Program Schedule
WEDNESDAY, JUNE 29
9:00am - 9:15am
Welcome
9:15am - 10:15am
Invited Talk: Nicolas Gaume (Mimesis Republic)
"Real Friends, Virtual Life: The Art of Social Storytelling"
10:15am - 10:45am
Poster Coffee Break
10:45am - 12:25pm
Paper Session 1A: Serious Games
(Chair: Donald Brinkman)
Paper Session 1B: Design
(Chair: Clara Fernandez Vara)
12:25pm - 2:00pm
Lunch Break
2:00pm - 3:00pm
Panel: "Incorporating Imagine Cup into Current and Proposed Gaming Curricula"
(Chair: Andrew Parsons)
(Panelists: Brecht Kets, Frank Lee, Ian Parberry, Chang Yun)
Panel: "Should Technology Serve or Drive Game Design?"
(Chair: Katherine Isbister)
(Panelists: Ian Bogost, Michael Mateas, Andy Nealen)
3:00pm - 3:30pm
Poster Coffee Break
3:30pm - 4:45pm
Paper Session 1C: Metrics and Analysis
(Chair: Michael Youngblood)
Doctoral Consortium Session 1
(Chairs: Stefan Goebel, Florian Mehm)
5:00pm - 5:30pm
Poster Minute Madness
(Chairs: Anders Drachen, Alessandro Cannossa)
THURSDAY, JUNE 30
9:00am - 10:00am
Invited Talk: Stacy Marsella (Institute for Creative Technologies)
"Hot Blooded Automatons: Creating Emotional Virtual Humans"
10:00am - 10:30am
Poster Coffee Break
10:30am - 12:10pm
Paper Session 2A: Artificial Intelligence
(Chair: Georgios Yannakakis)
Paper Session 2B: Game Studies
(Chair: Mia Consalvo)
12:10pm - 2:00pm
Lunch Break
2:00pm - 3:00pm
Society for the Advancement of the Science of Digital Games
Community Session
(Chair: Jim Whitehead)
3:00pm - 3:30pm
Poster Coffee Break
3:30pm - 5:10pm
Paper Session 2C: Able Gamers
(Chair: Magy Seif El-Nasr)
Doctoral Consortium Session 2
(Chairs: Stefan Goebel, Florian Mehm)
FRIDAY, JULY 1
9:00am - 10:40am
Paper Session 3A: Social Games
(Chair: Tiffany Barnes)
Paper Session 3B: Narrative and Game Education
(Chair: Noah Wardrip-Fruin)
10:40am - 11:10am
Poster Coffee Break
11:10am - 12:10pm
Cordy Rierson (Microsoft Research)
"Title to be confirmed"
12:10pm - 12:20pm
Closing Remarks
Paper Sessions
1A: SERIOUS GAMES
Exploring adolescent's STEM learning through scaffolded game design
Ivan Alex Games, Luke Kane
Analysis of Social gameplay macros in the foldit cookbook
Seth Cooper, Firas Khatib, Ilya Makedon, Hao Lu, Janos Barbero, David Baker, James Fogarty, Zoran Popovic
A Computational Approach Towards Conflict Resolution for Serious Games
Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Gordon P. D. Ingram, Carlos Martinho,
Ana Paiva, Georgios Yannakakis
Fun and Learning: The Power of Narrative
Tim Marsh, Li Zhiqiang Nickole, Eric Klopfer, Chuang Xuejin, Scot Osterweil, Jason Haas
1B: DESIGN
On the Harmfulness of Secondary Game Objectives
Erik Andersen, Yun-En Liu, Richard Snider, Roy Szeto, Seth Cooper, Zoran Popovic
Towards Minimalist Game Design
Andy Nealen, Adam Saltsman, Eddy Boxerman
Guidelines for Personalizing the Player Experience in Computer Role-Playing Games
Juha-Matti Vanhatupa
A Point-and-shoot Weapon Design for Outdoor Multi-player Smartphone Games
Robert Hall
1C: METRICS AND ANALYSIS
Arrrgghh!!! Blending Quantitative and Qualitative Methods to Detect Player Frustration
Alessandro Canossa, Janus Rau Mueller Sorensen, Drachen Anders
Feature-Based Projections for Effective Playtrace Analysis
Yun-En Liu, Erik Andersen, Richard Snider, Seth Cooper, Zoran Popovic
Measuring Cooperative Gameplay Pacing in World of Warcraft
Martin Ashton, Clark Verbrugge
2A: ARTIFICIAL INTELLIGENCE
Recognizing Players' Activities and Hidden State
Wesley Kerr, Paul Cohen, Niall Adams
Using Sequential Observations to Model and Predict Player Behavior
Brent Harrison, David Roberts
Explicit Domain Modelling in Video Games
David Llansó, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Pedro Antonio González-Calero
Modelling Virtual Camera Behaviour Through Player Gaze
Andrea Picardi, Burelli Paolo, Georgios Yannakakis
2B: GAME STUDIES
Proceduralist Readings: How to Find Meaning in Games with Graphical Logics
Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas
A Spatial Analysis of the JBA headquarters in 'Splinter Cell: Double Agent'
Paul Martin
From 'Open Mailbox' to Context Mechanics: Shifting Levels of Abstraction in Adventure Games
Clara Fernandez Vara
BeadLoom Game: Adding Competitive, User Generated, and Social Features to Increase Motivation
Acey Boyce, Katie Doran, Antoine Campbell, Shaun Pickford, Dustin Culler, Tiffany Barnes
2C: ABLE GAMERS
Real-time Sensory Substitution to Enable Players Who Are Blind to Play Video Games Using Whole Body Gestures
Tony Morelli, Eelke Folmer
Navigating a 3D Avatar using a Single Switch
Eelke Folmer, Fangzhou Liu, Barrie Ellis
A Study of Raiders with Disabilities in World of Warcraft
Theodore Lim, Bonnie Nardi
Supplemental Sonification of a Bingo Game
Daniel Ramos, Eelke Folmer
3A: SOCIAL GAMES
A New Look at World of Warcraft's Social Landscape
Diane Schiano, Bonnie Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee
If You Build It They Might Stay: Retention Mechanisms in World of Warcraft
Thomas Debeauvais, Bonnie Nardi, Diane Schiano, Nicolas Ducheneaut, Nicholas Yee
Using Your Friends: Social Mechanics in Social Games
Mia Consalvo
Choosing Human Team-Mates: Perceived Identity as a Moderator of Player Preference and Enjoyment
Tim Merritt, Teong Leong Chuah, Christopher Ong, Kevin McGee
3B: NARRATIVE AND GAME EDUCATION
Representing Game Characters' Inner Worlds through Narrative Perspectives
Jichen Zhu, Santigo Ontan, Brad Lewter
Curveship's Automatic Narrative Style
Nick Montfort
An Educational Tool for Creating Distributed Physical Games
Henrik Hautop Lund, Luigi Pagliarini
Say it with Systems: Expanding Kodu's Expressive Power through Gender-Inclusive Mechanics
Teale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin
DOCTORAL CONSORTIUM SESSION 1
Performatology: An Arts Approach to Designing Performative Embodied Agents (PEAs)
for Procedural Character Animation
Chris 'Topher' Maraffi, University of California Santa Cruz, USA.
Kodu Game Lab: Improving the motivation for learning programming concepts.
Allan Fowler and Brian Cusack, Waiariki Institute of Technology, New Zealand.
(In)Formative play – The effects of digital games on creativity and problem-solving skills.
Johannes Breuer, University Hohenheim, Germany.
DOCTORAL CONSORTIUM SESSION 2
Human Factors in Entertainment Computing: Designing for Diversity.
Kathrin Gerling, University of Duisburg-Essen, Germany.
A Computational Model of Narrative Conflict.
Stephen G. Ware, North Carolina State University, USA.
Narrative Affordance: Towards a model of the foreseeability and perceivability of story elements
in an Interactive Narrative.
Rogelio E. Cardona-Rivera, North Carolina State University, USA.
Minstrel Remixed: A Reconstruction and Exploration
Brandon Tearse, University of California Santa Cruz, USA.
Posters
- Towards
Fast, Believable Real-time Rendering of Burning Objects in Video Games,
Dhanyu Amarasinghe, Ian Parberry - Automatic
Identification and Generation of Highlight Cinematics for 3D Games,
Mike Dominguez, R. Michael Young, Stephen Roller - Don't
Play Me: EVE Online, New Players and Rhetoric,
Christopher Paul - Wizard
of Wii: Towards Understanding Player Experience in First Person Games
with 3D Gestures,
Salman Cheema, Joseph J. LaViola Jr. - Descriptions
- A Viable Choice for Video Game Authors,
Neesha Desai, Duane Szafron - Adaptive
Playware in Physical Games,
Henrik Hautop Lund, Arnar Tumi Thorsteinsson - Towards the
Next Generation of Board Game Opponents,
Andre Pereira, Rui Prada, Ana Paiva - An
Enjoyment Metric for the Evaluation of Alternate Reality Games,
Andrew Macvean, Mark Riedl - Multi-core
Processing within the Frontal Lobe,
Adam Noah, Atsumichi Tachibana, Shaw Bronner - On
Creating a Native Real Time Strategy Game User Interface for
Multi-Touch Devices,
Nicole Crenshaw, Scott Orzech, Wai Son Wong, Alexandra Holloway - Crafty:
Dynamic Vendor Pricing in Computer Role-Playing Games,
Dominic Gurto, Malcolm Ryan, Alan Blair - Beachcomber:
A Game for the Visually Impaired,
Nathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo - Only
the Good... Get Pirated: Game Piracy Activity vs. Product Features,
Drachen Anders, Kevin Bauer, Robert W. D. Veitch - The
Chain Model for Social Tagging Game Design,
Lilian Weng, Rossano Schifanella, Filippo Menczer - Smart
Ambiance: Smart Objects using Ambiance for Increased Contextual
Awareness in Game Agents,
Colm Sloan, John D. Kelleher, Brian Mac Namee - An
Inclusive Taxonomy of Player Modeling,
Adam Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan - A
Different Approach to Teaching Chinese through Serious Games,
Jeremiah Shepherd, Jijun Tang, Renaldo Doe, Matthew Arnold - Lessons
in Teaching Game Design,
Anne Sullivan, Gillian Smith - SpyFeet:
An Exercise RPG,
Aaron Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn Walker, Noah Wardrip-Fruin - Toward
a Computational Model of Focalization,
Byung-Chull Bae, Yun-Gyung Cheong, R. Michael Young - Using
Navigation Meshes for Collision Detection,
Hunter Hale, Michael Youngblood - AI-based
Design and The Prom,
McCoy Joshua, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin - Tabletop
Games Using Real Environment and Physical Simulation,
Jeremy Laviole, Martin Hachet, Christophe Schlick - Brain-Computer
Interfaces for 3D Games: Hype or Hope?,
Fabien Lotte - Reactive
Animation and Gameplay Experience,
Chelsea Hash, Katherine Isbister - Is
More Movement Better? A Controlled Comparison of Movement-Based Games,
Katherine Isbister, Rahul Rao, Elizabeth Hayward, Jessamyn Lidasan