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FDG 2011: Bordeaux, France
- Marc Cavazza, Katherine Isbister, Charles Rich:
Foundations of Digital Games, FDG'11, Bordeaux, France, June 28 - July 1, 2011. ACM 2011, ISBN 978-1-4503-0804-5 - Alexander Ivan Games, Luke Kane:
Exploring adolescent's STEM learning through scaffolded game design. 1-8 - Seth Cooper, Firas Khatib, Ilya Makedon, Hao Lü, Janos Barbero, David Baker, James Fogarty, Zoran Popovic, Foldit players:
Analysis of social gameplay macros in the Foldit cookbook. 9-14 - Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Carlos Martinho, Gordon Ingram, Ana Paiva, Georgios N. Yannakakis:
A computational approach towards conflict resolution for serious games. 15-22 - Tim Marsh, Chuang Xuejin, Li Zhiqiang Nickole, Scot Osterweil, Eric Klopfer, Jason Haas:
Fun and learning: the power of narrative. 23-29 - Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto, Seth Cooper, Zoran Popovic:
On the harmfulness of secondary game objectives. 30-37 - Andrew Nealen, Adam Saltsman, Eddy Boxerman:
Towards minimalist game design. 38-45 - Juha-Matti Vanhatupa:
Guidelines for personalizing the player experience in computer role-playing games. 46-52 - Robert J. Hall:
A point-and-shoot weapon design for outdoor multi-player smartphone games. 53-60 - Alessandro Canossa, Anders Drachen, Janus Rau Møller Sørensen:
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration. 61-68 - Yun-En Liu, Erik Andersen, Rich Snider, Seth Cooper, Zoran Popovic:
Feature-based projections for effective playtrace analysis. 69-76 - Martin Ashton, Clark Verbrugge:
Measuring cooperative gameplay pacing in World of Warcraft. 77-83 - Wesley Kerr, Paul R. Cohen, Niall M. Adams:
Recognizing players' activities and hidden state. 84-90 - Brent E. Harrison, David L. Roberts:
Using sequential observations to model and predict player behavior. 91-98 - David Llansó, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Pedro A. González-Calero:
Explicit domain modelling in video games. 99-106 - Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis:
Modelling virtual camera behaviour through player gaze. 107-114 - Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas:
Proceduralist readings: how to find meaning in games with graphical logics. 115-122 - Paul Martin:
A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent. 123-130 - Clara Fernández-Vara:
From "open mailbox" to context mechanics: shifting levels of abstraction in adventure games. 131-138 - Acey Kreisler Boyce, Katelyn Doran, Antoine Campbell, Shaun Pickford, Dustin Culler, Tiffany Barnes:
BeadLoom Game: adding competitive, user generated, and social features to increase motivation. 139-146 - Tony Morelli, Eelke Folmer:
Real-time sensory substitution to enable players who are blind to play video games using whole body gestures. 147-153 - Eelke Folmer, Fangzhou Liu, Barrie Ellis:
Navigating a 3D avatar using a single switch. 154-160 - Theodore Lim, Bonnie A. Nardi:
A study of raiders with disabilities in World of Warcraft. 161-167 - Daniel Ramos, Eelke Folmer:
Supplemental sonification of a bingo game. 168-173 - Diane J. Schiano, Bonnie A. Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee:
A new look at World of Warcraft's social landscape. 174-179 - Thomas Debeauvais, Bonnie A. Nardi, Diane J. Schiano, Nicolas Ducheneaut, Nicholas Yee:
If you build it they might stay: retention mechanisms in World of Warcraft. 180-187 - Mia Consalvo:
Using your friends: social mechanics in social games. 188-195 - Tim Robert Merritt, Kevin McGee, Teong Leong Chuah, Christopher Ong:
Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment. 196-203 - Jichen Zhu, Santiago Ontañón, Brad Lewter:
Representing game characters' inner worlds through narrative perspectives. 204-210 - Nick Montfort:
Curveship's automatic narrative style. 211-218 - Henrik Hautop Lund, Luigi Pagliarini:
An educational tool for creating distributed physical games. 219-226 - Teale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin:
Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics. 227-234 - Chris Topher Maraffi:
Performatology: an arts approach to designing performative embodied agents (PEAs) for procedural character animation. 235-237 - Allan Fowler, Brian Cusack:
Kodu game lab: improving the motivation for learning programming concepts. 238-240 - Johannes Breuer:
(In)formative play: the effects of digital games on creativity and problem-solving skills. 241-243 - Kathrin Maria Gerling:
Human factors in entertainment computing: designing for diversity. 244-246 - Stephen G. Ware:
A computational model of narrative conflict. 247-249 - Rogelio Cardona-Rivera:
Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative. 250-252 - Brandon Robert Tearse:
Minstrel remixed: a reconstruction and exploration. 253-255 - Dhanyu Amarasinghe, Ian Parberry:
Towards fast, believable real-time rendering of burning objects in video games. 256-258 - Mike Dominguez, R. Michael Young, Stephen Roller:
Automatic identification and generation of highlight cinematics for 3D games. 259-261 - Christopher A. Paul:
Don't play me: EVE Online, new players and rhetoric. 262-264 - Salman Cheema, Joseph J. LaViola Jr.:
Wizard of Wii: toward understanding player experience in first person games with 3D gestures. 265-267 - Neesha Desai, Duane Szafron:
Descriptions: a viable choice for video game authors. 268-270 - Henrik Hautop Lund, Arnar Tumi Thorsteinsson:
Adaptive playware in physical games. 271-273 - André Pereira, Rui Prada, Ana Paiva:
Towards the next generation of board game opponents. 274-276 - Andrew Peter Macvean, Mark O. Riedl:
An enjoyment metric for the evaluation of alternate reality games. 277-279 - J. Adam Noah, Atsumichi Tachibana, Shaw Bronner:
Multi-core processing within the frontal lobe. 280-282 - Nicole Crenshaw, Scott Orzech, Wai Son Wong, Alexandra Holloway:
On creating a native real-time-strategy game user interface for multi-touch devices. 283-285 - Dominic Gurto, Malcolm Ryan, Alan Blair:
Crafty dynamic vendor pricing in computer role-playing games. 286-288 - Nathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo:
Beachcomber: a game for the visually impaired. 289-292 - Anders Drachen, Kevin Bauer, Robert W. D. Veitch:
Only the good... get pirated: game piracy activity vs. metacritic score. 292-294 - Lilian Weng, Rossano Schifanella, Filippo Menczer:
The chain model for social tagging game design. 295-297 - Colm Sloan, John D. Kelleher, Brian Mac Namee:
Feeling the ambiance: using smart ambiance to increase contextual awareness in game agents. 298-300 - Adam M. Smith, Chris Lewis, Kenneth Hullet, Anne Sullivan:
An inclusive view of player modeling. 301-303 - Jeremiah J. Shepherd, Renaldo J. Doe, Matthew Arnold, Yun Zhu, Jijun Tang:
A different approach to teaching Chinese through serious games. 304-306 - Anne Sullivan, Gillian Smith:
Lessons in teaching game design. 307-309 - Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn A. Walker, Noah Wardrip-Fruin:
SpyFeet: an exercise RPG. 310-312 - Byung-Chull Bae, Yun-Gyung Cheong, Robert Michael Young:
Toward a computational model of focalization in narrative. 313-315 - D. Hunter Hale, G. Michael Youngblood:
Using navigation meshes for collision detection. 316-318 - Joshua McCoy, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin:
Prom Week: social physics as gameplay. 319-321 - Jérémy Laviole, Martin Hachet, Christophe Schlick:
Tabletop games using real environment and physical simulation. 322-324 - Fabien Lotte:
Brain-computer interfaces for 3D games: hype or hope? 325-327 - Chelsea Hash, Katherine Isbister:
Reactive animation and gameplay experience. 328-330 - Katherine Isbister, Rahul Rao, Ulf Schwekendiek, Elizabeth O. Hayward, Jessamyn Lidasan:
Is more movement better?: a controlled comparison of movement-based games. 331-333
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