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- short-paperSeptember 2020
Formalizing Casual Tabletop Games for Language Teaching
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 92, Pages 1–4https://doi.org/10.1145/3402942.3409792Game-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 ...
- short-paperSeptember 2020
The Independent Mode: A Functionalist Account of Independent Games and Game History
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 44, Pages 1–4https://doi.org/10.1145/3402942.3409787Which 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 ...
- short-paperSeptember 2020
Primal Clay: Worldbuilding with the New Materialism
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 43, Pages 1–4https://doi.org/10.1145/3402942.3409786How 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 ...
- short-paperSeptember 2020
Dynamic Procedural Music Generation from NPC Attributes
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 15, Pages 1–4https://doi.org/10.1145/3402942.3409785Procedural 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 ...
- short-paperSeptember 2020
Understanding Flow, Identification with Game Characters and Players’ Attitudes
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 59, Pages 1–4https://doi.org/10.1145/3402942.3409784Research 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 ...
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- short-paperSeptember 2020
Analysis of Business Model Transition Based on Active User and Review Value
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 67, Pages 1–4https://doi.org/10.1145/3402942.3409782The 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 ...
- research-articleSeptember 2020
Computational Thinking through Design Patterns in Video Games
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 111, Pages 1–4https://doi.org/10.1145/3402942.3409622Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres and ...
- research-articleSeptember 2020
The making of La Mancha
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 115, Pages 1–8https://doi.org/10.1145/3402942.3409617This paper considers the ways in which game making may be a means for deeply analyzing literary and artistic works. This work is done through a game design postmortem of La Mancha, a storytelling card game based on Miguel de Cervantes’ 1605 novel Don ...
- research-articleSeptember 2020
Boardgames and Computational Thinking: how to identify games with potential to support CT in the classroom
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 114, Pages 1–8https://doi.org/10.1145/3402942.3409616Boardgames exist that explicitly address Computational Thinking (CT for short) concepts and practices. Some are actual games, while others are more akin to gamified learning activities. And since CT has been formalized only recently, many existing ...
- research-articleSeptember 2020
A Game about our Neighbourhood: A Case Study of Participatory Game Design with Pre-school Children
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 110, Pages 1–5https://doi.org/10.1145/3402942.3409612Game design can have a positive impact on children's game literacy skills, on domain specific knowledge, and on cognitive skills such as problem solving. This paper reports a participatory game design activity involving early childhood education ...
- research-articleSeptember 2020
Contextualizing Game Literacy: A transhistorical approach to understanding Game-Based Learning environments
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 108, Pages 1–6https://doi.org/10.1145/3402942.3409610The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the concept of ‘literacy’. The concept of literacy is well established in media studies–from books, to film, and visual, performing and interactive arts–and ...
- research-articleSeptember 2020
Towards a Taxonomy of AI in Hybrid Board Games
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 105, Pages 1–6https://doi.org/10.1145/3402942.3409607With hybrid board games rising in popularity and game AI algorithms becoming more sophisticated, there is potential in involving AI to create novel game experiences and tools that can support developers. However, examples of hybrid board games that ...
- research-articleSeptember 2020
Tabletop Roleplaying Games as Procedural Content Generators
- Matthew Guzdial,
- Devi Acharya,
- Max Kreminski,
- Michael Cook,
- Mirjam Eladhari,
- Antonios Liapis,
- Anne Sullivan
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 103, Pages 1–9https://doi.org/10.1145/3402942.3409605Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present ...
- research-articleSeptember 2020
10 Years of the PCG workshop: Past and Future Trends
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 96, Pages 1–10https://doi.org/10.1145/3402942.3409598As of 2020, the international workshop on Procedural Content Generation enters its second decade. The annual workshop, hosted by the international conference on the Foundations of Digital Games, has collected a corpus of 95 papers published in its ...
- short-paperSeptember 2020
Gamer perception of endorsements from Fortnite Streamers on YouTube
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 56, Pages 1–3https://doi.org/10.1145/3402942.3403026This 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 ...
- research-articleSeptember 2020
Strategy Games: The Components of A Worthy Opponent
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 48, Pages 1–9https://doi.org/10.1145/3402942.3403018What 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’...
- research-articleSeptember 2020
Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 46, Pages 1–12https://doi.org/10.1145/3402942.3403015Players in modern Massively Multiplayer Online Role-Playing Games 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 ...
- research-articleSeptember 2020
Satirical Game Design: The Case of the Boardgame Construction BOOM!
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 79, Pages 1–12https://doi.org/10.1145/3402942.3403008To 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 ...
- research-articleSeptember 2020
A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 77, Pages 1–13https://doi.org/10.1145/3402942.3403004Interactive 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 ...
- short-paperSeptember 2020
Blockchain Technologies and Games: A Proper Match?
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital GamesArticle No.: 71, Pages 1–4https://doi.org/10.1145/3402942.3402996Not only have virtual currencies in digital games from the pre-Blockchain 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 ...