failure plays in one of our most pervasive media, developing our understanding of how players experience failure and the behaviors they take in response.

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short paper

Immersive Gameplay via Improved Natural Language Understanding

Berkeley Andrus and Nancy Fulda
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Many first-person shooters feature non-player characters (NPCs) that work alongside the player. Interfacing with these NPCs can add unnecessary complication to a game and steepen the learning curve for new players. Recent improvements in automated voice recognition and language representation have set the stage for more immersivemethods of interfacingwith NPCs through player speech. In this paper, we present several promising methods of classifying user utterances to extract predefined commands from unstructured speech. This framework facilitates a more flexible interface than has been used in past speech-controlled games. We also show how our methods effectively leverage small sets of example data to outperform existing industrial utterance classification systems.

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Exceptional Paper

Reading Between the Lines – Towards an Algorithm Exploiting In-game Behaviors to Learn Preferences in Gameful Systems

Enrica Loria and Annapaola Marconi
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Players’ retainment can be fostered by investigating whether the game elements players are interacting with are to their liking and tailoring game dynamics to meet their preferences. Thus, adaptive gameplay is a widely interesting topic in both the Game User Research field and the game industry. Considering that explicit information on players’ preferences often lacks, alternative approaches are needed. This task becomes even more challenging when the gameplay data available is limited due to the simplicity of the system employed, as it occurs in gameful systems in contrast to complex entertainment games or serious games. In this work, we propose an algorithm that exploits user behaviors as an implicit component to compute players’ preferences by measuring their level of activity. The application domain is a persuasive gameful system, and the customizable game elements are single-player challenges. The proposed algorithm uses offline gameplay data to compute a preference score for every viable option. The outcomes are then compared against a ground truth calculated from players’ in-game choices. Our findings suggest that players’ behaviors can be used to inform the generation of tailored game elements.

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short paper

Intensifying Stress Perception Using Visual Effects in VR Games

Sebastian Misztal, Guillermo Carbonell, Lysann Zander and Jonas Schild
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Visual effects are used in commercial video games to enhance the players’ perception without being investigated in terms of their actual impact on the players. In our work, we implemented five visual effects, namely vignetting, image noise, chromatic aberration, color grading, and blur and investigated their impact on the players’ perceived stress, presence, and simulator sickness. A user study (N = 6), conducted with a virtual reality (VR) head-mounted display (HMD), shows that these visual effects can intensify the players’ stress perception without negatively effecting perceived presence and without increasing simulator sickness.

Game Criticism and Analysis

Chairing: Gordon Calleja
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Making the Player the Detective

Bjarke Larsen and Henrik Schoenau-Fog
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Detective stories in games have long been a heavily used inspiration source and setting for games, and it is indeed a fitting genre at first glance with its clearly defined set of expectations, rules, and type of storytelling relying on uncovering the past. It is curious then, that until recently, most detective games have followed a more traditional adventure game structure, with little emphasis on actual investigation in the player’s actions, but where the player more acts as a proxy for the plot to follow its course. However, in recent years, a number of games have shown a tendency to shift this balance, and push the bulk of the detective work onto the players themselves, to leave them with an inscrutable mystery to slowly uncover over the course of the game, to decipher the story of the crime in their mind. This paper will investigate a few of these games as well as compare with literature on traditional detective stories to understand how detective games have typically been a different type of detective story all together, which is crucial to understanding how we can make the player the detective instead of an observer of a detective.

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Civilizing Civilization (and beyond): A history of historical game studies

Kirk Lundblade
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Historical game studies is a nascent field formed around the study of games which engage with discourses about history and the past. Beginning with a prominent object of study in wider games scholarship, Sid Meier’s Civilization, historical game studies gradually cohered around several key discursive threads anchored by a small set of focal texts. Out of these core texts, historical game studies developed its own metalanguage, critical discourses, and taxonomic structures which enabled a broad cross-pollination across scholarship engaging with games and the past. As a distinct field closely associated with wider game studies scholarship, historical game studies affords games scholars numerous methodological and theoretical contributions which aid in studying digital games; it also represents a valuable interdisciplinary scholarly community connecting games scholars with research in history, education, heritage studies, and numerous other disciplinary spaces. As such, this historiographic review of historical game studies is intended to highlight the evolution of scholarship in the field, presenting key scholarly works, discursive shifts, objects of study, field sub-groupings, and theoretical contributions in order to facilitate further interdisciplinary scholarship oriented around history and digital games.

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short paper

A Review of Game Research Methodologies

Daniela De Angeli and Eamonn O'Neill
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The field of game research is still very young. As such, unlike many research fields, it lacks an established or widely accepted set of methods and techniques. Methods are often taken from other fields while new tools tailored specifically to games are still emerging. We used a conceptual content analysis approach to review the methodology of papers published from 2013 to 2018 in four major publication venues related to game research: CHI Play, the Digital Games Research Association conference, the International Conference on the Foundations of Digital Games, and the Games and Culture journal. We searched the papers to find all occurrences of words or phrases related to methods, tools or participants. The process was iterative as new keywords were found and informed subsequent searches. For instance, the names of specific questionnaires used by game researchers were found while searching for survey. Our findings offer an overview of the methods, tools and recruitment strategies currently used for game research. Through this review, we aim to contribute to the development of a set of well defined and commonly understood methods for game research.

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short paper

More than Just the Table: Analog Games as Computational Platforms

Jack Murray
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Analog game platforms are more than just individual material objects as the platform studies methodology would argue. Platform studies affords a medium specific analysis connecting media to its cultural implications through close examinations of modular material components that influence the interactions and creation of media made on a specific hardware or software platform. This paper uses the examples of Dungeons & Dragons and Magic: the Gathering to conceptualize analog game platforms in a way that complicates the construction of platforms.

17:00-17:30

17:30-18:30

Game Analytics and Visualization

Chairing: Magy Seif El-Nasr
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Player Behavior Profiling through Provece Graphs and Representation Learning

Sidney A. Melo, Troy C. Kohwalter, Esteban Clua, Aline Paes and Leonardo Murta
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Arguably, player behavior profiling is one of the most relevant tasks of Game Analytics. However, to fulfill the needs of this task, gameplay data should be handled so that the player behavior can be profiled and even understood. Usually, gameplay data is stored as raw log-like files, from which gameplay metrics are computed. However, gameplay metrics have been commonly used as input to classify player behavior with two drawbacks: (1) gameplay metrics are mostly handcrafted and (2) they might not be adequate for fine-grain analysis as they are just computed after key events, such as stage or game completion. In this paper, we present a novel approach for player profiling based on provece graphs, an alternative to log-like files that model causal relationships between entities in game. Our approach leverages recent advances in deep learning over graph representation of player states and its neighboring contexts, requiring no handcrafted features. We perform clustering on learned nodes representations to profile at a fine-grain the player behavior in provece data collected from a multiplayer battle game and assess the obtained profiles through statistical analysis and data visualization.

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Deck Archetype Prediction in Hearthstone

Markus Eger and Pablo Sauma Chacón
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Hearthstone is a competitive, online Collectible Card Game, in which players construct their own 30-card decks from hundreds of available cards. Different decks differ wildly in terms of their strategy, from very agressive decks that seek to attack the opponent early, to decks relying on certain combinations of cards, to decks that are focused on responding to the opponent’s and ending the game slowly. The player community has therefore given names to different deck archetypes, depending on the strategy they pursue. When playing the game, knowing which archetype the opponent’s deck is likely to have helps inform a player on how they should adapt their own strategy to best counter the opponent’s. In this paper we introduce the problem of predicting a player’s deck archetype from minimal information, in particular only from the actions they performed on their first turn. We discuss the relevance of this problem, and how it can help players adapt to the opponent’s strategy, as well as information that can be learned from it. While the information was intentionally chosen to be minimal, due to the nature of the game it still varies in size from game to game, which presents an additional challenge. We describe different approaches to handle this information and their performance applied to this problem, comparing standard statistical methods with Recurrent Neural Networks, and their relative trade-offs, in particular with regards to training time.

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short paper

Probability and Graph Theory in a Board Game: Strategies for and Improvements to Ticket to Ride

Raylen Witter and Alex Lyford
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In the board game Ticket to Ride, players race to claim routes and connect cities on a map of the U.S. In this work, we identify winning strategies for and potential improvements to Ticket to Ride by applying probabilistic and graph-theoretic concepts. We find that longer routes are overvalued, presenting a simple winning strategy for opportunistic players. The scoring scheme we propose--based on indicator random variables--prevents exploitation from this strategy and improves the competitive nature of the game. Using a variety of game data visualizations, we also investigate why players who connect particular pairs of cities perform better than others. In addition, we build a statistical model from the effective resistance of the game’s underlying graph structure to suggest how to choose the best pairs of cities.

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Exceptional Paper

"And then they died": Using Action Sequences for Data Driven, Context Aware Gameplay Analysis

Erica Kleinman, Sabbir Ahmad, Zhaoqing Teng, Andy Bryant, Truong-Huy D. Nguyen, Casper Harteveld and Magy Seif El-Nasr
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Many successful games rely heavily on data analytics to understand players and inform design. Popular methodologies focus on machine learning and statistical analysis of aggregated data. While effective in extracting information regarding player action, much of the context regarding when and how those actions occurred is lost. Qualitative methods allow researchers to examine context and derive meaningful explanations about the goals and motivations behind player behavior, but are difficult to scale. In this paper, we build on previous work by combining two existing methodologies: Interactive Behavior Analytics (IBA) and sequence analysis (SA), in order to create a novel, mixed methods, human-in-the-loop data analysis methodology that uses behavioral labels and visualizations to allow analysts to examine player behavior in a way that is context sensitive, scalable, and generalizable. We present the methodology along with a case study demonstrating how it can be used to analyze behavioral patterns of teamwork in the popular multiplayer game Defense of the Ancients 2 (DotA 2).

Games Beyond Entertainment

Chairing: Stefano Gualeni
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Reflection in Game-Based Learning: A Survey of Programming Games

Jennifer Villareale, Colan F. Biemer, Magy Seif El-Nasr and Jichen Zhu
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Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design and research community can benefit from more knowledge of how to facilitate player reflection through game design. In this paper, we examine educational programming games and analyze how reflection is currently supported. We find that current approaches prioritize accuracy over the individual learning process and often only support reflection post-gameplay. Our analysis identifies common reflective features, and we develop a set of open areas for future work. We discuss these promising directions towards engaging the community in developing more mechanics for reflection in educational games.

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A (Visual) Novel Route to Learning: A Taxonomy of Educational Visual Novels

Janelynn Camingue, Edward Melcer and Elin Carstensdottir
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Interactive narratives are widely used to frame and contextualize education in games. However, the specifics of how their designs aid the learning process and outcomes remains relatively unexplored. To better understand this space, a study was conducted that focused on one sub-genre of interactive narrative, Visual Novels. Specifically, in this paper we conducted a survey of thirty-one existing educational Visual Novels, analyzing design elements that fostered learning and delivered educational content. The resulting taxonomy consists of five key dimensions for educational design and teaching strategies within Visual Novels: 1) Teaching Through Choice, 2) Teaching Through Scripted Sequences, 3) Teaching Through Mini-games, 4) Teaching Through Exploration and 5) Non-interactive Teaching. These dimensions demonstrate that there are a number of design considerations for supporting learning through Visual Novels. This work has implications for designers of educational games by classifying the different designs a Visual Novel can employ to teach—ultimately informing how to better present educational subject matter in interactive narrative games.

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All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game Design

Giovanni Troiano, Dylan Schouten, Michael Cassidy, Eli Tucker-Raymond, Gillian Puttick and Casper Harteveld.
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Game design is emerging in contemporary education, especially in constructionist curricula for student-centered and discovery learning. While previous work focused on assessing how complementary skills (e.g., computational thinking) develop through game design, few have attempted to assess the very games designed by students. Here, we show preliminary results on using the Triadic Game Design (TGD)model to assess the elements that may constitute a "balanced" student-designed game in the context of constructionist learning. Our results show that TGD is viable to carry out such assessment. We conclude by discussing the limitations of our approach and propose directions for future work.

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short paper

"I Don't See Color'': Characterizing Players' Racial Attitudes and Experiences via an Anti-Bias Simulation Videogame

Danielle Marie Olson and D. Fox Harrell, Ph.D.
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Videogames and learning/training applications that address racial discrimination have risen in popularity recently, coinciding with the rapid development of the field of serious (or impact) games. While there has been much focus on understanding the efficacy of these systems as interventions to reduce racial bias, there has been less attention paid to how individuals’ prior physical-world racial attitudes influence their experiences of such games about racial issues. Toward addressing this gap, the study presented here examines the relationships between PreK-12 educators’ colorblind racial attitudes and their game experience and narrative interpretations in narrative videogame modeling racial and ethnic socialization called Passage Home. Passage Home embeds a novel computational model and simulation informed by the Racial Encounter Coping Appraisal and Socialization Theory (RECAST) to simulate a discriminatory racial encounter in a classroom setting. The system serves as a tool for assessing players’ racial and ethnic socialization (RES) experiences to support interventions for learning about racial bias. This paper presents the results of a user study deploying Passage Home with PreK-12 educators. Analysis revealed that players’ colorblind racial attitudes and ethnic identity were related to their in-game racial appraisal and feelings of competence, negative affect, and empathy in the game. Given the prevalence of colorblind racial ideology across racial and ethnic groups in the United States, we propose an initial typology of players’ colorblind racial attitudes emerging from this analysis to aid in the future development of serious game interventions addressing racial discrimination.

18:30-18:45

CONTACT US - fdg2020@easychair.org